

- This Mod was developed with material available by all the collaborators of the community, therefore I do not get any credit beyond the complements and contributions in some ideas.
- I thank everyone for their ideas and contributions.
- Volks (People in German) is the name given to this mod because the work will continue by other developers, not only mine, if it is not a platform for the continuation of other works.
- The central structure of the information in the files [Team and Efx] are intact.
- Please ask for everyone's help for the full completion of the mod, since only edit (modify) the Germans, if the mod is left as it is and GC is played, the Germans have an advantage "until" 1944, thereafter it gets really hard.
-Take a couple of DLC from the nikivdd MOD, so until 1941 they only have escape routes to save auxiliary units, from now on the DLC will default.
- The team has modifications in the DLC 1939 / [Russians 1942, 43, 44, 45] / different modifications in the DLC West [42-43, 44, 45]
for example: Dicker MAx and Sture EMil only for Russians.
but the Lorraine Artillery only the Allies.
- In 1942 I made changes for some units, such as the Pz II being Marder II by a prototyping process and then updating to the final unit.
- The rules of the game are by default due to complications in the test results.
-Many switched units to give it use and value, some units that quickly lost interest in the game, for example the Pak3.7 and the 20mm Flak 38. are now integrated and can be used longer.
- I wanted to add some ideas to make the game more exciting like the (BlitzKrieg) mode in the 1939 Panzer.
- Many minor changes that I did not register by mistake, I had to make a list of all my work to expose you, but I was really going to work on the go without making records of the changes, I apologize.
- Favor the revision of the changes in the Equipment and Efx files.
- Much of the MOD is based on PAk-MOD since I really like it and wanted to create a GC version for myself, but wow, it is difficult to clone the work of CASPAR hahaha, I appreciate you very much friend.
- To finish my dear friends, if you look here in this community we are a small group I do not think that there are more than 20 people who publish on a daily basis, I understand that each post of GuiLLE is thinking of us, each post of AKrebel , CaptianJAck, Cw58, McGuba, nikivdd, Phcas, among others, but what I want to say is that we are few and what we do is for these few, thank you very much.
As always, I'm using the translator in case you don't understand the translation
And really, I hope your help.
you take the mod, redesign it and publish it.
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/////// // Update /////////////
- The mod is designed to play vanilla and GC
- The game rules are original.
- The structuring for GC is divided into 3 equipment.pzdat.
1- 1939 to 1941
2- 1942 East to 1945 East
3- 1942/43 West until 1945 West
- This means that they will have availability of different units.
For example :
- Lorraine Artillery of 105 and 150 only available in the West, but will not have availability of the Wespe and Hummel. - Contrary to the East DLC, they will have availability of the Wespe and Hummel.
- This situation will be like this with many units.
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Unit updates or class changes.
In 1942 changes for some units arrive.
For example:
- Panzer IA : Pz IA Flammer
- Panzer IB : Clase 2 (Recon Unit )
- Panzer IIB : Alert Prototype unit for change Marder II. (Switchable) !! No return.
- Panzer 38: Alert Prototype unit for change Marder III. (Switchable) !! No return.
- Panzer IIIG: Alert Prototype unit for change StuG III. (Switchable) !! No return.
- Capture Char B1 : Alert Prototype unit for change Artillery 105mm. (Switchable) !! No return.
- 1944 T-34/41 : Alert Prototype unit for change Flk-Pz T-34. (Switchable) !! No return.
- 44 Fschjäger : This unit in 1944 is SE.- it can be changed from any SE infantry available only in West Stage.
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-Many changes in the structure of the infantry and the assignments of the transports.
The Infantry structure is divided into 3 Areas.
- Light or Jager Infantry
- Regular Infantry
- Elite or Special Infantry
- note: Some units without transportation may use the transportation of their adjacent unit.
for example (Fusiliers / Pak 3.7) the Pak has Horses, since you can commute and use this transportation.
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SE Units are quite strong
It comes equipped with unique attached units.
in 1944 there are the Waffen infantry they are not bonuses, they can be bought but they are nothing like their SE counterpart.
This simulates the total deterioration of the SE, but they serve at least to stop any enemy attack in 1 turn.
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The Black Cloud.
It is difficult to see the map, you do not have clarity of the terrain, difficult to advance, it really is uncomfortable.
-That's what Recon units are for, so you can see where you're going.
- It is uncomfortable, because it slows down the advance or you risk losing units.
-And wait until 1944, if it's awkward in 1939, don't want to know how terrible it will be to face the Russian advance.
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Final details
Many bug fixes, details, many new ideas, many units with new functions, such as Stuka artillery mode.
Incorporation of the battle of england.
// Please play in MODE // General - IA level 2.
This is to compensate for balance //
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you already know the update procedure.
download the file, copy and paste.
ready, enjoy.
I would like them to report how they are doing when playing the mod.
VolksMod
Update 01.
- Fix bugs
Animation and Sound Assignments
Update 02
- Fix bugs
- Corrected the availability of the Pz III in 1940
- Last version efx.pzdat
- some surprises in 1940


/ Fix animation : / version 0.2
- West_Allied_85mm_M1939.png
- Italian_85mm_M1939.png
- Soviet_85mm_Model_1939.png
- Sturmpanzer_I.png
file
Update DLC v 0.1 [ 7 May ]
/// as always, copy and paste. ///
New update for DLC
- DLC minor changes.
- DLC 1944 and 1945 - change icon ( of some units. ) for US and Soviet. From Soviet_Storm_v1.96b
- Fix Bug for panzer II, move sound.
- Berlin defense reworked in process.
- fortress brest litovsk Only 1941 Beta

Reworking .......