[Mod] Amulet Mod - Units/Graphics/Sound Mod

A forum to discuss custom scenarios, campaigns and modding in general.

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FieldMarshallCole
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by FieldMarshallCole »

Can you install the Generic Mod enabler and the Amulet mod on the steam version of panzer corps?
FieldMarshallCole
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by FieldMarshallCole »

Also does the scenario creator come with this version?
Messmann
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Messmann »

PanzerPip wrote:I played the amulet mod a lot now and startet a new grand campaign for it - I do not detect any issues. Only after a while i built up a very devastating army so I have to adjust the game balance a bit in favor of the allies since some of the elite units are so powerful making it too easy otherwise.

Parallely I continued playing an old allied campaign with the Brits in North Africa. I have the impression that the computer uses the amulet mod switching artillery to AT in a quite intelligent way all the time now. :D Ah, and not to forget the hidden AT gun I overlooked charging an artillery unit! :wink: (which actually is one of my favorite features to make AT guns count again)
At first, nice to hear that the mod serves well on the enemy side, too :) However, it is true that an army can become overwhelming when building up elite units, and I have not been able to solve that issue completely. Game balance has made me think quite a bit, while hard coded game conditions made it very difficult for me to come by.

I agree that pumping up difficulty is the best solution here, as is mentioned in the manual. Had I had the possibility, I would have limited the maximum value of prestige one could spend on single units, for each core slot. While also allowing more cheap slots in return.-

:!: As to the other questions: :!:

Right now, I cannot give confirmation about steam issues and scenario design. At this point of time, my knowledge is still lacking in this regard, as well as scenario design.

What might happen - but I do not promise - is a modified equipment file which could be used for campaigns such as legacy of versailles or battle for europe. The latter was a testing ground for this mod, and I can assure it is still quite challenging, even when playing with elite units. It hinges on the prestige you have, I'd say. :?

Thank you for taking an interest in the mod. :)
Amulet Mod: Massive unit, graphics and sound mod. :) At this time, for German units only.
http://www.slitherine.com/forum/viewtopic.php?f=147&t=63616&p=541656#p541656
flakfernrohr
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by flakfernrohr »

The Amulet mod is certainly one of the best mods for PZC in my opinion. There are many outstanding mods we are fortunate to have in the game and Amulet does not take a back seat to any of them for play and usefulness. :)
Old Timer Panzer General fan. Maybe a Volksturm soldier now. Did they let Volksturm drive Panzers?
captainjack
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by captainjack »

I've just completed Minsk with Amulet and Nikki's reworked GCs and am enjoying the different feel.

Some things I've noted so far:

The AA units are now very useful. I have two SE AA units and one elite one. If I didn't want fighters to escort strategic bombers and troop transports I could probably have got away with no fighters and an extra AA. Late in the game and in rain the AA is still useful when switched to artillery.

The faster artillery makes a very big difference right from the start. Getting move heroes on two of them, I was tempted to have 3-move units but went for heavier two-move guns.

Early AT units have very little use. Most artillery switch to AT, and the combination of Elite tanks and artillery is easily enough to deal with early T34 , KV2 and KV1. I'm guessing Elite Stug 3 will be useful later.

If you want a challenge and don't have the self control to resist the urge to have all-elite forces (like mine is) you should probably reduce the prestige slider quite a bit. But then I'm having fun with 100% prestige.

The sound effects, especially for the light AA and cannons and really good. There's a few minor oddities - for example the train sound sometimes is a convincing steam train and sometimes a strange and prolonged hissing.

I love the Sturmpioneers, though I haven't worked out how to use them properly yet. leh Dir Commando is extremely dangerous, although since I had to buy him a fighter escort for when he's flying he's quite an expensive luxury, but worth it so far.

My only real complaint is that it has been distracting me from updating my French mod.
PanzerPip
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by PanzerPip »

Dear All,

is there anybody who ever combined the mods AMULET 2.0 and Battlefield: Europe v 1.7 having advice for me? :idea:

After playing the AMULET 2.0 mod with grand campaign a lot know, I decided to have a look at the BF: Europe 1.7 mod, which turns out to be a masterpiece bringing fun from christmas (2016) to easter (2020 :D ). As this (at least at level General - already) is one hell of a challenge, some of the brilliant AMULET elite units could be of good use and additional entertainment.

So I played around a bit trying to integrate the AMULET mod but was not successful so far. I had already integrated AMULET mod in my core game file (of course having a backup). For BF: Europe I used JSGME. Thereafter I integrated all AMULET files also into the MOD file of JSGME where they have not been so far. But nothing happened, still same Units everywhere in the newly started game. :?

Apart of that more generally spoken, could the gamerule file and the movement file conflict? Since BF: Europe adjusts them to a historically more accurate setting. Also ship movement is different (thanks god double the hexes). :roll:

Any recommendations? If not here than I also welcome pm. :mrgreen:

Greets,

PanzerPip
flakfernrohr
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by flakfernrohr »

Send Messman a private email and he may be able to help you. He developed Amulet, an outstanding mod indeed.
Old Timer Panzer General fan. Maybe a Volksturm soldier now. Did they let Volksturm drive Panzers?
Latro
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Latro »

Also keep in mind the order in which you load the mods into JSMGME, as a new load will override units from previous ones, if they have the same id numbers.

For example, I loaded first my awards mod, then BF and then my own equipment and heroes etc.
Rayrard
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Rayrard »

I followed the link and downloaded Generic Mod Enabler and followed the directions to my Panzercorps folder with the new folder "MODS" added.

I downloaded the Amulet Mod as a rar file and unzipped it and copied it into the Panzercorps MODS folder.

Then I enabled the mod by selecting it on GME and it took several minutes and went from the left to the right side (indicating it worked).

I then opened Panzercorps and nothing changed. I then went through the game folder to the executable in case Steam was causing problems and tried again and still nothing changed.

Glad the game still runs but the mod didn't run.

What did I do wrong?
cw58
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by cw58 »

@Rayrard
I'm guessing this might be your first attempt at using a mod (because you recently DLed the GME) so please forgive me if you already know this. The mods are accessed from the new game menu. There's a folder towards the bottom right side that says "Classified". Clicking on that will take you to a list of the DLCs and any mods enabled that you can select from. Hope that helps.

Edit- Just checked that mod and it only changes units, different movements, etc. and does not have a campaign file. So using it, you're basically playing a normal campaign but with modified units, not vanilla units.
maho1973
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by maho1973 »

Hello Rayrard,
Please check your unzipped Amulet Mod folder in your MODS folder, if there is another Amulet Mod folder inside this folder, the mod will not work. :wink:
The path should looke like this: X:\Panzer Corps Gold Edition\MODS\Amulet Mod 200 (X = your drive) :!:
Note: there are several files inside the unzipped Amulet Mod folder. To use the mod, you only need the "Amulet Mod 200" folder.
Load that folder into the GME and activate. Then start Panzer Corps.
xethomagneto
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by xethomagneto »

Nice work.

But there are some things I am wondering about:

- Why switch Anti-Air Units to Artillery mode rather than Anti Tank mode??

"FlaK-Vierling 38" seems more like Anti-Tank than Artillery... maybe because some Units are not able to shoot in 90° angle?

And there is another point:

- Nashorn has range 1 in artillery mode, whereas "8,8 pak 43/41" has range 2 in same mode. same gun, different behavior...

- additionally siG II does not have sounds while moving.

Probably there are reasons for this... but i dont get it.

greetings
Rayrard
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Rayrard »

maho1973 wrote:Hello Rayrard,
Please check your unzipped Amulet Mod folder in your MODS folder, if there is another Amulet Mod folder inside this folder, the mod will not work. :wink:
The path should looke like this: X:\Panzer Corps Gold Edition\MODS\Amulet Mod 200 (X = your drive) :!:
Note: there are several files inside the unzipped Amulet Mod folder. To use the mod, you only need the "Amulet Mod 200" folder.
Load that folder into the GME and activate. Then start Panzer Corps.
This solved my problem, thanks. Yes, this is my first mod attempt but I am a veteran at the game.

The mod is great. The mobile AA units are now my favorites. They have recon movement, can engage ground and air units, suppress units on the ground like artillery, hit infantry hard, and even provide "artillery support" for units behind them in AA mode. Very useful for a multitude of roles in the army group and they are only vulnerable to tanks and artillery.

Some units are intriguing but expensive, like buying a Karl Gerat seige mortar in my main army (yikes), the train with 88's on it (I wonder how good this is), and the kommando infantry unit that is 800 points to buy! I like the huge variety of units and the different color schemes. Even my SE tanks sing marching songs.

I note some bugs like no animations for the firing of some Soviet aircraft, and a very loud hissing sound for the train that lasts way too long. Very nice mod
Skylar27
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Skylar27 »

FieldMarshallCole wrote:Can you install the Generic Mod enabler and the Amulet mod on the steam version of panzer corps?

Yes sir indeed you can :wink:
Musketeer
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Musketeer »

Tried, loved!
RobertCL
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by RobertCL »

Hi,

This is one of the best e-file so far!
Compatible with standard campaign + DLC + GTPG campaigns + Legacy of Versailles Campaign.

AI is well using the AT mode for arty when needed.
I love airplanes icons and the Kommando unit which is extremely powerful.
Only V1 and V2 are missing for the rest this is perfect.
Maybe adding the Soviet guard units should be fine too!
Historical flag and medals are missing too. I could add them by using Historical flag and insignia mod v 1.30 but then I erase one file of your mod... I fear it might not work.
I tried and it worked like a charm!

Same problem if I want to use RumpNissen's Wavy flags 1.6 mod but then I have a message I would erase one file of your mod... It also works but I prefer without, Historical flag and insignia mod is fine, no need anything more.

I rediscover Pz Corps. I use your mod with PS Style strength plate mod (to identify more easily auxiliary units).
I also like the big pictures for units in purchase menu. Heroes portraits are working fine (it was not the case with elite e-file v 1.24 I used before) and rare SS (SE) units are moving while singing, funny!

I hope the e-file can also be used with Allied Corps and Soviet Corps.
I would like to see if AI will take benefit of new units.

Elite infantry unit seems strange being darker but it is fine.
Redux sounds are top as usual.

But icon used for B25 Mitchell is a disaster (it does not even have the same orientation as standard icons) --> please change it by another one please.
RobertCL
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by RobertCL »

Hi,

This is one of the best e-file I have ever seen.

However do you think to update it with new Bebro's icons ? : http://www.slitherine.com/forum/viewtop ... 47&t=30004

I think P51 and P47 icons should be changed using Bebro's ones.
As I told before the B25 icon should really be replaced even by the original of PG if you do not have better.

The German side is nearly perfect but more icons should be used on the Allied and soviet side, then your e-file would be terrific!

Is an update foreseen soon ?

I am using in this order:
1. Amulet Mod
2. Historical Flag and Insignia Mod 1.30
3. PG Style Strength Plates

Thx for the answer.
Skylar27
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Skylar27 »

A beautiful mod indeed ...

Any chances ( as already asked ) of an update coming anytime soon ?
David Hansen
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by David Hansen »

I've d/l this mod and tried installing it thru GME.
In GME I am able to install it by moving it with the arrow keys to the right side.
When I start a new LOV campaign and get to the second scenerio, all the unit choices I have are just the standard gray units.
This mod does appears in my MOD folder along with LOV...GTGC, etc.
Any help would be appreciated.
RobertCL
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by RobertCL »

Could Amulet mod integrate all icons developped by Bebro here: http://slitherine.com/forum/viewtopic.php?f=147&t=30004
Then we could play any original Pz Corps campaign with any nation.
I really love all detailed air unit icons (especially Buble ccanopy of late B-47) not only on German side but also on US side too!

An update of the mod should really be welcome!
Thx for considering this request!
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