I just wanted to know if you tried to add transport via Excel or just using the editor.
New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v3.30
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
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Re: New Projekt: Phcas & AKRebels Mod "PAK"
Greetings, @phcas. Check that you do not have - (ID) - duplicates, also checks that you do not have blank lines between #id.
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Re: New Projekt: Phcas & AKRebels Mod "PAK"
With the editorglaude1955 wrote: ↑Wed Sep 25, 2019 10:28 amI just wanted to know if you tried to add transport via Excel or just using the editor.
Re: New Projekt: Phcas & AKRebels Mod "PAK"
The transport category is limited. I mean the maximum number is 29 additional different categories for all countries together.
Sorry for my bad scoolenglish
https://www.designmodproject.de/
https://www.designmodproject.de/
Re: New Projekt: Phcas & AKRebels Mod "PAK"
Thanks. I know the number of transport categories is limited. I had troubles with that before. If you make to many categories strange things wil happen in the game. I believe the max number of landtransport categories is 12 for all countries. If anyone can expand that number that would be extreemly useful.
But I did not add a transport category before the error started. AKRebel did some testing with the editor and also with other scenarios it's not possible to add landtransports anymore. Only category 14 can not be added????
Re: New Projekt: Phcas & AKRebels Mod "PAK"
Thanks everyone, the transport problem is found.
It was a error in the Equipment file (made by me). By adding new units I forgot to give a ID number to 3 units. It's fine again now. Thanks for the support.
It was a error in the Equipment file (made by me). By adding new units I forgot to give a ID number to 3 units. It's fine again now. Thanks for the support.
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Re: New Projekt: Phcas & AKRebels Mod "PAK"
Good news, finally, is there a limit on the number of transports or not ?
Re: New Projekt: Phcas & AKRebels Mod "PAK"
There is a limit to the number of CATEGORIES of transports.terminator wrote: ↑Wed Sep 25, 2019 5:18 pmGood news, finally, is there a limit on the number of transports or not ?
We are adding transport units again now so did not reached a limit yet, if there is any limit.
Re: New Projekt: Phcas & AKRebels Mod "PAK"
Yes, there is a limitGood news, finally, is there a limit on the number of transports or not ?
Usable Transports and Transport Category
These columns are closely related, and together are used in the new transport support mechanics. Here is how it works.
1. Equipment file has two new columns which follow "Exclude from theatre" column. First lists transports the unit can use. Second is transport category. Transports in the list are separated by spaces. So "land sea rail" means that the unit can use land, sea and rail transports. A transport can have several categories too. So for example normal air transport can have "air" category, while glider can have "air glider" categories which means it can transport both infantry and heavy equipment. In general, the rule is: if unit's "usable transports" list and transport's "categories" list have anything in common, this transport can carry the unit. Example: infantry has "land sea air rail" usable transports. Glider has "air glider" categories. They have one item in common: "air". So glider can carry infantry.
2. If the two new columns are left empty, the game assigns them automatically. There are 4 default categories which are hard-coded in the game: "land", "sea", "air" and "rail". By default, all land transports get "land" category, all sea transports - "sea" category etc. Also, all leg and towed units get "land" usable transport, all ground units - "sea" and "rail" usable transports and all infantry units - "air" usable transport. This means that by default the game works exactly as before - but using the new transport system. When filling in new columns, don't forget to specify default categories in the list. Thus, by default Gigant will have "air" category, as long as its category column is empty. This happens because it belongs to air transport class. Now, if you put "glider" in its category column, it will assume this category. "air" will no longer be assigned automatically! If you want it on the Gigant too, you would need to specify "glider air" in its category column.
You are free to add new transport categories at will. Just keep in mind that the total number of different transport categories used in the eqp file should not exceed 32. This number includes the 4 default categories (land/sea/air/rail) too.
Quelle: https://www.slitherine.com/forum/viewto ... 90#p342090
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Re: New Projekt: Phcas & AKRebels Mod "PAK"
find the mistakes
Excel file:
rows 199, 200 and 203 correspond to
Pz-35 (t) Befehlpanzer and Pz-38 (t) B Befehlpanzer
They have no ID or symbology #
Excel file:
rows 199, 200 and 203 correspond to
Pz-35 (t) Befehlpanzer and Pz-38 (t) B Befehlpanzer
They have no ID or symbology #
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Re: New Projekt: Phcas & AKRebels Mod "PAK"
Complete that 3 lines and then test the mod, when they have no ID, or #, this breaks the reading count.
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Re: New Projekt: Phcas & AKRebels Mod "PAK"
Regarding the total number of transport categories allowable, I currently have 41 unique categories in McGuba's BE mod (that has been further modified by me). I have played thru over 50 turns and have not experienced any ill effects. But knocking on wood now. 
Edit: That's not counting the default 4.

Edit: That's not counting the default 4.
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Re: New Projekt: Phcas & AKRebels Mod "PAK"
I do not think the correct word is stupid, at least when I translated it I understood that, I tell you that it is really difficult and it takes many hours to work on the equipment and many mistakes escape.
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Re: New Projekt: Phcas & AKRebels Mod "PAK"
Thanks Lennis
Oke. This is how the final new strength plates looks for naval units
Oke. This is how the final new strength plates looks for naval units
Re: New Projekt: Phcas & AKRebels Mod "PAK"
And ground bonus units, LAHSS FlaK (Aux) and Artillerie (Core) and Schützen (Core + Hero) - If the box left to the strength number has no sign, it is not displayed. It looks better not to display empty boxes -
Re: New Projekt: Phcas & AKRebels Mod "PAK"
So you can see the big infantry flags are gone now. Still the units can be identified by their unit badge. No bad result I think after 14 hours work on this issue, but we discussed it all together that makes it feel good. I hope everyone likes it the way it is now.
Re: New Projekt: Phcas & AKRebels Mod "PAK"
It looks great! Really looking forward to this.




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Re: New Projekt: Phcas & AKRebels Mod "PAK"
Yes, the best solution 
