Panzerkorps Unit Trait Question(s)
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Panzerkorps Unit Trait Question(s)
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?
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?
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
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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.
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?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.
Thx
jonpfl
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Re: Panzerkorps Unit Trait Question(s)
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?
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?
Re: Panzerkorps Unit Trait Question(s)
Yes, those traits are in my uncontaminated 1.06 DLC beta version.
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- Panzer Corps Moderator
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Re: Panzerkorps Unit Trait Question(s)
Carpet bombing? Not sure what the effect would be.
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Re: Panzerkorps Unit Trait Question(s)
Hello,
What is the explanation for these in v1.10?
alpine
carpb
close
fixedt
Isup
rott
PAW
What is the explanation for these in v1.10?
alpine
carpb
close
fixedt
Isup
rott
PAW
Re: Panzerkorps Unit Trait Question(s)
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.PAWSlither wrote:Hello,
What is the explanation for these in v1.10?
Re: Panzerkorps Unit Trait Question(s)
Can move in mountains and hills fasterPAWSlither wrote:Hello,
What is the explanation for these in v1.10?
alpine
carpb
close
fixedt
Isup
rott
PAW
carpet bombing
Close combat
fixed turret
lasting suppression
rotating turret
Re: Panzerkorps Unit Trait Question(s)
what does close combat do ?
Re: Panzerkorps Unit Trait Question(s)
"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.soldier wrote:what does close combat do ?