Kursk Deadly Grasped

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o_t_d_x
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Re: Kursk Deadly Grasped

Post by o_t_d_x »

pewp3w wrote: Wed Apr 22, 2020 3:29 pm But Civ 5 was also a shit game in comparison to everything that came before. They need to get rid of one unit per tile. And if a game needs multiple dlcs and mods to make it great, then it is not great.
Thats your opinion, i hated the stack of doom shit of part IV. Or even worse the battle system of part 1: spearmen that sunk carriers.....

And the things i liked of part IV like vassals, are integrated in part V with the mod.
Try part V with the newest version of vox populi, unmodded game is just cheating of the ai. With mod i can play even at diff emperor, which normally is much too easy for me. Because the modders made much better work then the devs. Of course they have much more time and no financial pressure.
o_t_d_x
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Re: Kursk Deadly Grasped

Post by o_t_d_x »

trengilly wrote: Wed Apr 22, 2020 11:50 pm
funat wrote: Tue Apr 21, 2020 11:57 am Its time to realize for the companies that AI DOES MATTER. Bad ai results often in no buy.
Sadly I'm afraid the opposite is true. Civ 6 is a great case in point. It has sold very well despite having a useless AI. The majority of game sales are to casual gamers who actually get frustrated by and don't want a skilled AI.
Programming a competent AI, let alone an skilled one, is very hard, expensive, and turns off more players than it attracts. :(
The question is, if these guys would buy again, if the seventh part has same stupid ai ? Even casual gamer hate it, when the ai grows faster then it should because of cheating. (many civ VI players that said that the ai is good, now think completly different and i mean casuals) I think that sentence that "people dont want good ai" is created by the companies that dont want to develop good ai. Because it costs lots of time developing it and even more time testing it. And by the way: if you have developed a good ai, for casuals wouldnt change much. Only that the humans would get much boni, so even the casuals could beat the good non cheating ai.

The problem with weak cheating ai like civ VI: Does a game make sense, where one player (ai) doesnt care about the rules and cheats like crazy ? Most so called strategy games are just a waste of time, because the ai doesnt play the game. It just "levels" with you and gets many things for free. I think that this "games" arent even games. They are more like time killers that pretend to be games. At best they are a tutorial for multi player. A game has rules that are the same for all players. At least thats my view.
o_t_d_x
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Re: Kursk Deadly Grasped

Post by o_t_d_x »

Duedman wrote: Thu Apr 23, 2020 9:13 am

Theres no new AI needed for that but it woukd make the scenario work as intended. And there are many examples for that in the campaign
Youre right, but such things need time. And my impression of the pc2 release is, that the crunch was horrible (you could see how super weak the ai was in the youtube vids - planes never healed and attacked with health 2 for ex.) and got better only a week before release, the engine is buggy and performs bad on many configs - half of the maps are minium detail at my pc, even when i klick maximum, multiplayer seems to have lots of problems too). Maybe the 3D models took too much time, so they had not enough time it seems, for the higher game design art. 8) Or they want to reserve this things for the dlcs...and if not i ll do it IF the so called user friendly editor is lua free and as easy to use as the old editor was. In my PC1 mod EVERY trigger was non absolute. They always were as random as possible, but not totally random of course. I designed everything in a way that i can play the game and dont know what happens at which round.

There is nothing more boring than units that are always at the same hex and triggers that are absolute.
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Re: Kursk Deadly Grasped

Post by Kerensky »

o_t_d_x wrote: Thu Apr 23, 2020 3:34 pm
Youre right, but such things need time. And my impression of the pc2 release is, that the crunch was horrible (you could see how super weak the ai was in the youtube vids - planes never healed and attacked with health 2 for ex.) and got better only a week before release, the engine is buggy and performs bad on many configs - half of the maps are minium detail at my pc, even when i klick maximum, multiplayer seems to have lots of problems too). Maybe the 3D models took too much time, so they had not enough time it seems, for the higher game design art. 8) Or they want to reserve this things for the dlcs...and if not i ll do it IF the so called user friendly editor is lua free and as easy to use as the old editor was. In my PC1 mod EVERY trigger was non absolute. They always were as random as possible, but not totally random of course. I designed everything in a way that i can play the game and dont know what happens at which round.

There is nothing more boring than units that are always at the same hex and triggers that are absolute.
Defenders of the Reich scenario has more advanced randomization of enemy forces than anything Panzer Corps has ever had, in it's entire 9+ year lifespan.
And Defenders of the Reich came with Panzer Corps 2 version 1.0.

But non-predictable enemy forces creates a massive spike in difficulty...
trengilly
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Re: Kursk Deadly Grasped

Post by trengilly »

Duedman wrote: Thu Apr 23, 2020 9:13 am
Snake97644 wrote: Thu Apr 23, 2020 6:43 am
Is that the trigger for the counterattacks? I thought it was taking the supply point. I triggered it early, around turn 12, which seemed to conicide with my tking the supply point to the east. My units were all out of position, however that ended up making it much more fun and challenging.
Im not entirely sure what it is but it is not the supply point.
But thats what I mean. Why not take combined triggers.
„If kursk is captured, launch reserves -or- if certain number of german units in area x (attenpting surround) launch reserves -or- .....“

Theres no new AI needed for that but it woukd make the scenario work as intended. And there are many examples for that in the campaign
I agree, I have no idea what the trigger for the Southern counter attack is but when I played they took forever to trigger. Kursk was captured and I was fully entrenched in Southeast victory hexes, making it laughably easy to crush the counterattack when it finally started.

Multiple triggers would really help. And in general less passive enemy units. There are a number of scenarios where some enemy units are set to hold position (even ones not in cities or VP hexes) and they will not activate even to retake victory hexes that are left empty nearby (Sedan and Paris come to mind).
Duedman
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Re: Kursk Deadly Grasped

Post by Duedman »

Kerensky wrote: Thu Apr 23, 2020 9:23 pm

Defenders of the Reich scenario has more advanced randomization of enemy forces than anything Panzer Corps has ever had, in it's entire 9+ year lifespan.
And Defenders of the Reich came with Panzer Corps 2 version 1.0.

But non-predictable enemy forces creates a massive spike in difficulty...

I do not think complete randomization is necessary or even good. It should not take scenario design out of human hands.
Some maps just need more / better triggers.

A spike in difficulty would be totally ok.
Players should not be able to ease through Generalissimus. It steals the rewarding feeling after u managed to complete maps on high difficulties.
If I cannot play this diff anymore then? So be it!

I will try the Defenders of the Reich scenario at the weekend. Saw you writing about this a few times already but somehow thought you were referring to some obscure title from the nineties lol
Giant Europe Mod 2.0 - Sea Lion 44 with no fuel:

http://www.slitherine.com/forum/viewtopic.php?f=145&t=95886

Youtube English & German
https://www.youtube.com/channel/UCeFP6sUZtRykYNbcVTVMxcg/featured
o_t_d_x
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Re: Kursk Deadly Grasped

Post by o_t_d_x »

Kerensky wrote: Thu Apr 23, 2020 9:23 pm
o_t_d_x wrote: Thu Apr 23, 2020 3:34 pm
Youre right, but such things need time. And my impression of the pc2 release is, that the crunch was horrible (you could see how super weak the ai was in the youtube vids - planes never healed and attacked with health 2 for ex.) and got better only a week before release, the engine is buggy and performs bad on many configs - half of the maps are minium detail at my pc, even when i klick maximum, multiplayer seems to have lots of problems too). Maybe the 3D models took too much time, so they had not enough time it seems, for the higher game design art. 8) Or they want to reserve this things for the dlcs...and if not i ll do it IF the so called user friendly editor is lua free and as easy to use as the old editor was. In my PC1 mod EVERY trigger was non absolute. They always were as random as possible, but not totally random of course. I designed everything in a way that i can play the game and dont know what happens at which round.

There is nothing more boring than units that are always at the same hex and triggers that are absolute.
Defenders of the Reich scenario has more advanced randomization of enemy forces than anything Panzer Corps has ever had, in it's entire 9+ year lifespan.
And Defenders of the Reich came with Panzer Corps 2 version 1.0.

But non-predictable enemy forces creates a massive spike in difficulty...
Yes, i read your defender of the reich postings. Sadly this szenario is, like kursk, one without ground textures and very unsharp other textures, even at max. setting. Thats a known bug, that is not fixed at the moment. In addition to a new bug at a map that worked perfectly without the new patch (kaukasus - ai turn never finishes now...) i give up playing panzer corps 2. I will return in a month or two, maybe the game is playable on all maps then.
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