Panzer Corps 2

Panzer Corps 2

PanzerCorp1-Grandcampaign
948 Comments
Grondel the 10/10  [author] 30 Jul @ 8:28am 
@wscott3322
open the mod manager of the game and make sure that PC1 remake is the lowest in the list(use arrows to move if necessary)
This should help, come again if not.
wscott3322 30 Jul @ 8:24am 
I use to be able to switch 88's 3 ways now the arty mode is gone. Same goes for the planes and flying higher or lower etc. I uninstalled it totally and reinstalled it and still the same???
Jelinobas 24 Jul @ 1:25am 
Stimmt, nu iss das eine wech. Danke ;)
Grondel the 10/10  [author] 23 Jul @ 11:07pm 
@Jellnobas
Das rules file das du da hast ist ur-alt und nicht mehr in der aktuellen version. Deabonier mal und abonier neu, dann sollte es weg sein.
Alles andere was du nennst ist in gebrauch.
Jelinobas 23 Jul @ 2:49pm 
Die unter \Data
AirfieldClass.csv
Airfields.csv
Campaigns.csv
PC1rules.json
TransportClass.csv
Units.csv
Grondel the 10/10  [author] 23 Jul @ 2:45pm 
@Jelinobas
welche regel-files genau meinst du?
Jelinobas 23 Jul @ 12:53pm 
Servus Grondel,

ich hab mir die Mod Dateien mal angeschaut und mit den Vanilla Daten verglichen, der Mod bringt ja sehr viele eigene Regel-Files mit. Dann hab ich mir Szenarien im Map-Editor vom Spiel angeschaut und dort stehen diese Regeln aber nicht als gesetzt drin. Es werden die Vanilla Files benutzt. 🤐
Jetzt bin ich mir nicht sicher ob das so sein soll oder ein Fehler ist. Weil, warum macht man eigene Regeln, die der eigene Mod dann gar nicht nutzt? 🤫

Grüße
Grondel the 10/10  [author] 23 Jul @ 8:39am 
@[HM]Pumba
Thx for reporting.
In line 319 of the East Africa LUA is 1 ")" too many causing this issue.
Fix will hit before the weekend, if u don´t know how to do this.
Be sure to keep a safe at the end of arabia.
[HM] Pumba 23 Jul @ 7:05am 
Error at end of Arabia map. Cannot continue. Anyone know how to get by this?
"Lua script compilation error string 319 expected to close at line 317 near"
Grondel the 10/10  [author] 21 Jul @ 9:51am 
@MasterofDoom2006
In Demyansk Pocket a new mechanic is in place. It is explained on map start in the tutorial message.
If anything is still unclear after reading the tutorial message, please ask again.

I do not accept donation in form of money to be 100% sure that i can use assets the way i want.
If u want to contribute, detailed feedback is the best way to do it.

44/45 are currently worked on but still in early stages. impossible to say when they will hit atm.
MasterofDoom2006 21 Jul @ 8:07am 
Hello.

First of all, thank you so much for the great work that went into this mod!

And a question about Demyanks' Cauldron.
Maybe I'm just doing something completely wrong, but by turn 10 at the latest, I run out of ammunition for my army and get completely destroyed in the following turns.
My strategy was to clear the left wing as early as possible for the relief forces, but they always arrive too late.
Is it intentional that you don't get new ammunition from the supply flights?
Or what am I doing wrong?

By the way, I'd also like to donate a little for this great work!How to do it?
Will 1944-1945 be released at some point?
Grondel the 10/10  [author] 12 Jul @ 3:39am 
@Savant
Ah, ic. u already had the game, but not on steam. that makes sense now :)
Savant 11 Jul @ 11:05pm 
bought on GoG but some mods are not updated or lag behind in slitherine forum.
Grondel the 10/10  [author] 11 Jul @ 4:17pm 
@Savant
Thx, but how did u know about the mod without owning the game?^^
Savant 10 Jul @ 8:57pm 
i bought this game just because the mod. Great mod.
Grondel the 10/10  [author] 8 Jul @ 4:25pm 
whgeo 8 Jul @ 12:09pm 
Thanks
Grondel the 10/10  [author] 8 Jul @ 9:28am 
@whgeo
In an Ltd campaign u have limited ammunition, elite-replace and handcrafted limited stock
whgeo 8 Jul @ 3:47am 
Sorry if already asked, but what is LTD
Grondel the 10/10  [author] 6 Jul @ 4:56am 
@steestoban
What u say is true for the early years only. once tanks get higher def stats small caliber AA can´t do anything to them.
steestoban 6 Jul @ 3:46am 
Hi Grondel, Would you consider adjusting the smaller AA guns so that they can't fire in artillery mode unless the target is suppressed? Right now, it really breaks immersion — you can destroy almost everything with just AA units. For example, an AA gun can deal as much damage to a tank as a heavy tank would, but without taking any damage in return.

I truly love your work, but as it stands, it makes the game a lot less enjoyable for me. Thanks in advance!
Grondel the 10/10  [author] 13 Jun @ 2:12am 
@crowfoot
if u have a save from the training, thats 6 units. might help a bit.
Crowfoot 13 Jun @ 1:40am 
@Grondel the 10/10 Outch! thanks for the answer i guess some sacrifices will have to be made :)
Grondel the 10/10  [author] 13 Jun @ 12:51am 
@crowfoot
there is no reward for not fielding them. u are not allowed to.
u can try but if i the script works as intended that will not help u.
if u play with slow modernization u need to start switching units to polish/russian equip earlier than taipale.
using this traits that heavily alter the game on a first playthrough is not advisable.
Crowfoot 12 Jun @ 7:17pm 
Hi im currently trying to play on Taipale mission. But i have slow modernization so i cant upgrade more then 3 units and im not alowed to field german units. Can anyone tell me what the reward is for not fielding german units.
Grondel the 10/10  [author] 12 Jun @ 2:39am 
@youngrkk
I guess u are referring to 1943NH africa path.
Did u freeshly start 1943NH or play all the way through from preludes?
at this point of the campaign u should be able to withstand such an onslaught.
Maybe u missed out on some of the gooddies u can get along the way like the 3 Me262 during voronezhk or the E-Series tanks u can get during the training missions.
The 1943NH campaign needs u to utilize all the general traits and heroes u got to the max, especially on higher difficulty settings.
If u are used to playing the AO-Dlcs on generallissimo i suggest totune it down to general for the mod to have an equal experience.

When i am done with the next update in july i´ll have a closer look at those scenarios. maybe some game-update vanadalized the scenario.

one last tipp. bodyblock the landingforce. if they don´t get feet on the ground they are sitting ducks.
youngrkk 11 Jun @ 9:19pm 
Hi, love the mod but I can't seem to beat the Tobruk 1943 map... I chose the flanking position but the enemy navy and airforce melt down my forces, and even if I ignore Tobruk first and rush to occupy the American airbases to the west, their armor and arty combined also destroy my forces (not to mention being constantly bombed by the planes)... Even having 2 88s and 2 Wirb giving air cover, they eventually overpower them too. Any tip is appreciated
Grondel the 10/10  [author] 4 Jun @ 12:35pm 
@pega
thx, i´ll take a look before next update to make sure both versions are correct, seems something slipped in that was supposed to be changed already.

sers,
Thomas
Pega 4 Jun @ 12:32pm 
and this is now currently only the order is different
: --function OnAirfield(action)
-- if IsItemInTable(build_airfields, action.unit) then return end
-- local captor = world:GetUnit(action.unit)
-- if (not IsItemInTable(airfield_positions, captor.position)) then return end
-- if (captor.native_type.name == "MobileAirfield") then
-- airfield_units = airfield_units + 1
-- local message_format = NSLOCTEXT("scenario_KampinosForest", "Airfield", "Airfield has been build.")
-- MessageBox("Intelligence Report", string.format(tostring(message_format)))
-- table.insert(build_airfields, action.unit)
-- end
Pega 4 Jun @ 12:31pm 
Hi ok so i chanhged according to Bydgoszc scennario and in this way it works

function OnAirfield(action)
local captor = world:GetUnit(action.unit)
if (not IsItemInTable(airfield_positions, captor.position)) then return end
if (captor.native_type.name == "MobileAirfield") then
local message_format1 = NSLOCTEXT("scenario_Bydgoszc", "Airfield", "Airfield is being build.")
MessageBox("Intelligence report", string.format(tostring(message_format1)))
airfield_units = airfield_units +1
end
Grondel the 10/10  [author] 4 Jun @ 12:19pm 
@pega
did u switch the baubattallion 2 times or just once? first switch turns it into a depo, 2nd switch turns that depo into a working airfield that support 7 planes, including strategics and jet-planes.
So it needs 4 switches, but for some reason a lot of people do not notice, so i might have to think about something to make that more clear.
Pega 4 Jun @ 12:12pm 
Thanks for your quick feedback. It’s the normal version, not the limited stock one, but the two LUA files are the same. You’re right — it’s connected to the airfield itself; the second switch isn’t being triggered. (So temporarily, if I change the required number of airfields to more than 1, it works.)
Grondel the 10/10  [author] 4 Jun @ 11:53am 
@Pega
main issue here seems to be that many do not realize that u have to switch the Bau-Batalions 2 rounds to make them fully functional.
After both are in place and working the script triggers. tested that several times and all is fine.
What version were u playing? normal or Ltd.


https://www.youtube.com/watch?v=taX7weofNJI&t=1327s

In this video u can see that there is only a dump and not a functional airfield and he doesn´t get the extra hero choice.

i´ll check again before July update, and maybe try to make it more clear.

Thx for reporting

sers,
Thomas
Pega 4 Jun @ 11:32am 
Or maybe Renz isn’t the issue, but in any case, I didn’t receive the choice text message.
Pega 4 Jun @ 11:23am 
Hi Thomas, is it intentional that in the 1939 Kampinos Forest scenario, if we have Renz, we don’t get any bonus for building the two airfields?
Grondel the 10/10  [author] 8 Apr @ 1:35pm 
@蓝翔一小
if u check the slitherine forums u will find a lot of info on what´s planned.
蓝翔一小 7 Apr @ 10:38pm 
Hello, I'm a player subscribed to your Workshop. I’ve mostly completed the 1943 campaign and wanted to ask about your plans for future updates.
Grondel the 10/10  [author] 6 Apr @ 11:50am 
@max honor
be sure to have the airfields build and not just in construction. those are big ones and they take 2 turns/switches to be fully operational.
the choice will show up after that.
MAX丶HONOR 6 Apr @ 9:58am 
HI hello,1939 07KampinosForest i think have a bug , after i bulid 2 airfield , i can't find the choice to choose "Horst_Ademeit" or "Walter_Gramatzki". But i see the LUA has this "special reward" please help ,tks
EOESIEG 26 Mar @ 7:54am 
Thanks for your permission! I've already completed fully translation of tutorial and prelude, i'll try my best to finish the project i suppose.
Grondel the 10/10  [author] 23 Mar @ 8:28am 
@EOESIEG
u are not the first to ask and u get the same answer like all else. U are free to do whatever u like, as long as it doesn´t violate any of the official rules applied here.
IF u will ever get finished with it, let me know and i will put a link up top in the discription.
By counting the number of links in the discription, pointing to other languages, u can "guess" at the number of finished projects like this so far. :)
EOESIEG 22 Mar @ 10:55pm 
Hello, your mod is the best pc2 mod I've seen. May I create a CN translated version of it?
Grondel the 10/10  [author] 31 Jan @ 12:47pm 
@roke
not sure what ur trying to ask.
If u want to fight against soviets be sure to choose 1941 after 1940, not Africa Core.

sers,
Thomas
Roke 20 Jan @ 10:59pm 
Hi good mod due, can i play always soviets in the campaigns (where german is default) from 1941,1942 ?
|HTD| Kortzfleisch 4 Jan @ 5:26am 
Thank you Grondel the 1^100
Grondel the 10/10  [author] 3 Jan @ 9:37pm 
@Kortzfleisch
Yes, unit changes are evrywhere when the mod is active,even in multiplayer-games that u opened.
When u are ingame open the modmanager of the game. there are arrows at the bottom that allow to move the mods in the list. the lowest mod is loaded last and will overwrite all other mods that are above it.
From my experience, combining mods is never a good idea and leads to unexpected results.
|HTD| Kortzfleisch 3 Jan @ 5:53pm 
Edit to my previous comment:
From testing it seems like putting the balancing mod on 1. and the PC1 remake at the bottom (5.) in the Workshop mod menu makes it load the balancing mod setting and not your PC1 settings (eg Flak 8.8 cannot switch to arty).
Is it sensible to play your PC1 campaign with those alternative balancing or would you recommend disabling the balancing overhaul when playing your campaign?
|HTD| Kortzfleisch 3 Jan @ 5:35pm 
Does the mod change units and mechanics even if I am playing the standard Campaign from PC2 or only when I load the PC1 campaign?
And regarding compatibility with other mods, what do you mean "make sure your mod is LOWEST in the modlist?" In steam modmanager should PC1 remake be low in the list (low priority), eg. nr. 5, or should it have a low number, i.e. be 1. for loading and thus at the top of the list?
Thanks :-)
Grondel the 10/10  [author] 3 Jan @ 2:20pm 
@mandalhao
try to start a campaign without importing a core. if that works it´s ur cores that are broken somewhow.
mandalhao 3 Jan @ 11:24am 
I really don't know what it may be. I deleted all other mods and reinstalled the game, to no effect. Only campaigns after 1939 does not work. Thanks for your support!