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

A forum to discuss custom scenarios, campaigns and modding in general.

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glaude1955
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by glaude1955 »

Hello PHCAS,
As you improve your first scenario, you may want to review the firepower of your ships.
For example, the Renown has an SA of 15 and an HA of 12 while in the vanilla game the Battleship is limited to 9 Sa and 7 HA.
During the scenario on Norway, I saw my corps landed in the EAST being sprayed by 3 ships! :cry: :evil:
What do you think and what do other players think?
All your great scenarios are pleasant to play but for Norway, I admit that it demoralized me to the point of using "ENDSCN0"
I will gladly start again at the very beginning of the campaign to appreciate the latest modifications on supply but have mercy on your large English ships. :wink:
Best regards
Yves
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by phcas »

lennis29 wrote: Thu May 07, 2020 1:41 am
phcas wrote: Thu Apr 23, 2020 5:22 pm So, a busy day today. The last Berlin update for today. Tempelhof Airfield added.



Berlin3.jpg

Now I take a look at the V2 of Guille
When will this update be available?
Well, Germany/Berlin will be the final scenario of the Campaign. The basic map is ready and I started to make some stuff around Berlin but thats all so far. I am about half way of the Taifun scenario now. Taifun will be the next scenario that is ready. I follow the Campaign line so the Campaign gets more and more connected. If I do much work on the Germany scenario now the rest will be delayed. So far only what you see on this screenshots is ready. So the anwser is that other scenarios have priority......Use the screenshots as wallpaper while you wait :)
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phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by phcas »

guille1434 wrote: Thu May 07, 2020 3:53 am I think it is a great idea this new implemented logistical system. This way, we add another strategic layer to the game, and the fuel, ammo and supply transport unit get real value and a purpose in game!

Also, we can introduce the "Milk Cow" supply submarine units for the German U-boat fleet in the Battle of the Atlantic scenario, using this system. Obviously, to make things more fun, it can also be scripted that some Allied hunter/killer ASW forces go searching for such important support subs, forcing the player to keep them safe and fighting for their defence.

The fuel and ammo quantities provided by those depots should be tested in game, as in my opinion 20 aditional ammo seems a little high quantity to me (I see that you decreased that value to 15 after your first posting). Numbers should be tested and balanced. And, may be it can even be possible to make different depots to provide different quantities of supplies depending of, for example, geographuce factors. Example: A depot nest to an important sea port, a big city, or an oil well/refinery can provide higher quantities of fuel/ammo than other (smaller) depost situated farther from important logistical hubs.

Another idea: May be for some scenarios it can be added a script to be executed at the very beginning of it, which makes a reduction of fuel and ammo to every player unit during a determined number of turns, forcing him to give absolute priority to "capture" some depots before being able to move against other objectives. More or less what like it was historically planned by the German Command when they launched the Ardennes Offensive, where they planned to keep their forces advancing by capturing Allied fuel dumps.

Just some ideas... 8)

Congratulations for taking the most from this game engine!!
Hi Guille,

The Milk Cow thing is a very good idea, I am going to use that for the "Battle of the Atlantic" scenario, thanks. Also in the Ardennes scenario depots will get a extra important roll.

Thanks Guille
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by phcas »

glaude1955 wrote: Thu May 07, 2020 5:48 am Hello PHCAS,
As you improve your first scenario, you may want to review the firepower of your ships.
For example, the Renown has an SA of 15 and an HA of 12 while in the vanilla game the Battleship is limited to 9 Sa and 7 HA.
During the scenario on Norway, I saw my corps landed in the EAST being sprayed by 3 ships! :cry: :evil:
What do you think and what do other players think?
All your great scenarios are pleasant to play but for Norway, I admit that it demoralized me to the point of using "ENDSCN0"
I will gladly start again at the very beginning of the campaign to appreciate the latest modifications on supply but have mercy on your large English ships. :wink:
Best regards
Yves
Hello Yves,

The data of the ships in the mod are not fine tuned yet. Because of the great expansion of numbers of ships thanks to AKRebels graphics, there was no time to look at the data so far. This will say that most of the ship data is the same for every class now. Radovan is our data expert, I will ask him to look at it.

The attack numbers are higher because a salvo of all heavy guns of a battleship have more impact than a leFH18 artillery piece. We have to correct it if it is bad for game play.

Use max airpower to attack the UK fleet in Norway.

Greetings
glaude1955
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by glaude1955 »

Hello PHCAS
Ok, thanks for considering this point.
A ship unit represents a ship for a battleship while its target represents an infantry division
Based on this different scale, I think we have to adjust the losses.
But this is not an urgent problem.
Regards
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by phcas »

glaude1955 wrote: Thu May 07, 2020 7:46 am Hello PHCAS
Ok, thanks for considering this point.
A ship unit represents a ship for a battleship while its target represents an infantry division
Based on this different scale, I think we have to adjust the losses.
But this is not an urgent problem.
Regards
I asked Radovan already to look at it.

Greetings
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by phcas »

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The new supply system at sea
uzbek2012
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by uzbek2012 »

Image
https://rg.ru/2020/05/07/chto-proishodi ... -goda.html
Image
With the coming Victory Day !
Image


Nuclear bombing will also be from the United States of the Japanese cities ?
https://nuclearsecrecy.com/nukemap/
http://nuclearsecrecy.com/nukemap3d/
Image
Damage map of Hiroshima, 8/8/1945. Source: National Archives and Records Administration
http://blog.nuclearsecrecy.com/2018/01/ ... ry-target/
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by phcas »

Typhoon is going to be a hard battle. You do not have to take Moscow (The Germans never did) but you have to hold a number of victory locations near Moscow. I see some dark clouds on the horizon Herr General, the weather is changing.
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uzbek2012
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by uzbek2012 »

terminator
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by terminator »

Victory Day is celebrated on 09 May in Russia due to the difference in time zones

Zhukov_reads_capitulation_act.jpg
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uzbek2012
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by uzbek2012 »

terminator wrote: Sat May 09, 2020 12:13 pm Victory Day is celebrated on 09 May in Russia due to the difference in time zones


Zhukov_reads_capitulation_act.jpg
Not only the allies wanted to throw the USSR !
Image
That's right, we accepted the surrender twice. Why didn't the USSR recognize the first act?

Stalin declared: "The Treaty signed at Rheims cannot be revoked, but it cannot be recognized. Capitulation must be made as an important historical act and accepted not on the territory of the victors, but where the fascist aggression came from-in Berlin, and not unilaterally, but necessarily by the Supreme command of all the countries of the anti-Hitler coalition."
https://visualhistory.livejournal.com/247176.html


Image
"Operation Unthinkable". Britain was to attack the USSR on July 1, 1945 ?
https://masterok.livejournal.com/1082369.html


"The million dollar show»
Image
https://warspot.ru/16916-shou-na-million-dollarov

Tactics of Japanese saboteurs and snipers.
https://zen.yandex.ru/media/id/5dd92979 ... 0be5ff32c5
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by phcas »

Supply problems, help needed

Hello everybody, as you know I am busy making the new supply/transport supply/depot into the scenarios. With testing some problems show up. I hope we can fix that and that someone has a solution.
supply.jpg
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In basic it works well. The Supply transport gets to the supplydepot and activates the hexes around it. If you move in a ground unit in one of the surrounded hexes of the depot this unit gets supply like planned. So far so good.

In the script however is a "Run count" option. With a run count number the system will repeat the action because normally the action only take place 1 time and we want it to be possible to resupply more ground units with the depot. If I set the run count to 25 the depot can do 25 resupplies and than the actions are finished and the supply depot is "empty". So far so good, it works.

But now the problems! I discovered 2 major problems:
1 - If you put a ground unit in the supply zone it gets supply. But if, in the same turn, you click that unit again it gets supply again and again and again till the runcounts are finished. So you can give that unit 25 times supply in one turn.
2 - High resupply numbers will appear by more resupplies. For example there are 6 resupply hexes around a depot. Every unit arriving in one of the hexes must get supply. But the number of supply increases? For example if the fuel refuel is 10, the first arriving unit gets 10 fuel biut the second gets 20 fuel and the third gets 30 fuel. We see this back in repeated supply giving to the same unit. The supply numbers increase with every resupply, sometimes with great numbers.

It's impossible to use the system in the game like it works now. So I hope someone has a solution for this problems.

I found out a other system that seems to work well, but if the system above will work it's better I think.

What does seems to work is the following:
Naamloos.jpg
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Put the supply transport in one of the surrounding hexes near the depot. This will activate the depot (Depot graphic hex, one hex only). You can put the unit that needs resupply on the depot graphic hex (one for every turn, every Depot can resupply 1 ground unit every turn). Every depot has a nummer of resupply points, for example 250. Supply will be given to a unit by 1 point at the time but you can repeat that by clicking again on the unit. So if a ground unit gets on a activ Fuel supply depot it gets 1 fuel point automatic, 249 left in the depot. The player can decide now exactly how much fuel to give to that unit. Every click on the unit will give 1 fuel point to the unit. If all 250 points are spent the depot will be "empty" for the rest of the scenario time. (The run count can be set higher than 250, we have to test what will be the best.

If we can fix the first idea it will be the best I think, if we can not the second idea will work and be the choice then. Or if more people think the second idea is better we can use that anyway. Please give your reaction.


With depots you can give supply to a unit going over it normal max numbers. This can be very usefull before a attack on a major city or so to prevent running out of ammo or for a offensive getting out of fuel.
terminator
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by terminator »

What is the script?
McGuba
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by McGuba »

phcas wrote: Sun May 10, 2020 6:50 am 1 - If you put a ground unit in the supply zone it gets supply. But if, in the same turn, you click that unit again it gets supply again and again and again till the runcounts are finished. So you can give that unit 25 times supply in one turn.
It happens because you chose "Instantly" for the script to run at, which is the default setting. In this particular case it is probably better to use "Beginning of Axis turn" instead of that. Then the script will only run once in a turn so that you can use your supply depot for 25 turns. And in each turn it will only give the specified amount of supply to any unit which is in that AI zone. Obviously you can use any other setting as well, like end of Allied turn or whichever, all of these will result in the script running once in a turn, the only exception is the first one, instantly, that one can be activated by a click on the unit in this case.


sample04.jpg
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Even then, if you keep a unit in the zone for several turns it will accumulate a very high amount of supplies. It raises the question that for example how it is possible for a tank to carry ten times more ammunition and fuel than it has room for. In reality tanks did indeed sometimes carry a few more ammo rounds before a battle than they should have but then the crew compartment became very crowded and it was inconvenient. However, they could never have carried several times more ammo than what their normal allociation was.
Last edited by McGuba on Sun May 10, 2020 9:22 am, edited 1 time in total.
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jeffoot77
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by jeffoot77 »

yes but it is possible to fire more than 10-15 times for a tank . Ammo = 100 is more historical than 15 !

For example, the B1 french tank could carry 74 shells of 75 mm and 62 shells of 47mnm , and so could fire 136 times !
my custom mini-campaign in order of battle :
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

Panzer corps mods archive (folders or zip versions) : http://jeffoot.freeboxos.fr:41226/share/KmCyju7JFZX6dD2B/
McGuba
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by McGuba »

jeffoot77 wrote: Sun May 10, 2020 9:22 am yes but it is possible to fire more than 10-15 times for a tank . Ammo = 100 is more historical than 15 !

For example, the B1 french tank could carry 74 shells of 75 mm and 62 shells of 47mnm , and so could fire 136 times !
In Panzer Corps the formula for calculating the max ammo of a tank unit is to divide the historical normal ammunition allocation of the main gun by 10. That's why the Char B1 has 7 max ammo (74 / 10 = 7)

Your thinking assumes that each and every shot hits the target when in reality they needed several shots to achieve a hit. Panzer Corps assumes that a tank unit has to shoot ten times on average to achieve a hit, whether if it is good or not is another question, but certainly better than assuming that a tank can hit its target with each and every shot.
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Maths
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by Maths »

Hi PHCAS,
Your supply system sounds very interesting !
When you spoke about depots and radius around them in which units would receive supply, I was already thinking about a supply system and your idea was very cool. I started to build some supply rules based on what you suggested (I made it for personal usage only : I don't want to claim ownership). What is funny is when you posted here the outlines of your system few days ago, I had just finished mine and it is the same one !
Also I wanted the AI to be concerned too but I've no idea as the AI won't be able to actually understand the system. Any suggestion ?
Greetings

*Edit
I'm thinking about giving penalties to the AI when the player captures AI's depots and thus the AI would defend the depots, not from a supply point of view, but from an geographical point of view.
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by McGuba »

Maths wrote: Sun May 10, 2020 10:40 am Also I wanted the AI to be concerned too but I've no idea as the AI won't be able to actually understand the system. Any suggestion ?
The AI would not "understand" this system or use it on its own. However, it is possible to order some AI controlled units to move to the AI supply points sometimes, when certain conditions are met or even controlled by a random percentage / dice roll if necessary, so that in the end it would look like a random unexpected event and in the end the AI's "decision" from the player's viewpoint.
ImageImage
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Maths
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by Maths »

Hello McGuba,
Ok I see what you mean, I forgot the random checks for scripting AI moves which btw make scripting less "scripted" I could say :mrgreen:
I'll try soon, thank you very much !
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