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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Fri Nov 15, 2019 7:18 pm
by Intenso82
The dark color of the sea looks better.
Ship units are more contrasting.

It will be interesting to play the Battle of England scenario.
I remember in the Order of Battle there was such DLC.
I think with a wide variety of icons of air units, it is possible to better simulate the historical composition of forces.

Will a balanced version for multiplayer be available?

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Fri Nov 15, 2019 7:20 pm
by butch_74
For non-self-propelled artillery, a distance of 3 hexa minimum. For mortars 2 hexa. OK.
For self-propelled artillery from 2 hexes?
StuG-III assault gun as well as such as Churchill Avre and he has a distance of 1. And if you give them a distance of 2, then the same sIG, Sturmpanzer, etc., may become unnecessary. It is necessary to check all the other characteristics, you gave the ability of AT to all units? This can greatly ruin the balance of artillery and make AT class unnecessary.
This must be considered.

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Fri Nov 15, 2019 8:03 pm
by phcas
butch_74 wrote: Fri Nov 15, 2019 7:20 pm For non-self-propelled artillery, a distance of 3 hexa minimum. For mortars 2 hexa. OK.
For self-propelled artillery from 2 hexes?
StuG-III assault gun as well as such as Churchill Avre and he has a distance of 1. And if you give them a distance of 2, then the same sIG, Sturmpanzer, etc., may become unnecessary. It is necessary to check all the other characteristics, you gave the ability of AT to all units? This can greatly ruin the balance of artillery and make AT class unnecessary.
This must be considered.
There must be a difference between a 75mm StuG and 150mm sIG of course even if they both have a range of 2.

At this moment we make AT versions of units if we have a AT graphic of the unit. We have to find a formula that AT guns have a limited Artillery skill and Artillery units a limited AT skill. AT units must be stronger than artillery in AT mode and Artilley units must be stronger than AT units in Artillery mode. If we do that they can "live" together. If nessesary we can make AT graphics for every unit.

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Fri Nov 15, 2019 9:41 pm
by butch_74
phcas wrote: Fri Nov 15, 2019 8:03 pm
There must be a difference between a 75mm StuG and 150mm sIG of course even if they both have a range of 2.

At this moment we make AT versions of units if we have a AT graphic of the unit. We have to find a formula that AT guns have a limited Artillery skill and Artillery units a limited AT skill. AT units must be stronger than artillery in AT mode and Artilley units must be stronger than AT units in Artillery mode. If we do that they can "live" together. If nessesary we can make AT graphics for every unit.
[/quote]

Most of the artillery could not shoot at tanks like many anti-tank units could not shoot like howitzers) My question is who should not be given double action.
What formula are we going to use here?

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Fri Nov 15, 2019 10:04 pm
by butch_74
that there would be no question, I bought a “long Tom”, and he can’t shoot direct-fire at the tanks :)

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Fri Nov 15, 2019 11:17 pm
by Radoye
phcas wrote: Fri Nov 15, 2019 8:03 pm There must be a difference between a 75mm StuG and 150mm sIG of course even if they both have a range of 2.
These were both direct fire vehicles rather than self-propelled artillery. They were used on the move as assault guns at point blank range, much like one would be using self propelled antitank guns but against different types of targets, rather than from behind the lines as a standard SP ATY would (Wespe, Hummel etc). Having these vehicles in the ATY class is a hold-over from the original Panzer General game and is entirely wrong, they would be better suited for the AT class, but with weak HA stats and high SA. 15cm sIG33 had a maximum range below 5km where a 15cm sFH18 (as used on Hummel) would do 13km, while the gun on the early StuG III variants was essentially the same as on Pz IVD - maybe AT with range = 1 (which gives some interesting effects when attacking)?

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Sat Nov 16, 2019 3:19 am
by MjrOu812
Hey, phcas...I may have a issue with the maus tank I have no movement sound nor do I have attack sound....maybe its a issue or maybe its on my end?

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Sat Nov 16, 2019 7:13 am
by phcas
MjrOu812 wrote: Sat Nov 16, 2019 3:19 am Hey, phcas...I may have a issue with the maus tank I have no movement sound nor do I have attack sound....maybe its a issue or maybe its on my end?
Yes you're right. It's a error, fixed in the next update.

Greetings

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Sat Nov 16, 2019 7:26 am
by terminator
M3 Diamont T :arrow: right and left images do not match exactly :

0307_M3_Halftrack(Bug).png
0307_M3_Halftrack(Bug).png (28.82 KiB) Viewed 3329 times

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Sat Nov 16, 2019 7:57 am
by phcas
There is a lot to say about AT and Artillery. A few things:

* So far I did not realy look to the Artillery units, just made a AT version if I had a graphic from it.

* Things to think over:

- Find out if guns historicaly yes or no were used in Artillery and AT role (Differcult to find out? Lot of work) and make it yes or no a "switch" unit than. We know the Dutch and French Armies used 75mm artillery in a anti-tank role because they had not enough anti-tank guns.

- No "switch" guns at all. Artillery is Artillery and AT is AT. (Russians have guns in the original game as Artillery and AT)

- About the point blank range Radoye has a point. Than we have to keep the 1 range for StuG and all point blank guns. (We have to find out which guns fired in point blanc range) To make them more useful in the game maybe with higher attack values for point blank guns, a direct shot has more impact. I think this is a good idea.

- Playability is also a thing. In the game a movement of 1 or 2 for a anti-tank gun makes a great difference. In reality I do not think that a gun crew is going to walk with there 1000kg 50mm PaK 38 gun with ammo for many miles without a prime mover.

Anyway we have to come to a formula to handle this all and to use it for all units to end this mess :)

What do you guys think about it?


I have a attached the Equipment file in a Excel file. Easier to look how things are at the moment.
Equipment - PAK MOD.rar
(738.94 KiB) Downloaded 113 times

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Sat Nov 16, 2019 8:03 am
by phcas
terminator wrote: Sat Nov 16, 2019 7:26 am M3 Diamont T :arrow: right and left images do not match exactly :


0307_M3_Halftrack(Bug).png
No thats true. left and right images are not always a mirror. Tanks or units with turrets or MG positions not in the middle can be different in left and right images.

Not so nice for Terminators busy with attack animations :) :) :)

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Sat Nov 16, 2019 9:21 am
by nono hard et heavy
Hello PHCAS
This topic was published by Rezaf in 2011. It lists all the units in Panzer Corps and the characteristics recommended for these units, with a few exceptions. For the 75mm StuG and 150mm sIG, they have 1 in artillery range. At the beginning, these units were specialized in AT.
viewtopic.php?f=147&t=46156&sid=c3e876d ... ac6c65fe1d
Greetings.
Bruno

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Sat Nov 16, 2019 11:37 am
by phcas
nono hard et heavy wrote: Sat Nov 16, 2019 9:21 am Hello PHCAS
This topic was published by Rezaf in 2011. It lists all the units in Panzer Corps and the characteristics recommended for these units, with a few exceptions. For the 75mm StuG and 150mm sIG, they have 1 in artillery range. At the beginning, these units were specialized in AT.
viewtopic.php?f=147&t=46156&sid=c3e876d ... ac6c65fe1d
Greetings.
Bruno
Yes, thanks Bruno

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Sat Nov 16, 2019 2:30 pm
by butch_74
phcas wrote: Sat Nov 16, 2019 7:57 am There is a lot to say about AT and Artillery. A few things:

* So far I did not realy look to the Artillery units, just made a AT version if I had a graphic from it.

* Things to think over:

- Find out if guns historicaly yes or no were used in Artillery and AT role (Differcult to find out? Lot of work) and make it yes or no a "switch" unit than. We know the Dutch and French Armies used 75mm artillery in a anti-tank role because they had not enough anti-tank guns.

- No "switch" guns at all. Artillery is Artillery and AT is AT. (Russians have guns in the original game as Artillery and AT)

- About the point blank range Radoye has a point. Than we have to keep the 1 range for StuG and all point blank guns. (We have to find out which guns fired in point blanc range) To make them more useful in the game maybe with higher attack values for point blank guns, a direct shot has more impact. I think this is a good idea.

- Playability is also a thing. In the game a movement of 1 or 2 for a anti-tank gun makes a great difference. In reality I do not think that a gun crew is going to walk with there 1000kg 50mm PaK 38 gun with ammo for many miles without a prime mover.

Anyway we have to come to a formula to handle this all and to use it for all units to end this mess :)

What do you guys think about it?


I have a attached the Equipment file in a Excel file. Easier to look how things are at the moment.
Equipment - PAK MOD.rar
A slightly increased movement is not only weight, it is also the speed of deployment to a combat position, it is clear that preparing a gun weighing a ton is much easier and faster than a 10 ton monster. The game also takes into account the presence of a certain number of light AT guns as well as light mortars in the infantry units, many of them have very high rates of hard attack and they move by 2-3 hexes without loading onto trucks. It is clear that a transition of a hundred kilometers will already require transport, so everything will be all right here. I also hope this will increase the attractiveness of the purchase of such units, they are cheap, mobile but also not the most effective.

I did not quite understand with the suggestion of a shot for 1 hex. Is it an artillery attack or a regular one? By the way, does the game engine allow you to respond to a remote attack as it was in Panzer General 2? I tried to give melee units a radius of one, but then the attacked unit with the same bonus does not respond. This is bad.

and for some reason I can’t open your file :)

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Sat Nov 16, 2019 10:10 pm
by phcas
Refugees
Refugees3.jpg
Refugees3.jpg (98.68 KiB) Viewed 3193 times
Refugees.jpg
Refugees.jpg (76 KiB) Viewed 3193 times
04005_Refugees.png
04005_Refugees.png (86.83 KiB) Viewed 3193 times

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Sun Nov 17, 2019 12:40 am
by butch_74
phcas, In what format did you upload the file? it doesn’t open in my exсel in any rar in any other

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Sun Nov 17, 2019 6:43 am
by phcas
butch_74 wrote: Sun Nov 17, 2019 12:40 am phcas, In what format did you upload the file? it doesn’t open in my exсel in any rar in any other
Just WinRAR. Try again.
Excel.rar
(740.54 KiB) Downloaded 78 times

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Sun Nov 17, 2019 9:45 am
by jeffoot77
super idea, the refugees !

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Sun Nov 17, 2019 10:51 am
by terminator
jeffoot77 wrote: Sun Nov 17, 2019 9:45 am super idea, the refugees !
Yeah but not for refugees who are innocent victims :(

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032

Posted: Sun Nov 17, 2019 2:31 pm
by phcas
jeffoot77 wrote: Sun Nov 17, 2019 9:45 am super idea, the refugees !
Thanks, it works fine, tested it