New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.80
Moderators: Slitherine Core, Panzer Corps Design, Panzer Corps Moderators
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.035
La Moselle! only french players could have seen this error! Are you french Terminator?
edit: and thxs Phcas for the B1, i will test it.
edit: and thxs Phcas for the B1, i will test it.
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 : http://jeffoot.freeboxos.fr:41226/share/KmCyju7JFZX6dD2B/
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302
Panzer corps mods archive : http://jeffoot.freeboxos.fr:41226/share/KmCyju7JFZX6dD2B/
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- Field Marshal - Elefant
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- Joined: Mon Aug 15, 2011 12:48 pm
- Location: the land of freedom
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.035
There's a chance
The Moselle river crosses 3 countries: France, Luxembourg and Germany.
Last edited by terminator on Mon Dec 23, 2019 5:13 am, edited 1 time in total.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.035
Thanks, corrected in the next updateterminator wrote: ↑Sun Dec 22, 2019 9:47 am France scenario :
Typo: Monselle River -> Moselle River
France.jpg
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.035
Thanks, fixed in next update
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.035
We are upgrading the Italians. Bianchi Miles & Alfa-Romeo 500 + HQ
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.035
We plan to add Infantry AT units for many countries. Like ATR Bazooka Panzerfaust Panzerschreck Piat. The graphic will have 2 figures and the max strength is 10. They will have a higher hard attack number and lower soft attack number than regular infantry. Experimenting with fire animations of Panzerfaust.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.035
Nice but.. the big scenarios are at regimental level. Dunno if whole regiments of AT guys at strength 10 would fit the scale.phcas wrote: ↑Sun Dec 22, 2019 10:22 pm We plan to add Infantry AT units for many countries. Like ATR Bazooka Panzerfaust Panzerschreck Piat. The graphic will have 2 figures and the max strength is 10. They will have a higher hard attack number and lower soft attack number than regular infantry. Experimenting with fire animations of Panzerfaust.
Oh, and the Panzerfaust should be held in the armpit, not on the shoulder, like a bazooka.[/nitpick]
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.035
OK I see your point. The problem is that we have a lot of graphics with this anti tank stuff. Like Polish and German AT rifles. Thery are not used yet in the game. Does someone have an idea how to use them?Latro wrote: ↑Sun Dec 22, 2019 10:44 pmNice but.. the big scenarios are at regimental level. Dunno if whole regiments of AT guys at strength 10 would fit the scale.phcas wrote: ↑Sun Dec 22, 2019 10:22 pm We plan to add Infantry AT units for many countries. Like ATR Bazooka Panzerfaust Panzerschreck Piat. The graphic will have 2 figures and the max strength is 10. They will have a higher hard attack number and lower soft attack number than regular infantry. Experimenting with fire animations of Panzerfaust.
Oh, and the Panzerfaust should be held in the armpit, not on the shoulder, like a bazooka.[/nitpick]
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.035
A Polish anti-tank guns were almost a secret weapon for the poles, for the well was used as a trophy in the armies of Germany and Italy )phcas wrote: ↑Mon Dec 23, 2019 6:59 amOK I see your point. The problem is that we have a lot of graphics with this anti tank stuff. Like Polish and German AT rifles. Thery are not used yet in the game. Does someone have an idea how to use them?Latro wrote: ↑Sun Dec 22, 2019 10:44 pmNice but.. the big scenarios are at regimental level. Dunno if whole regiments of AT guys at strength 10 would fit the scale.phcas wrote: ↑Sun Dec 22, 2019 10:22 pm We plan to add Infantry AT units for many countries. Like ATR Bazooka Panzerfaust Panzerschreck Piat. The graphic will have 2 figures and the max strength is 10. They will have a higher hard attack number and lower soft attack number than regular infantry. Experimenting with fire animations of Panzerfaust.
Oh, and the Panzerfaust should be held in the armpit, not on the shoulder, like a bazooka.[/nitpick]
http://www.opoccuu.com/polskoe-protivot ... -35-ur.htm
http://www.yaplakal.com/forum2/topic1565500.html
https://topwar.ru/27886-protivotankovoe ... olsha.html
https://warspot.ru/11091-samoe-sekretno ... pospolitoy
P.s.
The Soviet PTRD and PTRS antitank rifles were used by the Soviet Army throughout World War II.
https://warfarehistorynetwork.com/2016/ ... nk-rifles/
Last edited by uzbek2012 on Tue Dec 24, 2019 12:04 pm, edited 4 times in total.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.035
In my honest opinion - in the way described by you in your previous post (AT squad - 2 figures/strenght 10).phcas wrote: ↑Mon Dec 23, 2019 6:59 amOK I see your point. The problem is that we have a lot of graphics with this anti tank stuff. Like Polish and German AT rifles. Thery are not used yet in the game. Does someone have an idea how to use them?Latro wrote: ↑Sun Dec 22, 2019 10:44 pmNice but.. the big scenarios are at regimental level. Dunno if whole regiments of AT guys at strength 10 would fit the scale.phcas wrote: ↑Sun Dec 22, 2019 10:22 pm We plan to add Infantry AT units for many countries. Like ATR Bazooka Panzerfaust Panzerschreck Piat. The graphic will have 2 figures and the max strength is 10. They will have a higher hard attack number and lower soft attack number than regular infantry. Experimenting with fire animations of Panzerfaust.
Oh, and the Panzerfaust should be held in the armpit, not on the shoulder, like a bazooka.[/nitpick]
I know that historical accuracy is one of the main goal of the mod, but we should bear in mind the fact, that PC is just a game. Beautiful, addictive and fun, but still a game. Second thing, I doubt if the game engine is "flexible" enough to render 100% dependence of the operational level of ww2. This also applies to the size and type of units.
Compromise between playability and historical accuracy is unavoidable and I think that your idea is good example of such necessary and perfect compromise.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.035
Thanks, we can make the strenghts max 8 if we think thats better, but in Market Garden the PIAT played a important role and the German Panzerfaust supply at the end of the war was the last stand against the rolling Red tanks.guuzidi wrote: ↑Mon Dec 23, 2019 11:55 amIn my honest opinion - in the way described by you in your previous post (AT squad - 2 figures/strenght 10).
I know that historical accuracy is one of the main goal of the mod, but we should bear in mind the fact, that PC is just a game. Beautiful, addictive and fun, but still a game. Second thing, I doubt if the game engine is "flexible" enough to render 100% dependence of the operational level of ww2. This also applies to the size and type of units.
Compromise between playability and historical accuracy is unavoidable and I think that your idea is good example of such necessary and perfect compromise.
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.035
[/quote]
OK I see your point. The problem is that we have a lot of graphics with this anti tank stuff. Like Polish and German AT rifles. Thery are not used yet in the game. Does someone have an idea how to use them?
[/quote]
AT Rifles generally were initially a modest boost to AT capability in infantry units (much better than bundles of grenades and molotov cocktails) and kept on because they were also good against bunkers, as sniper weapons and as anti-materiel weapons. That would suggest a boost to HA of special units (eg Polish cavalry) withhigher numbers of AT Rifles.
However Russian tactics for AT Rifles depended on large numbers, so separate units would make good sense there. I think later war German milita units armed with high numbers of panzerfaust would also make sense as separate units. Market Garden is another good case for separate units rather than a general boost.
I'd see a useful role for sparate AT units as relatively fast (3 move) units with similar stats to infantry but lower SA (1 or 2) and higher HA (typically 3 or 4) and AT class, so you lose your close trait and are weaker against infantry attack, but the speed of movement and the +2HA/star make you quite dangerous to less well armoured hard targets. An alternative approach would be to allow specially equipped units (Polish Cavalry for example) switch from Inf class to AT class, with a tweak to SA and HA as above. That means you have to choose between dangerous to tanks and dengerous to soft targets but not both.
For the PIAT infantry, maybe give them artillery class and range 1, but good HA stats and OK SA stats. So they provide defence for neighbouring units by suppressing tank attacks quite well and a bit against soft targets. They can also take shots at tanks or bunkers without return fire - and since Piats had no muzzle or propellant flash they were very hard to detect so this seems reasonable. Something like SA 5 and HA8 or 10 and maybe 4 or 5 ammo would probably be useful without overpowering them.
OK I see your point. The problem is that we have a lot of graphics with this anti tank stuff. Like Polish and German AT rifles. Thery are not used yet in the game. Does someone have an idea how to use them?
[/quote]
AT Rifles generally were initially a modest boost to AT capability in infantry units (much better than bundles of grenades and molotov cocktails) and kept on because they were also good against bunkers, as sniper weapons and as anti-materiel weapons. That would suggest a boost to HA of special units (eg Polish cavalry) withhigher numbers of AT Rifles.
However Russian tactics for AT Rifles depended on large numbers, so separate units would make good sense there. I think later war German milita units armed with high numbers of panzerfaust would also make sense as separate units. Market Garden is another good case for separate units rather than a general boost.
I'd see a useful role for sparate AT units as relatively fast (3 move) units with similar stats to infantry but lower SA (1 or 2) and higher HA (typically 3 or 4) and AT class, so you lose your close trait and are weaker against infantry attack, but the speed of movement and the +2HA/star make you quite dangerous to less well armoured hard targets. An alternative approach would be to allow specially equipped units (Polish Cavalry for example) switch from Inf class to AT class, with a tweak to SA and HA as above. That means you have to choose between dangerous to tanks and dengerous to soft targets but not both.
For the PIAT infantry, maybe give them artillery class and range 1, but good HA stats and OK SA stats. So they provide defence for neighbouring units by suppressing tank attacks quite well and a bit against soft targets. They can also take shots at tanks or bunkers without return fire - and since Piats had no muzzle or propellant flash they were very hard to detect so this seems reasonable. Something like SA 5 and HA8 or 10 and maybe 4 or 5 ammo would probably be useful without overpowering them.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.035
Thanks very much for your clear long explanation. We will think about this.captainjack wrote: ↑Tue Dec 24, 2019 12:57 am
OK I see your point. The problem is that we have a lot of graphics with this anti tank stuff. Like Polish and German AT rifles. Thery are not used yet in the game. Does someone have an idea how to use them?
AT Rifles generally were initially a modest boost to AT capability in infantry units (much better than bundles of grenades and molotov cocktails) and kept on because they were also good against bunkers, as sniper weapons and as anti-materiel weapons. That would suggest a boost to HA of special units (eg Polish cavalry) withhigher numbers of AT Rifles.
However Russian tactics for AT Rifles depended on large numbers, so separate units would make good sense there. I think later war German milita units armed with high numbers of panzerfaust would also make sense as separate units. Market Garden is another good case for separate units rather than a general boost.
I'd see a useful role for sparate AT units as relatively fast (3 move) units with similar stats to infantry but lower SA (1 or 2) and higher HA (typically 3 or 4) and AT class, so you lose your close trait and are weaker against infantry attack, but the speed of movement and the +2HA/star make you quite dangerous to less well armoured hard targets. An alternative approach would be to allow specially equipped units (Polish Cavalry for example) switch from Inf class to AT class, with a tweak to SA and HA as above. That means you have to choose between dangerous to tanks and dengerous to soft targets but not both.
For the PIAT infantry, maybe give them artillery class and range 1, but good HA stats and OK SA stats. So they provide defence for neighbouring units by suppressing tank attacks quite well and a bit against soft targets. They can also take shots at tanks or bunkers without return fire - and since Piats had no muzzle or propellant flash they were very hard to detect so this seems reasonable. Something like SA 5 and HA8 or 10 and maybe 4 or 5 ammo would probably be useful without overpowering them.
Last edited by phcas on Sat Dec 28, 2019 6:43 am, edited 1 time in total.
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.035
PS: usually I use paint.net and not Paint to paste the images, which explains this strange aspect.
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.035
Hello, Terminator.terminator wrote: ↑Wed Dec 25, 2019 7:13 am 0808_Strongpoint.png
PS: usually I use paint.net and not Paint to paste the images, which explains this strange aspect.
Merry Christmas.
Do you know why when a unit receives a decoration (or a reward) after a victorious battle, the graphic of this decoration does not appear in the message window?
Personally, I think there is an error between the text in the 'Data' 'awards' folder and the 'UI' 'awards' folder.
Greetings.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.035
That would probably be a typo in awards.pzdat giving an incorrect png name.
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.035
Hello Latro.
The text in the 'Data' 'awards' folder is :
IDS_AWARD_INFANTRY_ASSAULT_BADGE1 GER_infantryassaultbadge1.png
Maybe there's a solution:
IDS_AWARD_INFANTRY_ASSAULT_BADGE1
GER_Infantry_Assault_Badge1
I checked and the text in 'Data' 'awards' (GER_infantryassaultbadge1) matches the text under the image in 'UI' 'awards'.
Greetings.
Bruno
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.035
Sorry but I haven’t earned any awards yetnono hard et heavy wrote: ↑Wed Dec 25, 2019 9:44 am Hello, Terminator.
Merry Christmas.
Do you know why when a unit receives a decoration (or a reward) after a victorious battle, the graphic of this decoration does not appear in the message window?
Personally, I think there is an error between the text in the 'Data' 'awards' folder and the 'UI' 'awards' folder.
Greetings.
Merry Christmas Everybody
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.035
Bruno,
There does indeed not seem to be a typo.
What do you mean with " 'Data' 'awards' folder"
Do you have a seperate Data/awards folder?
There shouldn't be. awards.pzdat goes directly in the Data folder.
There does indeed not seem to be a typo.
What do you mean with " 'Data' 'awards' folder"
Do you have a seperate Data/awards folder?
There shouldn't be. awards.pzdat goes directly in the Data folder.