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

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

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

Post by phcas »

Hi Jeffoot77

Help is on it's way for your Partisan struggle :)

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

Post by terminator »

Japoivvb wrote: Thu May 14, 2020 5:55 am Agree with hospitals/assembly idea, maybe 1 point by turn to max 10, not overstrengh. Disagree with schools to get experience, it should be earned only in combat IMHO.
In OoBWWII, there are 3 specializations that give experience but that in a limited way, the major part of the experience is acquired in combat:

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

Post by phcas »

terminator wrote: Thu May 14, 2020 5:42 am In one of the scenarios of OoB WWII, there is an Assembly Point that looks a lot like your new Supply System but it makes it possible to strengthen some weakened units:
Perhaps the Hospitals could be used to strengthen infantry units and these Assembly Points the mechanized units ?
The problem is that you do not need special places to strengthen some weakened units, you can reinforce them on the whole map. Beside Fuel and Ammo we can give experience or overstrength to units.

For me it sounds reasonable that "trainings" centre add experience (in very small numbers) to units. Like if you keep a unit for 10 turns in a training centre you collect 100 experience so 10 every turn. Overstrength is a problem. We must notice that adding ammo or fuel to a units is for a short time. It will be spend by the unit and then it's gone. But if you overstrength a core unit or give extra experience to a core unit it has more impact and can be permanent.

For Hospitals it's a problem. Looking to make them useful for a long time now. It make no sence to give units expirience in a Hospital or overstrength them. If (infantry) units have a lot of damage just give them replacements, you do not need a hospital for that.
terminator
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by terminator »

phcas wrote: Thu May 14, 2020 6:50 am The problem is that you do not need special places to strengthen some weakened units, you can reinforce them on the whole map. Beside Fuel and Ammo we can give experience or overstrength to units.
Yes but it costs Prestige, in a repair center it would not cost Prestige but it would have to leave in return the unit in repair a certain number of turns.
phcas wrote: Thu May 14, 2020 6:50 am For Hospitals it's a problem. Looking to make them useful for a long time now. It make no sence to give units expirience in a Hospital or overstrength them. If (infantry) units have a lot of damage just give them replacements, you do not need a hospital for that.
I didn’t mean that combat units can have experience nor that the combat units could be overstrength in hospitals.

Replacements need Prestige, in a repair center or a hospital it will only cost a certain number of turns.
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by phcas »

terminator wrote: Thu May 14, 2020 7:05 am
phcas wrote: Thu May 14, 2020 6:50 am The problem is that you do not need special places to strengthen some weakened units, you can reinforce them on the whole map. Beside Fuel and Ammo we can give experience or overstrength to units.
Yes but it costs Prestige, in a repair center it would not cost Prestige but it would have to leave in return the unit in repair a certain number of turns.
phcas wrote: Thu May 14, 2020 6:50 am For Hospitals it's a problem. Looking to make them useful for a long time now. It make no sence to give units expirience in a Hospital or overstrength them. If (infantry) units have a lot of damage just give them replacements, you do not need a hospital for that.
I didn’t mean that combat units can have experience nor that the combat units could be overstrength in hospitals.

Replacements need Prestige, in a repair center or a hospital it will only cost a certain number of turns.
OK clear. I have to see if we can make that.
terminator
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by terminator »

The Hospital could be activated by a medical unit (I don’t know if this is possible).
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by phcas »

terminator wrote: Thu May 14, 2020 9:57 am The Hospital could be activated by a medical unit (I don’t know if this is possible).
Yes thats possible
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This are the things we can change + or -

But the problem with strength is there is no limit. If you keep a unit in the area strength will grow and grow. I will test if it goes over 10 but I think it will. And also no difference of a unit with 1 strength go into the area or a unit with 10 strength go into the area.
jeffoot77
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by jeffoot77 »

phcas wrote: Thu May 14, 2020 6:08 am Hi Jeffoot77

Help is on it's way for your Partisan struggle :)


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ok i forgot that partisans were not visible . That was strange for me that partisans attack the front line ...
Last edited by jeffoot77 on Fri May 15, 2020 6:19 pm, edited 1 time in total.
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/
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by phcas »

jeffoot77 wrote: Thu May 14, 2020 10:48 am
phcas wrote: Thu May 14, 2020 6:08 am Hi Jeffoot77

Help is on it's way for your Partisan struggle :)


x00032_Panhard_178.png

x00030_Panhard_178x.png

x00030_Panhard_178.png
ok i forgot that partisans were not visible . That was stange for me that partisans attack the front line ...
Yes I understand but they are hiding till they can attack you.
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by phcas »

phcas wrote: Thu May 14, 2020 10:24 am
terminator wrote: Thu May 14, 2020 9:57 am The Hospital could be activated by a medical unit (I don’t know if this is possible).
Yes thats possible

w.jpg

This are the things we can change + or -

But the problem with strength is there is no limit. If you keep a unit in the area strength will grow and grow. I will test if it goes over 10 but I think it will. And also no difference of a unit with 1 strength go into the area or a unit with 10 strength go into the area.
OK tested it. The strength goes up to 20. So that's a problem.
jeffoot77
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by jeffoot77 »

I just finished Barbarossa , it was a piece of cake ! ( Until turn 29, i played 1 turn by day except in the end )
it is normal that is a easy map but just a little problem : with help of the 2 or 3 long range ships ( the ones, the player has got at the beggining of the scenario in south west) , it is very easy to take the city of Leningrad with just the finnish! And there is only one AA russian unit in Leningrad so when ships have destroyed it, it was easy with bombers to clean the city.

I think you should add some AA units in Leningrad and maybe bunkers in north to prevent Finnish to invade Leningrad .Or maybe , make the ships less range to not reach AA units. .. just suggestions!

It was one of the best map i have ever played in PC1. This feeling of liberty and power. And i learnt so many details on WW2 thanks to this mod.

Great work!

edit: i got more than 8k of prestige in the end. It is sad that player never may purchase some new core units ... why this restriction? is it for the following maps? maybe one free core unit could be a good thing, it will not change the difficulty (which is very easy)
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/
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by phcas »

jeffoot77 wrote: Thu May 14, 2020 3:52 pm I just finished Barbarossa , it was a piece of cake ! ( Until turn 29, i played 1 turn by day except in the end )
it is normal that is a easy map but just a little problem : with help of the 2 or 3 long range ships ( the ones, the player has got at the beggining of the scenario in south west) , it is very easy to take the city of Leningrad with just the finnish! And there is only one AA russian unit in Leningrad so when ships have destroyed it, it was easy with bombers to clean the city.

I think you should add some AA units in Leningrad and maybe bunkers in north to prevent Finnish to invade Leningrad .Or maybe , make the ships less range to not reach AA units. .. just suggestions!

It was one of the best map i have ever played in PC1. This feeling of liberty and power. And i learnt so many details on WW2 thanks to this mod.

Great work!

edit: i got more than 8k of prestige in the end. It is sad that player never may purchase some new core units ... why this restriction? is it for the following maps? maybe one free core unit could be a good thing, it will not change the difficulty (which is very easy)
Hello Jeffoot77,

*I will reinforce Leningrad.

*In the next update a little more core slots are added. So you can buy some extra core units. Remember you can buy core units every start of a scenario before you place your core units on the map. The number of core slots is a limit of how many units you can place.

*In the timeline of the campaign more and more historical core units will arrive for you. Thats why the number of core slots is limited.

*Typhoon (run on Moscow 41) will not be so easy as Barbarossa. The weather will be against you.
uzbek2012
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by uzbek2012 »

Last edited by uzbek2012 on Fri May 15, 2020 5:30 pm, edited 3 times in total.
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by phcas »

*Typhoon (run on Moscow 41) will not be so easy as Barbarossa. The weather will be against you.
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captainjack
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by captainjack »

Great creativity with supply, etc.
From my own (rather cruder) attempts at supply and strength rewards a few years back, If you over-stock or over-strength a unit the excess is lost when you move to the next scenario. This is good because it encourages a short visit to stock up but it isn't worth camping out to get a huge over-supply.
jeffoot77
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by jeffoot77 »

"remember you can buy core units every start of a scenario before you place your core units on the map. The number of core slots is a limit of how many units you can place."

--> i know but in fact i was thinking to add an extra core unit during the scenario, for example after turn 15 because, there are some places you would like to reinforce very fast and it takes a very long time to bring for example an artillery unit or a mine sweeper to another place ... players use all core slots at the begginning and don't spare/keep one core slot for reinforcement... it is just an idea. what do you think ?
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/
AKRebel
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by AKRebel »

RobertCL
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.43

Post by RobertCL »

Hi,

Using GME (as always) I installed the new update.
But when opening Panzer Corps game shows well on opening screen "PAK v 0.42", is it normal ?
But the game is well v 0.43 when you look at the supply submarine "Milkkuh" in purchase menu.

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

Post by phcas »

jeffoot77 wrote: Fri May 15, 2020 8:44 am "remember you can buy core units every start of a scenario before you place your core units on the map. The number of core slots is a limit of how many units you can place."

--> i know but in fact i was thinking to add an extra core unit during the scenario, for example after turn 15 because, there are some places you would like to reinforce very fast and it takes a very long time to bring for example an artillery unit or a mine sweeper to another place ... players use all core slots at the begginning and don't spare/keep one core slot for reinforcement... it is just an idea. what do you think ?
Hi Jeffoot77,

Hmmmm....You have to plan your offensive and look ahead General. Helping you to give extra core units if you get yourself in problems looks a little like cheating :) I will have a look at the number of train and air transports and will add some if needed. Yes distances can be great. Think of train transports. Keep a few units in reserve in a city with a rail connection you can move them very quickly to a nearby city were you need them.

Greetings
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.43

Post by phcas »

RobertCL wrote: Sat May 16, 2020 4:43 pm Hi,

Using GME (as always) I installed the new update.
But when opening Panzer Corps game shows well on opening screen "PAK v 0.42", is it normal ?
But the game is well v 0.43 when you look at the supply submarine "Milkkuh" in purchase menu.

Thx
Hi Robert,
The update will bring you v0.43. AKRebel will look at this issue.
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