Panzer Corps 2 - Dev Diary #1
Moderator: Slitherine Core
Re: Panzer Corps 2 - Dev Diary #1
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.
Re: Panzer Corps 2 - Dev Diary #1
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.Rudankort wrote: ↑Sun Jul 22, 2018 12:04 amIn 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.
So I look forward to PzC 2 in this regard
Re: Panzer Corps 2 - Dev Diary #1
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.
No, unit will have variable costs in terms of slots.
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.
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.
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.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!
It will, but how well remains to be seen.
This is basically how encirclements will work. Not only your units, but also their ZOC is used to cut off enemy units from supply.
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.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.
I very much appreciate your effort to register on the forum in order to tell us this.
Re: Panzer Corps 2 - Dev Diary #1
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.
Re: Panzer Corps 2 - Dev Diary #1
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
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
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.
Re: Panzer Corps 2 - Dev Diary #1
You mean KZ Mittelbau-Dora Nordhausen - its only 15 km from my hometown.One Example is that the German's did a field test of a Tactical Atomic Bomb near a town in the Thuringian-Forest
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
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-timersRetributarr 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?.
Re: Panzer Corps 2 - Dev Diary #1
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)
Re: Panzer Corps 2 - Dev Diary #1
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
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
Re: Panzer Corps 2 - Dev Diary #1
Allowing big maps is a technical challenge but we are looking at it. What map size do you want to use?
Yes, this should be possible, as long as you are able to create the required assets (models and textures).
I'm not sure how H.Q. units are used to control supply lines in that game.
Yes, every unit will have its own fuel and ammo.
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.
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.
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 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
Our current plan is to give this ability to engineers, not all infantry units.
Re: Panzer Corps 2 - Dev Diary #1
First I have to thank you for the quickly and correct answers Rudankort.
I answer your questions:
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.
Hopefully we can set also our own Infantry figures than - in OoB thats not possible.
Thank you !
I answer your questions:
I loved it in Panzer Corps - we had an 800x600 Barbarossa Map for the army group center June 1941.What map size do you want to use?
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.
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.Yes, this should be possible, as long as you are able to create the required assets (models and textures).
Hopefully we can set also our own Infantry figures than - in OoB thats not possible.
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.I'm not sure how H.Q. units are used to control supply lines in that game.
BTW in OOB ist not included !!! Would be nice to set also own produced briefings and ingame videos.All my previous games had voice overs, so it is definitely a possibility, but we shall see.
Thank you !
Re: Panzer Corps 2 - Dev Diary #1
That's a huge map! How long did it take to play it?
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 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.
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.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.
I believe that each model in Panzer Corps 2 has its own texture. Modifying infantry units should be possible.
Re: Panzer Corps 2 - Dev Diary #1
Cover from ranged/air attack?
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: Panzer Corps 2 - Dev Diary #1
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.That's a huge map! How long did it take to play it?
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.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.
Can we use also our own figure models with own uniforms, helmets, packages and weapons ?Modifying infantry units should be possible.
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Re: Panzer Corps 2 - Dev Diary #1
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 mean screen from Alpha, not Rudankort.
PS Too many words, my dear zakblood. Sh..t off.
Last edited by zakblood on Tue Jul 31, 2018 1:38 pm, edited 1 time in total.
Reason: sometimes if you have nothing nice to say, best to say nothing, using these sort of word will get them edited 1st time, and a warning for a repeat use
Reason: sometimes if you have nothing nice to say, best to say nothing, using these sort of word will get them edited 1st time, and a warning for a repeat use
When im died - I must be a killed.
Re: Panzer Corps 2 - Dev Diary #1
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 ...
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 ...
Re: Panzer Corps 2 - Dev Diary #1
Yes, this is one feature we are going to implement.
I don't see why not, but specifics will have to wait until we are near the release.
Probably not, but in any case transport aircraft had enough range to cross a typical Panzer Corps map from one side to the other.
Why do you think that "comic" style would work better for Panzer Corps 2?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 ...
Re: Panzer Corps 2 - Dev Diary #1
And why Panzer Corps 2 is meant to be a "normal" game that looks like many others now?Rudankort wrote: ↑Tue Jul 31, 2018 7:05 pmWhy do you think that "comic" style would work better for Panzer Corps 2?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 ...
Besides, it seems to me that 2D models of PzC 1 units are also not super-realistic.
It would be an interesting contrast with the pastel colors applied to stylized military maps in the background