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AT and AA patch good for 1.01/1.02

 
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All Forums >> [New Releases from Matrix Games] >> Panzer Corps >> Mods and Scenarios >> AT and AA patch good for 1.01/1.02 Page: [1]
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AT and AA patch good for 1.01/1.02 - 8/13/2011 9:04:12 PM   
Razz


Posts: 2520
Joined: 10/21/2007
From: CaLiForNia
Status: offline
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


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< Message edited by Razz -- 10/8/2011 3:44:20 PM >
Post #: 1
RE: AT and AA patch - 8/13/2011 11:22:45 PM   
RandomAttack


Posts: 149
Joined: 7/23/2009
From: Arizona
Status: offline
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)?

(in reply to Razz)
Post #: 2
RE: AT and AA patch - 8/14/2011 1:28:31 AM   
Razz


Posts: 2520
Joined: 10/21/2007
From: CaLiForNia
Status: offline
Need a new game.

(in reply to RandomAttack)
Post #: 3
RE: AT and AA patch - 9/16/2011 1:59:04 AM   
duplej

 

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How do I install this ?
Thanks

(in reply to Razz)
Post #: 4
RE: AT and AA patch - 9/16/2011 4:45:11 AM   
Razz


Posts: 2520
Joined: 10/21/2007
From: CaLiForNia
Status: offline
back up your Equipment file. Download. Then paste over the equipment file.

(in reply to duplej)
Post #: 5
RE: AT and AA patch - 9/21/2011 4:23:49 PM   
AceDuceTrey

 

Posts: 65
Joined: 8/14/2011
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Question: How does rate of fire play in the combat outcome? I thought each strength point incorporated ROF into their SA and HA?

(in reply to Razz)
Post #: 6
RE: AT and AA patch - 9/21/2011 5:16:43 PM   
AceDuceTrey

 

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Joined: 8/14/2011
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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.

(in reply to AceDuceTrey)
Post #: 7
RE: AT and AA patch - 9/21/2011 6:32:13 PM   
dsawan

 

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Joined: 3/31/2007
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is the stug IV moved to AT or still an arty asset? The stug IV was an effective tank killer on the eastern front.

(in reply to AceDuceTrey)
Post #: 8
RE: AT and AA patch - 9/24/2011 3:32:13 AM   
Razz


Posts: 2520
Joined: 10/21/2007
From: CaLiForNia
Status: offline

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.

(in reply to dsawan)
Post #: 9
RE: AT and AA patch - 9/30/2011 5:57:14 PM   
Razz


Posts: 2520
Joined: 10/21/2007
From: CaLiForNia
Status: offline
Updated in first post for 1.01 including bonuses!

(in reply to Razz)
Post #: 10
RE: AT and AA patch - 10/1/2011 6:04:19 PM   
Razz


Posts: 2520
Joined: 10/21/2007
From: CaLiForNia
Status: offline




< Message edited by Razz -- 10/15/2011 4:51:45 PM >

(in reply to Razz)
Post #: 11
RE: AT and AA patch - 10/15/2011 2:24:04 AM   
El Condoro

 

Posts: 60
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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.

(in reply to Razz)
Post #: 12
RE: AT and AA patch - 10/15/2011 5:56:13 AM   
Razz


Posts: 2520
Joined: 10/21/2007
From: CaLiForNia
Status: offline
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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< Message edited by Razz -- 10/15/2011 4:51:13 PM >

(in reply to El Condoro)
Post #: 13
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