AOredone updated

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Andrea69
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Re: AOredone updated

Post by Andrea69 »

biohazard15 wrote: Tue May 19, 2026 10:28 pm
Andrea69 wrote: Tue May 19, 2026 9:08 pm Hello biohazard15, thanks so much for the suggestions; this is definitely a good resource for the aircraft update.
One of my priorities, aside from aircraft range, is to further develop and differentiate the strategic bomber class. It's clear that the game developers have mixed things up a bit between tactical and strategic bombers, placing medium bombers here and there and assigning the anti-ship role to strategic bombers. This choice was certainly a bit arbitrary, but it shows that beyond historical references, we must also consider what the game's engine is capable of offering. In this case, I believe it was intended to increase the appeal of this class, which otherwise (at least for less experienced players) would have been lacking.
Some further suggestions, if I may:

1) Azuls in 1939:
- Blue Division was formed two days after Barbarossa start, so Azul gift unit in Raseiniai is (kind of) historically correct. The one in 1939 Czechoslovakia, however, is not
- Since we can get two Spanish infantry units in SCW (Colonial Infantry and Guardia Civil), I propose adding a couple of upgrade hexes for these in Czechoslovakia
- Colonials get upgrade to standard Azul Infanterie (this replaces Azul gift unit)
- Guardia get upgrade to a new unit Azul Zapadores (Zapadores was the name for sapper regiment of Blue Division). Compared to German Pioniere: same traits, +1 speed, +2 to soft\hard attack, -2 to all defense stats, +1 core slot cost. Basically assault Pioniere.
Here I had decided not to modify the vanilla event, but your idea is interesting even if it would no longer be about gift units but about unit upgrades. However, completing the Spanish expeditionary force with the Zapadores intrigues me
biohazard15 wrote: Tue May 19, 2026 10:28 pm Speaking of Stalingrad - a bug report: in Streets of Stalingrad elite objective, I got only Boelter hero, but not the equipment. Might be because I saved\loaded quite liberally during this mission.
The scenario files look fine to me... it seems strange that if you received Boelter, you didn't also receive the additional equipment. Furthermore, if for some reason the event doesn't fire correctly, you should have seen a red error text message on the screen for a few seconds
biohazard15
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Re: AOredone updated

Post by biohazard15 »

Andrea69 wrote: Wed May 20, 2026 2:08 pm The scenario files look fine to me... it seems strange that if you received Boelter, you didn't also receive the additional equipment. Furthermore, if for some reason the event doesn't fire correctly, you should have seen a red error text message on the screen for a few seconds
I did a quick check of my equipment pool, and it seems I had a similar bug in Pindus - Dietl is here, but no Italian equipment. Smehow it went unnoticed by me back then. Can't remember anything about red error text, but I may have missed it due to hardware - I play on 32" monitor, and said red text looks really small on it.
Might be something about save\load - the game isn't exactly stable when it comes to scripts in this case.

Just remembered one more thing about 1940 - you may want to move Alpini spawn point away from Valona, to the northern map edge. I did what I always do here in vanilla - group all my units around victory hexes and let Greeks come to them (except a small group I sent to the elite objective). By doing so I accidentally blocked all the spawn hexes. Not a bug per se, more like an oversight.
dan1107
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Re: AOredone updated

Post by dan1107 »

Hi Andrea69, I quickly checked the files, played through the game up to the start of AO1940, and thoroughly examined the tanks in the units.csv file. Of course, it’s possible that I missed something.

Notes:

In AO1939, the Spoils Of War.lua and UndisclosedLocationEP.lua files have the following values: weak_count = 1, mediocre_count = 1, and outstanding_count = 1. The correct values should be 2.

Spoils Of War - I remember the first time I played this map and what a surprise awaited me there. An absolutely perfect scenario. Of course, I had the Generalissimus + DvG settings, SCW was going smoothly, then against France and Poland, everything was fine, and suddenly this. It was the first and last time my army ran away in panic :)
Here, I might assign a hero with the NoSurrender trait to all T-34 and KV-1 units so they can’t be captured. Because they’re too strong at this point for players to use.

In NorthNetherlands, I would probably change the gift unit to Fallschirmjager41, because the Fallschirmjager has been in service since January 1, 1940, so it’s possible to purchase or upgrade to it.

I have uploaded the changes regarding tanks as a text file to the following address:

https://www.mediafire.com/file/jvn64wj4 ... s.txt/file
Andrea69
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Re: AOredone updated

Post by Andrea69 »

dan1107 wrote: Wed May 27, 2026 8:49 am
In AO1939, the Spoils Of War.lua and UndisclosedLocationEP.lua files have the following values: weak_count = 1, mediocre_count = 1, and outstanding_count = 1. The correct values should be 2.
Hello, you are right about the random hero count, will fix it
dan1107 wrote: Wed May 27, 2026 8:49 am Spoils Of War - I remember the first time I played this map and what a surprise awaited me there. An absolutely perfect scenario. Of course, I had the Generalissimus + DvG settings, SCW was going smoothly, then against France and Poland, everything was fine, and suddenly this. It was the first and last time my army ran away in panic :)
This scenario was made by Grondel, so all credits to him :wink:
dan1107 wrote: Wed May 27, 2026 8:49 am Here, I might assign a hero with the NoSurrender trait to all T-34 and KV-1 units so they can’t be captured. Because they’re too strong at this point for players to use.
Although it is not easy for many of them to surrender, I tend to agree with you. But I won't add the NoSurrender trait to everyone, I want the player to still have the chance to capture some, let's say it's a further incentive for this challenge
dan1107 wrote: Wed May 27, 2026 8:49 am In NorthNetherlands, I would probably change the gift unit to Fallschirmjager41, because the Fallschirmjager has been in service since January 1, 1940, so it’s possible to purchase or upgrade to it.
Well, it seems a bit strange to me to have as a gift in 1940 troops available only in 1941, for the infantry the prototype concept doesn't work well... however that scenario seems right to assign the player the new Jagdkommando unit that I will probably introduce in the next build; it will be a unit with the NoPurchase trait, just perfect as the gift for an elite objective
Andrea69
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Re: AOredone updated

Post by Andrea69 »

dan1107 wrote: Wed May 27, 2026 8:49 am I have uploaded the changes regarding tanks as a text file to the following address:

https://www.mediafire.com/file/jvn64wj4 ... s.txt/file
Definitely good work on close defense and fuel. I will update the values ​​in the equipment file
dan1107
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Re: AOredone updated

Post by dan1107 »

Andrea69 wrote: Wed May 27, 2026 2:50 pm This scenario was made by Grondel, so all credits to him :wink:
So many thanks to Grondel for the realy perfect work :)
Andrea69 wrote: Wed May 27, 2026 2:50 pm
Well, it seems a bit strange to me to have as a gift in 1940 troops available only in 1941, for the infantry the prototype concept doesn't work well... however that scenario seems right to assign the player the new Jagdkommando unit that I will probably introduce in the next build; it will be a unit with the NoPurchase trait, just perfect as the gift for an elite objective
It could be a unit that will test new equipment (same as prototypes) that will later become standard. A new special unit is, of course, the best solution. I'm already looking forward to it :)
Andrea69 wrote: Wed May 27, 2026 3:26 pm Definitely good work on close defense and fuel. I will update the values ​​in the equipment file
I'll try to focus on SPAT, SPArty, SPAA etc. I noticed some duplicate rows there as well. And so I'll see what else comes to mind. Except aircrafts - I know you'll be doing big revision for them.
Andrea69
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Re: AOredone updated

Post by Andrea69 »

dan1107 wrote: Fri May 29, 2026 12:22 pm I'll try to focus on SPAT, SPArty, SPAA etc. I noticed some duplicate rows there as well. And so I'll see what else comes to mind. Except aircrafts - I know you'll be doing big revision for them.
Good, I'm waiting for your advice and suggestions on this matter. As for me, right now I am focused on a major naval warfare update, which is crucial before starting work on AO46. Currently, the stats of the naval assets in the game are aligned with the same values, following Grondel's excellent work on the game's naval warfare mechanics. But it's clear that realistically the Yamato can't have the same stats as the Fuso or the Nevada, for example.
dan1107
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Re: AOredone updated

Post by dan1107 »

Hello Andrea69,
as I promised, I've run some additional checks on the files.
I again send the file with the potential corrections.

https://www.mediafire.com/file/490qxkrf ... 2.txt/file
Andrea69
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Re: AOredone updated

Post by Andrea69 »

dan1107 wrote: Thu Jun 25, 2026 12:03 pm Hello Andrea69,
as I promised, I've run some additional checks on the files.
I again send the file with the potential corrections.

https://www.mediafire.com/file/490qxkrf ... 2.txt/file
Hello, I’ve taken a look at the file and I want to thank you again for your valuable work, especially regarding vehicle fuel and those two additional scenarios with incorrect hero counts.
I had already noticed the duplicate units, though frankly I can't give you a definitive explanation: I believe the team that originally created this equipment file intended to include a switch (such as an AT switch for heavy artillery) but abandoned the idea for balance reasons; anyway they didn't delete the entry, perhaps thinking it might come in handy if they changed their minds later.
The same applies to units listed with a non-existent switch: the team created them to expand the rosters, but without suitable models they decided to keep them in a sort of limbo (No Purchase trait, so no actual effect on gameplay), though they could easily be reactivated. For instance, I think the SdKfz111AA/AT could be part of the game; I might even add its switch so it becomes fully usable.
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Re: AOredone updated

Post by dan1107 »

Hello, I was happy to help because I know you’ve put a lot of work into this mod. I make small changes myself from time to time, and I know how much work it takes.

I also have an idea regarding heroes, but that’s really something for the very far future, if at all.
A few years ago, I posted in a thread about wishes for PC2, saying that I’d like it if historical heroes gained experience in a similar way to units. And several other people shared that wish there. In the latest DLC (Allied Operations - Italy: Vol. 1), Slitherine implemented a very simplified but useful system for upgrading heroes, and that’s what led me to think my idea through more carefully.

And of course, this is just my perspective—you and other players might not like it at all.

It’s a bit complicated and all fictional, so hopefully I can explain it clearly :)

1) Add more historical heroes to the game. I always enjoy the game more when a real-life character joins me rather than a randomly generated hero. For example, in Spain, add Colonel Carlo Rivolta (as a hero to the gifted M11-39 tank unit in the Zaragoza scenario), as well as Werner “Vati” Molders, who replaced Adolf Galland in the Condor Legion, Joaquín García Morato, etc.

2) These historical heroes would start out weaker but have 5 upgrade levels (just like the 5 stars for units), each unlocked after 5 or more—or fewer—standard scenarios.
I’ll illustrate this with the example of Carlo Rivolta.
He would start as a hero with the ReducedSlots and Readiness traits.
After 5 scenarios (1 star), he could be upgraded, for example, +1 HA or players could choose from multiple options (+1 HA or +1 SA, etc.).
After 10 (2 stars), for example, +1 Ini or +10 Speed
After 15 (3 stars), +1 HA or +1 SA
After 20 (4 stars): +1 Ini or +10 Speed
After 25 (5 stars), the final and best upgrade would be a choice of 3 or 4 new traits. For example, Butcher, TankKiller, LightningAttack, or CripplingBlow
This could be free, or cost Prestige, Command Points, or other special points...

3) If historical heroes were added, the RandomHero() function would be activated every 4th scenario (currently, it occurs in about 80–90% of scenarios). This would allow the values for weak_count, mediocre_count, outstanding_count, and 'ubers_count' to be reduced to 1 for AOSpain, AO1939, and AO 1940; 2 for 41–43; and 3 for 44–46. That way, the element of randomness wouldn’t be as pronounced. That way, the element of chance wouldn’t be as pronounced among different players—where one might have an 8* DoubleAttack in 1944 while another has an 8* Legendary. This way, if they only ever bought “outstanding” heroes, their collections would be very similar.

Pros:
- A better feel with historical heroes
- Less randomness when generating heroes—I know this can be bypassed by General Trait Killer team, but I think most players who play modes like AOR, GC, or SoE don’t want to make the game easier for themselves; on the contrary, they’re looking for major challenges
- There won’t be as much need to focus on gaining prestige (which, by the way, is the worst thing about PC2 for me, and it’s even more pronounced in AOR, where it forces players to adopt a playstyle of capturing as many units as possible for prestige. And in a single scenario, depending on your playstyle, you might have as few as 1,000 or as many as 20,000), allowing them to enjoy different playstyles more funny.
- There would be fewer very powerful heroes.
- By upgrading historical heroes, players could better tailor them to their playstyle and preferences, resulting in a more enjoyable experience.
- Since there wouldn’t be as many random heroes and players would have similar ones, it would probably be easier for mod developers to balance the difficulty.

Cons:
- So far, I only see one, but it’s a really big one. And that’s all the work involved with these heroes—until now, all you had to do was create a historical hero, and then you didn’t have to worry about them anymore (of course, there are exceptions like Wittmann, Rudell ...), but in this new system, it would be necessary to create scripts for upgrading them for 5 levels—and you’d have to work with that hero in 6 scenarios without forgetting anything.

It’s long, but hopefully it makes at least a little sense.
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