New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v3.30
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
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- Corporal - 5 cm Pak 38
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.00
Hello everyone,
I've noticed something while playing Typhoon scenario. Siberian Infantry has initiative of 8. I do realize that historically infantry men from Siberia were always excellent fighters with very high moral, but this initiative value seems a bit high. For example Brandenburg infantry has an initiative value of 5, and that was a special forces regiment.
If this was done just for purpose of making the scenario more realistic, then ok. High initiative value could be there to represent their high moral and determination to defend Moscow? Or maybe it could represent their ability to fight in sub zero temperatures and heavy snow, as they are ski troops from Siberia? Historically, fresh reinforcements from Siberia did put and end to all German hopes of capturing Moscow, as their counteroffensive smashed already weakened Germans and pushed back front line away from Moscow.
I've noticed something while playing Typhoon scenario. Siberian Infantry has initiative of 8. I do realize that historically infantry men from Siberia were always excellent fighters with very high moral, but this initiative value seems a bit high. For example Brandenburg infantry has an initiative value of 5, and that was a special forces regiment.
If this was done just for purpose of making the scenario more realistic, then ok. High initiative value could be there to represent their high moral and determination to defend Moscow? Or maybe it could represent their ability to fight in sub zero temperatures and heavy snow, as they are ski troops from Siberia? Historically, fresh reinforcements from Siberia did put and end to all German hopes of capturing Moscow, as their counteroffensive smashed already weakened Germans and pushed back front line away from Moscow.
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- Lance Corporal - Panzer IA
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- Joined: Mon Apr 17, 2023 11:39 pm
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.00
I think it may be the case. I wonder if there's a workaround. It would a pity these games can't be played in mp outside of hotseat.terminator wrote: ↑Sat Jun 10, 2023 6:39 am It seems to me that the server does not allow you to play the big scenarios. There would be a size limit (?)
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.00
Hi Phcas
I have a gift for you here. Hope you will enjoy.
Regards,
Birgeria
I have a gift for you here. Hope you will enjoy.
Regards,
Birgeria
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.00
When I wrote this script, I had no idea that the maximum size of a scenario to play online is 9Mb. WatW 1941-45 is over 30Mb. If only I knew... It can only be played hot seat.GeneraloberstYukariAkiyama wrote: ↑Fri Jun 09, 2023 1:41 am Hello, I'm not sure if this is the right place to ask but I've been trying to start the big operational scenario "World at War 1941-1945" included in the mod together with a friend using the in-game multiplayer system, however we both had a "failed to connect to the server" error while trying to issue the challenge.
Any work around? Thank you!
Out of pure curiosity, how do you like the reality of this scenario and the map itself?
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.00
I'm the one he's playing against, and we ultimately decided to just save the turn right before we would pass it, send it over to the other guy, and have him press next turn so he gets the event notifications. As far as the scenario and map goes, holy crap is this ridiculously big. Frankly I wish Panzer Corps could zoom out more, because as the Allied player I'm operating in basically every corner of this massive map. I've barely touched the first turn and I'm already drowning lol. It does seem like it'll be fun though.ajs81 wrote: ↑Wed Jun 14, 2023 6:07 amWhen I wrote this script, I had no idea that the maximum size of a scenario to play online is 9Mb. WatW 1941-45 is over 30Mb. If only I knew... It can only be played hot seat.GeneraloberstYukariAkiyama wrote: ↑Fri Jun 09, 2023 1:41 am Hello, I'm not sure if this is the right place to ask but I've been trying to start the big operational scenario "World at War 1941-1945" included in the mod together with a friend using the in-game multiplayer system, however we both had a "failed to connect to the server" error while trying to issue the challenge.
Any work around? Thank you!
Out of pure curiosity, how do you like the reality of this scenario and the map itself?
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.00
And that was my idea for the scenario. Unfortunately, there are few players like you, so it's hard for me to improve it. I thought I would play with my son, but he prefers netflix and mobile :/Spore18 wrote: ↑Fri Jun 16, 2023 8:29 pmI'm the one he's playing against, and we ultimately decided to just save the turn right before we would pass it, send it over to the other guy, and have him press next turn so he gets the event notifications. As far as the scenario and map goes, holy crap is this ridiculously big. Frankly I wish Panzer Corps could zoom out more, because as the Allied player I'm operating in basically every corner of this massive map. I've barely touched the first turn and I'm already drowning lol. It does seem like it'll be fun though.ajs81 wrote: ↑Wed Jun 14, 2023 6:07 amWhen I wrote this script, I had no idea that the maximum size of a scenario to play online is 9Mb. WatW 1941-45 is over 30Mb. If only I knew... It can only be played hot seat.GeneraloberstYukariAkiyama wrote: ↑Fri Jun 09, 2023 1:41 am Hello, I'm not sure if this is the right place to ask but I've been trying to start the big operational scenario "World at War 1941-1945" included in the mod together with a friend using the in-game multiplayer system, however we both had a "failed to connect to the server" error while trying to issue the challenge.
Any work around? Thank you!
Out of pure curiosity, how do you like the reality of this scenario and the map itself?
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.00
It definitely takes a certain type of person! We'll make sure to let you know if/when we have any feedback.ajs81 wrote: ↑Fri Jun 16, 2023 9:34 pmAnd that was my idea for the scenario. Unfortunately, there are few players like you, so it's hard for me to improve it. I thought I would play with my son, but he prefers netflix and mobile :/Spore18 wrote: ↑Fri Jun 16, 2023 8:29 pmI'm the one he's playing against, and we ultimately decided to just save the turn right before we would pass it, send it over to the other guy, and have him press next turn so he gets the event notifications. As far as the scenario and map goes, holy crap is this ridiculously big. Frankly I wish Panzer Corps could zoom out more, because as the Allied player I'm operating in basically every corner of this massive map. I've barely touched the first turn and I'm already drowning lol. It does seem like it'll be fun though.ajs81 wrote: ↑Wed Jun 14, 2023 6:07 am
When I wrote this script, I had no idea that the maximum size of a scenario to play online is 9Mb. WatW 1941-45 is over 30Mb. If only I knew... It can only be played hot seat.
Out of pure curiosity, how do you like the reality of this scenario and the map itself?
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- Lance Corporal - Panzer IA
- Posts: 12
- Joined: Mon Apr 17, 2023 11:39 pm
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.00
Hi! Speaking of which, do you have any house rule you'd suggest to make the game better in terms of realism?ajs81 wrote: ↑Fri Jun 16, 2023 9:34 pmAnd that was my idea for the scenario. Unfortunately, there are few players like you, so it's hard for me to improve it. I thought I would play with my son, but he prefers netflix and mobile :/Spore18 wrote: ↑Fri Jun 16, 2023 8:29 pmI'm the one he's playing against, and we ultimately decided to just save the turn right before we would pass it, send it over to the other guy, and have him press next turn so he gets the event notifications. As far as the scenario and map goes, holy crap is this ridiculously big. Frankly I wish Panzer Corps could zoom out more, because as the Allied player I'm operating in basically every corner of this massive map. I've barely touched the first turn and I'm already drowning lol. It does seem like it'll be fun though.ajs81 wrote: ↑Wed Jun 14, 2023 6:07 am
When I wrote this script, I had no idea that the maximum size of a scenario to play online is 9Mb. WatW 1941-45 is over 30Mb. If only I knew... It can only be played hot seat.
Out of pure curiosity, how do you like the reality of this scenario and the map itself?
For now we set down the following rules:
- No paratroopers landing or taking off in bad weather and they can reach a maximum distance of 20 hexes from the furthest airfield
- Countries such as Bulgaria can't join the eastern front unless two objectives between Moscow, Leningrad and Stalingrad have been secured by Germans
Anything else?
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.00
[/quote]
Hi! Speaking of which, do you have any house rule you'd suggest to make the game better in terms of realism?
For now we set down the following rules:
- No paratroopers landing or taking off in bad weather and they can reach a maximum distance of 20 hexes from the furthest airfield
- Countries such as Bulgaria can't join the eastern front unless two objectives between Moscow, Leningrad and Stalingrad have been secured by Germans
Anything else?
[/quote]
1. about paratroopers it is a good point but I'm not a right man to fix it, I only create a scenario
2. Bulgaria is done, if AXIS will take Moscow ect then BUL will join AXIS, if Allies are near BUL border then BUL switch to Allies - scenario World at War 1941-45
btw I completely forgot that Bulgaria was not involved in the attack on the Soviets, but I remembered that there were skirmishes in the Black Sea. Thank you
Hi! Speaking of which, do you have any house rule you'd suggest to make the game better in terms of realism?
For now we set down the following rules:
- No paratroopers landing or taking off in bad weather and they can reach a maximum distance of 20 hexes from the furthest airfield
- Countries such as Bulgaria can't join the eastern front unless two objectives between Moscow, Leningrad and Stalingrad have been secured by Germans
Anything else?
[/quote]
1. about paratroopers it is a good point but I'm not a right man to fix it, I only create a scenario
2. Bulgaria is done, if AXIS will take Moscow ect then BUL will join AXIS, if Allies are near BUL border then BUL switch to Allies - scenario World at War 1941-45
btw I completely forgot that Bulgaria was not involved in the attack on the Soviets, but I remembered that there were skirmishes in the Black Sea. Thank you
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.00
Hi! Speaking of which, do you have any house rule you'd suggest to make the game better in terms of realism?
For now we set down the following rules:
- No paratroopers landing or taking off in bad weather and they can reach a maximum distance of 20 hexes from the furthest airfield
- Countries such as Bulgaria can't join the eastern front unless two objectives between Moscow, Leningrad and Stalingrad have been secured by Germans
Anything else?
[/quote]
1. about paratroopers it is a good point but I'm not a right man to fix it, I only create a scenario
2. Bulgaria is done, if AXIS will take Moscow ect then BUL will join AXIS, if Allies are near BUL border then BUL switch to Allies - scenario World at War 1941-45
btw I completely forgot that Bulgaria was not involved in the attack on the Soviets, but I remembered that there were skirmishes in the Black Sea. Thank you
[/quote]
One minor thing I just noticed today: There's a Polish destroyer with a movement rating of 40 currently in the game, meaning that it can essentially teleport across entire oceans in a single turn. What was that supposed to be?
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.00
One minor thing I just noticed today: There's a Polish destroyer with a movement rating of 40 currently in the game, meaning that it can essentially teleport across entire oceans in a single turn. What was that supposed to be?
[/quote]
Originally, this scenario had its own file that changed game settings. Nautical distances for naval ships and ships (converted from speed per hour to hexes per week), the price of the T-34 depending on the model, range of naval guns, etc.
[/quote]
Originally, this scenario had its own file that changed game settings. Nautical distances for naval ships and ships (converted from speed per hour to hexes per week), the price of the T-34 depending on the model, range of naval guns, etc.
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.00
AJS81 Poland scenario
[/quote]
1. Polish Units are right now in the correct positions according to Ordre de Bataille 1st September 1939
2. there is hex change 26,9 Westerplatte
3. bug fix with the Kavallerie movie
4. Army of Pomerania (polish Armia Pomorze moved to Warsaw after turn 2)
5. Army of Posen (polish Armia Poznan moved to Warsaw after turn 3)
6. there is a change of info when German troops enter Danzig --> There is no longer a Polish presence in Danzig
(old info Danizg surrender). Gdańsk (Danzig was not in Polish hands, it was a Free City, and only the Polish Post Office was a place where Poles defended themselves). By the way, it's a pity that we don't have the flag of the Free City of Danzig
7. Polish ships ORP Gryf and ORP Wicher have no fuel (in Polish plans they were too old to move and their only task was to shell ships approaching the Hel Peninsula)
[/quote]
Hi AJS81,
Sorry for the late reaction. I have a nasty problem. I reworked the Poland scenario for the next update even before you made your new one. If I just put in your Poland scenario all my changes are lost (I do not know all the changes anymore). So I will kindly request to wait until update v2.10 will come out (soon) and make your changes again (sorry) in the Poland v2.10 version.
Greetings PHCAS
[/quote]
1. Polish Units are right now in the correct positions according to Ordre de Bataille 1st September 1939
2. there is hex change 26,9 Westerplatte
3. bug fix with the Kavallerie movie
4. Army of Pomerania (polish Armia Pomorze moved to Warsaw after turn 2)
5. Army of Posen (polish Armia Poznan moved to Warsaw after turn 3)
6. there is a change of info when German troops enter Danzig --> There is no longer a Polish presence in Danzig
(old info Danizg surrender). Gdańsk (Danzig was not in Polish hands, it was a Free City, and only the Polish Post Office was a place where Poles defended themselves). By the way, it's a pity that we don't have the flag of the Free City of Danzig
7. Polish ships ORP Gryf and ORP Wicher have no fuel (in Polish plans they were too old to move and their only task was to shell ships approaching the Hel Peninsula)
[/quote]
Hi AJS81,
Sorry for the late reaction. I have a nasty problem. I reworked the Poland scenario for the next update even before you made your new one. If I just put in your Poland scenario all my changes are lost (I do not know all the changes anymore). So I will kindly request to wait until update v2.10 will come out (soon) and make your changes again (sorry) in the Poland v2.10 version.
Greetings PHCAS
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.00
1. Polish Units are right now in the correct positions according to Ordre de Bataille 1st September 1939
2. there is hex change 26,9 Westerplatte
3. bug fix with the Kavallerie movie
4. Army of Pomerania (polish Armia Pomorze moved to Warsaw after turn 2)
5. Army of Posen (polish Armia Poznan moved to Warsaw after turn 3)
6. there is a change of info when German troops enter Danzig --> There is no longer a Polish presence in Danzig
(old info Danizg surrender). Gdańsk (Danzig was not in Polish hands, it was a Free City, and only the Polish Post Office was a place where Poles defended themselves). By the way, it's a pity that we don't have the flag of the Free City of Danzig
7. Polish ships ORP Gryf and ORP Wicher have no fuel (in Polish plans they were too old to move and their only task was to shell ships approaching the Hel Peninsula)
[/quote]
Hi AJS81,
Sorry for the late reaction. I have a nasty problem. I reworked the Poland scenario for the next update even before you made your new one. If I just put in your Poland scenario all my changes are lost (I do not know all the changes anymore). So I will kindly request to wait until update v2.10 will come out (soon) and make your changes again (sorry) in the Poland v2.10 version.
Greetings PHCAS
[/quote]
It is not a big problem

Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.00
I just realized that the link you provided was wrong for World at War :/ Sorry
I will send the correct link in a few hours
I will send the correct link in a few hours
Last edited by ajs81 on Tue Jun 27, 2023 10:28 am, edited 2 times in total.
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.00
New MB 540 K Staffcar for update v2.20 (v2.10 will be launched soon)
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.00
Sorry for the mistake, my post from two days ago had the wrong file
Now it's ok
World at War scenario has been updated, link --> https://www.mediafire.com/file/semhveb5 ... r.rar/file
- added several cities, descriptions of the Hürtgen Forest, Channel Islands, rivers, etc.
- update of Italian land, air, and submarine units
- update of Finnish units
- Bulgaria is in the Axis but doesn't fight unless the Axis wins or the Soviets get close to their borders
- New Zealand aviation, RAF, Australian aviation update
- added an event with the possibility of transferring German units through Sweden
- update of German units in France
- price changes for Soviet T-34 tanks, T-34\43 version is 2x cheaper than T-34\40
And most importantly, for those who want to play this scenario with friends, update the equipment file (it's in the Data folder)
1280 planes got a fuel supply according to Wikipedia calculated to the size of the map, i.e. an aircraft's range of 600km means that it will fly 30 hexes. Planes that can fly more than 1400km have been limited to 70hex per turn - the game engine doesn't work well for longer distances.
Similarly, each warship has an increased range. 50-35 hexes, submarines 20-4 hexes. In the case of warships, there is no realism because a turn is a week, the marching speed is 12 knots (22km / h) which means a distance of 184 hexes per turn. Here again, there is a problem with the game engine.
Additionally, artillery fires max 2 hexes, AA guns 1 hex, and ships 2 hexes (except Iowa, Bismarck, and Yamato).
Italian ships have limits on the amount of oil, as do German ships. British and American battleships have a longer view range of up to 100km = 5 hex.
Please be careful with replacing the equipment file!!!!
This version is only for those who want to play this scenario. I advise you to make a copy of the original version and hide it well somewhere
If you have any suggestions, questions, or problems, feel free to write.
This scenario is for hotseat players only
ajs81

World at War scenario has been updated, link --> https://www.mediafire.com/file/semhveb5 ... r.rar/file
- added several cities, descriptions of the Hürtgen Forest, Channel Islands, rivers, etc.
- update of Italian land, air, and submarine units
- update of Finnish units
- Bulgaria is in the Axis but doesn't fight unless the Axis wins or the Soviets get close to their borders
- New Zealand aviation, RAF, Australian aviation update
- added an event with the possibility of transferring German units through Sweden
- update of German units in France
- price changes for Soviet T-34 tanks, T-34\43 version is 2x cheaper than T-34\40
And most importantly, for those who want to play this scenario with friends, update the equipment file (it's in the Data folder)
1280 planes got a fuel supply according to Wikipedia calculated to the size of the map, i.e. an aircraft's range of 600km means that it will fly 30 hexes. Planes that can fly more than 1400km have been limited to 70hex per turn - the game engine doesn't work well for longer distances.
Similarly, each warship has an increased range. 50-35 hexes, submarines 20-4 hexes. In the case of warships, there is no realism because a turn is a week, the marching speed is 12 knots (22km / h) which means a distance of 184 hexes per turn. Here again, there is a problem with the game engine.
Additionally, artillery fires max 2 hexes, AA guns 1 hex, and ships 2 hexes (except Iowa, Bismarck, and Yamato).
Italian ships have limits on the amount of oil, as do German ships. British and American battleships have a longer view range of up to 100km = 5 hex.
Please be careful with replacing the equipment file!!!!
This version is only for those who want to play this scenario. I advise you to make a copy of the original version and hide it well somewhere

If you have any suggestions, questions, or problems, feel free to write.
This scenario is for hotseat players only
ajs81
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- Brigadier-General - 15 cm Nblwf 41
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.00
https://mynickname.com/id73473


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- Corporal - Strongpoint
- Posts: 53
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- Location: British Columbia, Canada
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.00
I am unable to launch this Mod. I have carefully followed the installation instructions, and used JSGME to enable the game. The launch screen for Pak Mod appears, but when I click on the Play button I get the following error message:
CRC check failed. Please try to reinstall the game.
At the same time there are the first few seconds of Winston Churchill making a speech, before everything stops.
I have reinstalled the game, not once, but twice. And still I get the same error message. Can anyone help me with this problem please?
CRC check failed. Please try to reinstall the game.
At the same time there are the first few seconds of Winston Churchill making a speech, before everything stops.
I have reinstalled the game, not once, but twice. And still I get the same error message. Can anyone help me with this problem please?
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.00
Have you tried redownloading all the components before reinstalling?jaywalker32 wrote: ↑Wed Jun 28, 2023 8:21 pm I am unable to launch this Mod. I have carefully followed the installation instructions, and used JSGME to enable the game. The launch screen for Pak Mod appears, but when I click on the Play button I get the following error message:
CRC check failed. Please try to reinstall the game.
At the same time there are the first few seconds of Winston Churchill making a speech, before everything stops.
I have reinstalled the game, not once, but twice. And still I get the same error message. Can anyone help me with this problem please?
Base game, patch & mod.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.10
AKRebel wrote: ↑Thu May 18, 2023 6:23 pm _________________________________________________________________________________________________
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https://www.slitherine.com/forum/viewto ... 61#p793561
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For the full version, please note the information on the start page!