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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.90
Posted: Sun May 22, 2022 6:02 pm
by ajs81
VladSS69 wrote: ↑Sun May 22, 2022 5:27 pm
And I'm sorry for the stupid question, but where to put these files I put in the date, but I didn't find this script???
It is a sigle scenario so it is at my PC here C:\Users\Oem\Documents\My Games\Panzer Corps\Scenario
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.90
Posted: Sun May 22, 2022 6:24 pm
by Vano2004
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.90
Posted: Mon May 23, 2022 1:59 pm
by ajs81
VladSS69 wrote: ↑Sun May 22, 2022 5:27 pm
And I'm sorry for the stupid question, but where to put these files I put in the date, but I didn't find this script???
At my computer it is C:\Users\Oem\Documents\My Games\Panzer Corps\Scenario
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.90
Posted: Mon May 23, 2022 3:37 pm
by jeffoot77
I have tested the first scenario 1940 Road to Sidi Barrani :
- easy victory (but it is normal historically)
- the 2 tanks M are useless : too slow. ( is it the purpose?)
- i like the mass bombing italian planes without protection but with a lot of fuel.
- At Sidi Barrani, i thought the goal was to encircle the town as the black cross are just around it! I think that the 2 left black cross are useless, to not mistake the player in the objectives!
- i like the general( Grazziani) in Tobrouk, i left some useless protection for it, maybe just one coast gun around to protect him? or a very slow unit?
-i like the AA in tobrouk upgradable to help later for enemy planes.
- the minesweeper infantry is useless , why no mines?
Fort capucco was very easy to retake. Maybe just more entrenched unit?
thxs for the work !
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.90
Posted: Mon May 23, 2022 5:23 pm
by Vano2004
The Russian version looks uncorrected as well as additional DLC is disabled in it
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.90
Posted: Wed May 25, 2022 5:20 pm
by AKRebel
Vano2004 wrote: ↑Mon May 23, 2022 5:23 pm
The Russian version looks uncorrected as well as additional DLC is disabled in it
Hi Vano2004
Unfortunately I can't confirm that, everything looks normal for me.
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.90
Posted: Wed May 25, 2022 5:27 pm
by Vano2004
AKRebel wrote: ↑Wed May 25, 2022 5:20 pm
Vano2004 wrote: ↑Mon May 23, 2022 5:23 pm
The Russian version looks uncorrected as well as additional DLC is disabled in it
Hi Vano2004
Unfortunately I can't confirm that, everything looks normal for me.
Hi AKRebel
Maybe I installed something incorrectly, now I will check and you French planes in the piggy bank)))
http://alerozin.narod.ru/SpainWarSupply1.htm
http://www.airwar.ru/history/av2ww/alli ... potez.html
http://www.sbhac.net/Republica/Imagenes/ImGCe.htm
Awards if of course they will be )
https://www.coleccionesmilitares.com/me ... dm1936.htm
http://www.wio.ru/spain/spain-a.htm
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.90
Posted: Fri May 27, 2022 11:00 pm
by eskuche
A few questions:
1. 1939 kavellerie division has 15 strength vs. 10 for all infantry. Is this intended?
2. 105 mm sK18 costs 400, way more than other artillery of its period. For example. it performs worse than 150 mm sFH18, which costs only 270. Should its range be 5?
3. SS 20 cm AA has 1 range instead of 0 in switch form. The wehrmacht version has 0 range. Also, the 105 mm AT form has 0 range. I assumed it should be 1 like the other 88s.
Edit:
4. Bf 108 Taifun has ZERO defenses period.
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.90
Posted: Sun May 29, 2022 4:46 am
by phcas
eskuche wrote: ↑Fri May 27, 2022 11:00 pm
A few questions:
1. 1939 kavellerie division has 15 strength vs. 10 for all infantry. Is this intended?
2. 105 mm sK18 costs 400, way more than other artillery of its period. For example. it performs worse than 150 mm sFH18, which costs only 270. Should its range be 5?
3. SS 20 cm AA has 1 range instead of 0 in switch form. The wehrmacht version has 0 range. Also, the 105 mm AT form has 0 range. I assumed it should be 1 like the other 88s.
Edit:
4. Bf 108 Taifun has ZERO defenses period.
Hello eskuche
Thanks for your questions
1. Yes Cavalry units have a strength of 15 (exception the Cavalry Recon with a strength of 10). In gameplay the cavalry units with a strength of 10 are to weak and to easy to destroy so it's better with a strength of 15.
2. I saw it's range is 3, I made the range 4 now. It has a firerange of 19.000m. We use the next formula:
Fire range: <5000m = 1 - >5000m = 2 - >10.000m = 3 - >15000m = 4 - >20000 = 5 - >25000m =6
Not all artillery is reworked with this formula yet but it will be in the future. The cost of artillery with a high range number must be high. Long range artillery is very powerfull in the game and we must prevent a player to purchase only long range artillery. So artillery with a range of 4 or higher will cost much more than artillery with a range of 3 or lower. Not all artillery is reworked with this formula yet but it will be in the future.
3. The SS 20mm FlaK in AT modus with a range of 1 is an error. It will be 0 again in the next update. A range of 1 in AT mode make the unit very strong because it gets no return fire when it shoots. The 88mm FlaK has a range of 1 in AT modus. This is because of the benefit that the 88mm has a very long fire range and can destroy enemy tanks on a distance they can not fire back.
4. Some recon aircraft have no armament. Because the spotting number of all kind of units is reduced, recon units are much more important in the game now. Land recon units have a spotting of 3 and Air recon units have a spotting of 4.
Because the Air recon units have a "reconmove" trait they can move more than one time in one turn. So use that benefit. A recon aircraft can fly over enemy terrain and back in one turn if you plan it well.
Greetings PHCAS
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.90
Posted: Sun May 29, 2022 5:34 am
by eskuche
phcas wrote: ↑Sun May 29, 2022 4:46 am
Hello eskuche
Thanks for your questions
1. Yes Cavalry units have a strength of 15 (exception the Cavalry Recon with a strength of 10). In gameplay the cavalry units with a strength of 10 are to weak and to easy to destroy so it's better with a strength of 15.
2. I saw it's range is 3, I made the range 4 now. It has a firerange of 19.000m. We use the next formula:
Fire range: <5000m = 1 - >5000m = 2 - >10.000m = 3 - >15000m = 4 - >20000 = 5 - >25000m =6
Not all artillery is reworked with this formula yet but it will be in the future. The cost of artillery with a high range number must be high. Long range artillery is very powerfull in the game and we must prevent a player to purchase only long range artillery. So artillery with a range of 4 or higher will cost much more than artillery with a range of 3 or lower. Not all artillery is reworked with this formula yet but it will be in the future.
3. The SS 20mm FlaK in AT modus with a range of 1 is an error. It will be 0 again in the next update. A range of 1 in AT mode make the unit very strong because it gets no return fire when it shoots. The 88mm FlaK has a range of 1 in AT modus. This is because of the benefit that the 88mm has a very long fire range and can destroy enemy tanks on a distance they can not fire back.
4. Some recon aircraft have no armament. Because the spotting number of all kind of units is reduced, recon units are much more important in the game now. Land recon units have a spotting of 3 and Air recon units have a spotting of 4.
Because the Air recon units have a "reconmove" trait they can move more than one time in one turn. So use that benefit. A recon aircraft can fly over enemy terrain and back in one turn if you plan it well.
Greetings PHCAS
Thanks for the reply. What I meant for the recon is that its ground and air defense value is 0. Other recon units have ~15-20. I think Fi-156 is the same, 0 defense.
Some things I noticed: subs fire against close defense of aircraft. This means that tactical bombers die against subs, which makes no sense.
In the Allied desert campaign, Taranto is almost impossible even normal victory because Swordfish are now tac bombers and the 18 strength battleships destroy them.
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.90
Posted: Sun May 29, 2022 7:00 am
by Vano2004
https://bmashine.tumblr.com/?amp_see_more=1
Tuning and optimization is probably better to do later )
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.90
Posted: Sun May 29, 2022 2:01 pm
by TonyAfan

- Taranto Raid turn 9.jpg (544.44 KiB) Viewed 1717 times
Hello eskuche
''In the Allied desert campaign, Taranto is almost impossible even normal victory because Swordfish are now tac bombers and the 18 strength battleships destroy them.''
Thanks for your feedback we have only recently converted the campaign scenarios to work better with Pak Mod with only minimal playtesting so all feedback is welcome.
I did a quick playthrough of the Allied Corps Campaign Taranto Raid scenario on Montgomery setting. I assume this is the scenario you are referring to. I started the scenario with 2950 prestige and two empty core slots. I bought a Whirlwind and an extra Swordfish for my two empty core slots.
I managed a triumph on turn 12. I moved Cruisers and Carriers into the outer harbour and using them in combination destroyed the battleships. I avoided losing any Swordfish by rotating them back to the carriers and repairing them. The Swordfish were losing approximately 4 strength points/attack on the battleships.
Best Wishes
TonyAfan
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.90
Posted: Sun May 29, 2022 2:02 pm
by TonyAfan
Taranto Raid Turn 12
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.90
Posted: Sun May 29, 2022 3:24 pm
by eskuche
TonyAfan wrote: ↑Sun May 29, 2022 2:01 pm
Taranto Raid turn 9.jpg
Hello eskuche
''In the Allied desert campaign, Taranto is almost impossible even normal victory because Swordfish are now tac bombers and the 18 strength battleships destroy them.''
Thanks for your feedback we have only recently converted the campaign scenarios to work better with Pak Mod with only minimal playtesting so all feedback is welcome.
I did a quick playthrough of the Allied Corps Campaign Taranto Raid scenario on Montgomery setting. I assume this is the scenario you are referring to. I started the scenario with 2950 prestige and two empty core slots. I bought a Whirlwind and an extra Swordfish for my two empty core slots.
I managed a triumph on turn 12. I moved Cruisers and Carriers into the outer harbour and using them in combination destroyed the battleships. I avoided losing any Swordfish by rotating them back to the carriers and repairing them. The Swordfish were losing approximately 4 strength points/attack on the battleships.
Best Wishes
TonyAfan
Interesting. I was aware that carriers allowed repair, and I have almost 2000 hours into PzC

Is this a PaK change?
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.90
Posted: Sun May 29, 2022 3:51 pm
by eskuche
phcas wrote: ↑Sun May 29, 2022 4:46 am
2. I saw it's range is 3, I made the range 4 now. It has a firerange of 19.000m. We use the next formula:
Fire range: <5000m = 1 - >5000m = 2 - >10.000m = 3 - >15000m = 4 - >20000 = 5 - >25000m =6
Not all artillery is reworked with this formula yet but it will be in the future. The cost of artillery with a high range number must be high. Long range artillery is very powerfull in the game and we must prevent a player to purchase only long range artillery. So artillery with a range of 4 or higher will cost much more than artillery with a range of 3 or lower. Not all artillery is reworked with this formula yet but it will be in the future.
This makes sense. Also note that train artillery is underpriced for the cost then. 300 prestige for a 20+ attack 5 range. Also, one of the Panzerzug costs 600, while the others cost ~200.
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.90
Posted: Sun May 29, 2022 4:09 pm
by Locarnus
phcas wrote: ↑Sun May 29, 2022 4:46 am
2. I saw it's range is 3, I made the range 4 now. It has a firerange of 19.000m. We use the next formula:
Fire range: <5000m = 1 - >5000m = 2 - >10.000m = 3 - >15000m = 4 - >20000 = 5 - >25000m =6
Not all artillery is reworked with this formula yet but it will be in the future. The cost of artillery with a high range number must be high. Long range artillery is very powerfull in the game and we must prevent a player to purchase only long range artillery. So artillery with a range of 4 or higher will cost much more than artillery with a range of 3 or lower. Not all artillery is reworked with this formula yet but it will be in the future.
Another balancing option could be the "siege" class (artillery without return fire), after several recommendations I'm also testing out this concept (though due to time contraints it is not something I can implement in the short term).
So far I gave many heavy, towed, long range artillery a movement of 0 (eg german 17cm, 21cm) and considerably lower rate of fire for balancing reasons. Also distinguishing such "corps artillery" from the more mobile "field artillery". It makes them situational enough that I'm considering lower prices for several big artillery pieces for one of the upcoming patches.
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.90
Posted: Sun May 29, 2022 11:08 pm
by TonyAfan
eskuche wrote: ↑Sun May 29, 2022 3:24 pm
TonyAfan wrote: ↑Sun May 29, 2022 2:01 pm
Taranto Raid turn 9.jpg
Hello eskuche
''In the Allied desert campaign, Taranto is almost impossible even normal victory because Swordfish are now tac bombers and the 18 strength battleships destroy them.''
Thanks for your feedback we have only recently converted the campaign scenarios to work better with Pak Mod with only minimal playtesting so all feedback is welcome.
I did a quick playthrough of the Allied Corps Campaign Taranto Raid scenario on Montgomery setting. I assume this is the scenario you are referring to. I started the scenario with 2950 prestige and two empty core slots. I bought a Whirlwind and an extra Swordfish for my two empty core slots.
I managed a triumph on turn 12. I moved Cruisers and Carriers into the outer harbour and using them in combination destroyed the battleships. I avoided losing any Swordfish by rotating them back to the carriers and repairing them. The Swordfish were losing approximately 4 strength points/attack on the battleships.
Best Wishes
TonyAfan
Interesting. I was aware that carriers allowed repair, and I have almost 2000 hours into PzC

Is this a PaK change?
Hello eskuche
Sorry I do not understand your reply were you or weren't you aware you could repair the Swordfish on the Carriers? In the original scenario the swordfish could be repaired on the Carriers, so no this is not Pak Mod change. Converting the scenario with the Pak Mod version of the scenario editor has among things given the Allies more turns to complete the mission and allowed the Swordfish to do multiple torpedo runs. In my opinion the original vanilla scenario is harder than the Pak Mod version.
TonyAfan
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.90
Posted: Sun May 29, 2022 11:35 pm
by lennis29
Greetings friends from the Pak-MoD team, I just finished my project ( XXIX Le PzKrps ) and I would like your collaboration before being published for all users, I need at least 2 beta testers who can play all the GC 1939 DLC complete and that they make a final evaluation so that I can correct the details found, thank you very much.
They write me private for me to send the download link.
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.90
Posted: Mon May 30, 2022 2:06 pm
by eskuche
Locarnus wrote: ↑Sun May 29, 2022 4:09 pm
phcas wrote: ↑Sun May 29, 2022 4:46 am
2. I saw it's range is 3, I made the range 4 now. It has a firerange of 19.000m. We use the next formula:
Fire range: <5000m = 1 - >5000m = 2 - >10.000m = 3 - >15000m = 4 - >20000 = 5 - >25000m =6
Not all artillery is reworked with this formula yet but it will be in the future. The cost of artillery with a high range number must be high. Long range artillery is very powerfull in the game and we must prevent a player to purchase only long range artillery. So artillery with a range of 4 or higher will cost much more than artillery with a range of 3 or lower. Not all artillery is reworked with this formula yet but it will be in the future.
Another balancing option could be the "siege" class (artillery without return fire), after several recommendations I'm also testing out this concept (though due to time contraints it is not something I can implement in the short term).
So far I gave many heavy, towed, long range artillery a movement of 0 (eg german 17cm, 21cm) and considerably lower rate of fire for balancing reasons. Also distinguishing such "corps artillery" from the more mobile "field artillery". It makes them situational enough that I'm considering lower prices for several big artillery pieces for one of the upcoming patches.
A few more comments here. Hope you guys don't mind

1. The siege artillery is almost impossible to use here. It has same range 3 to the forts it's supposed to attack (see Maginot or Eben-Emael forts. Thus it will almost always die in transit. Could either they have 1 movement or, more historically accurate probably, decrease fort vision. There is no historical reason, just original PzC stats, that forts have higher sight range.
2. I am sorely tempted to buy more Brandenburger and GD infantry (these have 15 strength) but am not for flavor reasons. Can these be made gifted once and unpurchaseable (but upgradeable)? I understand the GD was a non-SS Wehrmacht unit so wouldn't belong in the other "country" screen.
Edit. 3. Recon planes are really strong because they allow sequential bringing down of entrenchment. They also have pretty high attack for some Ju-88A has similar attack to Stuka but does direct attack. I would maybe consider moving them to strategic bombers, lowering the attack for them, and/or (more work) creating a new unit class for them.
4. Anti-tank infantry are currently in the anti-tank class for Germany but in the infantry class in the Allied corps campaign. The latter access close defense and are much more effective.
5. Italy still has generic destroyer/battleship/submarine available for purchase in addition to the custom stuff.
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.90
Posted: Tue May 31, 2022 7:45 am
by Vano2004