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.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 ?
Panzerkrieg Unit Issues
Moderators: The Artistocrats, Order of Battle Moderators
Re: Panzerkrieg Unit Issues
Empty hangar
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.
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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Re: Panzerkrieg Unit Issues
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.
Empty hangar
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.
But the land unit may move through the hangar.
Now this is a bit more serious.
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- Field Marshal - Elefant
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Re: Panzerkrieg Unit Issues
The Tactical Bomber Ilyushin Il-2 Sturmovik.
We have two models :
- the Il-2
- the Il-2 M3
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
We have two models :
- the Il-2
- the Il-2 M3
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

T34 Mod '42
The T34 Mod 1942 should not be available in 1941 (I think).
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Re: Panzerkrieg Unit Issues
Code: Select all
The T34 Mod 1942 should not be available in 1941 (I think).
Ger Eng '45
German Engineer 1945 has an expiration date 1.1.1940.
Edit: Same issue with Soviet Engineer 1945.
Edit: Same issue with Soviet Engineer 1945.
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- Field Marshal - Elefant
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Re: Panzerkrieg Unit Issues
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
- SU-152 ART : available 01/01/1928, expire /
- SU-152 AT : available 01/01/1937, expire 31/12/1939
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- Field Marshal - Elefant
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Re: Panzerkrieg Unit Issues
No expiration date for US Enginneers 42,43,44,45 :
A scenario in 06/06/45 , purchase force :
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
A scenario in 06/06/45 , purchase force :
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

Re: Panzerkrieg Unit Issues
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.
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Re: Panzerkrieg Unit Issues
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
Maybe report this in a new topic ?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.
The "Bug" with the US Engineers is very easy to correct.
Re: Empty hangar
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 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.
Re: Empty hangar
bebrobebro wrote: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 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.
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).
Re: Empty hangar
You can have them by themselves it seems. See the airstrip in South-East in Mlawa in Blitzkrieg?Erik2 wrote:bebrobebro wrote: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 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.
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).
Re: Empty hangar
I meant hangars, not airstrips. I haven't noticed they get removed, but I can check again.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).
However, I thought you mean the pre-placed hangars were a prob? Or did I understand you wrong?
Re: Panzerkrieg Unit Issues
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.
The empty hangar even blocks land unit movement.
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Re: Panzerkrieg Unit Issues
Several units of infantry lose their rifle :
- Soviet Conscripts
- Norwegian infantry 40
- India colonial infantry 41,43 & 45
For the India Colonial Infantry 41, 42 and 45 there should be an officer.
- Soviet Conscripts
- Norwegian infantry 40
- India colonial infantry 41,43 & 45
For the India Colonial Infantry 41, 42 and 45 there should be an officer.
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Re: Panzerkrieg Unit Issues
I have made a test for one of my scenario with British.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.
You are right, generally the AI do not move any artillery with the transport movement

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.