Kursk final turn, units appears macically ** SPOILER INSIDE

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adrianoku
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Kursk final turn, units appears macically ** SPOILER INSIDE

Post by adrianoku »

I finally arrived at Kursk, to gain decisive victory it's a run to the city of Sudzha ....at the end of turn 11 this is the situation:
Image

Ok! I thought, that damned city is mine now... and... this is the turn 12 ...

Image

Where did these units came out from?????
I finally managed to occupy the city but .... is it normal (only a sadic joke from slitherine guys :evil: ) or is it a bug? They didn't arrive ... they appeared from nowhere!!!
Now rush for moscow43, bye bye!
El_Condoro
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Post by El_Condoro »

If you had been able to get one of your units adjacent to the flag (and keep it alive) this would not have happened.

PzC allows owned flags (2+ turns owned) to be used as supply points unless an enemy unit is adjacent to it. The AI had obviously stored up a bit of prestige and spawned all these units when it saw its position was dire! Now whether that should be allowed to happen is another question...

Cheers
ImaginaryStar
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Post by ImaginaryStar »

I'm surprised that you have not noticed it, seeing as you've reached Kursk. AI is able to use prestige to deploy reinforcements where needed.
adrianoku
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Post by adrianoku »

Aaahn ... ok! yes another time I noticed it and think that AI buyed some reinforcements ... this time .... I was sleeping! ( My battles ara always night battles... 8) )
texican
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Post by texican »

IMO, the Kursk scenario is all wrong in ending up as a race west against Infantry, when it really ended as a turn east against a wall of armor. I would like to see this scenario tweaked.
flakfernrohr
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Post by flakfernrohr »

I have seen the same thing myself. If you manage to take this city early instead of late in the game, these units don't get the chance to show up. I always have to buy some extra armor and pioneers in Sumy to take this city. When I am able to upgrade the puny PAK37's and artillery, it's a big help too.
Old Timer Panzer General fan. Maybe a Volksturm soldier now. Did they let Volksturm drive Panzers?
edahl1980
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Post by edahl1980 »

You think this is bad?
I played the Kursk. And just as i am about to conquer the last objective the AI decide to buy a whole bunch of little recon vehicles. So many that they covered every remaining city(victory objectives and others) and all hexes around it. Light piece of shit recon that function as nothing other than exp boosters for my Panthers, PzIV, PzIII and Marders.
edahl1980
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Post by edahl1980 »

Oh and the same happen at the Ardennes. Except the AI bough Stuart tanks and a shitload of them just as he was losing.
Like Stuart tanks is gonna change the outcome when their up against Panthers, Tiger II, Jagdpanthers and PzIV
rezaf
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Post by rezaf »

I think in this regard Rudankort's AI is probably a bit too single minded.
I understand the reasoning behind it, but I think it's more than a little annoying when the AI surrounds every objective city with the standard assortment of defense weaponry (AA/AT/ART) and then some Inf.
The scenario designer(s) emphasized the problem by often having each objective starting out with all those defenses.
That, coupled with the fact that most maps are a little "tight", i.e. you have not much room to maneuver around obstacles, means a lot play very samey.
Charge headfirst into a brickwall of defenses, try to dispose of ART, try to dispose of AA to allow planes to help, mop up.
Move on to identical scenario at next objective.
Even scenarios depicting battles that were supposedly all about capturing objectives quickly play out like WW1 trench warfare.

I have to admit I'm actually having a little more fun playing the original PG missions from my campaign*. The maps are usually more open, and while they often start off with you facing a fortrified front of strong opponents, they open up a bit once you fought your way past that.
Partially, this is because the maps are larger and more open, partially, this is because everything in PC is horribly expensive, so the AI runs out of prestige fast and cannot afford to dig into a perfectly arranged defensive position everywhere.
But while the AI has its flaws, it is actually not entirely stupid, I've often seen if retreat forces like AT and AA from the frontlines to have them fortrify objectives instead.

Anyway, I hope, eventually, a patch will include the possiblity to define "staging zones". I.e., if you buy units mid-mission, they appear in staging zones on the border of the map.
That'd neatly solve the situations pointed out in the op.
_____
rezaf

* This isn't intended as self-praise, as I haven't designed those maps, SSI has.
Kerensky
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Post by Kerensky »

rezaf wrote:I think in this regard Rudankort's AI is probably a bit too single minded.
I understand the reasoning behind it, but I think it's more than a little annoying when the AI surrounds every objective city with the standard assortment of defense weaponry (AA/AT/ART) and then some Inf.
The scenario designer(s) emphasized the problem by often having each objective starting out with all those defenses.
That, coupled with the fact that most maps are a little "tight", i.e. you have not much room to maneuver around obstacles, means a lot play very samey.
Charge headfirst into a brickwall of defenses, try to dispose of ART, try to dispose of AA to allow planes to help, mop up.
Move on to identical scenario at next objective.
Even scenarios depicting battles that were supposedly all about capturing objectives quickly play out like WW1 trench warfare.

I have to admit I'm actually having a little more fun playing the original PG missions from my campaign*. The maps are usually more open, and while they often start off with you facing a fortrified front of strong opponents, they open up a bit once you fought your way past that.
Partially, this is because the maps are larger and more open, partially, this is because everything in PC is horribly expensive, so the AI runs out of prestige fast and cannot afford to dig into a perfectly arranged defensive position everywhere.
But while the AI has its flaws, it is actually not entirely stupid, I've often seen if retreat forces like AT and AA from the frontlines to have them fortrify objectives instead.

Anyway, I hope, eventually, a patch will include the possiblity to define "staging zones". I.e., if you buy units mid-mission, they appear in staging zones on the border of the map.
That'd neatly solve the situations pointed out in the op.
_____
rezaf

* This isn't intended as self-praise, as I haven't designed those maps, SSI has.
From my own tinkering, I think it's a complicated relationship to not only how the AI is programmed, but how maps are set up.

There are many creative solutions to this issue, and none of them require additional scripting or triggering (well maybe that's not entirely true... yet).
Hopefully sooner or later we'll have a few neat examples and items to provide to people to showcase and teach more effective ways to set up maps, parameters, and the AI (I did get this Avatar AFTER the release of Panzer Corps reason...). :)
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Post by Kerensky »

Oh, and I also realized that maybe 'too complex' is a bad thing. Panzer Corps is the only the first installment and thus the basic game after all. Maybe it should be designed to be somewhat casual friendly after all it's not super hardcore strategy but a fairly lightweight game. I think the current Panzer Corps campaign satisfies that.

As a brand new player, would you really want the campaign to radically change for every single scenario? That's a bit overwhelming to say the least.
rezaf
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Post by rezaf »

Kerensky wrote:Oh, and I also realized that maybe 'too complex' is a bad thing. Panzer Corps is the only the first installment and thus the basic game after all. Maybe it should be designed to be somewhat casual friendly after all it's not super hardcore strategy but a fairly lightweight game. I think the current Panzer Corps campaign satisfies that.

As a brand new player, would you really want the campaign to radically change for every single scenario? That's a bit overwhelming to say the least.
"Radically changing the campaign for every single scenario" is totally different from just slightly breaking up the monotony of kill arty, kill AD, kill AT, kill INF, move on to next objective (unless you haven't been able to move next to the city, in which case the AI might reinforce, forcing you to start the cycle anew).
A France map could have involved a decision to drive all your forces towards your main objective OR, for a DV with Sealion opportunity, defeat large amounts of british troops dug in near the otherwise unimportant city of Dunkirk, weakening your main thrust in the process.
A Barbarossa map could have involved weak opposition when starting the scenario, with an almost guaranteed Marginal Victory, but heavily defended positions in the rear necessary to ensure a Decisive.
A Kursk map could have required the player to not capture a single objective, but to hunt down and kill a fixed amount of Soviet tanks, not losing too much german ones in the process.

Even a strictly casual game such as Portal constantly changes which gimmicks you have to use and/or gives you new ones - do you think this overwhelms casual Portal players?
_____
rezaf
Korrigan
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Post by Korrigan »

rezaf wrote:... just slightly breaking up the monotony of kill arty, kill AD, kill AT, kill INF, move on to next objective (unless you haven't been able to move next to the city, in which case the AI might reinforce, forcing you to start the cycle anew).
But that's not the way the game is played anyway? If you had unlimited turns and/or unlimited unit slots you could use a combination of infantry, tanks, recons, arty and air support to capture every defended objective - but you don't. You have to split your forces, quickly approach defended objectives and make do with a less ideal combination of units and less time.
Linai
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Post by Linai »

rezaf wrote:
Kerensky wrote:Oh, and I also realized that maybe 'too complex' is a bad thing. Panzer Corps is the only the first installment and thus the basic game after all. Maybe it should be designed to be somewhat casual friendly after all it's not super hardcore strategy but a fairly lightweight game. I think the current Panzer Corps campaign satisfies that.

As a brand new player, would you really want the campaign to radically change for every single scenario? That's a bit overwhelming to say the least.
"Radically changing the campaign for every single scenario" is totally different from just slightly breaking up the monotony of kill arty, kill AD, kill AT, kill INF, move on to next objective (unless you haven't been able to move next to the city, in which case the AI might reinforce, forcing you to start the cycle anew).
A France map could have involved a decision to drive all your forces towards your main objective OR, for a DV with Sealion opportunity, defeat large amounts of british troops dug in near the otherwise unimportant city of Dunkirk, weakening your main thrust in the process.
A Barbarossa map could have involved weak opposition when starting the scenario, with an almost guaranteed Marginal Victory, but heavily defended positions in the rear necessary to ensure a Decisive.
A Kursk map could have required the player to not capture a single objective, but to hunt down and kill a fixed amount of Soviet tanks, not losing too much german ones in the process.

Even a strictly casual game such as Portal constantly changes which gimmicks you have to use and/or gives you new ones - do you think this overwhelms casual Portal players?
_____
rezaf
coulda shoulda woulda didnt
lets hope they learnd their lesson in new stuff they release
edahl1980
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Post by edahl1980 »

rezaf wrote:Charge headfirst into a brickwall of defenses, try to dispose of ART, try to dispose of AA to allow planes to help, mop up.
Move on to identical scenario at next objective.
Even scenarios depicting battles that were supposedly all about capturing objectives quickly play out like WW1 trench warfare.
In the original PG a *** star Level bomber could neutralise the enemy AA in one attack. And re-supply was impossible if an enemy unit or plane was over or within 1 hex. Here the ai can keep re-supplying so a level bomber is next to useless.
I think that is the biggest differense.
Kerensky
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Post by Kerensky »

I found level bombers to be exceptional... support units.
They're just like artillery guns. If you just send an artillery gun by itself to shoot at a target, it's pretty useless because the suppression wears off immediately after you hit end turn.
Same as the level bomber, their bombing affect wears off after you hit end turn.

The idea is what you lead with the level bombers and artillery, and then follow up with other attacks.

http://www.youtube.com/watch?v=cde0xufd ... h_response

And besides, if an enemy unit has to spent every turn hitting the supply button, you could technically think of level bombers as being able to destroy a unit's ability to have a turn entirely.
axlroselm
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Post by axlroselm »

rezaf wrote:
Kerensky wrote:Oh, and I also realized that maybe 'too complex' is a bad thing. Panzer Corps is the only the first installment and thus the basic game after all. Maybe it should be designed to be somewhat casual friendly after all it's not super hardcore strategy but a fairly lightweight game. I think the current Panzer Corps campaign satisfies that.

As a brand new player, would you really want the campaign to radically change for every single scenario? That's a bit overwhelming to say the least.
"Radically changing the campaign for every single scenario" is totally different from just slightly breaking up the monotony of kill arty, kill AD, kill AT, kill INF, move on to next objective (unless you haven't been able to move next to the city, in which case the AI might reinforce, forcing you to start the cycle anew).
A France map could have involved a decision to drive all your forces towards your main objective OR, for a DV with Sealion opportunity, defeat large amounts of british troops dug in near the otherwise unimportant city of Dunkirk, weakening your main thrust in the process.
A Barbarossa map could have involved weak opposition when starting the scenario, with an almost guaranteed Marginal Victory, but heavily defended positions in the rear necessary to ensure a Decisive.
A Kursk map could have required the player to not capture a single objective, but to hunt down and kill a fixed amount of Soviet tanks, not losing too much german ones in the process.

Even a strictly casual game such as Portal constantly changes which gimmicks you have to use and/or gives you new ones - do you think this overwhelms casual Portal players?
_____
rezaf


i agree. i am a casual strategy player but i think changing objective scheme for each mission is nice. most of the turn-base strategy games do that. i remember i read somewhere that the main strategy of german army was not to capture cities but to destroy enemy forces in the field. thats why they attacked kiev for example. i think some missions most have unit-based objectives rather than city-based objectives. or more smart objective schemes.
Timless Rules, rigidly Imposed, will always end in blood.

Sir Isaiah Berlin
billmv44
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Post by billmv44 »

While it is true that that taking cities is similar throughout the game. There are wide open spaces in some scenarios (Stalingrad for example). For me the the game is challenging in different ways at the higher difficulty levels. I had to change my approach to the Kursk battle while playing at the Guderian difficulty level (6 turns for a DV?!).

I think the changes mentioned in this thread would be interesting, future enhancements. Remember, this is the first release in what I hope is a long series of games and enhancements.
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