Panzer Corps 2 - Dev Diary #1

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Andre73
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Re: Panzer Corps 2 - Dev Diary #1

Post by Andre73 »

For now - I think the original 20 years old Panzer General II (PG3D) looks better like this new one. The terrain and unit graphics come over like in small handy game. No way to buy a game like this - Playing PG3D or Open General better.
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Re: Panzer Corps 2 - Dev Diary #1

Post by bebro »

Rudankort wrote: Sun Jul 22, 2018 12:04 am
bebro wrote: Fri Jul 20, 2018 3:34 pm Air model with planes auto-returning reminds me a bit on SSI's in People's General...
In that game air units were not proper core units though, but "air missions". We thought it was important to keep air units in the core, so you could nurture them, replace/elite-replace/upgrade/over-strength them, use prototypes or captured equipment for them, gain experience, awards and heroes on them, and even... give them unique names. :) In other words, do everything you are used to do with your beloved core units.
That sounds cool to me. Because I liked People's Gen, but with the air mission the player did not have enough "control" over air combat. For example IIRC air strikes did run often into AA since there was no way to influence the flight path.

So I look forward to PzC 2 in this regard :)
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Re: Panzer Corps 2 - Dev Diary #1

Post by Rudankort »

Mojko wrote: Sun Jul 22, 2018 3:12 am - will the dreaded overstrength mechanic be present?
Yes, overstrenth mechanic will be still present, but it will work differently. Basically, you can give overstrength to any unit, but it will cost you more and you can have fewer OS units than normal ones. You will need to figure out the right balance of OS and normal units in your core yourself.
Mojko wrote: Sun Jul 22, 2018 3:12 am - will the command slots be kept without any wights? (I mean in PC each unit takes up one slot, in OOB infantry takes 3, heavy infantry 4, light tank 5, medium tank 6, heavy tank 7 which makes more srtategies viable).
No, unit will have variable costs in terms of slots.
jshaun29 wrote: Sun Jul 22, 2018 4:37 am Will it be available for MAC users as well? Or just PC
Panzer Corps 2 is developed cross-platform, so Mac version is a possibility, but at this point we don't know for sure if and when it will happen.
ptje63 wrote: Sun Jul 22, 2018 7:49 am Im not into splitting units, butif it is considered than I do hope that strengthening units in between turns will also be changed from forced back to full strength to 1-by-1.
Why do you think that replacing units by 1 point at a time is better? One obvious effect of this would be that repairing a unit will take several button presses over several turns, which does not sound like much fun. BTW, split units have not just their strength split, but max strength as well. So, even with instant replacements you cannot bring halves of a split unit to full strength.
DandyDust wrote: Mon Jul 23, 2018 11:58 am Thanks for developing PC2! - I saw the diary - announcement but I do wonder if terrain will play a bigger part in the outcome of battles. In Panzer Corps I. terrain types dont play a roll (besides rivers, bridges and wheater as such), but terraine influence is what I am really missing in the title!
As others have indicated, Panzer Corps did have many important terrain rules, besides the rivers. Close terrain and initiative caps are the most important, there are also different entrenchment rates. All these things are summarized in Terrain table in game's Library. However, we are adding some new terrain-related rules to Panzer Corps 2.
Intenso82 wrote: Tue Jul 24, 2018 5:10 pm I hope AI will also be able to use these opportunities.
It will, but how well remains to be seen. :)
Intenso82 wrote: Tue Jul 24, 2018 5:10 pm There is no dense circle. The unit can still break through the encirclement.
But if he does not, on the next turn he will begin to receive half the penalties.
This is basically how encirclements will work. Not only your units, but also their ZOC is used to cut off enemy units from supply.
Intenso82 wrote: Tue Jul 24, 2018 5:10 pm Having all this it would be nice to have the opportunity and the game mechanics to somehow influence and help the blocked units.
For this can use transport ships and aircraft.
Having given them the opportunity to start empty and carry "supplies" for the blocked units or the encircled region.
When they are above the unit or next to the encircled region the unit disappears and the blocked units receive a freeze/decrease/reset of the penalty.
As I said in the diary, I don't plan to have any dedicated supply units, including air and naval ones. Activity of these units is implied, but not shown directly on the map. However, friendly ports and airfields inside encircled area will serve as supply points, unless they are explicitly blocked by the enemy.
Andre73 wrote: Sun Jul 29, 2018 5:43 am For now - I think the original 20 years old Panzer General II (PG3D) looks better like this new one. The terrain and unit graphics come over like in small handy game. No way to buy a game like this - Playing PG3D or Open General better.
I very much appreciate your effort to register on the forum in order to tell us this. ;)
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Re: Panzer Corps 2 - Dev Diary #1

Post by Razz1 »

Very Good progress so far. I hope it's easy to make your own maps. Would love to recreate my Battle in the Atlantic and channel maps.
Andre73
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Re: Panzer Corps 2 - Dev Diary #1

Post by Andre73 »

Some questions for this upcoming project from an very old Panzer General Veteran:
1. Do we have again an map size limit like OOB ? 120 x 120 isnt really enough !
2. Can we include our own 3d units and terrain buildings and details ? Or stop you every mod working again like in OOB and we have to play only your boring DLCs.
3. Its possible to include Headquarter units like in John Tillers Campaign series to control the supply lines.
4. Do we have again ammo and petrol limits for every unit ? I love this feature and hate it why not in OOB.
5. Briefings with voice sounds possible ?
6. Ingame videos like in the Original PG3D ?
7. Fire range for tanks and ATG more than 1 Hex for later war ?

Thanks
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Re: Panzer Corps 2 - Dev Diary #1

Post by Retributarr »

by Andre73 » 29 Jul 2018 21:41

Some questions for this upcoming project from an very old Panzer General Veteran:


I'm another "Old Panzer General Veteran:"...and as a result have some request's that if I was 20 Year's Old, would not even consider!.

To begin with, my 'Eye-Sight is not as sharp as it once was.

In consideration of that can some accommodation be made for...Example: The option to increase the size of the miniscule numbers on the Unit's...& Otherwise situation's...such as 'Mission Briefings'!. Also...Depending on what the final size of the Unit's will be, if they are on the 'reduced-size-scale', could a possible option be made available to 'Up-Size' the Unit-View-Size?.

If ever the 'PanzerCorps' Series goes beyond the Basic WW2 Engine...as far as exploring other potential historical situations, I have some knowledge in that direction that I could provide if this situation ever comes about?.

One Example is that the German's did a field test of a Tactical Atomic Bomb near a town in the Thuringian-Forest at the latter end of April 1945, it worked very well!. At the same time they were developing the 'Sanger-Amerika-Bomber' https://www.youtube.com/watch?v=X1QvPw85-rg AND... https://www.youtube.com/watch?v=ZVGsJIc5I8U to carry an Atomic Bomb to Washington or New York City in order to attempt to get America out of the War so that they could concentrate all of their efforts on the Russians.

That's all for now!,
Last edited by Retributarr on Mon Jul 30, 2018 7:17 am, edited 3 times in total.
Andre73
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Re: Panzer Corps 2 - Dev Diary #1

Post by Andre73 »

One Example is that the German's did a field test of a Tactical Atomic Bomb near a town in the Thuringian-Forest
You mean KZ Mittelbau-Dora Nordhausen - its only 15 km from my hometown.
My parents live now exactly in the same house like Wernher von Braun in the year 1944. My father managed many pictures of him in his secretary of state time.
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Re: Panzer Corps 2 - Dev Diary #1

Post by rubyjuno »

Retributarr wrote: Mon Jul 30, 2018 5:47 am
I'm another "Old Panzer General Veteran:"...and as a result have some request's that if I was 20 Year's Old, would not even consider!.

To begin with, my 'Eye-Sight is not as sharp as it once was.

In consideration of that can some accommodation be made for...Example: The option to increase the size of the miniscule numbers on the Unit's...& Otherwise situation's...such as 'Mission Briefings'!. Also...Depending on what the final size of the Unit's will be, if they are on the 'reduced-size-scale', could a possible option be made available to 'Up-Size' the Unit-View-Size?.
Same here, mid-fifties now and I'm having to consider trading in my 14" 1920 x 1080 laptop for something bigger as despite its beautiful screen those unit strength numbers are getting a little difficult to see sometimes. I guess there are quite a few of us Panzer Corps/Panzer General veterans who are old-timers :?
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Re: Panzer Corps 2 - Dev Diary #1

Post by DD_Ovy »

I want to suggest that an infantry unit could be able to set a minefield ...just like in real life.. (normally it would be engineers but probably bridging units can do as to have another skill and let players think twice when buying inf)
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Re: Panzer Corps 2 - Dev Diary #1

Post by zakblood »

a infantry unit / person can drive a tank, fire a heavy weapon and also fly a plane, but also doesn't mean he's trained or skilled in any of it, so a mute point imo.

those who are trained and skilled in a particular task, are specialists in there field and are shown and designated as such with a name unit or badge, other than that they are plain and simply infantry only,...

imo of course and my views only
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Re: Panzer Corps 2 - Dev Diary #1

Post by Rudankort »

Andre73 wrote: Sun Jul 29, 2018 9:41 pm 1. Do we have again an map size limit like OOB ? 120 x 120 isnt really enough !
Allowing big maps is a technical challenge but we are looking at it. What map size do you want to use?
Andre73 wrote: Sun Jul 29, 2018 9:41 pm 2. Can we include our own 3d units and terrain buildings and details ? Or stop you every mod working again like in OOB and we have to play only your boring DLCs.
Yes, this should be possible, as long as you are able to create the required assets (models and textures).
Andre73 wrote: Sun Jul 29, 2018 9:41 pm 3. Its possible to include Headquarter units like in John Tillers Campaign series to control the supply lines.
I'm not sure how H.Q. units are used to control supply lines in that game.
Andre73 wrote: Sun Jul 29, 2018 9:41 pm 4. Do we have again ammo and petrol limits for every unit ? I love this feature and hate it why not in OOB.
Yes, every unit will have its own fuel and ammo.
Andre73 wrote: Sun Jul 29, 2018 9:41 pm 5. Briefings with voice sounds possible ?
6. Ingame videos like in the Original PG3D ?
This will be decided when the game is nearing completion. All my previous games had voice overs, so it is definitely a possibility, but we shall see.
Andre73 wrote: Sun Jul 29, 2018 9:41 pm 7. Fire range for tanks and ATG more than 1 Hex for later war ?
I expect that the engine will allow this, but we won't use it in operational level scenarios, because on this scale, size of hexes is way bigger than firing range of even the most powerful guns.
rubyjuno wrote: Mon Jul 30, 2018 10:25 am Same here, mid-fifties now and I'm having to consider trading in my 14" 1920 x 1080 laptop for something bigger as despite its beautiful screen those unit strength numbers are getting a little difficult to see sometimes. I guess there are quite a few of us Panzer Corps/Panzer General veterans who are old-timers :?
I think, usability of Panzer Corps 2 will be much better than in Panzer Corps. By default, all UI is automatically scaled to use all available screen, and you will have an additional option to make UI elements (including strength plates) even bigger if you need.
rubyjuno wrote: Mon Jul 30, 2018 10:25 am I want to suggest that an infantry unit could be able to set a minefield ...just like in real life.. (normally it would be engineers but probably bridging units can do as to have another skill and let players think twice when buying inf)
Our current plan is to give this ability to engineers, not all infantry units.
Andre73
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Re: Panzer Corps 2 - Dev Diary #1

Post by Andre73 »

First I have to thank you for the quickly and correct answers Rudankort.
I answer your questions:
What map size do you want to use?
I loved it in Panzer Corps - we had an 800x600 Barbarossa Map for the army group center June 1941.
I like to use the HPS maps 1km ~ 1Hex
Would be also nice to use all old Panzer Corps I maps transferred to version Panzer Corps II.
And would be also nice to see the map pad code system - that allowed us to use for example all HPS maps transferred to version Panzer Corps II, maybe also some of my old John Tillers Campaign series maps - I made dozends.
Yes, this should be possible, as long as you are able to create the required assets (models and textures).
Its the same basic requirements like OoB - 3d stuff between 500-1500MB figures on one texture ? Hopefully your work together with an better 3d artist now - Bebros OOB units should be better.
Hopefully we can set also our own Infantry figures than - in OoB thats not possible.
I'm not sure how H.Q. units are used to control supply lines in that game.
In John Tillers Campaign series (Scale 250m ~ 1Hex) we had Bat/Rgt/Brig/Div/Corps/Army HQs with different supply ranges (from 4 to 32 hexfields) - would be nice to see this as a bonus trait for HQ units.
All my previous games had voice overs, so it is definitely a possibility, but we shall see.
BTW in OOB ist not included !!! Would be nice to set also own produced briefings and ingame videos.

Thank you !
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Re: Panzer Corps 2 - Dev Diary #1

Post by Rudankort »

Andre73 wrote: Mon Jul 30, 2018 5:32 pm I loved it in Panzer Corps - we had an 800x600 Barbarossa Map for the army group center June 1941.
I like to use the HPS maps 1km ~ 1Hex
That's a huge map! How long did it take to play it?
Andre73 wrote: Mon Jul 30, 2018 5:32 pm Would be also nice to use all old Panzer Corps I maps transferred to version Panzer Corps II.
And would be also nice to see the map pad code system - that allowed us to use for example all HPS maps transferred to version Panzer Corps II, maybe also some of my old John Tillers Campaign series maps - I made dozends.
Pad images are supported. Panzer Corps 2 has a different hex orientation, so old maps can only be converted rotated by 90 degrees.
Andre73 wrote: Mon Jul 30, 2018 5:32 pm Its the same basic requirements like OoB - 3d stuff between 500-1500MB figures on one texture ? Hopefully your work together with an better 3d artist now - Bebros OOB units should be better.
Hopefully we can set also our own Infantry figures than - in OoB thats not possible.
...
BTW in OOB ist not included !!! Would be nice to set also own produced briefings and ingame videos.
OoB was created by The Artistocrats - a different studio. I was not involved in that project. My previous projects were Panzer Corps and Warhammer 40,000 Armageddon. Both games did include voice overs.
I believe that each model in Panzer Corps 2 has its own texture. Modifying infantry units should be possible.
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Re: Panzer Corps 2 - Dev Diary #1

Post by Intenso82 »

Rudankort wrote: Sun Jul 29, 2018 12:11 pm However, we are adding some new terrain-related rules to Panzer Corps 2.
Cover from ranged/air attack?
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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Re: Panzer Corps 2 - Dev Diary #1

Post by Andre73 »

That's a huge map! How long did it take to play it?
4 months we play it - the russians worked with me on this project build up to much historical wrong things in the deployments of the soviet side (3rd, 4rd, 10th and 13th soviet army) - so I lost the interest.
OoB was created by The Artistocrats - a different studio. I was not involved in that project. My previous projects were Panzer Corps and Warhammer 40,000 Armageddon. Both games did include voice overs.
I believe that each model in Panzer Corps 2 has its own texture. Modifying infantry units should be possible.
I think - you dont understand me - I dont mean a image file with pad - I mean the code lines inside the map code - there we can manually write out the code systems of HPS or JTCS maps - maybee also old Panzer Corps maps.
Modifying infantry units should be possible.
Can we use also our own figure models with own uniforms, helmets, packages and weapons ?
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Re: Panzer Corps 2 - Dev Diary #1

Post by Keen »

Rudankort wrote: Mon Jul 30, 2018 8:21 pm
Will the paratroopers have again endless fuel?
I hope not. :D
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Re: Panzer Corps 2 - Dev Diary #1

Post by Yrfin »

Looks like a sh...t. 3D sh...t.
I mean screen from Alpha, not Rudankort.

PS Too many words, my dear zakblood. Sh..t off.
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Re: Panzer Corps 2 - Dev Diary #1

Post by kondi754 »

Yrfin wrote: Tue Jul 31, 2018 1:34 pm Looks like a sh...t. 3D sh...t.
I mean screen from Alpha, not Rudankort.

PS Too many words, my dear zakblood. Sh..t off.
I'm also disappointed with the graphic presented on screenshots.
I expected something more spectacular ... What I saw is simply "ordinary" ...
I know that this is only the early Alpha, but I don't think that further work on the game has changed drastically what has been shown to us now.

Honestly, I was hoping that the visual design would be, for example, a 3D terrain maps stylized to old operational / staff maps from the Second World War period, while the models of units and equipment which would appear on these maps will be a bit "comic" style - combining Battle Academy units with the climate of Heroes of Normandy ... :wink:

I think a better solution (than what was presented to us) would be to move Battle Academy from the battlefield scale to the operational scale - it would be VERY INTERESTING ... 8)
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Re: Panzer Corps 2 - Dev Diary #1

Post by Rudankort »

Intenso82 wrote: Mon Jul 30, 2018 9:40 pm Cover from ranged/air attack?
Yes, this is one feature we are going to implement.
Andre73 wrote: Tue Jul 31, 2018 4:30 am Can we use also our own figure models with own uniforms, helmets, packages and weapons ?
I don't see why not, but specifics will have to wait until we are near the release.
Keen wrote: Tue Jul 31, 2018 11:20 am Will the paratroopers have again endless fuel?
I hope not. :D
Probably not, but in any case transport aircraft had enough range to cross a typical Panzer Corps map from one side to the other.
kondi754 wrote: Tue Jul 31, 2018 3:39 pm Honestly, I was hoping that the visual design would be, for example, a 3D terrain maps stylized to old operational / staff maps from the Second World War period, while the models of units and equipment which would appear on these maps will be a bit "comic" style - combining Battle Academy units with the climate of Heroes of Normandy ... :wink:
Why do you think that "comic" style would work better for Panzer Corps 2?
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Re: Panzer Corps 2 - Dev Diary #1

Post by kondi754 »

Rudankort wrote: Tue Jul 31, 2018 7:05 pm
kondi754 wrote: Tue Jul 31, 2018 3:39 pm Honestly, I was hoping that the visual design would be, for example, a 3D terrain maps stylized to old operational / staff maps from the Second World War period, while the models of units and equipment which would appear on these maps will be a bit "comic" style - combining Battle Academy units with the climate of Heroes of Normandy ... :wink:
Why do you think that "comic" style would work better for Panzer Corps 2?
And why Panzer Corps 2 is meant to be a "normal" game that looks like many others now?
Besides, it seems to me that 2D models of PzC 1 units are also not super-realistic. :wink:
It would be an interesting contrast with the pastel colors applied to stylized military maps in the background
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