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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.49
Posted: Sat Dec 19, 2020 5:57 pm
by phcas
terminator wrote: ↑Sat Dec 19, 2020 5:28 pm
Thank you for the update
By doing a quick test, I noticed the presence of red hexagons in different scenarios(Norway, France...) ?
No red hexagons in my testplay. Does anyone else have red hexagons?
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.49
Posted: Sat Dec 19, 2020 6:01 pm
by phcas

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In update v0.49 the new movement file is added but it's (new movement) not yet in use with the units. In the next update (v0.50) all units will have the fitting new movement.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.49
Posted: Sat Dec 19, 2020 6:45 pm
by phcas
Kriegsmarine Aircraft Carriers

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Ausonia 1915, built but never finished

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Graf Zeppelin 1938 status, built but never finished

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Graf Zeppelin 1940 status
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.49
Posted: Sat Dec 19, 2020 6:50 pm
by phcas

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Weser-Seydlitz, was built as a Cruiser. 95% ready, Seydlitz was among the ships selected for conversion to a auxiliary aircraft carrier. Never finished.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.49
Posted: Sun Dec 20, 2020 3:42 am
by uzbek2012
phcas wrote: ↑Sat Dec 19, 2020 5:57 pm
terminator wrote: ↑Sat Dec 19, 2020 5:28 pm
Thank you for the update
By doing a quick test, I noticed the presence of red hexagons in different scenarios(Norway, France...) ?
No red hexagons in my testplay. Does anyone else have red hexagons?

I don't have one in Greece ) I'm playing the other way around.) The Greeks and Yugoslavians did well - repulsed attacks of the Bulgarians, Italians, Romanians and Germans) At the same time they captured the Italian peninsula itself + Bucharest and Budapest (we should add garrisons there)
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.49
Posted: Sun Dec 20, 2020 5:01 am
by terminator
Finally I started the installation again and there are no more red hexagons, it was an installation error of the last update

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.49
Posted: Sun Dec 20, 2020 7:06 am
by phcas
terminator wrote: ↑Sun Dec 20, 2020 5:01 am
Finally I started the installation again and there are no more red hexagons, it was an installation error of the last update
OK
Greetings
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.49
Posted: Sun Dec 20, 2020 7:17 am
by phcas
uzbek2012 wrote: ↑Sun Dec 20, 2020 3:42 am
I don't have one in Greece ) I'm playing the other way around.) The Greeks and Yugoslavians did well - repulsed attacks of the Bulgarians, Italians, Romanians and Germans) At the same time they captured the Italian peninsula itself + Bucharest and Budapest (we should add garrisons there)
Garrisons added at Bucharest and Budapest.
Greetings
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.49
Posted: Sun Dec 20, 2020 10:10 am
by jeffoot77
thxs for the update! just at the right moment of holidays!
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.49
Posted: Sun Dec 20, 2020 11:53 am
by phcas
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.49
Posted: Mon Dec 21, 2020 10:26 am
by phcas
Question,
In the editor I suddenly can not add any transports anymore. I had that once before long ago but can't remember how I fixed that then. Anyone?
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.49
Posted: Mon Dec 21, 2020 11:41 am
by nono hard et heavy
phcas wrote: ↑Mon Dec 21, 2020 10:26 am
Question,
In the editor I suddenly can not add any transports anymore. I had that once before long ago but can't remember how I fixed that then. Anyone?
Hello Phcas
In the top of this topic, search this topic, write add transport. I haven't translated everything into French but it seems to me that the solution is on this page where you will be redirected.
Greetings
Bruno
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.49
Posted: Mon Dec 21, 2020 11:43 am
by nono hard et heavy
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.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.49
Posted: Mon Dec 21, 2020 2:02 pm
by nono hard et heavy
Hello the Team.
Is this the sequel after the Typhoon scenario?
Greetings from France.
Bruno

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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.49
Posted: Mon Dec 21, 2020 5:08 pm
by Yrfin
phcas wrote: ↑Mon Dec 21, 2020 10:26 am
Question,
In the editor I suddenly can not add any transports anymore. I had that once before long ago but can't remember how I fixed that then. Anyone?
Can you explaine a little more ?
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.49
Posted: Mon Dec 21, 2020 8:13 pm
by uzbek2012
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.49
Posted: Tue Dec 22, 2020 3:10 am
by lennis29
Many technological advances, but they came too late.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.49
Posted: Tue Dec 22, 2020 4:14 am
by uzbek2012
lennis29 wrote: ↑Tue Dec 22, 2020 3:10 am
Many technological advances, but they came too late.
Are you guys serious about the fantastic KV-6 hippo tank? )))

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.49
Posted: Tue Dec 22, 2020 10:40 am
by phcas
Yrfin wrote: ↑Mon Dec 21, 2020 5:08 pm
phcas wrote: ↑Mon Dec 21, 2020 10:26 am
Question,
In the editor I suddenly can not add any transports anymore. I had that once before long ago but can't remember how I fixed that then. Anyone?
Can you explaine a little more ?
I am busy with a scenario in the editor. It works fine until I updated to v0.49. Now I want to continu making the scenario in the editor but I can not add transports of any kind anymore in this scenario.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.49
Posted: Tue Dec 22, 2020 10:41 am
by phcas

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Dutch Navy

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