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

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

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

phcas
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v1.10

Post by phcas »

Preview.jpg
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Land.png
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phcas
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v1.00

Post by phcas »

RobertCL wrote: Sun Jul 24, 2022 6:33 pm Hi PHCAS,

I have a question regarding Berlin scenario.
I play it as standalone on Allied side. I am at turn nr 16 when I can also play Soviets...
Victory conditions are capture 12 VHs and Berlin.
Problem is: I only see 10 VHs (from two cities in fact) + Berlin.

Is there a way to better see VHs on strategic map ?
I fear I shall conquer Berlin + the 10 VHs I already own but two will be missing, where are they hiding ?

Thx

Robert
Hi Robert,

We are talking about the "Germany" scenario don't we?

I checked it but it must be OK like it is. The Allied victory conditions are more than 22 Allied flags in zone 37. There are 23 victoryhexes in zone 37.

Zone 37 has

13 hexes in Berlin
4 Cologne (29,64)
4 Dusseldorf (28,59)
2 Duisburg

Together 23 hexes

Greetings PHCAS
phcas
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v1.00

Post by phcas »

RobertCL wrote: Sun Jul 24, 2022 11:05 pm Hi PHCAS,

Do not forget to add "camo trait" also to Me 262 B1/U1 night fighter (and not only to the three others where you posted the image). I really like your idea PHCAS, thx also for the explanation cw58! (AI becomes blind when facing this unit).

May I suggest to have night fighters on Allied and Soviet side too so that we can test the "camo trait" idea for both sides in game ?
Couldn't you add :
a) on Soviet side: Yak 9M, Petlyakov Pe-3
b) on British side: Mosquito NF Mk II.
c) on US side: P38-M lightning, P-61 Black Widow, F4U-4N Corsair
All German night fighters have the camo trait now. I talked about the Allied night fighters with Wurschtmaxe. It will come in time.

Greetings PHCAS
phcas
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v1.00

Post by phcas »

cw58 wrote: Tue Jul 26, 2022 2:27 pm
Anando wrote: Tue Jul 26, 2022 6:45 am I maybe has a particulary nasty case of mod merging with GTPG Grand Campaign v1.16, but maybe as well that i found an actual bug. Junkers Ju-87 B2 Stuka (340kmh-596km) has a third switch stage which turn it into a Yakovlev Yak-9 (676 km h-675 km).
You are correct. There is a typo in the eq file. Nice catch :)

pak_eq.jpg
Fixed in update v1.20
phcas
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v1.00

Post by phcas »

gaius21 wrote: Tue Jul 26, 2022 2:30 pm hey, how can i make out my core units from auxilliary ones? in vanilla they have a golden plate around their number which the mod has removed.
Streng plates of the Axis units are Black (core) or Grey (aux)
Streng plates of the Allied units are dark red (core) or light red (aux)
Ballermann
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v1.00

Post by Ballermann »

AKRebel wrote: Tue Jul 26, 2022 8:14 pm __________________________________________________________________________________________________________
Image

__________________________________________________________________________________________________________

Danke schön :D
Sorry, for my bad school english...
RobertCL
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v1.10

Post by RobertCL »

Hi PHCAS,
We are talking about the "Germany" scenario don't we?

I checked it but it must be OK like it is. The Allied victory conditions are more than 22 Allied flags in zone 37. There are 23 victoryhexes in zone 37.

Zone 37 has

13 hexes in Berlin
4 Cologne (29,64)
4 Dusseldorf (28,59)
2 Duisburg

Together 23 hexes
Yes this is indeed Germany scenario.

Allied victory conditions in PaK mod version 1.0 are written this way : "Capture at least 12 objectives and Berlin"
--> it makes 10 objectives + 13 objectives in Berlin so 2 objectives are missing since we have only 10 (Cologne + Dusseldorf + Duisburg) and not 12.
"At least 12" when only 10 do exist ?
Such victory conditions 12 (only 10 do really exist) + 13 objectives of Berlin are impossible to reach. We have 23 VHs not 25.
Victory conditions are too hard, even impossible.

Allied Victory conditions in PaK mod version 1.10 are written this way : "Capture at least 12 objectives"
With 23 possible VHs, you only ask for 12 ?
Victory conditions become suddenly easy.

Why don't you simply write: "Capture Cologne, Dusseldorf, Duisburg and Berlin". All 23 VHs should have to be captured, no ?
But if only 12 hexes need to be captured, then fine for me.
Western powers will take Cologne, Dusseldorf and Duisburg whereas the Russians will only need to capture 2 VHs in Berlin.

You design the scenario the way you want of course. I just want to try to understand why the capture of nearly only half of existing VHs is needed to win this scenario. Probably because it is designed to be won at a very high difficulty level.

I know you focus the mod on the German side but I think it is also interesting to play standalone scenario on Allied side too.

Thx for your answer and above all thx for the hard work of the whole team!
The Allied victory conditions are more than 22 Allied flags in zone 37. There are 23 victoryhexes in zone 37.
I guess the scenario introduction text is just wrong, you wrote 12 instead of 22.

The player must capture 22 VHs on a total of 23 existing VHs.
HunZagloba
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v1.10

Post by HunZagloba »

Greetings!

Thank you very much for the work you did with this modification.
As soon as I have time, I will make a lot of videos about it.

I wish you strength and health for your further work!
alex1917
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v1.10

Post by alex1917 »

sorry, does the Italian Cannone da 90/53 have 3 firing positions or is it still 2? air, melee, ranged. the German 88 has 3 firing positions
HHT1
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v1.00

Post by HHT1 »

AKRebel wrote: Tue Jul 26, 2022 8:14 pm __________________________________________________________________________________________________________


Image


https://www.slitherine.com/forum/viewto ... 61#p793561

__________________________________________________________________________________________________________
Danke Männers, äh thanks men :P
Sehr schöne Arbeit, very nice work. :!:

Have a question: Is the "Sonnenblume" scenario already "included" here or do I / we have to download it separately?
Santham
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v1.10

Post by Santham »

Hey Phcas & AKRebels,

Still some pictures are missing in GC 39, for example SS troops sharpshooters and mountaniers.
Same with tanks - some pictures are missing.

Which difficulty level is suitable for experienced player?
bondjamesbond
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v1.10

Post by bondjamesbond »

Hi !Great job, tell me if there are carts in your mod ?

https://masterok.livejournal.com/7454622.html
Image
The wagons were in service with our nearest neighbors. The Poles, for example, had separate wagon connections. Machine-gun gigs were used in the armies of the Kaiser and Hitler, but rather for transporting machine guns, the calculations went on foot. However, in the Wehrmacht, paired MG 34 or MG 42 were also used for shooting at aircraft from wheels, machine guns were mounted on a special rotary platform.
https://zen.yandex.ru/media/retrofoto/e ... 3b20adb58c
Tachanka armed with the Red Army
https://en.topwar.ru/153832-tachanka-na ... -rkka.html
https://mynickname.com/id73473
Image
phcas
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v1.10

Post by phcas »

alex1917 wrote: Thu Jul 28, 2022 9:54 am sorry, does the Italian Cannone da 90/53 have 3 firing positions or is it still 2? air, melee, ranged. the German 88 has 3 firing positions
It's a 2 way unit for the simple reason we didn't make the artillery graphic yet. I will make it a 3 way unit for the next update.
Land.png
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Last edited by phcas on Thu Jul 28, 2022 3:06 pm, edited 1 time in total.
phcas
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v1.10

Post by phcas »

HunZagloba wrote: Thu Jul 28, 2022 9:48 am Greetings!

Thank you very much for the work you did with this modification.
As soon as I have time, I will make a lot of videos about it.

I wish you strength and health for your further work!
Thank you. Greetings PHCAS
phcas
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v1.10

Post by phcas »

Santham wrote: Thu Jul 28, 2022 11:39 am Hey Phcas & AKRebels,

Still some pictures are missing in GC 39, for example SS troops sharpshooters and mountaniers.
Same with tanks - some pictures are missing.

Which difficulty level is suitable for experienced player?
Hi Santham,

We know. We are working on the pictures. It all have to be found, made and colorized. We work for hours on this mod every day. It will come in time.

Always play in default difficulty. If you change that the number of turns can be changed and that can mess up the victory conditions.
Thunderhog
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v1.10

Post by Thunderhog »

Anando wrote: Wed Jul 27, 2022 7:38 am Thank you for update, and have an another found typo in e-file.
Pz.Sfl. IV c - 88mm by the id 12126 have a insane soft damage of 67.
The flaktoaster. Anti-armor or anti-air? Just point at something and say that, anti-dat shiz over there. 67 soft attack my lord.
RobertCL
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v1.10

Post by RobertCL »

Hi PHCAS,

Germany scenario:

1. Could you replace 12 by 22 in the txt intro file on Allied side since the player has 22 VHs to conquer ?
2. Could you end the scenario when all VHs are conquered or clearly warn the player in the scenario txt intro file that all 40 turns are to be played ? I should have won at turn nr 29 since all VHs were in Allied hands, but I had to play 11 more turns, it's long on Allied side with so many units to move. NB: I am playing at Leutnant level this explains why I finished the scenario earlier than foreseen...

It was fun but maybe it is wise to play on German side since Allies have tons of units.
phcas
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v1.10

Post by phcas »

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In update v1.20 Canadian units are updated and expanded. Pontoon Bridges from 1939 on and Bailey Bridges from 1942 on.
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Hellway
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v1.10

Post by Hellway »

Wow...tanks for the great job...
kondi754
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v1.10

Post by kondi754 »

I downloaded your Mod and have to admit that you gave a second life to the old PzC
A great job has been done, congratulations

Before I start playing the campaign with large maps (I played the first 3-4 rounds of Poland scn, really cool) I decided to play Africa Korps
I understand that it is still in work ?
Desert camouflage for tanks would be especially useful - noticed that recon and artillery already have such a camouflage
I also like the commander artwork, I received 1 commander like this during Battleaxe
Thanks

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