Panzer Corps v1.10 Changelog

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fsx
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Re: Panzer Corps v1.10 Changelog

Post by fsx » Fri Aug 03, 2012 6:38 pm

Thanks a lot, VPaulus & Rudankort!

DMP-Mods need to be added the new files from 1.10 (exspecially hero1,2,3.png) and perhaps the music.pzdat.

A lot of my wishes (tooltipp on heroes, message trigger, air-land switch) included in 1.10.
Thanks!

Also the new briefing structure with tabs ist readable in 1.10. message-history!

Is it possible to give a unit a defined transport-unit, also if the unit placed on scenario without a transport unit.
Infantery uses small ships (inflatable), Panzers uses big ships...

Please, think about the strings.pzdat!
It should be better, if MODs uses a second file? Than the strings file from Slitherine is fix and would be changed only on updates. And the strings.mod only hold the changed strings for the mod.
It would overwrite the slitherine strings.

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Re: Panzer Corps v1.10 Changelog

Post by Rudankort » Fri Aug 03, 2012 7:09 pm

fsx wrote: DMP-Mods need to be added the new files from 1.10 (exspecially hero1,2,3.png) and perhaps the music.pzdat.
Good point, hero pngs might need to be added. music.pzdat is not so important, but stil useful.
fsx wrote: Is it possible to give a unit a defined transport-unit, also if the unit placed on scenario without a transport unit.
Infantery uses small ships (inflatable), Panzers uses big ships...
So you want different units to use different non-organic transports? Yes, it is possible to achieve.
fsx wrote: Please, think about the strings.pzdat!
It should be better, if MODs uses a second file? Than the strings file from Slitherine is fix and would be changed only on updates. And the strings.mod only hold the changed strings for the mod.
It would overwrite the slitherine strings.
I agree that some improvement is in order.

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Re: Panzer Corps v1.10 Changelog

Post by fsx » Fri Aug 03, 2012 7:21 pm

Rudankort wrote:
fsx wrote: DMP-Mods need to be added the new files from 1.10 (exspecially hero1,2,3.png) and perhaps the music.pzdat.
Good point, hero pngs might need to be added. music.pzdat is not so important, but stil useful.
Without herox.png the game freeze.
And the new flags, the new meteo gif will be useful. I hope, thats all.
Why the meteo-png are animated, but no animation is in the main screen.
Rudankort wrote:
fsx wrote: Is it possible to give a unit a defined transport-unit, also if the unit placed on scenario without a transport unit.
Infantery uses small ships (inflatable), Panzers uses big ships...
So you want different units to use different non-organic transports? Yes, it is possible to achieve.
How?

What is the reason for the 2 new strplates in the png?

Its possible to see the difficulty in a campaign?

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Re: Panzer Corps v1.10 Changelog

Post by Rudankort » Fri Aug 03, 2012 7:58 pm

fsx wrote: Without herox.png the game freeze.
Yes. I've fixed it in my code, so future updates will be able to work without this file, but for now it is needed if there are any units with heroes on the map.
fsx wrote: And the new flags, the new meteo gif will be useful. I hope, thats all.
Why the meteo-png are animated, but no animation is in the main screen.
New flags and meteo gif are only needed if a campaign uses them, which is not the case with most mods. What do you mean by main screen? If that's the screen which shows tactical map, animated images work for me there. :roll:
fsx wrote: How?
In your example, you would need to assign custom transport category to rubber boats and bigger ships (e. g. "rubberboat" and "biggership"). Then you would need to configure usable transport column - "rubberboat" for infantry and "biggership" for tanks. Finally, you would need to give both types of sea transports to the player using Transports tab in Scenario Params screen. When you embark in a port, infantry will use rubber boats, until they are exhausted, and tanks will use bigger ships pool.
fsx wrote: What is the reason for the 2 new strplates in the png?
These strength plates are used by units with "special" flag set in the editor. We use this option for units which are somehow important in the mission: you need to protect them, escort them, destroy them etc.
fsx wrote: Its possible to see the difficulty in a campaign?
No, at least not at the moment.

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Re: Panzer Corps v1.10 Changelog

Post by monkspider » Sat Aug 04, 2012 12:07 am

Wow, awesome stuff! I love the Reform Unit cheat. I agree that this should be an option rather than a cheat. I see myself using this quite frequently. I also love that the All Eqp cheat lets you buy capturable equipment too, that should be fun to play around with.

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Re: Panzer Corps v1.10 Changelog

Post by monkspider » Sat Aug 04, 2012 3:02 am

Man, the new All Eqp unit is too freaking cool. You can buy ANY capturable equipment, old out of date units, and even SE units! I think that could be useful if you were wanting to create SS units for roleplaying purposes.

You wanna know the coolest thing of all though? For the first time ever you can actually have the French Panhard recon car as part of your core now. :D

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Re: Panzer Corps v1.10 Changelog

Post by fsx » Sat Aug 04, 2012 4:39 am

So much new ccol stuff!

Where can I declare a new movement type as "can (not) use transport units"?
May I use the different theatres in a single campaign?
If I add a new terrain, wich tiles used by generating map-terrain?

Could I use assigned transport for each UNIT? So, that some infantery can use only transport a and some transport b? Or some transport units are to weak to move heavy artillery, but could move light artillery.
EDIT: Oh, I see it in the equipment file! It will work.
An other question: May I use transport categories for the direct unit assigned transport or only for the scenario-based air/sea/land-Transport? Are the traits air, sea, land for usin in scenario based transport?


Perhaps Slith could add the difficulty-level-picture at the right bottom of tactical screen.
Center-trigger is good, but I would use it also on a unit. Or displaying a message for that unit.
And a trigger action, that add a new tile on a terrain. (for a Repaired railway...)
And a trigger action for exchange a unit with an other (holding heroes an exp) or removing a unit from a scenario
Perhaps Slitherine provide the traits-features in python-files (like Civ) and allows to change that.

But, all the new possibilities, included in 1.10 are amazing. It will take some time, to discover and to use it in scenarios. Good work!

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Re: Panzer Corps v1.10 Changelog

Post by spillblood » Sat Aug 04, 2012 9:31 am

This is absolutely awesome. Looking forward to try the new update.

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Re: Panzer Corps v1.10 Changelog

Post by soldier » Sat Aug 04, 2012 11:08 am

There are some good changes here
- Being able to see heroes abilities on the unit list is a very important feature that really adds to your strategy during deploying but i don't think the dots really give any additional benefit. I like to (or have had to) add info to the unit name like A3 for quick reference during gameplay but there's not enough character space to fit "22nd fallschirmjaeger A3 D2" as an example.
- Removing all air spotting in bad weather seems like a good change.
- Series upgrades for allies fixes a problem in MP and a new scenario is nice.
- Improvements to the AI are always welcome in any wargame.
But overall It seems the primary focus for the patch is to make the game ready for further expansion packs and apart from a few improvements to existing content, its the scenario designers who will easily get the most out of it.

PS... where are the minefields ?

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Re: Panzer Corps v1.10 Changelog

Post by ThvN » Sat Aug 04, 2012 2:16 pm

Guys, I have a mutiny brewing in my army... I started, for the first time, my DLC '39. My troops feared for their lives, having heard of skies full of Polish planes, hillsides teaming with their tanks. And I wanted to help them, if only to give them peace of mind. So I bought my troops the finest, shiniest gun available, the dual-use 88mm FlaK. My troops looked at it in awe, but at the same time they kept curiously looking around, as if they still were expecting something.

So I asked, are not all your wishes fullfilled? Have I not given thee the finest equipment? And one man, a veteran from the Condor Legion, where he used these guns for the first time in the ground attack role, exclaimed:

"What, do you expect us to PUSH these through Poland?"

'Well, I can't order the Sdzk.. Sdfz.. the big halftrack thing to tow it with until 1.3.1940, so, yes?'

And that's why I already modded the equipment file. If this is some kind of clever ploy to get me to mod this game, than I take my hat of to you, gentlemen :wink: . For you have awakened the ever-lurking perfectionist inside me, and it is usually not satisfied until the last Fuel statistic is correctly represented.
Last edited by ThvN on Sat Aug 04, 2012 2:26 pm, edited 1 time in total.

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Re: Panzer Corps v1.10 Changelog

Post by Carius » Sat Aug 04, 2012 2:17 pm

The minefields are in the British equipment list in the scenario editor.

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Re: Panzer Corps v1.10 Changelog

Post by boredatwork » Sat Aug 04, 2012 2:36 pm

ScottP wrote: UI
  • Heroes are now shown on the map as golden dots on unit's strength plates.
  • In unit list it is now possible to hover hero portraits and see their bonuses in a tooltip.
  • Unit info screen shows not only the number of kills the unit scored, but also the number of losses it took in the course of the game.
  • Generate Tiles command no longer overwrites any tiles set manually by the designer. It is possible to generate tiles on a per-layer basis.

    Other
  • In Data folder there is a new file called diff.pzdat. This file contains all settings for all difficulty levels. So it is now possible to customize difficulty as you want. Also, the modders can include a custom diff.pzdat with their campaigns, thus making difficulty levels which are more suited to their content.
  • "all eqp" cheat now also allows to purchase bonus and captured units.
Yay I've gotten almost everything that I wanted (within reason) to fix all the minor issues I've had with PzC.
[*]Added "reform units" cheat. When this mode is active (entering the cheat code again deactivates it), all killed units move to reserve with zero strength and can be reformed before the next scen. Killed unit loses all experience, but preserves name, awards, heroes and battle history.[/b][/u]
YAY, Finally! Thank you!!!!! :D

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Re: Panzer Corps v1.10 Changelog

Post by ivanov » Sat Aug 04, 2012 5:19 pm

I have a question, maybe a silly one. The changes mentioned here apply only to the base campaigns but not the DLC's?
Mickey Mouse

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Re: Panzer Corps v1.10 Changelog

Post by robman » Sat Aug 04, 2012 6:23 pm

ivanov wrote:I have a question, maybe a silly one. The changes mentioned here apply only to the base campaigns but not the DLC's?
Most of them apply to the DLCs--I am in the middle of '43 right now. The new UI features are there, with some new equipment (I love the Maultier armored SP Nebelwerfer), updated terrain tiles, etc. I haven't noticed any major difference in the AI, but it's early yet. I have the reform units cheat engaged, but also have not used it yet (but doubtlessly will get a chance very soon).

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Re: Panzer Corps v1.10 Changelog

Post by ivanov » Sat Aug 04, 2012 6:29 pm

robman wrote:
ivanov wrote:I have a question, maybe a silly one. The changes mentioned here apply only to the base campaigns but not the DLC's?
Most of them apply to the DLCs--I am in the middle of '43 right now. The new UI features are there, with some new equipment (I love the Maultier armored SP Nebelwerfer), updated terrain tiles, etc. I haven't noticed any major difference in the AI, but it's early yet. I have the reform units cheat engaged, but also have not used it yet (but doubtlessly will get a chance very soon).
Hm, I was looking mainly for the Krad infantry and Brummbar but they are not present in the DLC's.
Mickey Mouse

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Re: Panzer Corps v1.10 Changelog

Post by robman » Sat Aug 04, 2012 8:34 pm

ivanov wrote:Hm, I was looking mainly for the Krad infantry and Brummbar but they are not present in the DLC's.
They both are, at least as of mid-1943. If you're that far along, and don't see them, you might reinstall 1.10.

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Re: Panzer Corps v1.10 Changelog

Post by Rudankort » Sat Aug 04, 2012 9:38 pm

soldier wrote: But overall It seems the primary focus for the patch is to make the game ready for further expansion packs and apart from a few improvements to existing content, its the scenario designers who will easily get the most out of it.
This patch includes various things requested on the forum in the past, in all areas of the game (engine and rules, UI, AI, units, MP, editor, modding etc.). Our changes might seem minor, but I think, this is what a patch should be about. We cannot possibly rework the UI significantly, or make dramatic changes in AI/gameplay. PzC is a settled game, there is a lot of content (both "official and user-created), and people are used to what is already there. The only thing not represented very well is new content, but that is coming very soon.

Just out of curiosity, what would you prefer to see in the new patch? Maybe we could use your suggestions in the next one. :)
ThvN wrote:Guys, I have a mutiny brewing in my army...
Good point. We'll need to address this. BTW, I think Kerensky will be happy to learn that DLC '39 is still being played. :)
boredatwork wrote:
[*]Added "reform units" cheat. When this mode is active (entering the cheat code again deactivates it), all killed units move to reserve with zero strength and can be reformed before the next scen. Killed unit loses all experience, but preserves name, awards, heroes and battle history.[/b][/u]
YAY, Finally! Thank you!!!!! :D
I was thinking about you when working on this feature. Happy to hear that the patch solved most of the issues you had with the game. We work slowly but surely. :)

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Re: Panzer Corps v1.10 Changelog

Post by ThvN » Sat Aug 04, 2012 11:14 pm

Rudankort wrote: I think Kerensky will be happy to learn that DLC '39 is still being played. :)
All these DLC's were just sitting unused on my hard drive the last few weeks, ever since I bought them. No time to play them, more important things needed to be done... Kerensky can rest assured that his work will continue to provide enjoyment! And the green grass of Poland is a nice change, no offence :P
We work slowly but surely. :)
You should have seen my 88mm Flak working its way into Poland...:mrgreen: Oh well, good for practicing my modding 'skills'. The new features of 1.10 are well worth it, good job, and thanks again.

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Re: Panzer Corps v1.10 Changelog

Post by ivanov » Sat Aug 04, 2012 11:27 pm

robman wrote:
ivanov wrote:Hm, I was looking mainly for the Krad infantry and Brummbar but they are not present in the DLC's.
They both are, at least as of mid-1943. If you're that far along, and don't see them, you might reinstall 1.10.
It's probably because previously I was using a custom e-file for the DLC's.
Mickey Mouse

\m/ \m/

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Re: Panzer Corps v1.10 Changelog

Post by blackadder1968 » Sun Aug 05, 2012 1:28 am

ScottP wrote:Hi gents, in case people were still having some issues with downloading the patch, here are some additional links:

http://www.patches-scrolls.de/panzer_co ... ht.php#110
http://worthplaying.com/article/2012/8/2/patch/86743/
http://www.atomicgamer.com/files/99273/ ... patch-1-10
Thanks Scott. Thanks Robman.

Downloaded from one of the above, installed, then checked via game and worked OK.

Cheers !

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