Panzer Corps 2
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Re: Panzer Corps 2
How does soft cap work?
I really have no clue and I never bother with it. What am I missing? I just buy units, upgrade etc
I really have no clue and I never bother with it. What am I missing? I just buy units, upgrade etc
Re: Panzer Corps 2
I would like to see a replacement/purchase/reinforcement/deployment screen which shows your current core and would allow you to tinker with different upgrade/replacement/purchase options with your available prestige and have the ability to undo them and try something else if you don't like them. Then when you're satisfied, you lock them in and start the scenario, instead of having to reload and start from the beginning if you make a mistake or change your mind and decide you'd rather buy/replace/upgrade something else. Being able to buy partial replacements, especially in-game, would also be nice instead of always getting the max possible.
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Re: Panzer Corps 2
Once thing I want to see also is the possibility to upgrade from one unit type to another. This should be a special unit trait like the switchable trait so it can be set for certain units. Examples would be Panzer II later being used as a scout tank (Luchs), or Stug IIIs that are first artillery and then get the long guns and become a tank destroyer. Or even captured tanks that are transformed into marder TDs and such stuff. Or the Kradschützen that start out as infantry, later get abandonded and can be upgraded to other, proper armored recon types.
I would also like to see some way to represent the mix of units. Right now we have Panzer IVs and Panzer IIIs. We have Somua 35s and we have Renault 35s. The thing is.. those were not used separately, they supported eachother within the same unit. One was the main tank the other the support tank. It would be nice if we could have these kinds of combined units somehow if at all possible. Just an idea.
I would also like to see some way to represent the mix of units. Right now we have Panzer IVs and Panzer IIIs. We have Somua 35s and we have Renault 35s. The thing is.. those were not used separately, they supported eachother within the same unit. One was the main tank the other the support tank. It would be nice if we could have these kinds of combined units somehow if at all possible. Just an idea.
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Re: Panzer Corps 2
Its can be done by changing e-file between campanies.KeldorKatarn wrote:Once thing I want to see also is the possibility to upgrade from one unit type to another. This should be a special unit trait like the switchable trait so it can be set for certain units. Examples would be Panzer II later being used as a scout tank (Luchs), or Stug IIIs that are first artillery and then get the long guns and become a tank destroyer. Or even captured tanks that are transformed into marder TDs and such stuff. Or the Kradschützen that start out as infantry, later get abandonded and can be upgraded to other, proper armored recon types.
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Re: Panzer Corps 2
If writing your own campaign you can change units through a unit action script. For example, change all Stug 3B in Zone x (or on map) to Stug3 F/8. There's a few traps for units with transport (SPArt on a truck was a surprise) but you can get round that by removing transport first and then changing the unit type.
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Re: Panzer Corps 2
Yeh, but you can change type only for units with "name". If player change 'name' of units - script don't work.captainjack wrote:If writing your own campaign you can change units through a unit action script. For example, change all Stug 3B in Zone x (or on map) to Stug3 F/8. There's a few traps for units with transport (SPArt on a truck was a surprise) but you can get round that by removing transport first and then changing the unit type.

With changing e-file, you can do automatic "upgrade" to all units with ID.
At last, in PzC II must be field "Unit ID" in unit action script.
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Re: Panzer Corps 2
Actually changing the name of a unit by the player does not affect this script. Only the orignal unit name given by the scenario designer and saved in the scenario file is considered.Yrfin wrote:Yeh, but you can change type only for units with "name". If player change 'name' of units - script don't work.captainjack wrote:If writing your own campaign you can change units through a unit action script. For example, change all Stug 3B in Zone x (or on map) to Stug3 F/8. There's a few traps for units with transport (SPArt on a truck was a surprise) but you can get round that by removing transport first and then changing the unit type.
With changing e-file, you can do automatic "upgrade" to all units with ID.
At last, in PzC II must be field "Unit ID" in unit action script.


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Re: Panzer Corps 2
Please. INTEGRATING DIPLOMACY AND TIGHT MANAGEMENT OF RESOURCES (IRON, FUEL, RUBBER etc.) I.E TO PRODUCE A TANK UNIT PanzerIIC YOU NEED SOME MATERIAL. And if possible a mode that allows to play on a surface of random game that one discovers in each battle. Because we begin to know the fighting zones of each campaign in panzer corps 

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Re: Panzer Corps 2
Thanks for info. Anyway, field with ID unit must have.McGuba wrote: Actually changing the name of a unit by the player does not affect this script. Only the orignal unit name given by the scenario designer and saved in the scenario file is considered.
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Re: Panzer Corps 2
Panzer Civilization ?beb1331 wrote: INTEGRATING DIPLOMACY AND TIGHT MANAGEMENT OF RESOURCES (IRON, FUEL, RUBBER etc.) I.E TO PRODUCE A TANK UNIT
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Re: Panzer Corps 2
beb1331 wrote:Please. INTEGRATING DIPLOMACY AND TIGHT MANAGEMENT OF RESOURCES (IRON, FUEL, RUBBER etc.) I.E TO PRODUCE A TANK UNIT PanzerIIC YOU NEED SOME MATERIAL. And if possible a mode that allows to play on a surface of random game that one discovers in each battle. Because we begin to know the fighting zones of each campaign in panzer corps
Yeah...no...that would way over complicate things
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Re: Panzer Corps 2
Agree.
This is not that type of game
This is not that type of game
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Re: Panzer Corps 2
Exactly Yrfin Panzercorps Civilization. Wars are not won only on the battlefield. It takes strategy with the resources needed to win a war. Civilization does it very well. On the other hand during conflict between nations there is no better than Panzercorps for the visual of the battle. Wow!
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Re: Panzer Corps 2
I'd like to see some aspect of player control of weapon production if there's any re-do of campaign tracks.
It's not well known that the Axis badly underestimated Russian tank production-- numbers and advanced types. They did not have enough medium tanks (PzIII and IV) to start the war and had to resort to Czechoslovak types early in the war. They had no heavy types. They had no long range bomber.
Germany underestimated length of war in the east, cutting back needed weapons/materials production in 1941.
There were way too many types, the designs too complicated, not enough motorization.
There was competition between services and poor coordination.
Then there was Hitler's direct interference (huge rail guns, vengeance rockets, Me-262 fighter-bombers, etc.) in weapon types.
It's not well known that the Axis badly underestimated Russian tank production-- numbers and advanced types. They did not have enough medium tanks (PzIII and IV) to start the war and had to resort to Czechoslovak types early in the war. They had no heavy types. They had no long range bomber.
Germany underestimated length of war in the east, cutting back needed weapons/materials production in 1941.
There were way too many types, the designs too complicated, not enough motorization.
There was competition between services and poor coordination.
Then there was Hitler's direct interference (huge rail guns, vengeance rockets, Me-262 fighter-bombers, etc.) in weapon types.
Re: Panzer Corps 2
I actually think that the idea to combine Panzer Corps tactics with Civ-style gameplay might have great potential. But of course, such play mode should not be the only one. Maybe in a DLC, a few years after initial release, we could explore this direction.beb1331 wrote:Exactly Yrfin Panzercorps Civilization. Wars are not won only on the battlefield. It takes strategy with the resources needed to win a war. Civilization does it very well. On the other hand during conflict between nations there is no better than Panzercorps for the visual of the battle. Wow!

Re: Panzer Corps 2
BTW guys, not that we've got a brand new Panzer Corps 2 forum, shall we maybe move this topic there?
Re: Panzer Corps 2
I wouldn't move it. I think people, especially newcomers, are intimidated by monster sized threads. They don't want to participate in a discussion that has gone on for many pages because they don't want to read it all. And if they do reply to it, they probably haven't read all the back pages they're just adding their input/reply to the first few posts. Megathreads for things like bug hunting and tracking are great. Less great for discussion. I'd leave this here, and let the stuff inside the Panzer Corps 2 forum grow naturally.
Besides, I'm pretty sure even that Panzer Corps 2 forum is temporary isn't it? Is Panzer Corps 2 really only going to exist as a forum as a subsection of Panzer Corps? I dunno, that's an organizational question I suppose. Looks good to be part of the massive Panzer Corps activity, but I imagine this will get hugely cluttered and confusing around Panzer Corps 2 launch time.
Besides, I'm pretty sure even that Panzer Corps 2 forum is temporary isn't it? Is Panzer Corps 2 really only going to exist as a forum as a subsection of Panzer Corps? I dunno, that's an organizational question I suppose. Looks good to be part of the massive Panzer Corps activity, but I imagine this will get hugely cluttered and confusing around Panzer Corps 2 launch time.
Re: Panzer Corps 2
It will probably be quite difficult to combine many new changes with the basic ideas of PZC.Rudankort wrote: I actually think that the idea to combine Panzer Corps tactics with Civ-style gameplay might have great potential. But of course, such play mode should not be the only one. Maybe in a DLC, a few years after initial release, we could explore this direction.
Maybe it will be two games.
I think it does not matter whether playing 2D or 3D, the main thing is that the strategy should be turn-based.
HOI4 is good all about pre-war focuses.
But the battle, ai and the R&D tree are so-so.
If there is a good engine, then there are always a lot of good themes for Grand-Strategies that are open.
This and WW2, modern war and Sci-Fi franchise on BattleTech, Dune, Star Wars and other things.

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Re: Panzer Corps 2
With all the experience of the players on this site. It would be possible to combine the forces of each game turn by turn to design one that would integrate these forces. Its would be an instant blockbuster for all players who like this kind of games.
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Re: Panzer Corps 2
The unit script works off the unit ID code, so you could create a script to convert unit 1 to unit 300 whether named or not. One of Nico's mods (I think it's AGW) has one where a standard unit ( not a specific one) is converted to an SE unit and another where a gun gets a free upgrade. I have done it in trial scenarios to provide free upgrades or special upgrades to non-purchase units.McGuba wrote:Only the orignal unit name given by the scenario designer and saved in the scenario file is considered.
I think that assigning a named unit to the player might simplify scripting in some cases since it can be applied to only one unit rather than all units, and doesn't have to rely on being in a specific zone or hex to activate. For example your commander is represented by a cavalry unit, but over time gets assigned a recon unit, a tank, a tank destroyer, etc (and maybe back to Volkssturm for the last one).