Panzerkrieg Unit Issues

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Andy2012
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Re: Panzerkrieg Unit Issues

Post by Andy2012 »

DetlefHarbemeyer wrote:I dont understand - why they sell an completly unfinished game to us. So many bugs and errors - I never have seen this before.
I played the Blitzkrieg campaign and had also this white wrecks inside - thought that would be normal - but its an bug - thank you for the information.

Is there a way to produce own wreck textures for this bugs ?
This game is pretty polished; all software has some minor issues not spotted and fully ironed out during development. All bugs will be removed eventually as most were dealt with during the beta and some have already been fixed with patches. Please be patient.
Erik2
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Empty hangar

Post by Erik2 »

This hangar was empty at the start of the turn. That 6-strength air unit must be very well hidden.
Custom multiplayer game, no save.

Edit: I remember what I did last turn. I disbanded a number of air units from various hangars. The number has not been cleared from those hangars.
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DetlefHarbemeyer
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Re: Panzerkrieg Unit Issues

Post by DetlefHarbemeyer »

Also with the new patch - you cant use airfields no more together with other teams - if one of my team members use the arirport I cant use them - thats unrealistic.
Erik2
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Empty hangar

Post by Erik2 »

Noticed something else about the hangars. Land units may not move into the hangar hex. So the game thinks the hangar still contain air units.
But the land unit may move through the hangar.
Now this is a bit more serious.
terminator
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Re: Panzerkrieg Unit Issues

Post by terminator »

The Tactical Bomber Ilyushin Il-2 Sturmovik.

We have two models :

- the Il-2
Il-2.jpg
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- the Il-2 M3
Il-2 M3.jpg
Il-2 M3.jpg (48.22 KiB) Viewed 3843 times
These two models have the same statistics :!:
The only thing which differentiates these two units is the availability date :
- the Il-2 : 18/05/1941 -> 12/09/1942
- the Il-2 M3 : 01/01/1944 -> / This model should it not be available earlier :?:
Erik2
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T34 Mod '42

Post by Erik2 »

The T34 Mod 1942 should not be available in 1941 (I think).
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DetlefHarbemeyer
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Re: Panzerkrieg Unit Issues

Post by DetlefHarbemeyer »

Code: Select all

The T34 Mod 1942 should not be available in 1941 (I think).
Yes I think so 1/10/1942 ! Also the turret is wrong and he need more the 2 recognizable fuil barrels. Also the correct name should be than M43 - but possible we need an addional M42 version - but with the same deatils like M41 - but with addional armor.
Erik2
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Ger Eng '45

Post by Erik2 »

German Engineer 1945 has an expiration date 1.1.1940.

Edit: Same issue with Soviet Engineer 1945.
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terminator
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Re: Panzerkrieg Unit Issues

Post by terminator »

Problem with availability dates for the Soviet SU-152 :

- SU-152 ART : available 01/01/1928, expire /
- SU-152 AT : available 01/01/1937, expire 31/12/1939
terminator
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Re: Panzerkrieg Unit Issues

Post by terminator »

No expiration date for US Enginneers 42,43,44,45 :
UsEngineers.JPG
UsEngineers.JPG (27.05 KiB) Viewed 3719 times
A scenario in 06/06/45 , purchase force :
EngineersUS.jpg
EngineersUS.jpg (47.28 KiB) Viewed 3719 times
Why is the availibility so late in the year, maybe a gift for Christmas ?
It seems to be difficult to have the Engineers 45, unless we extend the ww2 :wink:
Horst
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Re: Panzerkrieg Unit Issues

Post by Horst »

These vanilla infantry appearance-dates are indeed confusing, and this engineer ’45 only confirms that shuffling all dates to different months doesn’t necessary produce a good distribution over the year. I guess it should ease the players' RP-account not forcing them to upgrade all infantry units at once, and avoiding to suddenly fight the AI with its all new infantry types right from year's start.
DetlefHarbemeyer
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Re: Panzerkrieg Unit Issues

Post by DetlefHarbemeyer »

Another very big bug - is that in so many scenarios I played the AI dont move any artillery with the tranport movement - only 1 hex for many turns.
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Re: Panzerkrieg Unit Issues

Post by terminator »

DetlefHarbemeyer wrote:Another very big bug - is that in so many scenarios I played the AI dont move any artillery with the tranport movement - only 1 hex for many turns.
Maybe report this in a new topic ?
The "Bug" with the US Engineers is very easy to correct.
bebro
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Re: Empty hangar

Post by bebro »

Erik2 wrote:Noticed something else about the hangars. Land units may not move into the hangar hex. So the game thinks the hangar still contain air units.
But the land unit may move through the hangar.
Now this is a bit more serious.
Some scns have preplaced hangars in some places to prevent an easy para assault on that airfield. So friendly units cannot move there then. Enemy units should be able to destroy this hangar normally.
Erik2
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Re: Empty hangar

Post by Erik2 »

bebro wrote:
Erik2 wrote:Noticed something else about the hangars. Land units may not move into the hangar hex. So the game thinks the hangar still contain air units.
But the land unit may move through the hangar.
Now this is a bit more serious.
Some scns have preplaced hangars in some places to prevent an easy para assault on that airfield. So friendly units cannot move there then. Enemy units should be able to destroy this hangar normally.
bebro

Are you talking about air-strips to prevent para assaults? A pre-placed hangar with no units inside will be removed by the game on turn-1 (or maybe even depployment phase).
Shards
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Re: Empty hangar

Post by Shards »

Erik2 wrote:
bebro wrote:
Erik2 wrote:Noticed something else about the hangars. Land units may not move into the hangar hex. So the game thinks the hangar still contain air units.
But the land unit may move through the hangar.
Now this is a bit more serious.
Some scns have preplaced hangars in some places to prevent an easy para assault on that airfield. So friendly units cannot move there then. Enemy units should be able to destroy this hangar normally.
bebro

Are you talking about air-strips to prevent para assaults? A pre-placed hangar with no units inside will be removed by the game on turn-1 (or maybe even depployment phase).
You can have them by themselves it seems. See the airstrip in South-East in Mlawa in Blitzkrieg?
bebro
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Re: Empty hangar

Post by bebro »

Erik2 wrote: Are you talking about air-strips to prevent para assaults? A pre-placed hangar with no units inside will be removed by the game on turn-1 (or maybe even depployment phase).
I meant hangars, not airstrips. I haven't noticed they get removed, but I can check again.

However, I thought you mean the pre-placed hangars were a prob? Or did I understand you wrong?
Erik2
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Re: Panzerkrieg Unit Issues

Post by Erik2 »

No, if you disband the last air unit in a hangar, the game thinks there is still a unit inside.
The empty hangar even blocks land unit movement.
terminator
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Re: Panzerkrieg Unit Issues

Post by terminator »

Several units of infantry lose their rifle :
- Soviet Conscripts
- Norwegian infantry 40
- India colonial infantry 41,43 & 45
Rifle.jpg
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For the India Colonial Infantry 41, 42 and 45 there should be an officer.
terminator
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Re: Panzerkrieg Unit Issues

Post by terminator »

DetlefHarbemeyer wrote:Another very big bug - is that in so many scenarios I played the AI dont move any artillery with the tranport movement - only 1 hex for many turns.
I have made a test for one of my scenario with British.
You are right, generally the AI do not move any artillery with the transport movement :cry:
But for two British artillery units (QF2 Pounder AT and QF Bofors 40mm Mk.I AA with Universal Carrier or British truck) it works :!:
For the Infantry , no problem the AI use the transport.
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