Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Posted: Sat Sep 16, 2017 7:43 pm
Left looks best to me. 
I will agree with Richard although either one of the anchor mines would work nicely.Richard1 wrote:Left looks best to me.
Switched units (carrier/mine) mode will be used.cw58 wrote: I'm curious about how you're implementing the transportation of the mines. Will you be using switched units (carrier/mine) or will you make new transport units to carry the mines? Or have you discovered another way?





Yes, and if someone wants me to fix the errors in the messages in mod, let me know what to edit thererubyjuno wrote:I realise that English is not your first language so i hope you understand my comments
Several hundred people downloaded it.rubyjuno wrote:First of all, thank you for all the work you have put in to make RAW, and for trying to do something different. Unfortunately, my experiences with the mod aren't very positive.
Yes, AI move takes about 15-20 minutes.rubyjuno wrote:1. For me, there are too many units and the AI turn takes too long. Because I had problems with the mod (see below), I had to sit through the very long 1st AI turn several times and it became boring.
It seems that this is all one problem.rubyjuno wrote:2. There are some "invisible" units. The AI attacks them and they take damage, but there is no unit to see. I can't tell you the hexes as the map moves too quickly.
3. On my desktop PC, in Windows 7, when it was my turn, the map area stayed blank and there was nothing to see. If I moved the mouse pointer round, the text in the panel said unit names, but there was nothing to see, so I couldn't take a turn.
4. On my desktop PC in Windows 10, part way through the AI 1st turn I go a message saying Panzer Corps has crashed and it quit.
5. On my laptop, in Windows 7, I got to my turn! I went through my units using the "Next Unit" button and after a few clicks I got an "invisible" unit. When I clicked on it, It showed movement hexes, then Panzer Corps froze and I had to use Task manager to close it.
The game will only normal work with the parameter "/nocache".rubyjuno wrote:I am using Panzer Corps Gold v1.31, and have tried with "/nocache" and without it.
Answered you in PM.rubyjuno wrote:The missing units in the AI turn don't cause a crash. They are attacked and suffer damage, so they are there, I just can't see them
1. I play in English.
2. I installed the mod using JSGME - only the RAW mod, I never install more than 1 mod at once (unless it's required to play, like Massi mod for example).
3. In Graphics\Units folder I have a "desert folder" and 1,267 files.
Yes it is.Yrfin wrote:But its only for Hardcore Players (Too long time for Turn and too many Units).
About a year ago, when there was an idea to make this mod. I was thinking about dividing into parts.Yrfin wrote: I think about divide this Mod to 3 parts: Armee Group North/Center/South.
1. Now, if you select the campaign mode, and choose "Reform Units" setting, you can watch the list of units that you lost.rubyjuno wrote:I have 2 questions:
1. Why is it important to choose "Reform Units"?
2. Why is it important to choose "Random" for combat results?
Yes, that's right.hugh2711 wrote:yes the first few turns take quite a while but so many units get killed quite quickly! that is speeds up quite considerably to become comparable with battlefield europe or even less time.
Just like it.Yrfin wrote:With all respect....
PzC engine not for play about manage with 1000+ units ...
I can assure you that in this excellent mod you will never have more than 999 units.Yrfin wrote:With all respect....
PzC engine not for play about manage with 1000+ units ...