AT and AA patch good for 1.01/1.02 (Full Version)

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Razz -> AT and AA patch good for 1.01/1.02 (8/13/2011 9:04:12 PM)

Updated to Patch 1.01

This equipment file fixes the AT's and AA's

AT's have been reduced in cost by 10%, for Allies truck cost has been reduced to 45.
85mm Russian AA can now switch to 57mm AT and vice versa. This will compete against the 8.8cm.

Pz 38(t)can now be upgraded to MarderII as it is the same series. This means the Pz 38 is considered an AT unit and can be found under AT's in the purchase screen.

Now we can build up our AT force via the PZ 38 to Marder 2, then 3, after that we have to pay full costs

Detail of less cost units:

3.7 cm Pak 36
5 cm Pak 38
7.5 cm Pak 40
QF 2 pounder
QF 6 pounder
QF 17 pounder
37mm M3
57mm M1
76mm 3 Inch M5
45mm M1937
45mm M1942
57mm M1943 can switch to 85mm M1939

Other unit changes:

90mm M1A1 better hard attack +1
M15A1 MGMC better soft attack +1
M16 MGMC better soft attack +1
M14 MGMC increased rate of fire
57mm M1943 can switch to 85mm M1939
85mm M1939 better hard attack +1, can switch to 57mm M1943
T-90 SPAAG better soft attack +1, increased rate of fire

This will balance the MP games better. For Single player, it will help the AI and you.

Bonus: Small AT's can now ambush from Dense woods. They have the ability to move into them. Now, there is a great incentive to buy and use them. Ground Defense increased for larger AT's so they can hold better.

Special Bonus:
Captured T-34
Sdfkz 251/22
Horses for transporting
Po-2 scout recon plane
Fiesler scout recon plane
T-34/43 GD +1
KV-1C +1 HA
KV-2 reduced SA and HA
StugIII A and B's increased attack
Marder's reduced GD by 1
Stuh 42 +HA
Stug IV +HA




RandomAttack -> RE: AT and AA patch (8/13/2011 11:22:45 PM)

Thanks Razz!
Q: I'm still fuzzy on when this can take effect. If I wanted to use it in a Campaign, would it need to be re-started from scratch? Or is there some point in mid-Campaign you could use this file (say, at the beginning of the next battle)?




Razz -> RE: AT and AA patch (8/14/2011 1:28:31 AM)

Need a new game.




duplej -> RE: AT and AA patch (9/16/2011 1:59:04 AM)

How do I install this ? [&:]
Thanks




Razz -> RE: AT and AA patch (9/16/2011 4:45:11 AM)

back up your Equipment file. Download. Then paste over the equipment file.




AceDuceTrey -> RE: AT and AA patch (9/21/2011 4:23:49 PM)

Question: How does rate of fire play in the combat outcome? I thought each strength point incorporated ROF into their SA and HA?




AceDuceTrey -> RE: AT and AA patch (9/21/2011 5:16:43 PM)

As a general rule of thumb, both (towed, particularly) AT and AA "units" were decentralized/dispersed down to platoon (3-6 squad strength) level and attached to larger battaloins as part of the combined arms concept. In order to effectively simulate this in PC, it seems appropriate to give these units a dual mode ala heavy AA, giving them the ability to operate (currently) as a concentrated unit or, change mode to dispersed. In the dispersed mode, they could be given a 2 hex attack range, at 1/3 strength, and protect friendly units in range from ground or air attack, respectively.




dsawan -> RE: AT and AA patch (9/21/2011 6:32:13 PM)

is the stug IV moved to AT or still an arty asset? The stug IV was an effective tank killer on the eastern front.




Razz -> RE: AT and AA patch (9/24/2011 3:32:13 AM)


quote:

ORIGINAL: dsawan

is the stug IV moved to AT or still an arty asset? The stug IV was an effective tank killer on the eastern front.



It already is a tank killer. Just hit the switch button. No need to change it from Vanilla.




Razz -> RE: AT and AA patch (9/30/2011 5:57:14 PM)

Updated in first post for 1.01 including bonuses!




Razz -> RE: AT and AA patch (10/1/2011 6:04:19 PM)



[:D]




El Condoro -> RE: AT and AA patch (10/15/2011 2:24:04 AM)

Is this supposed to work with existing campaigns and MP scenarios or only those created with the AA/AT Mod? The reason I ask is that when I follow these instructions and use an existing campaign, PzC freezes up and can only be closed through Task Manager. If I disable AA/AT Mod using GME it all works as normal.




Razz -> RE: AT and AA patch (10/15/2011 5:56:13 AM)

Try this one for GME

To use the AT & AA Mod.
Use the Generic Mod Enabler.
Load your custom scenario or campaign.
Load the AT & AA Patch Mod.
Load the Real Sound Mod.

To use the AT & AA Mod with the Editor to create a scenario;

install the AT and AA Mod with the GME
Go to editor and design the map.




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