Codename panzer phase 2 patch 1.07




















I'll try this week end. Bye Added , PM So, it was a nice try but unfortunately In fact, I remove the game. Then start again from the first step. Settin up CP2 then patch from 1. Then i follow your advises thank you again but it appears that it was not that simple.

I'm running french version of CP2 to answer your question here is the translation of the crash message. EXE : "this soft couln't start because zlib1. Reinstall the soft may fix the bug. Any ideas would be appreciated. It might actually solve the problem: Code ? This error message indicates that "CP3. This picture should help you understand the problem better: And about the CP3.

It's not necessary to launch the game from this file. It works! So for the french version, make all the necessary update and change the game.

I still have a fatal error when lauching the game. Smodel::detachchild was not attached. BUT the update CP3 1. Only intro won't start black screen. What's your grammar degree in school? The quote I posted uses the word "don't" which is a contraction of the phrase "does not". Since I am not in possession of the software in question my query should be " will this run or will it not? Sorry you had a problem understanding that.

Nothing doing on Windows 10 64bit. Ironicly I get the intro then it minimizes to the top corner of my screen and then you have to quit out from the taskbar. This is where the German counter attack will appear later, and you'll want to be prepared. Take a few of your tanks around the town to sweep the outskirts for infantry and vehicles, then return them to the pile.

Load your infantry reinforcements onto the train cars, then send the train west up the tracks. A cutscene will occur, which will complete the secret objective. Dumb your men from the train and slaughter the Germans around the gun, then take out the ones manning it. Take control of the gun yourself, then take the rest of your troops south to the large bridge.

Cross it and approach the town from the east. Move in slowly, eliminating anything that fires at you as you approach the supply depot in the middle of the town. Before attempting to assault it, launch a scout plane over it, then use your bombers and heavy artillery to wipe out as many infantry units as possible try to take down some of the buildings on the east and west sides of the depot, too, since some of them have guys in them. When you've cleared the way, move your men in and take the depot to complete the third main objective.

This will start the German counter attack near your tank pile - keep the infantry prone near the supply depot, since you need to retain control of it.

If things get too hectic around the depot, use Anzio Annie to lob some ridiculous shells at the attackers, but make sure you don't destroy yourself in the process. Use your tanks to eliminate fifteen German vehicles, and the mission as well as the Allied campaign will be complete.

Move Sergio north along the east side of the island, then attack the German infantry near the crates. Some Partisan infantry will assist you - follow them north to the Partisan camp.

The HQ is in the south-west corner of the map near the symbol on the ground. The best way to accomplish this goal is by taking advantage of the secret tunnel by the waterfall slightly south-west of the Partisan camp. Get your troops close to the waterfall, then order them all right next to it. They'll pop up next to a building above the Italian HQ, so immediately order them south-west to the mark on the ground. When Sergio gets on the mark, a cutscene will occur, and this objective will be complete.

There're planes on the opposite side of the map. Take the road out of the Italian camp, then work your way to the German base, clear it out, and get Sergio to the indicated spot.

Don't forget to take care of the optional objective along the way. They're waiting on the far south edge of the screen on a small path east of the bridge. Approach them, then add them to your forces when you get control of them. There's a waterfall slightly south-west of the Partisan camp.

Sending an infantry unit through it will accomplish the secret objective. He doesn't start in a vehicle, so keep him out of combat or keep your medics close to him. A unit of Partisan troops will assist you, so follow them north to their camp.

Your next objective is the waterfall south west of the camp, so send your forces there. When you get close to the waterfall, your troops will be transported to the west side of the map inside the Italian base. Make sure as many of your troops reach the waterfall at the same time as possible.

Immediately retreat them south-west to the marked spot near the Headquarters. When Sergio stands on that spot, a cutscene will occur, and Italian forces will no longer attack you. Defeat the German forces left in the area, then regroup your units near the HQ. If any units are still on the other side of the waterfall, send them over to the HQ. Two German vehicles will move north on the road.

Let them go by, then move south and take the two abandoned field guns. Move your forces south along the road, then turn east to cross the bridge. Shortly after crossing the bridge, you'll notice a small path leading south.

Send Wolf down there to discover some more Partisan troops, which will complete the optional objective. Add these to your army. Two field guns are waiting along with some infantry a little farther to the east. Use your field guns, bazooka unit, and infantry to eliminate them, and use your infantry to deal with their escorts.

Continue north along the road, but watch out for the guard towers along the German base. A tank and a machine gun vehicle are waiting closer to the base's entrance, so have your field guns and bazooka unit ready. Move into the compound when you've cleared a path to the entrance, then deal with the troops inside.

Make a run towards the planes when you get the chance, and as soon as Sergio gets near the marked spot on the runway, the mission will be complete. Unfortunately, you can't control Tito, Churchill, or their escorts. You'll want to move ahead of them as fast as possible to clear the way so they don't take too much damage, especially if you want to accomplish the optional objective. Reach the area in the south-east corner of the map to accomplish this objective.

Since you won't be able to control them, you'll want to stick close to them or clear the area ahead of them if possible. Clear out the Germans around the western half of the tramway, then stick a unit on it. It'll be taken to the other side of the tramway, completing this secret objective.

The first one is down a small path a little south of your starting spot. The second one can be grabbed when you reach the tramway by taking your troops through the tunnel directly above the western half of the tramway. The third one takes a little more effort - head south at the second half of the tramway and make your way along the cliffs, turning to the west when you reach the southern end of the map. You'll notice a small red flare at each of the three locations.

Once you've found the third supply container, rush all of your troops north of the eastern half of the tramway and follow the rail tracks to the north. There's a series of mine carts in the little alcove in the mountains, so load all of your troops onto it.

Send it down the tracks to complete this secret objective. You can't control him, so keep a close eye on him. When your reinforcements arrive, immediately highlight them and deselect the grenade and molotov options so they won't kill each other in the next few seconds. German paratroopers will land right on top of your position, so take them out before they cause any casualties.

You can't control Tito, Churchill, or their escorts, so it's important to move ahead of them to keep them out of harm's way. Move south to the mountain pass and take out the guys there, then head east through the tiny path to find the first supply crate. Return to the main path, head a little farther south, and take the path that heads south-east. Tito and his men should start moving now, so clear out the Germans along this route as fast as possible. Work your way around until you're headed north again, and you should be approaching the tramway.

Clear the area around it, then stick one weak unit inside to accomplish the first secret objective. Send the rest of your troops through the mine tunnel north of the tramway entrance. They'll pop out right next to the second supply crate. Move eastward and take out more German infantry on your way to the other side of the tramway. Collect the unit you sent on it earlier, then move south along the cliffs.

When you reach the bottom of the map, head west, then move north to find the third flare marking the last drop point.

When you find it, you'll accomplish the second secret objective. Rush all of your troops back to the east side of the tramway. Get on the mine tracks north of it and enter the small alcover in the mountains to find a series of mine carts. There're just enough carts to fit all of your units in them, so get them in there as fast as you can. Select the front cart and send the whole group down the tracks to accomplish the last secret objective.

Exit the carts when you reach the bottom of the tracks. Some mine workers are waiting in the area, but they won't help you until you eliminate the German soldiers nearby. Help them out, then move everyone south to the mine tunnel to complete the mission.

There's a pile of them waiting at the blue objective symbol. Just get any unit near them to accomplish this objective. There's a drainage system west of the village. Move the unarmed Partisans to the southern pipe where the footprints are to discover a secret tunnel that leads to Belgrade. From there, you'll be able to move them into the city and onto the marked location to find some weaponry. This is slightly misleading, since you just need to destroy the trucks towing them.

Either way, position your troops on the far eastern side of the main road and demolish the trucks as soon as they show up. Some Panzers will enter the screen shortly after the Flaks arrive. Man all of the Flaks and use your Partisans' grenades to take out the tanks. Large amounts of Russian vehicles will arrive on the road. Use them to wipe out the German forces around the flag near the blue objective symbol. Before you find the Partisans in the village, use your starting troops to raid the train depot south-west of your starting position.

When you've killed the guards, you'll be able to move the train. Send it south-east on the tracks to block the German train later. After the panzers arrive, a Tiger will also show up. Use your Flak 88s and your Partisans' grenades to demolish it before it has a chance to get near Belgrade. There's a tunnel in the drainage system west of the Partisan village.

Send a unit through it to accomplish this secret objective. When you enter the Partisan village, stick a Partisan guy in the tractor next to the north-eastern house.

Move the tractor south-east to the eastern side of the road, then use it to move a Flak 88 as soon as you stop one of them later. Once the Soviet vehicles arrive, stick Wolf in one of the tanks. Eliminate the German infantry units around the depot to take control of the train, then send the train down the tracks to the east.

When you get to the control building, the engineer will exit the train. Later in the mission, this will accomplish one of the optional objectives. Grab the engineer and send him to your other forces. Move north towards the village and take out the German units along the way.

When you get to the blue objective symbol, you'll gain control of a large amount of unarmed Partisans. Stick one in the tractor next to the house in the north-eastern corner of the village, then send the tractor down to the eastern end of the main road along with your armed forces.

Send the unarmed Partisans west of the village to the drainage system there. Notice the footprints leading to the southern pipe? There's a secret tunnel there that leads to Belgrade. Send all of your unarmed Partisans through it, then move them all to the spot marked where the German weapon pile is located. Once they're all armed, send them back out through the tunnel, then move them to the east side of the main road where your other units are waiting.

Four Flak 88s will appear on the road. Use your troops to take out the trucks towing them, then move the tractor in to tow one of them, which will accomplish the second secret objective.

Man all four of the Flak 88s, then position the rest of your troops above them. Four German panzers will arrive, so let the guns blast them while your infantry throw grenades. A Tiger will follow the panzers, so keep your Flak 88s and your grenades ready. Stop it as fast as possible to complete the optional objective without getting your troops slaughtered.

By now, the Soviet reinforcements will have arrived, so grab the tanks and rocket launchers and head west. Your target is the flag on the souther half of the defensive line outside of Belgrade. Simply crush everything there to end the mission. This will be your primary focus for the mission, since massive quantities of German armor will assault the depot constantly.

At the start of the mission, line your tanks up close to the supply depot to form a defensive line, then put the rocket launchers behind them. Move all of your infantry off to the east, including the crews that were manning the field guns close to the depot.

Retreat your northern group to the base too, but instead of trying to get the guns into a usable place, simply desert them in the road near your other deserted field guns. This slows down the German assaults and lets your rocket launchers shred them from a distance. Add the guys to your pile. Make sure your tanks and rocket launchers stay repaired and supplied with ammo, and this setup should keep the depot protected indefinitely. There's a shallow spot in the water south of the waterfall, and several of your infantry units have rubber rafts.

Take them to the east side of the bank, clear it out, then move north to the bridge. Two of the marked areas are on this side of the bridge, the third is on the northern side. You'll have to cross the road on the other side of the river to get to the third one you'll likely want to rotate your camera to see it, too. Nothing hard about this.

Once Wolf's placed the third charge on the north side of the bridge, send him back over the road towards the radar station, then have him step on the marked location.

It's along the eastern edge of the map. Your infantry will be right next to it when you go over there to place the first two charges, so you might as well take care of it.

There are two guns, neither of which are guarded very well. If you're feeling lazy and you've already taken the radar station, simply use a scout plane to find both of them, then destroy them with fighter-bomber strikes. Approach it from the path to the south of it.

Two weak units of infantry are guarding it, and all you have to do to take it is eliminate them. He doesn't start in a vehicle and you'll need to use him for most of the mission, so keep your medics close to him.

As soon as the mission starts, evacuate all of your infantry east of the depot, then move your tanks south closer to the depot. Line them up in a straight line accross the road, then stick the rocket launchers behind them. The depot should be able to reach both rocket launcers and most of the tanks. Stick the repair truck behind the tanks that can't be reached by the depot. The field guns slightly north of the base aren't particularly helpful for defending the base, so I suggest simply abandoning them right there.

Send all of the infantry to your pile east of your base, then go send the other three field guns and the recon vehicles towards your base.

Stop them near the two abandoned field guns and abandon them as well. The German vehicles will be forced to maneuver around the abandoned weaponry, which slows down their assaults and spreads them out.

Send the infantry that were manning them to the pile east of your base. The first wave of German attackers will be the biggest, so watch it carefully. If a tank starts to take too much damage, back it off the line immediately. Pay close attention to your rocket launchers' ammo supply and refill them if necessary. Otherwise, manually control the depot and the repair truck to keep the most damaged tanks repiared as possible.

If you can get through the first wave without losing any vehicles, you'll be in great shape for the rest of the mission. Time to deal with your infantry pile. Highlight them and move north towards the radar station near the bridge. Only light German infantry are in your way, so you shouldn't have any problems reaching the station. Take out the two infantry untis guarding it to take it, which will accomplish the secret objective and add some air strikes to your arsenal.

Move your troops south-east to the shallow spot on the river now, being careful around the German vehicle near it. Several of your units are equipped with rubber boats, so send them all to the eastern side of the river.

Clear out the infantry, then move north along the far eastern side of the hills. Two field guns are waiting up here, and destroying them will accomplish the optional objective. Farther north, you'll be able to move down the cliffs towards the river. The first two marked spots are waiting for you there, so have Wolf plant the charges, then backtrack to the shallow crossing where the rest of your troops are waiting.

Get back on the western side of the river, then send your forces north to the radar station again. Take Wolf and all of your medics north accross the road when the path is clear. Rotate the camera to see the third marked spot, then have Wolf place the last charge. Return him and your medics to the unit of paratroopers above the bridge, then cross the road again when it's clear. Get Wolf to the new marked spot west of the radar station to end the mission as well as the Partisan campaign. Infantry have a speed rating of Zero, even though they are actually quite fast compared to many vehicles.

For vehicles, a higher speed number means a faster relative speed. The higher the number, the more damage each hit from the unit will do to its target. It should be noted that not all weapons can damage all units, though. For example, rifle bullets will not damage a tank, and antitank soldiers can't fire at other infantry.

Some of the damage types I will be listing are: I AntiTank. This just means that the weapon is a shell, and will be more effective against vehicles than infantry. This means that the weapon is only effective against infantry or vehicles with no armor.

Very effective against infantry. When used against a vehicle, the heat can cause the crew to abandon it. When it cools down, you can capture it with your own crew. This means that the shells will knock down trees, destroy houses easier, and be more effective against infantry than antitank shells. Don't be fooled, though; they are still very effective against vehicles.

Every weapon also has a range, which I've added to the right of the weapon's damage in the charts. A zero in the first part of the range means the unit can fire that weapon from point-blank range, whereas a higher number means it has to be farther away before it can fire mortars, for example. The higher the second number is in the range field, the farther the unit can fire its weapon. The more armor, the more difficult it is to damage that unit.

I'll be representing a unit's armor with a group of numbers like this: 18 13 13 10 The top value represents the armor on the front of the vehicle, which tends to be the thickest. The sides are the two 13's, and the rear of the vehicle is expressed by the 10 value. Note that a hyphen means the vehicle has no armor plating on that side. Other unit-specific abilities will be noted here when appropriate. These can be found along the bottom of each unit's chart.

Only the Rocket Soldiers and Snipers are particularly valuable in my opinion, but if you can find good uses for them that outweigh the benefit of getting an armored vehicle, then by all means, knock yourself out. As the Axis powers, you can use Italian and German infantry.

The differences are small, but they're worth noting. Note that infantry units have no ammo, speed, armor, or capacity value, so those categories have been intentionally left off of the charts.

In large groups, they can be devastating. These units can't fire at other infantry, however, which makes them sitting ducks at times. The fact that they aren't available later in the war should tell you something about their usefullness These can also be devastating to vehicles, especially if the vehicle doesn't have any machine guns. When Flamethrower units cause a vehicle to get too hot, the crew of the vehicle must abandon it, and you are then able to steal the vehicle once it cools down.

They are great for clearing out occupied buildings, and they're also great for setting up ambushes inside buildings. Since there're only two men in each unit, they don't work very well as field gun operators and things like that. If they are injured, they will heal any other nearby damaged units first, and then they will heal themselves slowly.

Very valuable units, especially in large amounts with lots of other infantry to protect them. They have a fairly slow rate of fire though, and they have trouble damaging moving targets at times, but other than that, they're decently effective. In large groups, they can do some serious damage to other infantry, and if properly equipped, they can be a nuisance to tanks and other vehicles.

They can enter buildings, empty vehicles, and can man field guns. Very easy to kill, so I consider them to be an unwise waste of Prestige Points. A few units of these in a forest or town can really decimate a tank force if used properly.

They also have a pretty nice visual range. Perhaps their best use is picking off the infantry manning a field gun.

Like Riflemen, these units are great for manning field guns, clearing out buildings, and so forth. With enough grenades and decent cover, they can wreak havoc on vehicles too. The benefit of these units is that they can be used to take control of a tank and some other vehicles. When one of your tanks is destroyed, the crew will often jump out, which allows you to retain the experience of the crew if you're lucky. If you take the crew out and get some of it killed, the crew may not be able to use the vehicle properly anymore.

For example, most medium and heavy tanks have four spots for crewmen: A driver, a main gun, and two machine guns. If the crew were to drop down to two men, you would not be able to use your machine guns. If you have a crew with only one man, all you'll be able to do is drive. It has a high speed for how heavy of a vehicle it is, so if you need a recon unit, this isn't really a bad option. Its total lack of machine guns will hamper its performance, but if you can manage to keep them behind your tanks, these will aid you with eliminating those pesky infantry groups a lot faster.

Insanely small ammo supply sucks though Don't use these unless you're forced to do so. Or if you want a good challenge Its armor is ridiculous, so if you run into one, make sure you keep moving and be ready to retreat damaged tanks as fast as you can.

They can slaughter infantry if used properly, and in decent numbers, they can be used to burn crews out of enemy tanks so you can capture the vehicle. Still, I'd go with the Jagdpanther if I had the choice. The armor allows it to take an insane amount of damage before being destroyed. The small ammo supply can be annoying, but as long as you have an ammo truck nearby, it won't be an issue. Inferior to German weaponry, but the best Italian option you'll have in the game.

Decent for the earlier parts of the game, but its lack of machine guns will definitely make you want to replace it with a newer model as soon as possible.

Of course, Tigers and King Tigers are still better choices, but still. It's very effective against infantry, but it is completely helpless against armored vehicles. Since most large tanks have machine guns mounted on them anyway, these are pretty much useless. It's nice when you first get to use it, but like a lot of the units in this game, it quickly becomes obsolete. You'll encounter dozens of them when you play the Allied campaign, and you'll use quite a few of them when you play the Axis campaign.

Higher firepower and much heavier armor for a very small increase in Prestige make these the obvious choice. Absolutely devastating, too. If you can keep them behind a line of good tanks, they are invaluable in combat. The low ammo supply is a nuisance, but it's pretty much a necessity to help scale back how much damage you can do with them. It's very effective against infantry, but it is defenseless against armored vehicles. Again, I find these to be a waste of prestige in almost all cases.

Publisher: THQ Nordic. Franchise: Codename Panzers. Share Embed. Read Critic Reviews. Add to Cart. Package info. Add all DLC to Cart. View Community Hub. New units, buildings, terrain, and tactical capabilities, along with challenging and surprise-filled missions and campaigns, round out this newest offering from Nordic Games and Stormregion.

A full-featured mission editor will also be included to expand the gameplay. Features: Three captivating campaigns, inspired by key battles of World War II Play American Allies, the German-Italian Axis, or the Yugoslavian resistance forces Day-night cycles take on an even greater importance with night time stealth and search and destroy missions Hundreds of fully destructible object types and buildings comprise the battlegrounds in which units interact even more realistically with the terrain More than twenty new unit types and variants are introduced, broadening tactical capabilities.

All missions support competitive and cooperative game play. See all. View all. Click here to see them. Customer reviews. Overall Reviews:. Recent Reviews:.



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