New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v3.30

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phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by phcas »

Hi Robert

Happy you gave comments since the version I have is not the same the version you have.
If I load my campaign from Greece, apparently I come to an old Barbarossa version (without reinforced Luftwaffe and searchlights). I do not understand that. Everytime the Barbarossa scenario is updated it will be replaced in the data folder and always with the same file name. I reinstalled the game again yesterday and installed the mod. It works OK.


Does other people have problems going from the Balkans to Barbarossa in the Campaign?

If I start a new 1941 campaign or use the standalone scenario then I see your Stukas and searchlights.
The Bruno railgun is not present in the new scenario and hopefully because in the e-file (no attack value and no image).
All your railguns with green cover have the same issue in the e-file. The Bruno railgun graphic is in update v0.40. I checked it but the graphic is visible in the editor. If the railway guns are in camouflage mode (green cover) they can not move or fire, thats in the mod, they are "more hidden" for the enemy in camouflage modus. To move and fire you have to remove the camouflage (switch button).

I have reinstalled the mod without using 040a and 040b. Same issue.
I guess your deployment hexes in campaign are covering your new Luftwaffe units. Only this can explain why your Luftwaffe units and searchlights dissappear.
If you want I send you my saved game (last turn in Greece) in PM. 040a and 040b are not needed if you have installed the v0.41 update. Please send me your saved game (last turn in Greece).

Barbarossa is the second "start up" scenario for the campaign. All core units given to you in the scenarios between Poland and the Balkans are in Barbarossa as core units (with some experience). They will not show up if you come from the Balkans because the hexes they are in are purchase hexes, that make this core units disappear if you come from a earlier scenario in the campaign (Balkans) so you can place your own campaign built up core units. All aux units are always in the scenario, in campaign and single mode.


I understand why I can't win this scenario...
I would like to keep my core from Greece.
If not possible I shall start a new 1941 campaign, at least I could play your very last version of the scenario.

I send you the last Barbarossa file. But it is strange you must already have it.
Barbarossa.rar
(111.53 KiB) Downloaded 62 times
Greetings
RobertCL
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by RobertCL »

Hi PHCAS,

Watch your pm.
Same issue.

Maybe it is not an issue since you answered and this is what I guessed:
They will not show up if you come from the Balkans because the hexes they are in are purchase hexes
But I checked deployment hexes and your Stukas are not in those hexes so they should appear...

I finally understand : railguns with camo cannot fire and you use switch button. Who will use camo ? Near the frontlines the player will need the unit in firing mode and in the rear camo is not needed... But it is well designed.
Question: I never understood the difference: what is happening when you use the switch for a Stuka (dive bombing) ? Better attack but no defense ? I do not see the stats changing when I use the switch.
terminator
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by terminator »

Why are these files highlighted in the last patch v0.41 ?

PAK-Update v0.41.JPG
PAK-Update v0.41.JPG (62.44 KiB) Viewed 2585 times
glaude1955
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by glaude1955 »

Hello and well done for your wonderful mod.
You have changed a lot of game icons (for example those of the lines) and I sometimes have trouble finding my bearings. Do you edit a guide with all your news?
Best regards
Yves
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by phcas »

RobertCL wrote: Thu Apr 16, 2020 7:26 am Hi PHCAS,

Watch your pm.
Same issue.

Maybe it is not an issue since you answered and this is what I guessed:
They will not show up if you come from the Balkans because the hexes they are in are purchase hexes
But I checked deployment hexes and your Stukas are not in those hexes so they should appear...

I finally understand : railguns with camo cannot fire and you use switch button. Who will use camo ? Near the frontlines the player will need the unit in firing mode and in the rear camo is not needed... But it is well designed.
Question: I never understood the difference: what is happening when you use the switch for a Stuka (dive bombing) ? Better attack but no defense ? I do not see the stats changing when I use the switch.
I will check things again.

About the Stukas, in dive mode the attack factors must be better and air defense factor lower.
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by phcas »

terminator wrote: Thu Apr 16, 2020 8:33 am Why are these files highlighted in the last patch v0.41 ?


PAK-Update v0.41.JPG
This is a question for AKRebel
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by phcas »

glaude1955 wrote: Thu Apr 16, 2020 12:22 pm Hello and well done for your wonderful mod.
You have changed a lot of game icons (for example those of the lines) and I sometimes have trouble finding my bearings. Do you edit a guide with all your news?
Best regards
Yves
Hi Yves,

We started a guide but we are very behind with it. The number of units is growing faster than we can write the guide. It will come in time. For the coming update I can tell you that "Japanese Banzai Infantry" have a good attack strenght but will not survive when they attack. A kind of ground Kamikaze.
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by phcas »

xxx.jpeg
xxx.jpeg (72.65 KiB) Viewed 2538 times
After 2 days of work the Allies in the Pacific has someting to fight against :)
x33010_Banzai_42.png
x33010_Banzai_42.png (79.31 KiB) Viewed 2538 times
x33010_Garrison_41.png
x33010_Garrison_41.png (77.24 KiB) Viewed 2538 times
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by phcas »

x33010_HW_37.png
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x33010_HW_43.png
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x33010_Infantry_37.png
x33010_Infantry_37.png (78.62 KiB) Viewed 2537 times
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by phcas »

x33010_Infantry_41.png
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x33010_Infantry_43.png
x33010_Infantry_43.png (77.81 KiB) Viewed 2536 times
x33012_Para_41.png
x33012_Para_41.png (79.04 KiB) Viewed 2536 times
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by phcas »

x33013_Cavalry_37.png
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x33013_Cavalry_37x.png
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x33014_Engineer_37.png
x33014_Engineer_37.png (78.01 KiB) Viewed 2535 times
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by phcas »

x33014_Engineer_43.png
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x33018_Sniper.png
x33018_Sniper.png (77.06 KiB) Viewed 2534 times
nono hard et heavy
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by nono hard et heavy »

Hello PHCAS.
Big Unit of Faun ZR is missing in Low Countries scenario. Greetings. Bruno.
Faun ZR.png
Faun ZR.png (828.64 KiB) Viewed 2510 times
I found where is the unit.
Last edited by nono hard et heavy on Thu Apr 16, 2020 3:48 pm, edited 2 times in total.
uzbek2012
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by uzbek2012 »

A great samurai ) Will the Japanese have such units as "Detachment 731"?
Image
https://neznakomka-18.livejournal.com/323218.html
https://masterok.livejournal.com/2598942.html
731 Squad: Death Pipeline
https://en.topwar.ru/824-otryad-731-kon ... merti.html

The Soviet Union made a request to the United States and a number of European countries, in which it demanded the extradition of the main "craftsmen" of unit 731. But, as expected, was refused. No one was going to give up the Japanese bacteriologists — they had too valuable knowledge. By the way, according to the American military, part of the "experience" they used during the fighting in Korea.
https://diletant.media/articles/30388332/
nono hard et heavy
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by nono hard et heavy »

Big Units missed. 4 170 mm K(E) and 2 150 mm K(E).
170 mm K(E).png
170 mm K(E).png (596.97 KiB) Viewed 2464 times
Greetings. Bruno.
AKRebel
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by AKRebel »

terminator wrote: Thu Apr 16, 2020 8:33 am Why are these files highlighted in the last patch v0.41 ?


PAK-Update v0.41.JPG
Hello terminator,

After various tests I noticed that the game crashes at a certain point in time, after some research I came up with the following cause or solution.

The reason is that due to the size of the mod there is a memory overflow in the PanzerCorps.exe after a while because it is programmed to 32-bit. 32 bit applications can only address a maximum of 2 GB of memory. To solve the problem I patched all 3 applications (PanzerCorps.exe, PanzerCorps Steam.exe, ScenarioEditor.exe) with the 4 GB patch so that they have 4 GB (instead of only 2) of virtual memory on x64 platforms.

Another reason is that the sound files in .wav format are only deleted from the memory after a long delay.
At this point we have now exchanged all .wav files with mp3 files.

As a third and last measure, the nocache option can help, which everyone has to make in his desktop connection.
uzbek2012
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by uzbek2012 »

As a third and last measure, the nocache option can help, which everyone has to make in his desktop connection.
Unfortunately, this measure does not always help, but it improves the situation.... The mod needs a General version ( the official patch of the game in steam 1.30, and the mod on the unrecognized patches version 1.32 also needs optimization to the iron !
lennis29
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by lennis29 »

Impressive his work, it really is a mod that needs a lot of time and dedication.
- GerMOD
- VolksMOD
- XXIX Le PzKorps
AKRebel
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by AKRebel »

lennis29 wrote: Thu Apr 16, 2020 5:37 pm Impressive his work, it really is a mod that needs a lot of time and dedication.
Thanks lennis :D
nono hard et heavy
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by nono hard et heavy »

Hello PHCAS AND AKRebels.
I've started the campaign again from the beginning in order to have a better perspective on the mechanics of the game and your work. A few remarks that are only my humble opinion:
1) I never use the Stukas' switch. Either I forget this possibility or I don't find it useful. Enemy units don't "stupidly" stay under Stukas, they move while Stukas, in the "dive" position, can't move.
2) In the "Low Countries" scenario, many (too many?) German infantry units have no transport, especially those south of the map. However, to finish this scenario in the allotted time, mobility is essential.
3) At the beginning of the "France" scenario, it is possible to purchase Italian units. Why? Your map doesn't go down to the Mediterranean. Italy attacked France through the Alps but was met with a fierce French defense. To my knowledge, there were no Italian units in northern France that fought alongside the Germans.
4) Can the Schützen be improved by keeping their original unit number? I don't think so. For example unit Schützen 21 (1939) remains as it is until when? Same for the 2 units 54 and 55 Kampf Geschwader Heinkel He-111. One cannot improve them without losing their "identity". On the other hand, Bf-109s can be upgraded as the scenario progresses, without losing their identity (example: 1 Jagd Geschwader Oesau).
5) Will the SS faction have Panzers to buy?
Otherwise, the campaign is addictive and very pleasant to play. Victory is difficult to achieve in the allotted time. This reflects the spirit of the Blitzkrieg.a
Good luck to the working group for the rest of the campaign. Thank you. Thank you very much.
Greetings from France.
Bruno.
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