AOredone updated

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Andrea69
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Re: AOredone updated

Post by Andrea69 »

DefiantXYX wrote: Sun Sep 22, 2024 7:32 pm Ok, the upgrade in Kummersdorf 1944 fixed the gun.

This time the guns were upgraded to 15, got 2 hero-traits and now have 7 core slot requirement. Last time it did not work, like I said here they before they had like 12 core slots. I guess this time it worked like intended.
But I also noticed the guns can only do 10 damage. They have the trait "unit fire always at full strenght", so looks like they ignore the strength of 15?!
Yes, I think that the strength of 15 does not change anything offensively but it is still better defensively helping the unit to survive :wink:
DefiantXYX
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Re: AOredone updated

Post by DefiantXYX »

Yes ok, I am fine with it.
For 7 core slots the guns are now worse to be used :)
Grondel
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Re: AOredone updated

Post by Grondel »

DefiantXYX wrote: Mon Sep 23, 2024 1:35 pm Yes ok, I am fine with it.
For 7 core slots the guns are now worse to be used :)
worth or worse? :)

sers,
Thomas
DefiantXYX
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Re: AOredone updated

Post by DefiantXYX »

Haha, worth of course :D
RobotGeneral
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Re: AOredone updated

Post by RobotGeneral »

Hey Grondel, absolutely great mod!

One question/bug report? In the map for Arras the railroad line ends right outside the Cambrai city hexes( the staging area) so it's impossible to use it to transport units from there, is that intentional? I think this setup also blocks the placement of railroad artillery units.
Andrea69
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Re: AOredone updated

Post by Andrea69 »

RobotGeneral wrote: Thu Sep 26, 2024 5:38 pm Hey Grondel, absolutely great mod!

One question/bug report? In the map for Arras the railroad line ends right outside the Cambrai city hexes( the staging area) so it's impossible to use it to transport units from there, is that intentional? I think this setup also blocks the placement of railroad artillery units.
No, it's clearly a mistake. Thanks for noticing it, will fix it, but you'll have to restart the scenario if you wanna play it with the correct railroad
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RobotGeneral
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Re: AOredone updated

Post by RobotGeneral »

Andrea69 wrote: Thu Sep 26, 2024 6:18 pm
RobotGeneral wrote: Thu Sep 26, 2024 5:38 pm Hey Grondel, absolutely great mod!

One question/bug report? In the map for Arras the railroad line ends right outside the Cambrai city hexes( the staging area) so it's impossible to use it to transport units from there, is that intentional? I think this setup also blocks the placement of railroad artillery units.
No, it's clearly a mistake. Thanks for noticing it, will fix it, but you'll have to restart the scenario if you wanna play it with the correct railroad

Oh no worries, I just beaten the map, just wanted to point it out for you guys, in case it needed fixing. Thanks for the quick response Andrea! o7
Andrea69
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Re: AOredone updated

Post by Andrea69 »

Hello, since I'm testing the last scenario of the campaign, I think the time has come to present a (rather detailed) changelog of what it is coming with AO 46 Redone.

AO 1946 Amerika

- Heavy map editing/polishing/naming for all scenarios (Northern path excluded, Texas Route included); to be mentioned Battle of San Francisco (partially reworked), Operation Teufel (completely redone, good rig needed for cutting loading times), Operation Fall Grun (almost completely redone), Battle of Los Angeles (completely redone, good rig needed), Operation Dora (almost redone), Operation Pfeffer (completely redone), Alamo1946 (completely redone, good rig needed), Battle of Wichita (partially reworked), Operation Liberty (partially reworked), Battle of Springfield (almost redone), Operation Holzfaller (completely redone, good rig needed), Operation Ken Go (completely redone, good rig needed) and Operation Zweihander (completely redone, good rig needed); moreover there are 4 new scenarios: San Francisco Bay, Battle of San Diego, Battle of Washington and the campaign finale Race to New York.
Side note: my idea of "good rig" is i7 latest generations or i9 processor/32 Gb Ram/SSD/GeForce RTX 4060 or better

- Added Grondel's random hero script, reserve script and the new a-bomb script in every scenario; the a-bomb script actually spawns enemy militia units when an Atomic V2 is deployed on the battlefield by the player (and it will continue to spawn them at the rate of one unit every two turns until the bomb is used by the player) or upon a strike by an Atomic Horten (one militia per unit hit will spawn), while the spawn area is usually located around key objectives (victory, bonus or elite ones). To avoid problems with the elite objectives rewards (often Atomic V2s that spawn immediately on the map) the script is currently not active in the last four turns of the scenarios: keep this in mind planning your mission. Finally the random hero script would be soon updated to be more expensive for the player

- Reinstated Commendation Points

- Drastically decreased a-bombs use by the US (it happens only in just a couple of scenarios: Operation Tenacity and Ground Zero); as a compensation the US got a really outstanding air power, so a very strong air defense is mandatory if you do not want this campaign to be quite frustrating

- In Operation Tenacity the Akagi fate has been a bit reworked giving the player enough time to get the bonus and elite objectives (because of the naval combat changes in the equipment file it was going to sink too fast); also the bonus objective gives you 4 CPs and the Capitana Vigano picture has been replaced with a new one (thanks Grondel for this nice gift)

- In Operation OGo the strength of all carriers has been doubled (or even more), while the bonus objective gives you 4 CPs

- In Battle of San Francisco (imho the best map of vanilla AO 1946) the number of non-city hexes has been reduced, as usual for urban battles; also added Bay Farm Island south of Alameda and partially repositioned the bonus objectives, which reward you with 8 CPs; the US mobile forces (vehicles and aircraft) are all overstrenghted, so watch out for heavy tanks, jet fighters and bombers

- After Battle of San Francisco added San Francisco Bay scenario, big battle around the Frisco bays where you have to face a powerful US counterattack; at start you have the chance to acquire heavy bomber hero Dietrich Peltz for 8 CPs, which by the way you can later refresh with the bonus objective of defeating both US Armoured Corps (10 CPs), while the Elite Objective rewards you with a collection of Allied aircraft including jets (you get 40 MeteorMkIII, 40 P59AAiracomet, 40 P80, 40 P61 and 60 P51H)

- Operation Teufel is now a very much larger map: I wanted it to be consistent with the scale of the two previous Frisco scenarios as the locations are geographically adjacent, but therefore the project ended in a mammoth map where you will really be able to taste the vastness of the States even if at the cost of some headaches thinking about how best to allocate your forces on such a big map; also the bonus objective here gives you 8 CPs

- The vanilla Battle of Los Angeles scenario has been split in two parts: the first one is a new Battle of Los Angeles scenario which is now a giant map (well, it is clearly google-based, but from the old maps of the area I saw LA had yet an impressive extension by that time) for a truly epic battle with both urban and open-field warfare. I have added a lot of details, changing both bonus and elite objectives (bonus here gives you 10 CPs), while at start you have the chance to replenish your elite American equipment, with jets as well, for 15 CPs (you get 30 T26A4, 20 T34SuperHeavy, 25 T28Heavy, 25 XP77 and 35 XP55Ascender). For this very long mission (55 turns) you will have to manage your resources as best as possible (including the absolutely welcome Skorzeny Special Forces) because they will seem limited despite the invincible army at your disposal. The second one is Battle of San Diego scenario, which retains the original elite objective of Battle of Los Angeles and a much more accurate area of San Diego, Palm Springs and the Salton Sea; it is another long scenario (45 turns) but probably easier than LA at least as far as capturing the main objective. Also the bonus objective here reward you with 6 CPs, while the elite one grants you heavy bomber hero Werner Baumbach

- Operation Dora has a new much larger map but the scenario is similar to vanilla (anyway, as usual, the Americans are stronger); also considering that you should already have a K5 and even a Gustav in your roster, you won't have the auxiliary K5 that comes to help you with vanilla. Finally the bonus objective gives you 4 CPs

- Operation Pfeffer has a new much larger map with a very detailed Salt Lake City area; as in Operation Dora the auxiliary K5 isn't available and the bonus objective gives you 4 CPs

- In Operation High Fortress the Mount Rushmore National Memorial has been repositioned for better accuracy and now it should be harder to destroy it in the very first turn (if you play without OS you'll need Rudel and another Rudel-like bomber); also dirty airfields have replaced most of the regular ones, so it will be hard to use jets and heavy bombers, and the bonus objective gives you 4 CPs

- In Battle of Hoover Dam at start you can get another wave of top American equipment for 12 CPs (20 T26A4, 20 T34SuperHeavy, 25 M40Johnson, 30 P80 and 35 P59AAiracomet); moreover the bonus objective rewards you with 4 CPs

- In Ground Zero the map has been sligthly enlarged to cover also Santa Fe and making a bit more spicey the battle in the northern sector; the bonus objective rewards you again with 4 CPs

- In Operation Kowboy the map has been expanded eastward to cover also the big city of Lubbock and having some more airfields to capture for the bonus objective, which grants you 6 CPs

- Alamo1946 is now another very big map for a 51 turns scenario with a lot of details (in fact it should be renamed Texas1946) where you'll have to face tons of US armies and aircraft and should be really hard to capture both Alamo and Dallas; for this purpose at start you have the chance to acquire another Meerschweinchen for 30 CPs and 8000 prestige, while the bonus objective gives you 8 CPs. You will have to be very careful when maneuvering your forces in this mission because here the difficulty bar has been raised significantly, with enemy armored troops overstrengthed to 20 and aircraft to 18. Speaking in particular for those players who do not overstrength their own forces, I found the 20/18 setting (sort of 1:2 ratio player/AI) the very limit where the enemy can be dangerous even for the typical superheroes army coming from previous AOs. Finally keep in mind that you'll have barely the time to capture your victory objectives, even with so many turns there is not really a chance for cleaning the map

- In Battle of Wichita the US defenses at Wichita and around the Boeing factories are quite stronger (so hard times for the Japanese, clearly doomed to be manhandled, but also for you), while the two bonus objectives combine for 8 CPs

- In Operation Liberty the two major lakes/reservoirs around Topeka (Lake Perry and Lake Clinton, both with a meaningful impact on the dynamics of the scenario) have been deleted as they were both created at least 20 years later our time frame; as a result escorting Manstein to Topeka should be slightly easier even if the Americans are much stronger than vanilla and are going to wipe out the aux Germans very soon. For the same reason the bonus objective (which gives you 8 CPs) will probably be more difficult to get than the elite one

- In Second Battle of Wichita (with a slightly enlarged map compared to the already edited one of the first battle) the composition of both Japanese and American armies have been changed a lot; with your help the Japs should be able to defend well Wichita, but the Americans are strong enough to chase you till the very end of the map. No bonus or elite objectives in this mission

- In Operation Lumpenjagd for once only minor changes to the map, while the bonus objective has been reinstated (it is worth 4 CPs) and the reward for the elite one now gives you 40 US A26Invader and 35 B32Dominator instead of 90 Soviet 203mm gun and 40 US 8InchM1 (the other gifts are untouched); anyway there are significant changes for gameplay, as the Wehrmacht supporting units are slightly stronger and most of all the air units are present for both sides. If on the one hand killing Patton could be easier, on the other one the few slots at your disposal can really put you in a critical situation

- In Battle of Springfield the map has been changed a lot for better accuracy but the scenario is similar in terms of gameplay (no more Simpsons fighting at Springfield anyway); also the bonus objective grants you 6 CPs

- Operation Holzfaller features a massive map that brings justice to the Mississippi River for an outstanding battle with both urban and open-field warfare and with really an impressive number of units on the field (once again you'll be supported by a small but effective detachment of the Skorzeny SF); expect the difficulty bar here much higher than vanilla as you'll need to split your forces in several battlegroups to reach all the objectives while constantly harassed by tons of US aircraft. Of course if you choose only one path for the main victory objective the mission can be way easier, especially if you take the Memphis route, but this way you will be further away from the bonus objectives. At start you can refill your supply of American jets for 20 CPs (you get 35 XP77, 30 XP55Ascender, 25 VoughtXF5U, 30 P80 and 40 P59AAiracomet), while the bonus objective rewards you with 10 CPs. Finally, faced with a mission of this magnitude, I felt compelled to change for the better the reward for the elite objective: you'll be able to gain tank hero Johann Mueller, 40 155mmM12GMC and 30 B29SF

- Operation Ken Go is now based on the new Operation Holzfaller map but expanded more eastward; expect a completely new scenario here, no more scripted as vanilla, with new bonus objectives (worth 10 CPs) and in general a more challenging US counterattack as you'll have to defend all the bridges on the Mississippi to win it. Thanks to your wunderwaffen you should not have too many problems crushing the Americans offensive, but then it will be a very long way to reach the other objectives. Also the reward for the elite objective has been changed as you will get another wave of top equipment with 30 Type5ChiRi, 45 ShinryuII, 30 T34SuperHeavy, 35 M40Johnson and 30 B32Dominator

- Operation Zweihander and Operation Prometheus have been merged into a single big scenario with double elite objectives and new bonus ones; the map is so large that I had to cut a significative part in the West compared to vanilla to somewhat limit the total size: in particular the areas around Fort Knox and Oak Ridge have been completely redone with many details to give justice to big cities like Louisville, Lexington and Knoxville (which become new bonus objectives for 10 CPs). As usual due to the vastness of the map, but this time I would also add due to the double elite objective, the gameplay should be quite complex to manage even without US atomic attacks. Once again the reward for one of the two elite objectives has been changed: for securing the Research Facility at Oak Ridge you will get only 1 Atomic V2 and a bunch of top Soviet equipment (guess thanks to the ceasefire pact with the Soviet Union)

- Battle of Washington is a new scenario that merges Battle of the Pentagon and Fall Schwarz ones; here I have clearly raised the difficulty bar to the maximum possible, with multiple Rattes to defend the key bridges of Washington, keeping the enemy spawn areas despite the considerable enlargement of the map and indeed transforming one of them into a nasty elite objective (although I honestly thought it would be harder to seize Quantico). To help you in the final difficult missions of the campaign, at start you can recruit once again Generalleutnant Adolf Galland in a quite stronger version than vanilla (to persuade High Command you'll need 30 CPs): leaving aside the nostalgia effect you will really need him in this new overpowered version since the enemy forces here will seem insurmountable. In addition to Galland, you will finally receive the "rudelesque" bomber hero Benno Herrmann by taking the elite objective

- Here we are with Race to New York, the new ending scenario of the campaign based on a completely redone map of the Escape to New York bonus one. I am not completely satisfied with the map as the area around Philly is a bit simplified, but offering more details there would have required a stand-alone dedicated scenario. Anyway, at start you can use your remaining CPs for replenishing your reserve of US/UK jets (for 15 CPs you get 40 MeteorMkIII, 40 XP77, 40 XP55Ascender, 35 VoughtXF5U, 35 P80 and 40 P59AAiracomet). Then get ready for a total clash with the Allies who will be able to enjoy three special bases capable of spawning units every three turns in addition to the usual enormous number of aircraft. Good luck.
DefiantXYX
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Re: AOredone updated

Post by DefiantXYX »

Oh, perfect timing, I am almost done with my second playthrough.
I was so frustrated the last and only time I played 1946 I saw no reason to do it again but your mod definatly does change that.

Looks like a crazy ammount of work what you have done, so thanks again in advance!
BarbarianHunter
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Re: AOredone updated

Post by BarbarianHunter »

I haven't been able to deploy mobile airfields that work. They deploy all right, but don't house any aircraft.
Andrea69
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Re: AOredone updated

Post by Andrea69 »

BarbarianHunter wrote: Tue Oct 01, 2024 3:12 am I haven't been able to deploy mobile airfields that work. They deploy all right, but don't house any aircraft.
Hello, to deploy them correctly you have to clic twice the deployment button… hope this helps
Bee1976
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Re: AOredone updated

Post by Bee1976 »

Andrea69 wrote: Mon Sep 30, 2024 12:21 pm
- Added Grondel's random hero script
Is there any chance to play redone without that script ? I liked the idea but in reality i get way too many copies of the same hero like camouflage. Or artillery support. Thats even more frustrationg (for me) than the normal hero generation.
BarbarianHunter
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Re: AOredone updated

Post by BarbarianHunter »

Andrea69 wrote: Tue Oct 01, 2024 9:39 am
BarbarianHunter wrote: Tue Oct 01, 2024 3:12 am I haven't been able to deploy mobile airfields that work. They deploy all right, but don't house any aircraft.
Hello, to deploy them correctly you have to clic twice the deployment button… hope this helps
Thanks! I made it all the way to Voronezh 1944 without deploying them but after playing the scenario realized it'd be best to ask so that doesn't happen again :lol: .
Andrea69
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Re: AOredone updated

Post by Andrea69 »

Bee1976 wrote: Tue Oct 01, 2024 2:37 pm
Andrea69 wrote: Mon Sep 30, 2024 12:21 pm
- Added Grondel's random hero script
Is there any chance to play redone without that script ? I liked the idea but in reality i get way too many copies of the same hero like camouflage. Or artillery support. Thats even more frustrationg (for me) than the normal hero generation.
Hello, atm it is not possible but if what is bugging you is only this you can always reverse the process and try to roll it again. Moreover the Camouflage hero is within the special list of superheroes that can only be awarded in very limited number during the campaing (I think the max cap is 5 but I could be wrong) so that's strange, how many of them do you happen to have? Anyway the random hero script will soon be updated, probably increasing the cost of heroes the more heroes the player already has
Bee1976
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Re: AOredone updated

Post by Bee1976 »

Andrea69 wrote: Tue Oct 01, 2024 4:40 pm Moreover the Camouflage hero is within the special list of superheroes that can only be awarded in very limited number during the campaing

I cant figure that out. i have 2 playthroughs til 1945 finished and the first pt presented me a lot of camouflage heros. i normally use 2-3 in endgame and i remembering being disappointed because i recieved a lot of them and sold em

The second playthrough i got a reasonable amount of camouflage, but tons of arty support and lethal attack heros...

and yes i know i can simply sell them and deal with it, but i love the hero system. i finished my poland pt some time ago and wanted a 3rd redone pt, but the hero script is something i really dont enjoy. i would love the option to simply turn it off and play the great mod without it
DefiantXYX
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Re: AOredone updated

Post by DefiantXYX »

BarbarianHunter wrote: Tue Oct 01, 2024 3:12 am I haven't been able to deploy mobile airfields that work. They deploy all right, but don't house any aircraft.
Haha, I had the same "issue" for a while :) Is there any reason the behaviour of this mobile airfields is different compared to the vanilla ones?
Bee1976 wrote: Tue Oct 01, 2024 2:37 pm Is there any chance to play redone without that script ? I liked the idea but in reality i get way too many copies of the same hero like camouflage. Or artillery support. Thats even more frustrationg (for me) than the normal hero generation.
You can simply playaround by clicking different categories after each map. 1k hero, 3k hero, 5k hero, 1k hero and so on :)

But I know what you mean, if there is a button for a good hero I always want to click it.
Thats leading my to my second or final feeback for the later years of the series.
I kept playing DvG this time. You should definately pick the 4. hero and old guard trait. You will lose units and you simply cant bring fresh units on the field, they wont have any chance.

Since I was always picking the 5k hero my army if full evil hero combinations. But you need them!
Almost any inf/tank/anti-tank got hereos like no retaliation, first strick, hit und run, so there is most of the time no conter fire. I ve got 3 20 HP units with zero slot, some super hero and rapid fire. They can even overrun 23HP soviet units.
Sounds op, but you need this!
Another must have is one or better two 21cm art. guns with camo. Otherwise the op soviet art.tanks will just shred your units.Without camo they will just 2 shot your art down and its game over. In late 1944! one of my arts reached level 3 support fire award, although I designed the double support super hero all the time. With extra ammo hero this gun was fireing 10x for several turn on several maps...other units you will never ever reach this award...there should be some finetuning imo.

I still have to say, after 1943 the gamestyle is just a pain. Units are too strong, either you overun everything or you do a little mistake and you get overun. My strongest units, even 20 HP Loewe Tanks with Superheroes can easily be destroyed. 1 bomber, 2-3 arts, some IS2/IS3 and its dead. AI doesnt care about air defense, its attack with 23 HP, loosing 12 HP by support fire and still attacks strong enough to kill alot. I am running more AA guns this time, but they are an easy target. You cant always protect them.

For the map design my feedback is still the same. Especially the new maps are basically all the same. They are hard and definately very well balanced for my settings, but also boring. Start here ==> go there ==> kill everything. And you always encounter almost only high end stuff. Why should the soviets only have IS-2/IS-3 tanks in 1945?
And I dont like the AI army corps who wont move until you trigger them. For a moment you think its okay to move forward but then 10 overpowerd tanks engage you and somehow there are 20 planes again...coming from nowhere!
Right now I am doing the second wolga map, which is far better, since the russians are attacking and using their units instead of just waiting.
A very good example for comparing maps is the one with the atomic bomb. First you have to get through some defenses, then there is a open field battle vs tanks/anti tanks and finally there is a very well protected stronghold (is it Minsk?!). I like to have some puzzles: what should I do now? Take out air defense first? Wait for my art? Use the railguns? Very tough!

Finally I think I would rate AO Redone (1936-1945) and the vanilla one both with 9/10. So it doesnt matter what you play, both versions are just amazing.
Andrea69
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Re: AOredone updated

Post by Andrea69 »

Bee1976 wrote: Wed Oct 02, 2024 1:56 am
I cant figure that out. i have 2 playthroughs til 1945 finished and the first pt presented me a lot of camouflage heros. i normally use 2-3 in endgame and i remembering being disappointed because i recieved a lot of them and sold em

The second playthrough i got a reasonable amount of camouflage, but tons of arty support and lethal attack heros...

and yes i know i can simply sell them and deal with it, but i love the hero system. i finished my poland pt some time ago and wanted a 3rd redone pt, but the hero script is something i really dont enjoy. i would love the option to simply turn it off and play the great mod without it
Well, I did not mean to sell it as selling it is fair in vanilla (you spend 1k you get 1k) but not with this script (you get always 1k even if you spent 3k or 5k, and in early campaigns this can hurt a lot), so the only real option to avoid any kind of frustration is clicking the cancel button in the right column and having a new hero selection until you are satisfied: clearly this would be no more a random hero script but rather a "guided selection hero" script :)
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Re: AOredone updated

Post by Bee1976 »

I would love a simple "choice" window:
do you wanna promote Karl Kanalratte (Prudent) as warhero ? 5k
or Gustav Grütze (sixth sense) as warhero ? 1 k
Or Joachim Juckler (fast rebase) as warhero 3k

so i could chose out of t3 the one hero that fits my playthrough the best

that would be amazing
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Re: AOredone updated

Post by DefiantXYX »

Bee1976 wrote: Wed Oct 02, 2024 6:42 pm I would love a simple "choice" window:
do you wanna promote Karl Kanalratte (Prudent) as warhero ? 5k
or Gustav Grütze (sixth sense) as warhero ? 1 k
Or Joachim Juckler (fast rebase) as warhero 3k

so i could chose out of t3 the one hero that fits my playthrough the best

that would be amazing
But oven more overpowered, if you directly see the best choice.
Tbh I sometimes reload the map a pick another hero...takes you 30 seconds if you want to have it that way.
Grondel
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Re: AOredone updated

Post by Grondel »

Bee1976 wrote: Wed Oct 02, 2024 6:42 pm I would love a simple "choice" window:
do you wanna promote Karl Kanalratte (Prudent) as warhero ? 5k
or Gustav Grütze (sixth sense) as warhero ? 1 k
Or Joachim Juckler (fast rebase) as warhero 3k

so i could chose out of t3 the one hero that fits my playthrough the best

that would be amazing
the hero is created after u select a choice, so this is not possible. u can use undo to check the others.

sers,
Thomas
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