VolksMod [ Reworking ]

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

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lennis29
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VolksMod [ Reworking ]

Post by lennis29 »

--- // VolksMoD Beta Final. // ---
:!: - Important - :!:
- 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.

----------------------------------------------------------------------------------------------------------------------------------------------------------------
:!: :!: :!: --- VolksMoD v.1 --- :!: :!: :!:
/////// // 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.
-------------------------------------------------------------------
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.

--------------------------------------------------------------------
-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.
---------------------------------------------------------------
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.
--------------------------------------------------------------
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.
-------------------------------------------------------------
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 //
------------------------------------------------------
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


:arrow: :arrow: Updates only to the Efx file
/ 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 :D

Reworking .......
Last edited by lennis29 on Thu May 07, 2020 10:43 pm, edited 21 times in total.
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lennis29
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Re: VolksMod Beta Final Release

Post by lennis29 »

For a future update.
- [1804] SdKfz-8 FlaK18 Defensive values are altered. (incorrect)
- [1719] Pz IIB mode [1702] Blitzkrieg PzIIA for PzIIB.
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Keen
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Re: VolksMod Beta Final Release

Post by Keen »

First look:

1) I don't like this fog of war. ))
2) Unit prices are set incorrectly, by the way vanilla version have prices mistakes too. ))
Last edited by Keen on Thu Apr 30, 2020 9:15 pm, edited 1 time in total.
DerPz
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Re: VolksMod Beta Final Release

Post by DerPz »

Great work, it's amazing! The best I've seen for Great Campaign. Good framing, unit allocations, and diversity.
guille1434
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Re: VolksMod Beta Final Release

Post by guille1434 »

Thanks for sharing, Lennis!! :-)
cw58
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Re: VolksMod Beta Final Release

Post by cw58 »

guille1434 wrote: Fri May 01, 2020 12:34 am Thanks for sharing, Lennis!! :-)
Thanks from me too. Always good to see new ideas. :)
lennis29
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Re: VolksMod Beta Final Release

Post by lennis29 »

Update in progress
- Reorganization of the entire database.
- Bug fixes
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Vintage
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Re: VolksMod Beta Final Release

Post by Vintage »

Well done!
I found one funny thing: we both took the same icon of K_18 gun but use it for different units - yours is 15_cm and mine is 10.5_cm :mrgreen:
lennis29
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Re: VolksMod Beta Final Release

Post by lennis29 »

Vintage wrote: Sat May 02, 2020 6:02 am Well done!
I found one funny thing: we both took the same icon of K_18 gun but use it for different units - yours is 15_cm and mine is 10.5_cm :mrgreen:
hahaha yes really.
but I think that in the update, I will put it in 10.5 cm s.K18
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okiemcguire
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Re: VolksMod Beta Final Release

Post by okiemcguire »

Keen wrote: Thu Apr 30, 2020 7:54 pm First look:

1) I don't like this fog of war. ))
2) Unit prices are set incorrectly, by the way vanilla version have prices mistakes too. ))
I agree about the fog. I attempted to turn off Fog of War in setup but to no avail.
lennis29
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Re: VolksMod Beta Final Release

Post by lennis29 »

okiemcguire wrote: Sat May 02, 2020 9:32 pm
Keen wrote: Thu Apr 30, 2020 7:54 pm First look:

1) I don't like this fog of war. ))
2) Unit prices are set incorrectly, by the way vanilla version have prices mistakes too. ))
I agree about the fog. I attempted to turn off Fog of War in setup but to no avail.
The idea of the dark fog, is to make difficult the analysis of the terrain and therefore the advance.
it becomes more difficult to play.
but who doesn't like it, just go to the MOD (Graphics folder - then OVERLAYS folder and inside delete the files FOW.PNG AND SMOOTHFOW.PNG)
after this, when they load the mod again, they will see the game well, without any darkness.
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okiemcguire
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Re: VolksMod Beta Final Release

Post by okiemcguire »

Works great... Thx I like the Fog of war as far as units go, but like a general reviewing a map for terrain, I can determine the best units to send.
lennis29
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Re: VolksMod Update Last Release [May 3 /2020 ]

Post by lennis29 »

Full update.
The complete MOD.
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lennis29
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Re: VolksMod Update [May 3 /2020 ]

Post by lennis29 »

They can delete the old MOD and replace with the new publication instead.
Thank you.
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lennis29
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Re: VolksMod Update [May 3 /2020 ]

Post by lennis29 »

First tests.
GC 1939.
- Poznan
( Dif. General / AI level 2 )
- Prestige : 3650 initial. / When creating core : Prestige 1053.
/ Final Prestige 1826 / Decisive victory / Turn 11/14
- Core Unit.
- 2x Fusilier.
- 1x Shutzen
- 1x Kav. Shutzen
- 2x 75mm Art. + Horse.
- 1x 105mm Art. + truck
- 1x Pz IB
- Aufk-231
- Krad-Shutzen
---------------------
Luftwaffe
- 1x Bf 109
- 1x Bf 110 B3
- 1x Bf 110 C1
-----------------
Units Gifts
- 1x Pz 35
- 1x Ju 87 Stuka
- 1x 20mm Pak.

--------------------------------------------------
I divided my forces into 3 Groups.
Group A North. - Objectives (Poznan - Gniezno)
Group B Center - Objectives (Leszno - Wrzesnia)
Group C South - Objectives (Kalisz - Konin)
---------------------------------------------------------------
- The objectives of groups A and B were completed in 6 shifts, proceeding to reinforce the progress of group C.
- Heavy fighting in Konin and Wielun, Turn 9.
- Ammunition problem.- Start of turn 8 End of turn 10
-Turn 10 falls the city of Wielun.
-Turn 11, concentrated artillery attack, Konin's defenses soften, resistance falls.
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lennis29
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Re: VolksMod Update [May 3 /2020 ]

Post by lennis29 »

Update in progress.
Arrangements in animations and sounds.
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jeffoot77
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Re: VolksMod Update [May 3 /2020 ]

Post by jeffoot77 »

thxs for this mod, it is very cool to play.

For the dark fog, the problem is that if a unit left his position, the fog come back ! it is not logical. The terrain is known and can't be unknown again !
my custom mini-campaign in order of battle :
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

Panzer corps mods archive (folders or zip versions) : http://jeffoot.freeboxos.fr:41226/share/KmCyju7JFZX6dD2B/
lennis29
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Re: VolksMod Update [May 3 /2020 ]

Post by lennis29 »

jeffoot77 wrote: Tue May 05, 2020 5:14 pm thxs for this mod, it is very cool to play.

For the dark fog, the problem is that if a unit left his position, the fog come back ! it is not logical. The terrain is known and can't be unknown again !
aa thank you very much for your comment
Regarding the fog, I imagine that in the same turn that the unit moves, it cannot get dark, but as soon as you change the shift, it turns dark.
Also remember that you have visibility of the cities that are your territory.
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Azurean88
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Re: VolksMod Update [ May 5 ]

Post by Azurean88 »

HOW DO I INSTALL THIS MOD? THERE ARE NO DIRECTIONS>
lennis29
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Re: VolksMod Update [ May 5 ]

Post by lennis29 »

Azurean88 wrote: Tue May 05, 2020 7:22 pm HOW DO I INSTALL THIS MOD? THERE ARE NO DIRECTIONS>
Sorry
Follow these directions.
viewtopic.php?t=27158
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