Panzer Corps v1.10 Changelog
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Re: Panzer Corps v1.10 Changelog
Very glad that you included the Ctrl+M hotkey for the scenario briefing but wish it would have worked on campaigns that were saved before patch was applied but I understand it doesn't....
As the previous comment states, the "More Campaigns" sits half hidden on lower right but would look better on upper left next to the Campaigns button replacing the new Tutorial icon on left as the Tutorial Campaign already exists in center...
Also, the library looks great with additional info but will you be adding the naval units as well?
Minor point, would love to see a "Dosier" added like in PGII and PeG to keep track of overall wins/losses in the future.
Thanks for the improvements!
As the previous comment states, the "More Campaigns" sits half hidden on lower right but would look better on upper left next to the Campaigns button replacing the new Tutorial icon on left as the Tutorial Campaign already exists in center...
Also, the library looks great with additional info but will you be adding the naval units as well?
Minor point, would love to see a "Dosier" added like in PGII and PeG to keep track of overall wins/losses in the future.
Thanks for the improvements!
Re: Panzer Corps v1.10 Changelog
Thanks!VPaulus wrote:I think it's:robman wrote:I hate to be so clueless, but what is the cheat code to enable the recovery of destroyed units?
reform units
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Re: Panzer Corps v1.10 Changelog
Rudankort wrote:Guys, after you've tried it, please share your experience - how it changed the gameplay for you, and if it was a positive change or not. Thx!VPaulus wrote:I'm also considering to play with it enable. I think it's a good idea.
Does this include units that surrender?
Once activated, does it remain activated through the next scenario and so on or do I have to activate it each step along the way?
Re: Panzer Corps v1.10 Changelog
my download broke on 99% (request timed out).Thank god I started the mirror posted above so I downloaded it faster.
Just a few questions:
The motorcycle inf anf flampanzer is available only from june 1941?
Mines/gliders only available in afrika korps campaigns?
Just a few questions:
The motorcycle inf anf flampanzer is available only from june 1941?
Mines/gliders only available in afrika korps campaigns?
Re: Panzer Corps v1.10 Changelog
Is it possible with v.1.10
* to add a new terrain type
* to add a new movement type
* to add a new side (p.e. neutral)
* to add a new unit class
* to add a new theater?
What I have to to (new side: add new strplate, minimap-icons...) for a new terrain, movement-type, side, unit class, theater?
Please, explain me the usage of 5th and 6th strplate in the strplates.png.
Do you provide a version 1.05 for download? For older MODs?
Need I only a key to access the Afrik Corps? Because the scenarios / units are in the update.
* to add a new terrain type
* to add a new movement type
* to add a new side (p.e. neutral)
* to add a new unit class
* to add a new theater?
What I have to to (new side: add new strplate, minimap-icons...) for a new terrain, movement-type, side, unit class, theater?
Please, explain me the usage of 5th and 6th strplate in the strplates.png.
Do you provide a version 1.05 for download? For older MODs?
Need I only a key to access the Afrik Corps? Because the scenarios / units are in the update.
Last edited by fsx on Fri Aug 03, 2012 9:05 am, edited 4 times in total.
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Re: Panzer Corps v1.10 Changelog
Gents, can you check/test the game updater ? Selecting 'update' from the game menu starts downloading, but after several hours, download finally completes then promptly crashes with an error. Twice now has occurred after completing, leaving me to start again. Now downloading for the 3rd time, via your web-site. Very frustrating.
Re: Panzer Corps v1.10 Changelog
If I apply the patch in the middle of a DLC campaign, will the number of losses be already up to date or it will start from 0 ?ScottP wrote: [*]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.
Re: Panzer Corps v1.10 Changelog
Looking forward to this update (and getting Africa Corps); I love the game already but two little improvements stand out for players like me, the 'reform units' cheat and being able to quickly identify units that have heroes (I'm always too lazy to rename units with their bonuses!).
With the improved AI I think I'll go back to trying the GCs on the easiest level of difficulty again
As mentioned above, it would be nice to have some confirmation on how the 'reform units' cheat works:
If we turn it on at the start of a scenario I presume it will continue to work throughout the scenario?
If we save a scenario, do we need to reapply the cheat next time we play, or will that cheat be remembered?
If playing through scenarios do we turn it on at the start of each scenario?
Is there a simple way to check if it is turned on or off?
With the improved AI I think I'll go back to trying the GCs on the easiest level of difficulty again
As mentioned above, it would be nice to have some confirmation on how the 'reform units' cheat works:
If we turn it on at the start of a scenario I presume it will continue to work throughout the scenario?
If we save a scenario, do we need to reapply the cheat next time we play, or will that cheat be remembered?
If playing through scenarios do we turn it on at the start of each scenario?
Is there a simple way to check if it is turned on or off?
Re: Panzer Corps v1.10 Changelog
No, I guess the losses were not internally tracked before, so they start from 0. The result - I'm in Lodz again, because I got curious, how will my statistics look after tough fighting. Right now my little Pak 36 seems to have become a champion!dragos wrote:If I apply the patch in the middle of a DLC campaign, will the number of losses be already up to date or it will start from 0 ?ScottP wrote: [*]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.
Piotr 'Orlinos' Kozlowski
Re: Panzer Corps v1.10 Changelog
Same thing happened to me. I downloaded from the mirror linked to the Slitherine page, that not only worked but took 30 minutes instead of 3 hours. Then I used the internal update to check the installation, and it worked for that.blackadder1968 wrote:Gents, can you check/test the game updater ? Selecting 'update' from the game menu starts downloading, but after several hours, download finally completes then promptly crashes with an error. Twice now has occurred after completing, leaving me to start again. Now downloading for the 3rd time, via your web-site. Very frustrating.
Re: Panzer Corps v1.10 Changelog
I think once it's activated it will stay permanently enabled.Blathergut wrote:Once activated, does it remain activated through the next scenario and so on or do I have to activate it each step along the way?
Yes they are available after June 1941.krugec wrote:The motorcycle inf anf flampanzer is available only from june 1941?
Yes and in future PzC campaigns, of course. They must be included through the editor. So the old scenarios/camapaign don't have it.krugec wrote:Mines/gliders only available in afrika korps campaigns?
No. Most older mods are compatible. The cosmetic ones like the Redux sound mod will be adapted. That is, if the modders are willing to do it.fsx wrote:Do you provide a version 1.05 for download? For older MODs?
I bet you will need to download.fsx wrote:Need I only a key to access the Afrik Corps? Because the scenarios / units are in the update.
Like Orlinos said, I think they weren't tracked before, so they will start from 0.dragos wrote:If I apply the patch in the middle of a DLC campaign, will the number of losses be already up to date or it will start from 0 ?
Re: Panzer Corps v1.10 Changelog
Is it now possible to see the difficulty level during a campaign?
Could someone explain the new traits?
Could someone explain the new traits?
Last edited by fsx on Fri Aug 03, 2012 2:07 pm, edited 1 time in total.
Re: Panzer Corps v1.10 Changelog
I just love the kradschutzen motorcyle infantry. I can't stop looking at them, and listen to the sound they make while moving or shooting, I'm in love!
I restarted my Rommel DLC41, they appear from Crete 1941. And now its time to unleash my motorcycle hordes on the unsuspecting world in barbarossa.
Also looking forward on using the Brumbar later on.
I restarted my Rommel DLC41, they appear from Crete 1941. And now its time to unleash my motorcycle hordes on the unsuspecting world in barbarossa.
Also looking forward on using the Brumbar later on.
Re: Panzer Corps v1.10 Changelog
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
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
Public Relations Manager
Slitherine/Matrix Games
Slitherine/Matrix Games
Re: Panzer Corps v1.10 Changelog
I just let in download through the night and when I woke up the patch was ready for installation:)
Mickey Mouse
\m/ \m/
\m/ \m/
Re: Panzer Corps v1.10 Changelog
"Reform units" works like a charm though it needs to be enabled at the start of each scenario. Would be really nice to have a sort of toggle option to see which cheats are currently enabled.
Re: Panzer Corps v1.10 Changelog
Are you sure. I haven't tested yet.Resolute wrote:"Reform units" works like a charm though it needs to be enabled at the start of each scenario.
Re: Panzer Corps v1.10 Changelog
Yes, all cheats are limited to the current scenario.VPaulus wrote:Are you sure. I haven't tested yet.
Re: Panzer Corps v1.10 Changelog
No, this was not added in 1.10.fsx wrote:Is it now possible to see the difficulty level during a campaign?
viewtopic.php?f=121&t=36289fsx wrote:Could someone explain the new traits?
This cheat works the same as all other cheats: it lasts till the end of the scenario (unless deactivated manually), it is remembered when you save/reload, it does not apply to the next scenario automatically.Bonners wrote: As mentioned above, it would be nice to have some confirmation on how the 'reform units' cheat works:
If we turn it on at the start of a scenario I presume it will continue to work throughout the scenario?
If we save a scenario, do we need to reapply the cheat next time we play, or will that cheat be remembered?
If playing through scenarios do we turn it on at the start of each scenario?
Is there a simple way to check if it is turned on or off?
There is no way to see active cheats, at least none at the moment.
Unless I'm mistaken, the answer is: yes/yes/no/no/yes. I'll provide detailed instructions when the pre-release rush calms down a bit. In the future I hope to unlock adding new classes too, but I'm afraid that this game will remain limited to 2 sides. This limitation is so fundamental, I would need to change all game in order to support more than 2 sides.fsx wrote:Is it possible with v.1.10
* to add a new terrain type
* to add a new movement type
* to add a new side (p.e. neutral)
* to add a new unit class
* to add a new theater?
We shall see. Before the release I tested new version with about 10 diferent big user campaigns, like the three DMP campaigns for example, and did not find any issues. So, looks like all the mods should just work with new version.fsx wrote: Do you provide a version 1.05 for download? For older MODs?
BTW, I believe that 1.05 patch is still availabel on a number of third-party sites where it was uploaded back in 2011, so getting it should not be a problem, provided you have the base 1.0 game installer.
In the future we might provide an unlocker tool, and, as you have noticed, we've put some infrastructure to aloow this in advance. But on 6th of August Afrika will become available only as a full installer. BTW, this installer can be installed on a fresh machine as a completely self-contained game, or on top of PzC as an expansion.fsx wrote: Need I only a key to access the Afrik Corps? Because the scenarios / units are in the update.
Yes.Blathergut wrote: Does this include units that surrender?
Re: Panzer Corps v1.10 Changelog
You can always have 1.05 has a mod in GME. Just make a folder in the GME "MODS" folder, called "PzC 10.5" (for example) and copy there all the files belonging to 1.05, before patching to 1.10.Rudankort wrote:We shall see. Before the release I tested new version with about 10 diferent big user campaigns, like the three DMP campaigns for example, and did not find any issues. So, looks like all the mods should just work with new version.fsx wrote: Do you provide a version 1.05 for download? For older MODs?
BTW, I believe that 1.05 patch is still availabel on a number of third-party sites where it was uploaded back in 2011, so getting it should not be a problem, provided you have the base 1.0 game installer.
Then you just have to activate, through GME, 1.05 if you want to use it, and deactivate it when you want to play with 1.10.
But please note that your saves made in 1.10 will not work in 1.05.