1941 Campaign, units did not get placed

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Orchrist
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
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Joined: Sun Jan 16, 2011 3:08 am

1941 Campaign, units did not get placed

Post by Orchrist »

I am playing the 1941 campaign and I think I am at the 3rd or 4thbattle. It told me to place my units, but there were no slots to place them at. I ended my turn to see if that would allow me to place them and now I no longer have the units. I have a sum total of 5 units to start the scenario, including the 6th Gustav, and none of them are the units I have built up from the previous battles. I might have done something wrong here in ending the turn, however, it seems a shame that I have now lost all of my units that I had built up from the previous scenarios. If I have done something wrong here please let me know. I would hope that there would be a way to let the player know that they needed to place their units and how to do so before progressing and forcing the player to lose all of their previous units.
Kerensky
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Post by Kerensky »

Sounds like a bug. Going to need a lot more information than what you've provided though.

For starters:
What was the previous scenario? What type of victory did you achieve? Can you be more exact than "3rd or 4th battle?"
Orchrist
Corporal - 5 cm Pak 38
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Post by Orchrist »

Kerensky wrote:Sounds like a bug. Going to need a lot more information than what you've provided though.

For starters:
What was the previous scenario? What type of victory did you achieve? Can you be more exact than "3rd or 4th battle?"
Ugh okay I'll try. It was late last night and I was on pain killers and muscle relaxers for a back injury. I had a marginal victory previously. It was the 1941 Campaign on the Stalingrad map. I was playing on easy, with no supply or FoW, (so I could get through the content faster and because I am a giant noob :oops: ). I have the save game file and I am looking at the map now. Given my condition at the time of the morning, I can't swear that there weren't any available tiles to place the units on anywhere, but there certainly weren't any where I would have expected them to be, (and where the units are placed when you open the stand alone scenario). What other information would help you, and do you want me to send the save game?
Kerensky
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Post by Kerensky »

Based on your description, I was unable to replicate the bug. If you are absolutely certain your save game is bugged(double check your deploy list and deploy zone availability), e-mail it to: rudankort@rsdn.ru.
Orchrist
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 37
Joined: Sun Jan 16, 2011 3:08 am

Post by Orchrist »

Kerensky wrote:Based on your description, I was unable to replicate the bug. If you are absolutely certain your save game is bugged(double check your deploy list and deploy zone availability), e-mail it to: rudankort@rsdn.ru.
Doh! Okay after reading your response I thought to myself, "self, wtf is a deploy list?" After poking around I found a button labelled 'toggle reserve list', (which I don't recall ever seeing before), and voila I found my units. I am not sure what happened there but I hope I am not the only hapless fool to ever come across this situation. I guess I don't understand why the units got put in that list or why the game allows it, or what the purpose of the button is. I am guessing that it happened because I ended my turn before deploying my units, but what might have helped me was a pop up that said something along the lines of, "you haven't deployed all of your units you noob, are you sure you want to end your turn?". And if you do end your turn , maybe another pop up that tells you how you can access them and deploy them at a later time. I feel a little silly, but the law of averages dictates that I will NOT be the only person to do this, (please at least pretend you agree!). Thanks for the boot to the head!
Kerensky
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Post by Kerensky »

Glad to hear this issue is resolved.
As for preventing it in the future, we'll see what can be done. :D
Orchrist
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
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Joined: Sun Jan 16, 2011 3:08 am

Post by Orchrist »

Okay I am now running into a similar situation. It is the 1941 campaign and I just finished the Gustav line mission. It appears to be the Normandy Invasion map. I can place all of my land units okay, (although when I attempted to upgrade some of the tanks units, the costs seemed extremely high given the amount of prestige I started with. Although, maybe that is partly because some of the units were overstrength. Still the prices seemed really steep). Anyways, once again it didn't give me any hexes in which to place my aircraft. This time I checked the WHOLE map, and there are 0 hexes for aircraft. Is this intended due to the suprise nature of the Normandy Invasion? Please advise.
Kerensky
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Post by Kerensky »

Oops! Apparently Overlord is lacking deployment zones for aircraft.
Here, I made a hotfix for you, including my alternate Caen.

Download this file:
http://www.mediafire.com/?kxk6wv3lizr4dra

Place it in where you have PzC installed, for me the directory looks like:
C:\Games\Panzer Corps Beta\Panzer Corps\Data

Make a back up copy of Overlord.pzscn (if you want to, just in case)and then overwrite current file named "Overlord.pzscn"

OR

You can open up the editor, open Overlord.pzscn, and add aircraft deployment hexes yourself.
Orchrist
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 37
Joined: Sun Jan 16, 2011 3:08 am

Post by Orchrist »

Kerensky wrote:Oops! Apparently Overlord is lacking deployment zones for aircraft.
Here, I made a hotfix for you, including my alternate Caen.

Download this file:
http://www.mediafire.com/?kxk6wv3lizr4dra

Place it in where you have PzC installed, for me the directory looks like:
C:\Games\Panzer Corps Beta\Panzer Corps\Data

Make a back up copy of Overlord.pzscn (if you want to, just in case)and then overwrite current file named "Overlord.pzscn"

OR

You can open up the editor, open Overlord.pzscn, and add aircraft deployment hexes yourself.
Okay I now have 1 airfield with 7 slolts. The other issue is this, and I have brought it up several times before, but have yet to see a response. In the 1941 campaign, at some point, whenever you try to upgrade a unit it costs the same amount as if you were buying it brand new, and the costs are HIGH! Is this intended? :?:
Obsolete
Lieutenant Colonel - Panther D
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Post by Obsolete »

In the 1941 campaign, at some point, whenever you try to upgrade a unit it costs the same amount as if you were buying it brand new, and the costs are HIGH! Is this intended?
I brought this up already myself. It is why I NEVER, EVER upgrade units. You are sacrificing a whole new EXTRA unit you could have, LOL. And then you are penalized on-top of this penalty by yet an EXP penalty, so you have the worst of both worlds here.

Currently the optimal solution I do is just disband (or suicide) your crappy units, and fill in the slots with something useful.
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Kerensky
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Post by Kerensky »

Orchrist wrote: Okay I now have 1 airfield with 7 slolts. The other issue is this, and I have brought it up several times before, but have yet to see a response. In the 1941 campaign, at some point, whenever you try to upgrade a unit it costs the same amount as if you were buying it brand new, and the costs are HIGH! Is this intended? :?:
This was briefly discussed already in The Bug Thread.
Selling does not exist. You can disband a unit with 'd' though.
Upgrading was changed to carry penalties, so you don't reflexibly upgrade everything. For example, if a map gave you conscripts on cities, you used to be able to turn them all into guards for a mere 17 prestige. Or if you got a bridge engineer with low attack values, you could 'upgrade' into Soviet Guards for 'free'.
The upgrade penalty was put in place to combat this, but it may need tweaking to be less severe.
Orchrist
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 37
Joined: Sun Jan 16, 2011 3:08 am

Post by Orchrist »

Kerensky wrote:
Orchrist wrote: Okay I now have 1 airfield with 7 slolts. The other issue is this, and I have brought it up several times before, but have yet to see a response. In the 1941 campaign, at some point, whenever you try to upgrade a unit it costs the same amount as if you were buying it brand new, and the costs are HIGH! Is this intended? :?:
This was briefly discussed already in The Bug Thread.
Selling does not exist. You can disband a unit with 'd' though.
Upgrading was changed to carry penalties, so you don't reflexibly upgrade everything. For example, if a map gave you conscripts on cities, you used to be able to turn them all into guards for a mere 17 prestige. Or if you got a bridge engineer with low attack values, you could 'upgrade' into Soviet Guards for 'free'.
The upgrade penalty was put in place to combat this, but it may need tweaking to be less severe.
Well i guess I can see you wanting to combat wanton upgrading of every unit you have, however I think the current system is rather severe. I don't feel that it realistically addresses the influx of new equipment and newer training methods that would have been constantly ongoing IRL. I am not saying to give the store away with bargain basement upgrades, but come on, I don't think it is out of the question for an army to upgrade a unit or 2 to a panther or even a Tiger without ignoring every other unit. New equipment was meant to be integrated into current battlegroups, and I find it rather odd that it costs just as much to simply upgrade an existing unit as it does to get a brand new unit. Maybe the point I am stuck on is upgrading vetern units that you are carrying forward from previous battles as opposed to brand new units. Maybe if there was a distinction that offered cheaper upgrades to the veteran units that might accomplish both objectives. Perhaps I should read the bug thread you mentioned and see if that makes more sense. :? Please feel free to discuss and help me see how my logic is flawed in the eyes of the devs. :)
Orchrist
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
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Joined: Sun Jan 16, 2011 3:08 am

Post by Orchrist »

Obsolete wrote:
In the 1941 campaign, at some point, whenever you try to upgrade a unit it costs the same amount as if you were buying it brand new, and the costs are HIGH! Is this intended?
I brought this up already myself. It is why I NEVER, EVER upgrade units. You are sacrificing a whole new EXTRA unit you could have, LOL. And then you are penalized on-top of this penalty by yet an EXP penalty, so you have the worst of both worlds here.

Currently the optimal solution I do is just disband (or suicide) your crappy units, and fill in the slots with something useful.
Having served as US Army Infantry platoon Officer, I find this solution horrifying and ridiculous! I could never conceive sending any of my troops out to get killed so I could get new ones with more current training. In reality, I would spend the money to train my current soldiers up so they could be more effective, and perhaps skimp on the number of units until I could better afford them. Obviously there would be a cost associated with it, but no way would it cost just as much to train battle hardened veterans as it would be to bring in a bunch of FNG's no matter how good their training. In the context of a computer game, I find it annoying, but, as the rules stand now, perhaps a necessary workaround. I apologize if it seems I am getting worked up over a computer game, however, when I think of the fine soldiers I had the priviledge working with, it just sparked something. I know you guys are doing everything you can to put out the best game possible, and I appreciate the opportunity to help test it out. Obsolete, thanks for your suggestion, it really helps! :lol:
Obsolete
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Post by Obsolete »

Well, do you mean to tell me that you would never suicide aux units either? :P

It would be nice to put some sort of penalty in place for slaughtering off Aux units without any reprecussions. Perhaps a loss in prestige for the next scenario per aux unit you lost?
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Orchrist
Corporal - 5 cm Pak 38
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Posts: 37
Joined: Sun Jan 16, 2011 3:08 am

Post by Orchrist »

Obsolete wrote:Well, do you mean to tell me that you would never suicide aux units either? :P

It would be nice to put some sort of penalty in place for slaughtering off Aux units without any reprecussions. Perhaps a loss in prestige for the next scenario per aux unit you lost?

You made me lol... thanks! :P

I realize in a real world situation there are times when DIP missions are unavoidable, and yes, aux units would be prefferable to fighting units. I guess my point is that there should be a benefit to upgrading units that have survived numerous battles, and that they would be cheaper to train up than to replace. Perhaps I am overthinking it :? .
Orchrist
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 37
Joined: Sun Jan 16, 2011 3:08 am

Post by Orchrist »

Obsolete wrote:Well, do you mean to tell me that you would never suicide aux units either? :P

It would be nice to put some sort of penalty in place for slaughtering off Aux units without any reprecussions. Perhaps a loss in prestige for the next scenario per aux unit you lost?

You made me lol... thanks! :P

I realize in a real world situation there are times when DIP missions are unavoidable, and yes, aux units would be prefferable to fighting units. I guess my point is that there should be a benefit to upgrading units that have survived numerous battles, and that they would be cheaper to train up than to replace. Perhaps I am overthinking it :? .
Obsolete
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Post by Obsolete »

Speaking of suiciding units, I remember back now to the late 90's when Axis & Allies had a new surge of players during the Hasbro release.

There were a few players who would often carryout out an amphibious assault using just ONE Infantry, and throwing it into a stack of 10 or so opposing infantry with no chance to survive. The logic was that despite having a little more than 50% to score a hit (with the b-ship support), the fact that there are only 2 axis powers, yet 3 allied, made the suicide missions slightly ahead for the allies in the over-all picture of ecconomics.

Needless to say, a lot of clubs ended up having a black-list of players who would do such a thing, EVERY FRIEKEN TURN!
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
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