New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.80
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
thxs for your quick answer.
It is ok for all you said. For "pik as", i can upgrade all the others m109 ! it is just the "pik as" where there is no possible upgrade (cost usually 25)
It is ok for all you said. For "pik as", i can upgrade all the others m109 ! it is just the "pik as" where there is no possible upgrade (cost usually 25)
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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- Major-General - Jagdtiger
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Hello Phcas... It is nice to know something about what´s happening "behind the curtain" with you and the other modding team members... How do you all cope with the enormous workload, effort coordination, how to avoid boredom... etc... It always amaze me how much time you are dedicating to this wonderful mod.phcas wrote: ↑Sat Apr 25, 2020 6:02 pm
For the 32 turns, I needed a lot of time.
I think I sat down for about 10 days (always for about 2 hours after work).
This was my 2 tries my first one ended after 15 rounds.
Sorry I take your life
I mist some Video´s after taking Brest, and some other main goals.
Yes I know. It takes a lot of time to find and make colored .gif files that are historical correct. It will come in time. Understand that I am busy for many hours every day to built this mod together with the others. Like AKRebel said to me "I need variation", I do need variation also to keep going. So I am working in a mess that makes me happy. Making this, making that, GIF movies, photos, units, equipment file, sound files, scenarios, research things, Pacific preperations, answer this forum, keep in contact with AKRebel, Wurschtmaxe, Radovan, Tony, Guille.........etc. But all the plans are in my head and slowly everything will come together!
The fire brigade team waits for order?
Yes it will come in time. So long place them in a city so partisans can not enter.
Again, I want to express my admiration for what all of you are sharing to us here!!
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Thanks Guilleguille1434 wrote: ↑Sat Apr 25, 2020 7:38 pm Again, I want to express my admiration for what all of you are sharing to us here!!
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
First Australian aircraft arrived.................
Thanks to Wurschtmaxe
Thanks to Wurschtmaxe
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
From the AKRebel shipyards:
14 US Navy Destroyer classes added
7 US Navy PT boats classes added
2 new US Navy submarine classes added
and more
14 US Navy Destroyer classes added
7 US Navy PT boats classes added
2 new US Navy submarine classes added
and more
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- Field Marshal - Elefant
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
A new update soon ?
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
When do you want it?
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- Field Marshal - Elefant
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
No all since the last full update. Only 0.40a and 0.40b are not requierd, they are also in 0.41. We will launch the next update in the coming week.terminator wrote: ↑Sun Apr 26, 2020 8:22 pmDuring the week if possible.
There are fixes(missing picture, strength bug) that could be brought together in an update.
Should we install all the updates since the last full version or just the last update ?
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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 v0.41
So for the Mod v0.41 we need to install Full 0.38 + update 0.39 + update 0.40 + update 0.41 (+ Fixes).phcas wrote: ↑Sun Apr 26, 2020 9:01 pmNo all since the last full update. Only 0.40a and 0.40b are not requierd, they are also in 0.41. We will launch the next update in the coming week.terminator wrote: ↑Sun Apr 26, 2020 8:22 pmDuring the week if possible.
There are fixes(missing picture, strength bug) that could be brought together in an update.
Should we install all the updates since the last full version or just the last update ?
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- Master Sergeant - Bf 109E
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- Location: France
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Hello Terminator.terminator wrote: ↑Sun Apr 26, 2020 10:24 pmSo for the Mod v0.41 we need to install Full 0.38 + update 0.39 + update 0.40 + update 0.41 (+ Fixes).phcas wrote: ↑Sun Apr 26, 2020 9:01 pmNo all since the last full update. Only 0.40a and 0.40b are not requierd, they are also in 0.41. We will launch the next update in the coming week.terminator wrote: ↑Sun Apr 26, 2020 8:22 pm
During the week if possible.
There are fixes(missing picture, strength bug) that could be brought together in an update.
Should we install all the updates since the last full version or just the last update ?
Yes, that's what I did but don't forget to insert the image of the SU-5_AR.png as shown on page 85. That's what made the game crash for me. And the 3 exe contained in the update v0.41
Greetings. Bruno
PS : pour une fois que je peux aider !!!
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- Field Marshal - Elefant
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
This is why I ask if there is not a new patch soon because it starts to get complicated.nono hard et heavy wrote: ↑Sun Apr 26, 2020 11:39 pmHello Terminator.terminator wrote: ↑Sun Apr 26, 2020 10:24 pmSo for the Mod v0.41 we need to install Full 0.38 + update 0.39 + update 0.40 + update 0.41 (+ Fixes).
Yes, that's what I did but don't forget to insert the image of the SU-5_AR.png as shown on page 85. That's what made the game crash for me. And the 3 exe contained in the update v0.41
Greetings. Bruno
PS : pour une fois que je peux aider !!!
In general to install a game just install the last exe and the last patch which does not seem the case for this Mod since it would be necessary to install all the last patches one after the other.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
just for info: in balkan scenario; you said that british didn't have ships but there were 2 destroyers : HMS diamond and HMS Wryneck : they tried to cover british evacuation:
"The Dutch troop ship Slamat was part of a convoy evacuating about 3,000 British, Australian and New Zealand troops from Nafplio in the Peloponnese. As the convoy headed south in the Argolic Gulf on the morning of 27 April, it was attacked by a Staffel of nine Junkers Ju 87s of Sturzkampfgeschwader 77, damaging Slamat and setting her on fire. The destroyer HMS Diamond rescued about 600 survivors and HMS Wryneck came to her aid, but as the two destroyers headed for Souda Bay in Crete another Ju 87 attack sank them both. "
from : https://en.wikipedia.org/wiki/Battle_of ... ire_forces
it could be fun to sink theses 2 destroyers and the convoy ship , couldn't it ?
edit: i just begun the impressive russian scenario and i have a big problem : i like to send many recon planes or recon vehicles but in some places ,i haven't enough! So i decided to buy some core units but there are not a lot core units available and spending 3 or 4 core units for just some scouts is a very high price ! . I think, the scenario is lacking of recon planes, especially in south . i was obliged to send my recon vehicules and they were destroyed by tanks the turn after ... In some places, i was even forced to advance blind ! just one recon plane in south and one in north could be enough to avoid this ( for me)
"The Dutch troop ship Slamat was part of a convoy evacuating about 3,000 British, Australian and New Zealand troops from Nafplio in the Peloponnese. As the convoy headed south in the Argolic Gulf on the morning of 27 April, it was attacked by a Staffel of nine Junkers Ju 87s of Sturzkampfgeschwader 77, damaging Slamat and setting her on fire. The destroyer HMS Diamond rescued about 600 survivors and HMS Wryneck came to her aid, but as the two destroyers headed for Souda Bay in Crete another Ju 87 attack sank them both. "
from : https://en.wikipedia.org/wiki/Battle_of ... ire_forces
it could be fun to sink theses 2 destroyers and the convoy ship , couldn't it ?
edit: i just begun the impressive russian scenario and i have a big problem : i like to send many recon planes or recon vehicles but in some places ,i haven't enough! So i decided to buy some core units but there are not a lot core units available and spending 3 or 4 core units for just some scouts is a very high price ! . I think, the scenario is lacking of recon planes, especially in south . i was obliged to send my recon vehicules and they were destroyed by tanks the turn after ... In some places, i was even forced to advance blind ! just one recon plane in south and one in north could be enough to avoid this ( for me)
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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- Master Sergeant - Bf 109E
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Hello PHCAS & AKRebel.
I finished the Barbarossa scenario. No decisive victory because I finished it on turn 38. Well, what can I say? Magnificent, outstanding! I love "big" scenarios. Well, the Italians and Romanians are "average" fighters, but we can win with them.
What's next? Berlin? The Pacific? Please, can you incorporate SE units into the game's additional campaigns (Great Campaign 1939, 1940, etc)?
Thank you for your work, it's a pleasure to play with your mod.
Greetings from France.
Bruno, your humble player.
I finished the Barbarossa scenario. No decisive victory because I finished it on turn 38. Well, what can I say? Magnificent, outstanding! I love "big" scenarios. Well, the Italians and Romanians are "average" fighters, but we can win with them.
What's next? Berlin? The Pacific? Please, can you incorporate SE units into the game's additional campaigns (Great Campaign 1939, 1940, etc)?
Thank you for your work, it's a pleasure to play with your mod.
Greetings from France.
Bruno, your humble player.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Hello Jeff,jeffoot77 wrote: ↑Mon Apr 27, 2020 10:19 am just for info: in balkan scenario; you said that british didn't have ships but there were 2 destroyers : HMS diamond and HMS Wryneck : they tried to cover british evacuation:
"The Dutch troop ship Slamat was part of a convoy evacuating about 3,000 British, Australian and New Zealand troops from Nafplio in the Peloponnese. As the convoy headed south in the Argolic Gulf on the morning of 27 April, it was attacked by a Staffel of nine Junkers Ju 87s of Sturzkampfgeschwader 77, damaging Slamat and setting her on fire. The destroyer HMS Diamond rescued about 600 survivors and HMS Wryneck came to her aid, but as the two destroyers headed for Souda Bay in Crete another Ju 87 attack sank them both. "
from : https://en.wikipedia.org/wiki/Battle_of ... ire_forces
it could be fun to sink theses 2 destroyers and the convoy ship , couldn't it ?
edit: i just begun the impressive russian scenario and i have a big problem : i like to send many recon planes or recon vehicles but in some places ,i haven't enough! So i decided to buy some core units but there are not a lot core units available and spending 3 or 4 core units for just some scouts is a very high price ! . I think, the scenario is lacking of recon planes, especially in south . i was obliged to send my recon vehicules and they were destroyed by tanks the turn after ... In some places, i was even forced to advance blind ! just one recon plane in south and one in north could be enough to avoid this ( for me)
I said that british didn't have ships, I was telling you they have no transport ships in the game. They just appear on shore of game reasons. I will add the 3 ships. They will arrive about 27 april in the scenario. About the Aircraft in the Barbarossa scenario, it must be not to easy. People can win in 32 turns with what they have now. If I can give you a advise. Move 2 fighter aircraft (German strong) to the south. After turn 10 you can have killed the whole Soviet airforce and recon aircraft can fly without a problem. If you move the incoming StuG Abteilungen North and South to reinforce the Infantry Corps it will be OK.
By the way. If people have a specific wish for units. You always can open the editor and add what you want if you think I do not give you enough
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Hello terminator,terminator wrote: ↑Sun Apr 26, 2020 10:24 pmSo for the Mod v0.41 we need to install Full 0.38 + update 0.39 + update 0.40 + update 0.41 (+ Fixes).phcas wrote: ↑Sun Apr 26, 2020 9:01 pmNo all since the last full update. Only 0.40a and 0.40b are not requierd, they are also in 0.41. We will launch the next update in the coming week.terminator wrote: ↑Sun Apr 26, 2020 8:22 pm
During the week if possible.
There are fixes(missing picture, strength bug) that could be brought together in an update.
Should we install all the updates since the last full version or just the last update ?
i am not sure if the installation order is now clear to everyone. Briefly summarized again.
The unofficial fixes 0.40a + 0.40b are already included in version 0.41.
So you only have to install all patches one after the other. Speak
start with the last full update and then add all further patches.
1.) Update v0.38 Full
2.) Update v0.39
3.) Update v0.40
4.) Update v0.41 (including 0.40a + b)
5.) and then update v0.42
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Maybe you can remember the good old Panzer General 1 animations. There was also a animation of trucks with a soldier firing back.
With thanks to Guille we want to introduce this animations for our trucks also. It looks nice we think.
Trucks in the mod now have no attack factors. We want to intruduce the following system.
Non infantry transporting trucks (Like fuel trucks, prime movers etc) can not attack. If they get attacked they will defend themselft with a value of 1 by shooting out of the windows (as you can see in the animation 1 soldier).
Trucks with infantry can attack with a value of only 1 (as you can see in the animation 2 soldiers). If they get attacked they will defend themselft with a value of 1 by shooting out of the windows (as you can see in the animation 2 soldiers). Normaly it's useles to do attacks with a value of only 1. But sometimes for example if the enemy is completely suppressed it can be used.
This animations will be slowly enter the mod from update v0.43 on.
With thanks to Guille we want to introduce this animations for our trucks also. It looks nice we think.
Trucks in the mod now have no attack factors. We want to intruduce the following system.
Non infantry transporting trucks (Like fuel trucks, prime movers etc) can not attack. If they get attacked they will defend themselft with a value of 1 by shooting out of the windows (as you can see in the animation 1 soldier).
Trucks with infantry can attack with a value of only 1 (as you can see in the animation 2 soldiers). If they get attacked they will defend themselft with a value of 1 by shooting out of the windows (as you can see in the animation 2 soldiers). Normaly it's useles to do attacks with a value of only 1. But sometimes for example if the enemy is completely suppressed it can be used.
This animations will be slowly enter the mod from update v0.43 on.