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RE: Nato mod - 4/21/2016 10:14:52 PM   
terminator


Posts: 452
Joined: 12/10/2009
From: France
Status: offline
Here is a new version (1.03):
- centring animations of Rangers and Engineer
- damages and TextAnim are shown from the bottom up (adding TextAnim "Evade!")
- The animation of the destroyer was worked again
- adding graphics of units and BigUnits for RedTeam and BlueTeam
- Correction of the name of some units
- Light modification of the aspect of the type of the movement

http://www.mediafire.com/download/632fey0fjj68k87/Panzer_Corps%281.03%29.zip

< Message edited by terminator -- 4/21/2016 10:30:21 PM >

(in reply to terminator)
Post #: 91
RE: Nato mod - 5/25/2016 2:29:17 PM   
terminator


Posts: 452
Joined: 12/10/2009
From: France
Status: offline
Hello,
- 27 new units with regiment(cost & max strength -30%) and battalion (cost & max strength -50%)
- some landing craft

http://www.mediafire.com/download/1kn4x9436rjuv8y/Panzer_Corps%281.04%29.zip





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< Message edited by terminator -- 5/25/2016 2:31:50 PM >

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Post #: 92
RE: Nato mod - 6/3/2016 4:59:57 PM   
terminator


Posts: 452
Joined: 12/10/2009
From: France
Status: offline
update 1.05 :
What's new ?
*new regiments Axis:
- artillery : 15 cm sFH 18, 17 cm K 18, 21 cm Mrs 18, 30 cm Nblwf 43, Wurfrahmen 40, Panzerwerfer 42, Brummbär, Hummel.
- transports : Horse transport, Opel Blitz, SdKfz 251/1, SdKfz 250/1, SdKfz 7.
- antiaircraft : 8.8 cm FlaK 36, 12.8 cm FlaK 40, Möbelwagen, Ostwind, Wirbelwind.
- antitank: 8.8 cm Pak 36.
- infantry : Wehrmacht Inf, Grenadier, Fallschirmjäger, Gebirgsjäger, Pioniere, Brückenpioniere, Kavallerie, 43 Wehrmacht Inf,
43 Grenadier, 43 Fallschirmjäger, 43 Gebirgsjäger, Pioniere 43, Volkssturm, Kradschützen.
*Horse transports for Axis, Bulgaria, Blue Team, Red Team, Romania, Hungary, Slovakia.
*You can now upgrade the formation : Battalion->Regiment->Division.
The problem is that when you upgrade a Regiment(strength=7) to Division(strength=10), the strength of the new division stays in 7.
You can make replacements next turn. First you upgrade the formation and after you recruit.
It is more expensive in the end that to buy directly a division (It is as a credit, we pay cheaper at first but on arrival it is more expensive).
Thus it is not very interesting when we play a scenario but can become interesting when we play a campaign.
*You can now upgrade transports:
Regiment and Division have specific transports but when you upgrade Regiment->Division and you keep the same type of transport , you pay only the difference for the transport.
In the same way, if you have a SdKfz 251/1 (cost 100) and you want to upgrade to a SdKfz 250/1 (cost 200), you only pay 100 instead of 200 !
*Formation size is visible on the big unit picture for regiment and battalion.
*minor graphics changes : unitinfo, units.
http://www.mediafire.com/download/jcxlc98a30tciiw/Panzer_Corps%281.05%29.zip








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Post #: 93
RE: Nato mod - 7/13/2016 6:26:55 PM   
maltesecorto

 

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Joined: 7/13/2016
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Thank you for that great mod. I bought the game only because you made those counters.

Some mistakes I've spotted :
Italian inf wrong stats : 2 1 7 not 4 1 7
Crusader Mk II, Mk III, Churchill Mk II, Mk VI wrong png in the equip file.



(in reply to terminator)
Post #: 94
RE: Nato mod - 7/14/2016 4:11:32 PM   
terminator


Posts: 452
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From: France
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errors found corrected (+ Cromwell Mk.VII):
http://www.mediafire.com/download/65qbjfe17kdtass/Panzer_Corps%281.05b%29.zip

< Message edited by terminator -- 7/14/2016 4:48:32 PM >

(in reply to maltesecorto)
Post #: 95
RE: Nato mod - 7/27/2016 10:24:08 PM   
terminator


Posts: 452
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Here is the first picture of the version with only the name of the units :





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Post #: 96
RE: Nato mod - 5/6/2017 9:56:26 PM   
davidofga

 

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Joined: 4/20/2013
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Excellent work. I bought Panzer Corps just so I could use it. Thanks!

(in reply to terminator)
Post #: 97
RE: Nato mod - 5/10/2017 10:07:54 AM   
terminator


Posts: 452
Joined: 12/10/2009
From: France
Status: offline
Good choice.
Have you bought Panzer Corps Gold with 75% OFF ?
I made this mod long ago and it took time me.Then it did not anymore seem to interest people.
To be honest, I did not make this mod only for this game.I wanted used the graphics for my own game which I created.
I did not test the mod with the last patches.If there is a problem, you can always ask.

(in reply to davidofga)
Post #: 98
RE: Nato mod - 5/10/2017 6:44:51 PM   
harry_vdk

 

Posts: 337
Joined: 6/10/2014
From: Drachten
Status: offline
Hi,

Thanks for making this, this mod and 75% off push me over.

(in reply to terminator)
Post #: 99
RE: Nato mod - 11/28/2017 12:45:59 PM   
PoorOldSpike


Posts: 187
Joined: 4/19/2008
From: Plymouth, England
Status: offline
Hi guys I just bought PC Gold and would like to try the NATO counters mod, is that the latest download link in post #95?

_____________________________

"Fight with your brain first and your weapons second!"

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Post #: 100
RE: Nato mod - 11/28/2017 5:25:48 PM   
RussW


Posts: 83
Joined: 1/16/2015
From: New Concord,OH
Status: offline
Spike ..I clicked on it and just got a jpg of the picture in the post..Hopefully the maker kept updating the origional post

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Semper Fi

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Post #: 101
RE: Nato mod - 11/29/2017 4:36:04 AM   
terminator


Posts: 452
Joined: 12/10/2009
From: France
Status: offline
Hi,
The last version is in the post #95 (version 1.05b)
Here is the link again :
http://www.mediafire.com/download/65qbjfe17kdtass/Panzer_Corps%281.05b%29.zip
I did not test it with PC Gold but normally it should work.
Tell me if there are errors to be corrected.

< Message edited by terminator -- 11/29/2017 4:37:59 AM >

(in reply to RussW)
Post #: 102
RE: Nato mod - 11/29/2017 8:46:23 AM   
PoorOldSpike


Posts: 187
Joined: 4/19/2008
From: Plymouth, England
Status: offline

quote:

ORIGINAL: terminator

Hi,
The last version is in the post #95 (version 1.05b)
Here is the link again :
http://www.mediafire.com/download/65qbjfe17kdtass/Panzer_Corps%281.05b%29.zip
I did not test it with PC Gold but normally it should work.
Tell me if there are errors to be corrected.


Ok thanks, I downloaded it to my desktop, so shall I simply overwrite the game files with the new Data/Graphics/UI files?

_____________________________

"Fight with your brain first and your weapons second!"

(in reply to terminator)
Post #: 103
RE: Nato mod - 11/29/2017 12:54:16 PM   
terminator


Posts: 452
Joined: 12/10/2009
From: France
Status: offline
The best solution is to use GME (Generic Mod Enabler - GME).
If you overwrite the files, you will loose the original game.



Do you know how to use GME ?

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< Message edited by terminator -- 11/29/2017 12:55:01 PM >

(in reply to PoorOldSpike)
Post #: 104
RE: Nato mod - 11/29/2017 1:05:03 PM   
PoorOldSpike


Posts: 187
Joined: 4/19/2008
From: Plymouth, England
Status: offline

quote:

ORIGINAL: terminator

The best solution is to use GME (Generic Mod Enabler - GME).
Do you know how to use GME ?


No I'd never heard of GME til you just mentioned it, I don't know anything about it.
Instead of using GME, can't I save the original files, then overwrite them in the game?
Then if anything goes wrong I can simply put the originals back in the game.

(in reply to terminator)
Post #: 105
RE: Nato mod - 11/29/2017 1:25:16 PM   
terminator


Posts: 452
Joined: 12/10/2009
From: France
Status: offline
For GME go here : http://www.slitherine.com/forum/viewtopic.php?f=147&t=27158
Very simple to use, highly recommended.
You can see that I have 6 Mods installed and I can always play with the original game !

(in reply to PoorOldSpike)
Post #: 106
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