Panzer command:Ostfront

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Lafrite
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Re: Panzer Command: Kharkov

Message par Lafrite »

Largo a écrit :Attention petite précision pour la version download : Panzer Command Karkov est à 43,39 Euro chez matrix (et pas à 26,70 Euro ) car il faut avoir OPERATION WINTER STORM + TVA évidemment
8)
J'ai payé 31€ TVA comprise, je ne possède pas Winter Storm :siffle:

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Boudi
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Re: Panzer Command: Kharkov

Message par Boudi »

Peut-être une différence de jeu téléchargé / jeu livré ?
« Et c’est parti ! (Поехали! [Poïekhali!]) »
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Un petit calcul, et on s’en va !
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Re: Panzer Command: Kharkov

Message par jagermeister »

On attend aussi les premiers avis. :siffle:
Internet ayant été popularisé par l'apparition du World Wide Web, les deux sont parfois confondus par le public non averti. Le World Wide Web n'est pourtant que l'une des applications d'Internet.
http://fr.wikipedia.org/wiki/Internet
Le site ultime pour les managers virils et huilés.
Le site préféré des vieux loups de mer.
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Lafrite
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Re: Panzer Command: Kharkov

Message par Lafrite »

Je n'ai pratiqué que le tutoriel hier soir, j'imprime la doc et je tente une ou deux missions ce soir.

Mais attention, n'ayant jamais pratiqué CM je n'ai aucune référence tactique en la matière sinon la série Close Combat.
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Re: Panzer Command: Kharkov

Message par Largo »

Lafrite a écrit :
Largo a écrit :Attention petite précision pour la version download : Panzer Command Karkov est à 43,39 Euro chez matrix (et pas à 26,70 Euro ) car il faut avoir OPERATION WINTER STORM + TVA évidemment
8)
J'ai payé 31€ TVA comprise, je ne possède pas Winter Storm :siffle:

Image

Aaah,j'ai la réponse à ce que je voulais savoir.....j'ai du faire une fausse manoeuvre.. :oops: :oops:
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Re: Panzer Command: Kharkov

Message par Largo »

le 1 er patch pour Panzer Command Kharkov est sorti :P


"The first official update is on the way, with fixes, features and new units!

Matrix Games and Koios Works are pleased to announce that Panzer Command: Kharkov, a major new release in the Panzer Command series of 3D tactical wargames, has now been updated to v1.01. In Panzer Command: Kharkov, players step back to the early days of May, 1942 as both the German and Soviet armies prepare major offensives focused on the same place – Kharkov. "

8)
"La guerre n'est que la simple continuation de la politique par d'autres moyens" - Carl von Clausewitz -
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Re: Panzer Command: Kharkov

Message par Largo »

quand tu veux ! :signal:
"La guerre n'est que la simple continuation de la politique par d'autres moyens" - Carl von Clausewitz -
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Re: Panzer Command: Kharkov

Message par Lafrite »

Le pbem via Dropbox marche très bien, on a essayé par mail mais vite abandonné : c'était l'horreur vu le boxon dans les fichiers :goutte:
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Re: Panzer Command: Kharkov

Message par Largo »

Lafrite a écrit :Le pbem via Dropbox marche très bien, on a essayé par mail mais vite abandonné : c'était l'horreur vu le boxon dans les fichiers :goutte:
c'est vrai que c'est plus facile.... avec ce Dropbox :fume2:
"La guerre n'est que la simple continuation de la politique par d'autres moyens" - Carl von Clausewitz -
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Re: Panzer Command: Kharkov

Message par Largo »

:signal: nouvel update pour Panzer Command : Ostfront (V2.0.329F)

info:
http://www.matrixgames.com/news/931/Pan ... .New.Demo!

voici les changements apportés par ce nouveau patch


Incorporated a modified version of Dazoline's Random Battle/Random Campaign
generators into the official release. These versions of the BG/RCG allow players to
customize how Random Battles and Random Campaigns are generated.
Players can now specify if they want to increase the value of Objectives in the
battles. Increasing the value of objectives can allow players to gain more victory
points through securing Objectives rather than destroying enemy units. This
may shorten some random battles.
Players can generate Random Battles and even Random campaigns using the
Phase structure of their choice.
Players can control whether the Soviet side uses Science of War or Art of War.
The settings allow the player to decide if the Russian side Always uses Science
of War, Never uses Science of War, or, in Random Campaigns, uses Science of
War for battles until June of 1944, and then switches to use Art of War.
Players can determine how the PrePlanned artillery are handled. Players can
choose either side, or both sides or neither side to have PrePlanned artillery
barrage. Players can also choose to allow the Random Campaign Generator to
choose which mode is used based on the each battle's mission.
Players can easily design their own core force for the Random Campaigns.
A new set of files have been created in the folder; Data/Campaign Core Units.
The files in this folder are named to exactly match their counterparts in the
folder: Data/Random Campaigns. These files allow players to edit Random
Campaign Core forces that will be used in the corresponding Random
Campaigns. Players can even create an entirely different core force. Features of
these new Campaign Core unit files:
You only have to edit one file to affect all key core units across all of the
battles in a Random Campaign.
The modded files support upgrades. If you look in one of the longer
Campaign Core Unit files such as the "1st Infantry Div 1941-44 Long"
you will see multiple core tags inside the coreunit tag. Each tag has a
date and scenario attribute which describes when that upgrade takes
place. In the core tag are unit tags, corresponding to the core units in that
scenario. Remember that the unitname attribute of a unit tag is what
keeps track of that unit between battles and provides the upgrade path.
A file, in (Data/Campaign Core Units) will provide some of the units for
each of that campaigns battles subject to:
The Core Unit Files included with this patch replicate the existing
Random Campaigns. If you make no changes to these Core Unit
Files, Random Campaigns will have the original Core Forces and
Upgrades as originally designed.
Before making changes to these Core Unit Files you should make
backup copies so that you can return them to their original state.
When editing the core units you are changing the "Key Core"
units in a campaign. You should also make changes to the
Campaign description in the Core Unit File to match those
changes. You should also make sure to update the corresponding
units in each of the "core" sections of the file. You can 'upgrade"
your equipment using these other sections in the file.
Any non key core units in Battles files will not be affected, so
there will be variability retained in the units used from battle to
battle in a campaign.
The Random Campaign description will display the key core
units described in the CCU not the original key core units from
the campaign file, so remember to make the appropriate changes
to the description in the Core Unit File.


Code Changes
Fixed minor problems with Niemirow map.
Fixed a series of bugs with how retreated units behaved. Retreating units will now
continue to retreat until they rally.
When an armored vehicle targets an infantry unit the Tactical AI will now select the
weapon and ammo that has the most chance to inflict losses on the target. This selection
will consider the range to the target as well as the Firepower. If the firer and/or target is
moving, the weapon selection may change. In most cases this will result in an armored
vehicle choosing to use HE shells, then MG AP.
Map Maker has been adjusted to provide more portability of maps between systems.
This will make it easier for users to work on maps on more than one computer without
having to have the same directory structure and simplify the process if multiple users
are collaborating on a map project.
Map Maker will now insert a map size attribute into Random Battle Templates.
Regional settings issues should be fixed.
Fixed a bug that could cause the unit’s weapon data to not refresh when cycling between
units. This could cause a crash if a targeting order was issued with the incorrect
weapon.
Light Buildings now reduce firepower by -1. Heavy Buildings reduce firepower by -2.
There is a chance for incoming fire of all types to completely ignore the protection that
buildings provide, which scales up based on the penetration value of the incoming fire.
There is now a small chance for incoming HE and HEAT shells to ignore the protection
provided by trenches and foxholes, reflecting the chance of a shell landing close enough
for the blast to directly enter the trench or foxhole.
Infantry units that are mounted on vehicles will now not always dismount when
suppressed. The implementation of this rule is now as follows:
Infantry units mounted on the outside of vehicles, with no protection (i.e. Tank
Riders) will be more vulnerable to enemy fire and will dismount as soon as they
are suppressed by incoming fire.
Infantry units mounted in enclosed transports (i.e. Trucks) that are not armored
will also dismount as soon as they are suppressed by incoming fire.
Infantry units mounted in protected transports (i.e. Halftracks) that are armored
will not dismount when suppressed. However, if they take casualties and fail a
morale check, they will dismount.

Artillery animations were sometimes displayed far away from their actual location. A
bug that caused this has been fixed.
A bug that prevented cupola hits has been fixed.
The targeting logic was not correctly considering all armor locations, which led to a few
rare issues, especially involving infantry targeting anti-tank guns from beyond close
assault range. This has been fixed.
The in-game settings now default to have floating icons on, all movement and targeting
lines on and limit infantry off.
A bug that prevented area fire from working in some cases against infantry in buildings
has been fixed.
A bug that caused air support to prioritize targets incorrectly has been fixed.
Various issues related to infantry routing and retreating when in buildings, in vehicles or
pinned and suppressed have been fixed. A few issues still remain, but retreating and
routing is working much better.
LOD models are now working at about 75% of the range of terrain fade-out. Some
visual issues with LODs remain and are being worked on, but this should have a
positive impact on performance.
Some infantry animation issues relating to SOP and firing and walking animations were
resolved, which should result in more realistic animations for squads.
An issue that could cause tanks to stop auto-targeting their machine guns when the main
gun ran out of ammunition is fixed.
Quite a few new widescreen resolutions have been added to the initial resolution
configuration, to better support systems with displays that span multiple monitors.


New Models, Units and Data Changes
Armor ratings for the Elephant, Ferdinand and Pz VI - Tiger II have been updated to
incorporate new data.
The ability to have individual ID decals has been added to the T-28 Models 1936, 1937,
1938.
The factors used to determine 'variable penetration' have been improved.
Models have been updated for BA-64, Pz IVD. New late camo versions have been
added for Sd Kfz 222, 222_5, StuG III late, StuG F1 late, Stug F8 late, OpelBlitz and Pz
IIF late.
Fixes and improvements have been incorporated for Pz IV E, F1, F2, G, G Late, H and J
and the T-4 PzKpfw IV.
Incorporated Camo version and uniform updates for 105mm S10cm K18 late, 150mm
sIG33 late, FlaK 36 late, PaK 36 late, PaK 38 late, Pak 40 late, and PaK 41 late.
Some scenario fixes/updates were incorporated into Railway Station, 13th Crossing
Guard, and Achtung: Panzer Jaeger.
Battle files and Presets were updated to take advantage of late war camo models.
Random Battle Presets were adjusted to improve the Random Campaign Battles.
A new map and Random Battle Template were added for Wilkowischken.
A new StuG IV has been added.
Two new Russian random campaigns have been added: 1st Tank Corps 1942 Short
(Battles on the Chir River) and the 29th Tank Corps 1944 Short.
Ammo loadouts for several off-map artillery units have been updated.
Map size attributes have been added to RB Templates for future use.
A new sand texture by szartur has been added for use in making desert maps.
Updates to the Pz IVE, IVF1, IVF2,IVG, IVH, and IVJ were incorporated. These
include making these units decal capable by the scenario designer and the inclusion of
multiple commanders so that not all tank commanders are the same.
Fixed a problem where grass was too high in a small area on the map for Their toughest
Battle.
Fixed a problem where RR tracks were tipping over when crossed on The Biggest and
the Baddest map. This is actually a work around for a problem with how knockdown
fences were implemented.
Fixed a problem with how map maker was drawing AI map colors around Telephone
lines. Map Maker now only draws selected terrain around the base of one of the
telephone poles, rather than along the entire length of the telephone line.
Added several new houses styled in the manner common to the style found in rural
Hungary.
Updated and improved models and crews for the 122MM M1938, F-22 M1936, F-22
USV M1939, PaK 38, PaK 39, PaK 40, s10cm K18, the sIG 33, the ZIS-2 and ZIS-3.
Ammo loadouts were updated for almost all ArmouredUnits.
The killpower for some offmap artillery guns was reduced. This will reduce the
effectives of artillery strikes against armoured units, resulting in fewer armoured units
kills resulting from artillery barrages, but more stunned results.
Models were added and the map updated for the Stalingrad railway station. The Railway
Station and the 13th Crossing scenarios were updated.
New units were added for the German PaK 36 and Pak 36 Late, and for the Russian
45mm ATG M-1937 and M-1942. These units have been added as Mobile versions of
the above units in the Infantry unit type. Existing scenarios will continue to use the
static versions of these units. Scenario designers can choose to use either the stationary
version of these units from the Armoured units folder, or the Mobile versions from the
Infantry folder. The mobile versions have 'Mobile' after the unit type to make them
distinguishable. Random battles will use only the mobile type of these units.
Major overhaul of all German infantry, including improved uniforms, equipment and
animations for many units.
Added historical flamethrowers for the Soviet side and the Panzer III flamethrower tank
Fixed an issue with the SIG33 Crew
Added a description for the 88mm FlaK36
Fixed a problem with line of sight and the depth of the tank pits on the Kolomak map
and updated the Kolomak scenario
Improvements to the Panzer IIJ, Panzer IIIM&L, Panzer IVD models
Improvements to recoil, exhaust and decals on some models
Fixed problems with some start dates for random battles and campaigns for Lend Lease
vehicles and SS HMG teams
Fixed an issue with AT gun armor values interfering with infantry targeting
Fixed a problem with the Winter version of the Panzerschreck team
Extra heavy artillery is no longer available by default in random battles and campaigns,
as it could cause balance issues, especially in random campaigns.
Heavy artillery is now less prevalent in random battles and campaigns.
The dates on rocket artillery have been corrected and the cost of rocket artillery has
been increased.
The German PaK 36 can now be moved by its crew, albeit slowly.

il y a une promo actuellement chez Matrix ( suite à la sortie du patch)

8-)
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Re: Panzer command:Ostfront

Message par schascha »

En fait il vaut quoi ce jeu ? :euh:
Largo
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Re: Panzer command:Ostfront

Message par Largo »

schascha a écrit :En fait il vaut quoi ce jeu ? :euh:
c'est un peu comme Combat mission, du moins , c'est dans le même genre (version Matrix) mais pour le front de l'Est uniquement
on peut jouer le Teuton ou le Russe. Il est fourni avec un éditeur (carte, OOB,...ect)
Différents ordres dans une première phase, ensuite un ajustement de l'ordre dans la 2ième phase.

l'épaisseur du blindage ,le type de munition et la balistique sont pris en compte

rem: depuis que je l'ai, je n'ai jamais eu de plantage du jeu. :ok:
j'ai rarement joué en PBEM ( on a fait une tentative avec Lafrite sur Dropboxe pour l'échange des fichiers)

tu touveras aussi des vidéos sur Youtube (en Anglais, généralement) et j'avais fait un petit AAR à l'époque sur ce forum (si je me souviens bien )
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