Panzer Corps 10th Anniversary (11-07-2021) improvement ideas

PC : Turn based WW2 goodness in the mold of Panzer General. This promises to be a true classic!

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PeteMitchell
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Re: Panzer Corps 10th Anniversary (11-07-2021)

Post by PeteMitchell » Tue Sep 01, 2020 3:26 pm

glaude1955 wrote:
Tue Sep 01, 2020 3:20 pm
Has anyone from slitherine come forward?
No, not that I know of...
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481

Yrfin
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Re: Panzer Corps 10th Anniversary (11-07-2021)

Post by Yrfin » Tue Sep 01, 2020 9:11 pm

Japoivvb wrote:
Sun Aug 09, 2020 6:18 am
Yrfin wrote:
Thu Jul 30, 2020 3:51 pm
My wishes:
- use switch forward and backward
- use Beng trait on Lake/Shallow water
- fly to the Moon

Hey, Rudanko :)
Could you explain a little more 1 and 3 wishes please? it would help to understand how they would work.
Not sure about 3 :)
But for 1: atm switch function worked only clockwise. I wish it will be worker otherwise (backward)
Why ?! Why what !? Why not...

Japoivvb
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Re: Panzer Corps 10th Anniversary (11-07-2021)

Post by Japoivvb » Thu Sep 03, 2020 6:22 am

@Yrfin, 1 updated, 3 removed from board.

Taking advantage I include 2 new more

- mass attack factor by unit as label game engine
for each unit surrounded this factor would be incremented, if 2 units current value -1, if 3 units new value -2, if 4 units new value -3 and so on

- switch function does not close until first function as label bug
for me it is a bug, when you switch in info panel an unit 4 times, you have to close(click close button) 4 times too to close window and return map, with once it should be enough

Kawaleria
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Re: Panzer Corps 10th Anniversary (11-07-2021)

Post by Kawaleria » Tue Sep 15, 2020 11:44 am

Antoher idea is to make GC more random...

I think during opponents deployment there should be a lottery of adding expirience to russian units.
10% lowered 100 exp
70% same as original
10% more 100 exp
10% more 200 exp

Considering there are 80 russian units in a scenario, it means 8 of them are +200 exp units

each time you start a scenario it could feel different play... Imagine you are unlycky with the lottery and Russians field 3x KV tanks with 300 exp in Vitebsk or 3x Yak 9d 400 exp in Prohorovka...

To be ohnest it could make the game more changelling because now all these Gooses and Sorens execute optimization to win DV every map because scenarios are same each tine ou play !

goose_2
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Re: Panzer Corps 10th Anniversary (11-07-2021)

Post by goose_2 » Tue Sep 15, 2020 8:52 pm

Kawaleria wrote:
Tue Sep 15, 2020 11:44 am
Antoher idea is to make GC more random...

I think during opponents deployment there should be a lottery of adding expirience to russian units.
10% lowered 100 exp
70% same as original
10% more 100 exp
10% more 200 exp

Considering there are 80 russian units in a scenario, it means 8 of them are +200 exp units

each time you start a scenario it could feel different play... Imagine you are unlycky with the lottery and Russians field 3x KV tanks with 300 exp in Vitebsk or 3x Yak 9d 400 exp in Prohorovka...

To be ohnest it could make the game more changelling because now all these Gooses and Sorens execute optimization to win DV every map because scenarios are same each tine ou play !
I love this and would be a great way to add some randomness that they have promised with pc2

I haven't played with pc2 so how has that randomness they promised look on pc2?
goose_2
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dalfrede
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Re: Panzer Corps 10th Anniversary (11-07-2021)

Post by dalfrede » Tue Sep 15, 2020 11:01 pm

goose_2 wrote:
Tue Sep 15, 2020 8:52 pm
I love this and would be a great way to add some randomness that they have promised with pc2

I haven't played with pc2 so how has that randomness they promised look on pc2?
In PzC2 the randomness is in AI reinforcements [so far].

The AI does not buy new units.
This is scenario design, not a game requirement.
The AI is given 0 core slots, so can't buy new units. This is in response to AI spawning in GC.

Fortified areas are placed on edge of map.
The player is not supposed to go into these areas. Some do.
'Spawn Waves' are scripted with preset units in the 'Spawn Areas'.

In the big defensive scenarios the Spawn Wave locations are randomized between the various Spawn Areas, similar to Hardelot in GC42W.
This scripting was developed late in the Beta so is not done in the main campaign, only in Kerensky scenarios and his AO DLCs.

The main advantage is that AI units are not sitting on the map to be destroyed by the player before they are activated for counter attacks.
Since these are text scripts, scenario designers and modders should be able to do more in the future.

The promised modding enhancements are not yet incorporated into the game.
So by the time you get your new computer the situation may have changed.
The script coding is complicated enough that few people have figured out how to do it.
There comes a time on every project when it is time to shoot the engineer and ship the damn thing.

Japoivvb
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Re: Panzer Corps 10th Anniversary (11-07-2021)

Post by Japoivvb » Wed Sep 16, 2020 6:45 am

interesting idea, added as "random AI deployment" labeled as game option on/off
https://trello.com/c/YRM7Shyl

captainjack
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Re: Panzer Corps 10th Anniversary (11-07-2021)

Post by captainjack » Wed Sep 16, 2020 9:00 am

On Dalfrede's point, you can use tags to get this kind of effect. It's a bit clunky, but you can, for example script units to deploy on a tag, and the tag is randomly generated. This works fine for 4th division appears here on this tag or fifth division appears there on that tag. You can set the tag genereation so you always deploy one, or so that anything between none, one or both appear.
I'd like avariant where the deployment zone was set randomly (so 4th panzer could appear here or there or there). But then I'd also like to be able to use a tag to deploy named units - if tag x4th exists then all units named 4th deploy to zone x or y4th to zone y.
I'll stop for now. Phone plus long posts are hard work.

goose_2
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Re: Panzer Corps 10th Anniversary (11-07-2021)

Post by goose_2 » Wed Sep 16, 2020 12:39 pm

Japoivvb wrote:
Wed Sep 16, 2020 6:45 am
interesting idea, added as "random AI deployment" labeled as game option on/off
https://trello.com/c/YRM7Shyl
I know this is possible as I have experienced this in 1939 mp map, and I believe it is happening on my BE playthrough as it appears somewhat random and ultra complicated scripting. Made with love this game is, made with love.
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Panzerpimp
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Re: Panzer Corps 10th Anniversary (11-07-2021) improvement ideas

Post by Panzerpimp » Thu Sep 17, 2020 12:11 am

dalfrede wrote:
Tue Sep 15, 2020 11:01 pm
The AI does not buy new units.
This is scenario design, not a game requirement.
The AI is given 0 core slots, so can't buy new units. This is in response to AI spawning in GC.
Wow! I didn't know that... That's great actually. Thanks for the information, I missed that in the first game, because I hate the unit spawn.
Make love, not war.

captainjack
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Re: Panzer Corps 10th Anniversary (11-07-2021) improvement ideas

Post by captainjack » Fri Sep 18, 2020 5:58 am

You can script the AI to increase or decrease core and auxiliary slots over time or when certain events happen - for example - kill the HQ unit and slots drops so the AI can't replace damaged units, or if you fail to reach a certain objective you can increase slots so it can create new ones. I don't know if there is any difference to whether the AI has core or auxiliary slots - if anyone knows, I'd be interested.
Personally I find prestige dumps a bit boring as the AI tends to buy lots of one thing and I'd rather go the extra step and script the units to deploy, but it can be a nice way to put pressure on a player to achieve an objective, in which case you should mention it in the briefing or add an in-game message.

Japoivvb
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Re: Panzer Corps 10th Anniversary (11-07-2021) improvement ideas

Post by Japoivvb » Sun Oct 11, 2020 12:16 pm

today, this topic is 3 months old, 93 ideas/improvements/fixings are listed, I am waiting to reach number 100 to open the poll to decide/order based on votes. So does anyone have any idea in mind? just 7 left.

PeteMitchell
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Re: Panzer Corps 10th Anniversary (11-07-2021) improvement ideas

Post by PeteMitchell » Sun Oct 11, 2020 2:27 pm

Congrats!
Just sad that there is no official Slitherine reply after 3 months yet :shock:
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481

Akkula
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Re: Panzer Corps 10th Anniversary (11-07-2021) improvement ideas

Post by Akkula » Sun Oct 11, 2020 6:04 pm

Some traits
- attacksub (is already in 1.32, but just in case)
- radarground (initiative bonus for ground units)
- radarair (traditional radar, initiative bonus for air units)

Regards,
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v1.4): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062

Japoivvb
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Re: Panzer Corps 10th Anniversary (11-07-2021) improvement ideas

Post by Japoivvb » Mon Oct 12, 2020 5:55 am

@Akkula, added

I added one mine, gain prestige based on turns left, I mean if DV is 8 turns before and it gives 1000 prestige points, if you win in 9 turns they would be 1250, in 10 turns they would be 1500 and so on... It would award the fast and penalize to play extra turns just to get more experience or take cities.

97 cards, just 3 to get 100 goal

Akkula
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Re: Panzer Corps 10th Anniversary (11-07-2021) improvement ideas

Post by Akkula » Mon Oct 12, 2020 9:28 pm

Japoivvb wrote:
Mon Oct 12, 2020 5:55 am
@Akkula, added

I added one mine, gain prestige based on turns left, I mean if DV is 8 turns before and it gives 1000 prestige points, if you win in 9 turns they would be 1250, in 10 turns they would be 1500 and so on... It would award the fast and penalize to play extra turns just to get more experience or take cities.

97 cards, just 3 to get 100 goal
Just like PzC2.
I think we can conclude that half of the suggestions are coming from PzC2, which is not a bad thing at all.
From the technical point of view, it would be great if the game engine would be expanded to take advantage of the multicores and RAM available in modern PCs. But I think that would be too much asking.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v1.4): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062

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