New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.70
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
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- Field Marshal - Elefant
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.034
Another solution maybe easier with JSGME is to install the Pak-Mod with the updates in a folder apart from anywhere except the MODS folder, uninstall the old Pak-Mod in the MODS folder (after checking that the Pak-Mod is disabled with JSGME) then install the new Pak-Mod version in the MODS folder and activate it with JSGME
PS: this method is more secure than the previous one I mentioned since with each update we make a new installation of the PAK-Mod.
I don’t know and I have a doubt if the savegames are compatible with the different versions ?
My Savegames "Low Countries v0.034" turn 11,12 & 13 :
PS: this method is more secure than the previous one I mentioned since with each update we make a new installation of the PAK-Mod.
I don’t know and I have a doubt if the savegames are compatible with the different versions ?
My Savegames "Low Countries v0.034" turn 11,12 & 13 :
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- Master Sergeant - Bf 109E
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.034
Hello Terminator.terminator wrote: ↑Sun Dec 08, 2019 10:04 amA common error (which I also made at the beginning and I always pay attention): you have to check before installing the updates in the MODS folder that the Mod is disabled with JSGMEnono hard et heavy wrote: ↑Sun Dec 08, 2019 9:49 amHello Terminator.terminator wrote: ↑Sun Dec 08, 2019 7:07 am
I also passed turn 12 without any problems , maybe you have missing or corrupted files that crash the game ?
For me, 2 possibilities to install the mod (with JSGME):
1) Installation of the pak-mod v0.033 full and then the pak-mod v0.034
2) Installation of pak-mod v0.028, v0.029, v0.030, v0.031, v0.032, v0.033 and v0.034
In both cases, the game crashes.
Greetings.
Bruno
Please explain to me (in French if possible) how to do it. I don't understand what you mean. Maybe I'm stupid! I start again on a clean installation of the game. And then what? I install mod 0.033 full with JSGME. So far, I think I'm right, don't you? But then I have to install the pak mod 0.034 with JSGME. Maybe there's something here that I don't understand. So if you have the right solution, I'm a taker.
Thank you for your help.
Greetings.
Bruno
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.034
Thanks for your help. Your save Low Countries turn 12 works well. I don't understand how it's possible ?terminator wrote: ↑Sun Dec 08, 2019 10:21 am Another solution maybe easier with JSGME is to install the Pak-Mod with the updates in a folder apart from anywhere except the MODS folder, uninstall the old Pak-Mod in the MODS folder (after checking that the Pak-Mod is disabled with JSGME) then install the new Pak-Mod version in the MODS folder and activate it with JSGME
PS: this method is more secure than the previous one I mentioned since with each update we make a new installation of the PAK-Mod.
I don’t know and I have a doubt if the savegames are compatible with the different versions ?
My Savegames "Low Countries v0.034" turn 11,12 & 13 :(08.12.2019) Low Countries, Turn 11-13.zip
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.034
For JSGME,
After having done some tests, it is not so important that the mod is deactivated if you want to make changes. However, if you make changes with the mod activated, in order for these changes to be taken into account, the mod must be deactivated and then reactivated with JSGME (do you follow me ?).
In conclusion, I still recommend to first disable the mod with JSGME, then make the changes and then reactivate the mod with JSGME so that these changes are taken into account immediately
After having done some tests, it is not so important that the mod is deactivated if you want to make changes. However, if you make changes with the mod activated, in order for these changes to be taken into account, the mod must be deactivated and then reactivated with JSGME (do you follow me ?).
In conclusion, I still recommend to first disable the mod with JSGME, then make the changes and then reactivate the mod with JSGME so that these changes are taken into account immediately
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- Master Sergeant - Bf 109E
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.034
Hi Terminatorterminator wrote: ↑Sun Dec 08, 2019 3:17 pm For JSGME,
After having done some tests, it is not so important that the mod is deactivated if you want to make changes. However, if you make changes with the mod activated, in order for these changes to be taken into account, the mod must be deactivated and then reactivated with JSGME (do you follow me ?).
In conclusion, I still recommend to first disable the mod with JSGME, then make the changes and then reactivate the mod with JSGME so that these changes are taken into account immediately
I just uninstalled Panzer Corps completely (including backups). I start again on a clean installation. I downloaded the Mod 0.037 full and the Mod 0.038. That's all. I'll start the scenarios again next weekend (Poland, Norway). I will create a separate file for the 2 mods. And I will follow your instructions. If it doesn't work, I don't understand anymore!
Greetings.
Bruno.
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.034
Hi Terminator.
I'm here now.
I'm here now.
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- Master Sergeant - Bf 109E
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.034
Hi Terminator.
It's me again. I'm here now. What's the next step ?
Greetings.
It's me again. I'm here now. What's the next step ?
Greetings.
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.034
If I understand correctly, you copy and then overwrite the content of the PAK-MOD v0.034 Update in the folder PAK-MOD v0.033 Full.
Last edited by terminator on Sun Dec 08, 2019 5:36 pm, edited 1 time in total.
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.034
You should have that :
Last edited by terminator on Sun Dec 08, 2019 5:38 pm, edited 3 times in total.
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.034
Mr. Terminator, thank you for your explanations and patience.
I respected your step by step. Thank you very much. I will test this next weekend. One last thing: you rename the Mod v0.033 full to v0.034. Okay. But if you want to install the'real' Pak-Mod v0.034 from PHCAS, how do you do it? Because in the "real" pak-mod v0.034, there are new units,...
Anyway, thank you very much.
Bruno.
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.034
What is exactly the "real" pak-mod v0.034 with new units ?nono hard et heavy wrote: ↑Sun Dec 08, 2019 6:25 pm Mr. Terminator, thank you for your explanations and patience.
I respected your step by step. Thank you very much. I will test this next weekend. One last thing: you rename the Mod v0.033 full to v0.034. Okay. But if you want to install the'real' Pak-Mod v0.034 from PHCAS, how do you do it? Because in the "real" pak-mod v0.034, there are new units,...
Anyway, thank you very much.
Bruno.
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.034
Hello Terminatorterminator wrote: ↑Mon Dec 09, 2019 5:59 amWhat is exactly the "real" pak-mod v0.034 with new units ?nono hard et heavy wrote: ↑Sun Dec 08, 2019 6:25 pm Mr. Terminator, thank you for your explanations and patience.
I respected your step by step. Thank you very much. I will test this next weekend. One last thing: you rename the Mod v0.033 full to v0.034. Okay. But if you want to install the'real' Pak-Mod v0.034 from PHCAS, how do you do it? Because in the "real" pak-mod v0.034, there are new units,...
Anyway, thank you very much.
Bruno.
Update v 0.034 (86,20 MB) http://www.mediafire.com/file/pui3ffj46 ... 4.rar/file
That's what I meant by that. I saw your message at work and that's why I'm answering that now, during my lunch break.
So, this is the v0.034 (official) version of PHCAS of its Mod.
Greetings.
Bruno
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.034
Just finished the Battle of Britain.
Thouroughly enjoyable! Nice change from all the land battles.
Those radar stations are a bitch to take out, only managed it near the last turn. Guess thats only historical, as they are just narrow iron towers, difficult to hit and actually destroy.
British could do with one ot two more fighters early on, for the Kanalkampf, maybe?
Thouroughly enjoyable! Nice change from all the land battles.
Those radar stations are a bitch to take out, only managed it near the last turn. Guess thats only historical, as they are just narrow iron towers, difficult to hit and actually destroy.
British could do with one ot two more fighters early on, for the Kanalkampf, maybe?
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.034
Latro wrote: ↑Mon Dec 09, 2019 4:41 pm Just finished the Battle of Britain.
Thouroughly enjoyable! Nice change from all the land battles.
Those radar stations are a bitch to take out, only managed it near the last turn. Guess thats only historical, as they are just narrow iron towers, difficult to hit and actually destroy.
British could do with one ot two more fighters early on, for the Kanalkampf, maybe?
Hello Latro,
Thank you for the feedback/testplay. A few questions.
*Do you think the balance is OK? (Beside one or two more fighters early on, for the Kanalkampf)
*Did you receive the messages correct when you reached a target? (enough radar/London/airfield hexes destroyed)
*No errors or crashes?
*Could you pick-up all German crews out of the sea?
*Any advices to us?
Greetings PHCas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.034
Hello PHCAS,
The rescue planes at sea can not be refueled.
Regards
Yves
The rescue planes at sea can not be refueled.
Regards
Yves
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.034
Glaude : "The rescue planes at sea can not be refueled"
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.034
I did have two extra 109's and an extra Stuka, so It wasn't too difficult.phcas wrote: ↑Mon Dec 09, 2019 9:02 pm Hello Latro,
Thank you for the feedback/testplay. A few questions.
*Do you think the balance is OK? (Beside one or two more fighters early on, for the Kanalkampf)
*Did you receive the messages correct when you reached a target? (enough radar/London/airfield hexes destroyed)
*No errors or crashes?
*Could you pick-up all German crews out of the sea?
*Any advices to us?
Greetings PHCas
Around turn 20 no more British fighters appeared, don't know if that is intentional but it did help with focussing on the remaining radar stations.
Can't remember getting a message for picking up all downed crews but all the other messages appeared.
No crashes.
Cheers,
Latro
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.034
One idea might be to couple the successful bombing of the airfields with the non-appearance of a few British fighters.
Bombing South Hampton resulting in less Spitfires appearing, as that was a big production centre for them?
That would also make the successful raids a bit more usefull strategically, besides the required victory condition.
Bombing South Hampton resulting in less Spitfires appearing, as that was a big production centre for them?
That would also make the successful raids a bit more usefull strategically, besides the required victory condition.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.034
Battle of Britain, seaplanes fail to refuel at seaplane bases, they recover only 5 points of gasoline
they can refuel at airport near "le Havre" (65,60) and at (101,30)
they can refuel at airport near "le Havre" (65,60) and at (101,30)