Here is a rough list of changes.
Flamethrower got new stats and traits. It should do better against forts.
SdKfz is allowed as transport for heavy guns.
Italians got series concept for cheaper upgrade.
No SE planes in Ras el Mdauuar no more.
Experience cap was removed.
First four scenarios got reduction in difficulty.
Scenarios from Suez Canal to Persia were rebalanced in various degrees.
(!There is an oversight in Persia which will make Allied planes to be idle, artifact from testing iterations will be fixed in the next build.)
We still have issues with proper timing of messages, hopefully this will be done in next build.
Note: When you mention your prestige in action reports it would be useful to hear something about strategy you use for replacements.
All elite, all ordinary replacements or combination of both and in general how do you make decisions about it.
Changes in Beta 2
Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design
Re: Changes in Beta 2
Overall, I like these changes. Could you explain a bit more about what the SdKfz heavy gun change involves?
An idea for animprovement:
- I would like to have an option to see the scenario text (shown when you progress from one scenario to another, but not when you re-load a scenario), would it be possible to have a keyboard shortcut to do this at least? Often I find that I might have missed/forgotten something, and the text doesn't even reappear if you choose the replay option.
My general strategy for replacements is to use all elite for most core units if I have enough prestige to do it, and to overstrength several key units. I do keep some units as "grunts", which only get ordinary replacements and are regarded as being disposable. If I don't have a lot of prestige, I use ordinary replacements for support units (everything but tanks, infantry, fighters) first. In general, I find keeping a high prestige level and even overstrength key fighting units will reduce losses and actually be cheaper in the long run than buying a lot of cannon fodder. The AI really likes to kill recon units, so these usually always use ordinary replacements and are intentionally or unintentionally used as bait.
An idea for animprovement:
- I would like to have an option to see the scenario text (shown when you progress from one scenario to another, but not when you re-load a scenario), would it be possible to have a keyboard shortcut to do this at least? Often I find that I might have missed/forgotten something, and the text doesn't even reappear if you choose the replay option.
My general strategy for replacements is to use all elite for most core units if I have enough prestige to do it, and to overstrength several key units. I do keep some units as "grunts", which only get ordinary replacements and are regarded as being disposable. If I don't have a lot of prestige, I use ordinary replacements for support units (everything but tanks, infantry, fighters) first. In general, I find keeping a high prestige level and even overstrength key fighting units will reduce losses and actually be cheaper in the long run than buying a lot of cannon fodder. The AI really likes to kill recon units, so these usually always use ordinary replacements and are intentionally or unintentionally used as bait.
Re: Changes in Beta 2
Iam under the impression that messages displayed during the AI turn can and do lead to random crash...with or without player clicking ok.uran21 wrote: We still have issues with proper timing of messages, hopefully this will be done in next build.
They should be displayed at turn start axis, disable all other UI elements meanwhile displayed and until clicking ok > leading to next message or start axis turn and re-enable UI elements..this way no message gets lost neither it interferes with other processes nor AI processing which can lead to random crash....
Re: Changes in Beta 2
Hello everybody, I am new to the game (thanks for letting me contribute to the beta, btw!), and I have a question about CTD's I am experiencing when pressing certain hotkeys during deployment. After searching the forums this issue was already reported back in february, with version 1.05 of the vanilla game:
viewtopic.php?f=146&t=32309
To explain, in the deployment phase of the AK beta2, if I have a unit selected and press 'S' (supply), the game will CTD. This will also happen if I select a unit with a transport and press 'M' (mount/dismount). If the unit has no transport and I press 'M', nothing happens, as it should. These crashes are fully repeatable on my computer.
My question is, was this issue supposed to be resolved yet in this beta2 build, or will it be adressed in a later patch?
viewtopic.php?f=146&t=32309
To explain, in the deployment phase of the AK beta2, if I have a unit selected and press 'S' (supply), the game will CTD. This will also happen if I select a unit with a transport and press 'M' (mount/dismount). If the unit has no transport and I press 'M', nothing happens, as it should. These crashes are fully repeatable on my computer.
My question is, was this issue supposed to be resolved yet in this beta2 build, or will it be adressed in a later patch?
Re: Changes in Beta 2
I can confirm thisThvN wrote: To explain, in the deployment phase of the AK beta2, if I have a unit selected and press 'S' (supply), the game will CTD.
Confirmed tooThvN wrote: This will also happen if I select a unit with a transport and press 'M' (mount/dismount).
ConfirmedThvN wrote: If the unit has no transport and I press 'M', nothing happens, as it should.
PositiveThvN wrote: These crashes are fully repeatable on my computer.
Re: Changes in Beta 2
I've missed this issue when it was originally reported, so thx for reminder. Fixed now, next beta will have the fix included.ThvN wrote:My question is, was this issue supposed to be resolved yet in this beta2 build, or will it be adressed in a later patch?
Re: Changes in Beta 2
Seems the editor crashes when you add a pad image to a map that already has a pad image.