Panzerkorps Unit Trait Question(s)

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

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

Post Reply
IronFist00
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 181
Joined: Mon Jul 18, 2011 1:21 am

Panzerkorps Unit Trait Question(s)

Post by IronFist00 » Mon Aug 15, 2011 5:52 am

I'm loving the game, best purchase I've made in a long time. I'm currently playing the Campaign, the solo Scenarios, and Multiplayer matches. When not actually playing the game, I've been on a little bit of a hunt for which units have which undocumented special abilities, or traits as they are called in the game. I have been using Mark's Editor, which is great but I still have some questions/confusion.

There are some special traits I still can't find listed, such as all Infantry getting a +2 attack toward AT guns. Also AT guns getting a -2 to Initiative when attacking tanks (both of which I don't see but learnt by way of the Combat Log).

I have confusion about the definition of Traits. For example, Pionieres have the traits "meng" and "fortkiller." Based on the Trait List with the editor, "meng" is the trait that allows them to ignore the entrenchment value. But what exactly does "fortkiller" mean? Does it mean they only get a bonus when attacking actual forts or does it mean they get a bonus when attacking any entrenched unit? Then you have Fallschirmjäger units which don't get the "meng" trait but do get the "fortkiller" trait. That could be huge if it means they can also ignore entrenched units but then why have a separate "meng" trait. What exactly does "fortkiller" mean? Any ideas?

AgentX
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 381
Joined: Thu Jan 13, 2011 11:38 pm

Post by AgentX » Mon Aug 15, 2011 6:02 am

I believe it refers to strongpoints (the hexagonal cement bunkers) and fortresses (the turret looking building with a cannon). Pioneers and fallschirmjager both have the fort attack bonus, but only pioneers are the only infantry able to ignore entrenchment (so never subject to a "rugged defense").
Panzer Corps Beta Tester

El_Condoro
Panzer Corps Moderator
Panzer Corps Moderator
Posts: 2091
Joined: Tue Jun 03, 2008 9:32 am

Post by El_Condoro » Mon Aug 15, 2011 6:08 am

This is from a post made by Rudankorp in the beta forum:

Multipurpose column contains id of the unit you can switch to. Only one ("primary") unit in the switch chain can be purchasable, all the others must be marked as "nopurchase". Remove traits does nothing. Add traits is used to specify unit special abilities, but note that not all game functions were changed to use this column, and so some traits do not work yet, but are hard-coded in game code instead (like "close" trait is hard-coded for infantry). This will be fixed, and more interesting traits will be added, as the game evolves.

Traits are separated with spaces. So each trait is separate. There is no trait like "alpine close bonus" - these are 3 separate traits.

Traits which are actually working in 1.0 are:
- meng - military engineer, ignores entrenchment
- beng - bridge engineer
- para - paratrooper
- fortkiller - bonus against structures
- radar - initiative bonus to all planes within spotting range
- green - always starts with zero exp, even if scenario settings tell otherwise
- nopurchase - is not listed in purchase menu
- noupgrade - cannot be upgraded
- noreplace - cannot be replaced
- bonus - These are units which are randomly given at the beginning of a scenario in a campaign. Cannot be purchased. Bonus unit can be upgraded only to another bonus unit

"alpine" trait was supposed to give mountain units some advantage in mountains terrain, but it is not used. Their movement advantage is expressed with a special alpine movement type. "fixt" and "rott" stand for fixed turret/rotating turret respectively, and in the future initiative penalty (-3) will occur when a fixt unit attacks rott unit, but for now it is hard-coded for AT and tank classes. "lsup" stands for long-term suppression and is not used yet either.

jonpfl
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 75
Joined: Fri Dec 23, 2011 2:48 am

Post by jonpfl » Mon Jan 02, 2012 10:45 pm

El_Condoro wrote:This is from a post made by Rudankorp in the beta forum:

Multipurpose column contains id of the unit you can switch to. Only one ("primary") unit in the switch chain can be purchasable, all the others must be marked as "nopurchase". Remove traits does nothing. Add traits is used to specify unit special abilities, but note that not all game functions were changed to use this column, and so some traits do not work yet, but are hard-coded in game code instead (like "close" trait is hard-coded for infantry). This will be fixed, and more interesting traits will be added, as the game evolves.

Traits are separated with spaces. So each trait is separate. There is no trait like "alpine close bonus" - these are 3 separate traits.

Traits which are actually working in 1.0 are:
- meng - military engineer, ignores entrenchment
- beng - bridge engineer
- para - paratrooper
- fortkiller - bonus against structures
- radar - initiative bonus to all planes within spotting range
- green - always starts with zero exp, even if scenario settings tell otherwise
- nopurchase - is not listed in purchase menu
- noupgrade - cannot be upgraded
- noreplace - cannot be replaced
- bonus - These are units which are randomly given at the beginning of a scenario in a campaign. Cannot be purchased. Bonus unit can be upgraded only to another bonus unit

"alpine" trait was supposed to give mountain units some advantage in mountains terrain, but it is not used. Their movement advantage is expressed with a special alpine movement type. "fixt" and "rott" stand for fixed turret/rotating turret respectively, and in the future initiative penalty (-3) will occur when a fixt unit attacks rott unit, but for now it is hard-coded for AT and tank classes. "lsup" stands for long-term suppression and is not used yet either.
Is this in a file somewhere?

Thx
jonpfl

huertgenwald
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 696
Joined: Wed Oct 05, 2011 6:39 pm
Location: Eifel / south of Aachen

Post by huertgenwald » Mon Jan 02, 2012 10:51 pm

Is this in a file somewhere?
:shock: You mean like in \Panzer Corps\Data\equipment.pzeqp :?: :?

bebro
The Artistocrats
The Artistocrats
Posts: 3186
Joined: Sun Nov 19, 2006 12:50 pm

Re: Panzerkorps Unit Trait Question(s)

Post by bebro » Tue Jun 12, 2012 12:56 pm

Quite a bump here, but recently I found in a eqp file the trait "carpb" being edited in for the Do17 and He111 bombers. I don't remember modding these entries myself, so I assume it is from the devs? Do other people have it too in their file?

However, it is not mentioned by Rudankort above so I assume it is not active? If it is working indeed or going to be implemented in Ak or so - what does it do?

VPaulus
Slitherine
Slitherine
Posts: 8026
Joined: Mon Dec 27, 2010 8:33 pm
Location: Portugal

Re: Panzerkorps Unit Trait Question(s)

Post by VPaulus » Tue Jun 12, 2012 1:02 pm

Yes, those traits are in my uncontaminated 1.06 DLC beta version.

El_Condoro
Panzer Corps Moderator
Panzer Corps Moderator
Posts: 2091
Joined: Tue Jun 03, 2008 9:32 am

Re: Panzerkorps Unit Trait Question(s)

Post by El_Condoro » Tue Jun 12, 2012 1:35 pm

Carpet bombing? Not sure what the effect would be.

PAWSlither
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 32
Joined: Tue Aug 21, 2012 8:54 am

Re: Panzerkorps Unit Trait Question(s)

Post by PAWSlither » Mon Sep 24, 2012 3:13 am

Hello,

What is the explanation for these in v1.10?

alpine
carpb
close
fixedt
Isup
rott

PAW

ThvN
Panzer Corps Moderator
Panzer Corps Moderator
Posts: 1408
Joined: Fri Jul 06, 2012 8:55 pm

Re: Panzerkorps Unit Trait Question(s)

Post by ThvN » Mon Sep 24, 2012 4:23 am

PAWSlither wrote:Hello,

What is the explanation for these in v1.10?
Hi, most are explained elsewhere, there is a FAQ thread viewtopic.php?f=121&t=27283, under the topic 'Game mechanics and features' are some links about what the various traits do.

Razz1
Panzer Corps Moderator
Panzer Corps Moderator
Posts: 3307
Joined: Tue Jan 18, 2011 4:49 am
Location: USA

Re: Panzerkorps Unit Trait Question(s)

Post by Razz1 » Tue Sep 25, 2012 3:39 am

PAWSlither wrote:Hello,

What is the explanation for these in v1.10?

alpine
carpb
close
fixedt
Isup
rott

PAW
Can move in mountains and hills faster
carpet bombing
Close combat
fixed turret
lasting suppression
rotating turret

soldier
Master Sergeant - U-boat
Master Sergeant - U-boat
Posts: 522
Joined: Thu Jan 13, 2011 6:31 am

Re: Panzerkorps Unit Trait Question(s)

Post by soldier » Tue Sep 25, 2012 11:38 am

what does close combat do ?

robman
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 487
Joined: Mon Jan 30, 2012 10:05 pm

Re: Panzerkorps Unit Trait Question(s)

Post by robman » Tue Sep 25, 2012 3:19 pm

soldier wrote:what does close combat do ?
"Close" is a characteristic of both some terrain and some units (usually infantry). Units located in close terrain engaged in combat with a unit with the "close" trait defend using their close defense value rather than their ground defense value.

Post Reply

Return to “Panzer Corps”