Somehow, looking at these unit graphics reminds me of *Dune* (1992). House Harkonnen and so on. Imperial troops...!nikivdd wrote: Sat Aug 08, 2026 1:34 pm
.
I have been testing beam weapon animations and corresponding offset values in the efx file.
I still need to figure out the damage animation.
.
I was using following 4-icon sprites in the test.
.
icon_blitzlanze_electric_beam.png
.
icon_lichtlanze_laser.png
.
icon_plasmawolf_plasma_beam.png
.
icon_ringwerfer_halo_rings_beam.png
.
icon_sonnenhammer_heavy_laser.png
.
icon_teilchenjaeger_particle_beam.png
.
I have these 8 beam weapons sofar, 6 were displayed during the test.
1. Laser
2. Heavy Laser
3. Energy/Plasma
4. Electrical
5. Particle Beam
6. Pulse Weapon
7. Sustained Beam
8. Halo Rings
PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)
Moderators: Slitherine Core, Panzer Corps Design, Panzer Corps Moderators
Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)
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bondjamesbond
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Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)
Tobi72 wrote: Sat Aug 08, 2026 5:30 pmSomehow, looking at these unit graphics reminds me of *Dune* (1992). House Harkonnen and so on. Imperial troops...!nikivdd wrote: Sat Aug 08, 2026 1:34 pm
.
I have been testing beam weapon animations and corresponding offset values in the efx file.
I still need to figure out the damage animation.
.
I was using following 4-icon sprites in the test.
.
icon_blitzlanze_electric_beam.png
.
icon_lichtlanze_laser.png
.
icon_plasmawolf_plasma_beam.png
.
icon_ringwerfer_halo_rings_beam.png
.
icon_sonnenhammer_heavy_laser.png
.
icon_teilchenjaeger_particle_beam.png
.
I have these 8 beam weapons sofar, 6 were displayed during the test.
1. Laser
2. Heavy Laser
3. Energy/Plasma
4. Electrical
5. Particle Beam
6. Pulse Weapon
7. Sustained Beam
8. Halo Rings![]()
![]()
https://www.google.com/search?tbnid=_WF ... Screenshot 2026-08-08 192723.png
https://www.old-games.ru/game/screenshots/1482.html




https://www.youtube.com/watch?v=lGCZ4dASNuA&t=28s
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Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)
I'm slightly confused. Is the Korean War expanded to outer space?
:p
:p
Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)
Not in the slightest, i posted a video of beta test of the first scenario a few posts ago.imp44791 wrote: Sun Aug 09, 2026 9:59 am I'm slightly confused. Is the Korean War expanded to outer space?
:p
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bondjamesbond
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Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)
How soon will Korea be ready, and will it face the same fate as the Chaco War? )

Before you’re all swept away again into the era of swords and arrows.



Harvester
Quick Facts
Type: Spice harvester
Armament: None
Speed: 32 km/h (tracked)
Armor type: Medium
The harvester collects raw spice and transports it to the processing plant. It has no weapons. Crew: 4
https://www.gamer.ru/ru/p/boevaya-tehni ... vCxg9YbP5X

Sand Worm
Brief Description
Type: Dune Creature
Armor Class: Heavy
Speed: 56 km/h
The Sandworm is a creature native to the planet Dune. It is sensitive to vibration and sound, causing it to attack any vehicles and heavy infantry. It is invulnerable to weapons.
https://www.gamer.ru/ru/p/spetsialnye-y ... faPfBLQXVQ

https://lilura1.blogspot.com/2022/04/Dune-2.html

Last edited by bondjamesbond on Tue Aug 11, 2026 6:06 am, edited 2 times in total.
https://mynickname.com/id73473


Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)
I just got blindsided by the sudden pivot. One minute the glorious armies of the armed proletariat are about to chastise the capitalist running dogs, the next there are AT-ATs and beam weapons 
Whatever pleases the modder to do next. I am not into SF for my PzC mods, but I also do exactly zero work here.
Whatever pleases the modder to do next. I am not into SF for my PzC mods, but I also do exactly zero work here.
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bondjamesbond
- Lieutenant-General - Do 217E

- Posts: 3108
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Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)
You ain't seen nothing yet... "The First Socialist War"imp44791 wrote: Mon Aug 10, 2026 4:05 pm I just got blindsided by the sudden pivot. One minute the glorious armies of the armed proletariat are about to chastise the capitalist running dogs, the next there are AT-ATs and beam weapons
Whatever pleases the modder to do next. I am not into SF for my PzC mods, but I also do exactly zero work here.
https://ru.wikipedia.org/wiki/Китайско- ... ская_война
https://mynickname.com/id73473


Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)
Been playing Campagna d'Abissinia. I installed Equipment file v12. Noticed there were two other add-ons to v12. How do I add those to the v12 equipment files and do I actually need them. Thanks for the game and help. What are you working on next?
Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)
Revisted the Lost Spring because I hadn't played it beyond the Somme crossings when it came out.
With my usual testing setup (Normal, AI 2, Chess) it does get a bit easy-ish by that time. The prestige awards are fine, it's not like the player is swimming in points.The Somme crossings are actually quite easy. Lille is a good scrap, but again quite easy for an experienced player at these levels. The problem is that by this time the core is not just experienced but can also be very strong aircraft wise. I think the LW could be beefed up a bit, perhaps by the odd Bf-110 (there are enough 109s and they are very tough to bring down even with good French planes like the D520). It's just a question of numbers really, if the player has 4-5 fighters, which is totally feasible even without SE gifts (I got one D520). But in general it's the usual PzC problem with defensive scenarios, late in campaigns - a carefully nurtured player core will dominate most scenarios.
With my usual testing setup (Normal, AI 2, Chess) it does get a bit easy-ish by that time. The prestige awards are fine, it's not like the player is swimming in points.The Somme crossings are actually quite easy. Lille is a good scrap, but again quite easy for an experienced player at these levels. The problem is that by this time the core is not just experienced but can also be very strong aircraft wise. I think the LW could be beefed up a bit, perhaps by the odd Bf-110 (there are enough 109s and they are very tough to bring down even with good French planes like the D520). It's just a question of numbers really, if the player has 4-5 fighters, which is totally feasible even without SE gifts (I got one D520). But in general it's the usual PzC problem with defensive scenarios, late in campaigns - a carefully nurtured player core will dominate most scenarios.
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bondjamesbond
- Lieutenant-General - Do 217E

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Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)
Such a giant of tactical and strategic thought definitely needs to play on the hardest difficulty level, since everything seems easy to him every time. )))imp44791 wrote: Tue Aug 11, 2026 4:09 pm Revisted the Lost Spring because I hadn't played it beyond the Somme crossings when it came out.
With my usual testing setup (Normal, AI 2, Chess) it does get a bit easy-ish by that time. The prestige awards are fine, it's not like the player is swimming in points.The Somme crossings are actually quite easy. Lille is a good scrap, but again quite easy for an experienced player at these levels. The problem is that by this time the core is not just experienced but can also be very strong aircraft wise. I think the LW could be beefed up a bit, perhaps by the odd Bf-110 (there are enough 109s and they are very tough to bring down even with good French planes like the D520). It's just a question of numbers really, if the player has 4-5 fighters, which is totally feasible even without SE gifts (I got one D520). But in general it's the usual PzC problem with defensive scenarios, late in campaigns - a carefully nurtured player core will dominate most scenarios.


Volunteers: Peace (2025),Brave Without Boundaries(2026)
For now, I'm modestly raising my patriotism in anticipation of the Korean mod's release. Because, as Comrade Lenin said, cinema is the most important art for us.
https://mynickname.com/id73473


Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)
It's not a matter of brains, I just like to play without artificial challenges like boosts to experience and to prestige for the AI because what little historicity exists in this game gets lost.
I am with you totally when it comes to anticipating to throwing the capitalist lackeys into the sea though
I am with you totally when it comes to anticipating to throwing the capitalist lackeys into the sea though
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bondjamesbond
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Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)
It's very interesting to watch your replays of passing mods! Maybe such a talented commander will teach us something new and not yet accessible to us mere mortals)))imp44791 wrote: Tue Aug 11, 2026 10:49 pm It's not a matter of brains, I just like to play without artificial challenges like boosts to experience and to prestige for the AI because what little historicity exists in this game gets lost.
I am with you totally when it comes to anticipating to throwing the capitalist lackeys into the sea though![]()
Don’t hesitate to share your replays — such a generalissimo should leave his works for the next generations of fans of our favorite game!!!
viewtopic.php?t=118137&start=80
I do not know the statistics on uploading Niko's work, but my replays look good sometimes more than 50 times each)
I also liked the new units from Niko with different laser installations)
https://dune.fandom.com/wiki/Category:Video_games
It's not about communism or capitalism, it's just that the films of China and South Korea on the subject of the Korean War are sometimes very epic and they don't spare money for special effects there, naturally not devoid of fiction)))
https://zonafilm.ru/movies/supergeroi-huan-tszyguan
https://www.youtube.com/watch?v=tkSJM389sRs&t=1798s
I've even seen a couple of films from North Korea on the subject, but they don't see any shores there at all and everything is drowning in a red utopia)
https://myshows.me/movies/catalog/g-military-war/c-KP/
https://mynickname.com/id73473


Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)
You are looking for a fight, friend, but outside PzC I'm a man of peace. Whether my feedback is useful or not, in the form that I give it, is for others to judge. All I can say is that its honestly meant.
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bondjamesbond
- Lieutenant-General - Do 217E

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Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)
imp44791 wrote: Wed Aug 12, 2026 6:32 am You are looking for a fight, friend, but outside PzC I'm a man of peace. Whether my feedback is useful or not, in the form that I give it, is for others to judge. All I can say is that its honestly meant.
I'm not trying to start a fight here, and I admit I'm teasing you a little, but that's it! And yes, I really want to see your reruns; maybe you really do think globally and outside the box! So, I hope there are no hard feelings or unnecessary tragicomedies!
https://mynickname.com/id73473


Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)
No problem, misunderstanding on my part. We're all friends here.
Posting the elaborate reviews of your style is too much work for a very lazy man like myself. I'm not being sarcastic, I AM intensely lazy! Text is nice and easy for me.
On the specific matter of feedback levels, I think it's good for modders and even prospective players of the mod who read the forum to have a baseline impression where there are no bonuses for either side, and no randomness added (chess). This I provide with my impressions. Then if they enjoy the game more as a challenge rather than as a rough simulation of history like I do, they can up the stakes by giving the AI help.
Also, I don't always ask for toughening in my feedback. For instance for the Abyssinian campaign I repeatedly mentioned the turn limit being set initially too low, especially for players who like playing on the highest difficulties. The same holds for the very early versions of the Lost Spring where the prestige was set too low.
Vanilla PzC has some "tough" rules that I don't like - I hate the soft cap for example, and edit it out in my rules file. I like to plan ahead, and having the game arbitrarily ration my prestige because it thinks my core is too nicely constructed annoys me.
Posting the elaborate reviews of your style is too much work for a very lazy man like myself. I'm not being sarcastic, I AM intensely lazy! Text is nice and easy for me.
On the specific matter of feedback levels, I think it's good for modders and even prospective players of the mod who read the forum to have a baseline impression where there are no bonuses for either side, and no randomness added (chess). This I provide with my impressions. Then if they enjoy the game more as a challenge rather than as a rough simulation of history like I do, they can up the stakes by giving the AI help.
Also, I don't always ask for toughening in my feedback. For instance for the Abyssinian campaign I repeatedly mentioned the turn limit being set initially too low, especially for players who like playing on the highest difficulties. The same holds for the very early versions of the Lost Spring where the prestige was set too low.
Vanilla PzC has some "tough" rules that I don't like - I hate the soft cap for example, and edit it out in my rules file. I like to plan ahead, and having the game arbitrarily ration my prestige because it thinks my core is too nicely constructed annoys me.
-
bondjamesbond
- Lieutenant-General - Do 217E

- Posts: 3108
- Joined: Mon Jun 27, 2022 10:10 pm
Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)
And recording a replay is not difficult at all; the game does it itself. All you have to do is archive it and post it here.imp44791 wrote: Wed Aug 12, 2026 6:49 am No problem, misunderstanding on my part. We're all friends here.
Posting the elaborate reviews of your style is too much work for a very lazy man like myself. I'm not being sarcastic, I AM intensely lazy! Text is nice and easy for me.
On the specific matter of feedback levels, I think it's good for modders and even prospective players of the mod who read the forum to have a baseline impression where there are no bonuses for either side, and no randomness added (chess). This I provide with my impressions. Then if they enjoy the game more as a challenge rather than as a rough simulation of history like I do, they can up the stakes by giving the AI help.
Also, I don't always ask for toughening in my feedback. For instance for the Abyssinian campaign I repeatedly mentioned the turn limit being set initially too low, especially for players who like playing on the highest difficulties. The same holds for the very early versions of the Lost Spring where the prestige was set too low.
Vanilla PzC has some "tough" rules that I don't like - I hate the soft cap for example, and edit it out in my rules file. I like to plan ahead, and having the game arbitrarily ration my prestige because it thinks my core is too nicely constructed annoys me.
C:\Users\**********\Documents\My Games\Panzer Corps\Replay
Tell me honestly, do you use cheats?
https://mynickname.com/id73473


Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)
I had written a long answer and then lost it idiotically! The executive summary:
"Turns" when I test turn limits for triumph. Typical example, the original Abyssinian setup which was all one big unwinnable race.
"Fog of war" when something odd is happening. Typical example, an off map artillery lobbing shells at me (happened in the Soviet DLC a few years ago). Sometimes when enemy battlegroups are stuck because something hasn't triggered (again, Soviet DLC a few years ago), or do something odd (Abyssinia first scenario original alpha, when the enemy went to hide in the hills so I couldn't find them in time to kill them)
"All eqp" with the current rapidly changing armory, since I don't know upgrade paths. But I don't actually buy the future units.
"Turns" when I test turn limits for triumph. Typical example, the original Abyssinian setup which was all one big unwinnable race.
"Fog of war" when something odd is happening. Typical example, an off map artillery lobbing shells at me (happened in the Soviet DLC a few years ago). Sometimes when enemy battlegroups are stuck because something hasn't triggered (again, Soviet DLC a few years ago), or do something odd (Abyssinia first scenario original alpha, when the enemy went to hide in the hills so I couldn't find them in time to kill them)
"All eqp" with the current rapidly changing armory, since I don't know upgrade paths. But I don't actually buy the future units.
Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)
Hi Nikivdd,
I have a question. Quite often, I struggle to get my custom-made units into exactly the same perspective we are used to seeing in Panzer Corps — mostly side-on, but viewed slightly from above. Sometimes it takes me quite a few attempts before the AI finally gets the perspective right.
Do you have a reliable prompt for achieving this view, or perhaps a tip on how you do it? Your latest units have an excellent perspective, at least in my opinion.
By the way, here are two futuristic vehicles I made. Feel free to use them if you have any use for them.
I have a question. Quite often, I struggle to get my custom-made units into exactly the same perspective we are used to seeing in Panzer Corps — mostly side-on, but viewed slightly from above. Sometimes it takes me quite a few attempts before the AI finally gets the perspective right.
Do you have a reliable prompt for achieving this view, or perhaps a tip on how you do it? Your latest units have an excellent perspective, at least in my opinion.
By the way, here are two futuristic vehicles I made. Feel free to use them if you have any use for them.
Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)
Currently i am having a break, a well deserved one and long overdue.
.
@srb644 what is most prefered? Romania or North Korea?
To be entirely sure, in the first page of the thread it is written for each campaign which equipment version you need.
If you want to be entirely sure, download the add-ons, unzip and add the content into v12 directory; follow release version order.
@Toby
You need the AI program learn the efx.pzdat file and add some 4-icon sprites (and inform which unit it is). Once it is familiar with the efx files, then do a test. It might also need to learn some basic panzer corps info but this information should be easily searched by the AI on the internet. Upload a 4-icon sprite and add the the following text:
.
@srb644 what is most prefered? Romania or North Korea?
To be entirely sure, in the first page of the thread it is written for each campaign which equipment version you need.
If you want to be entirely sure, download the add-ons, unzip and add the content into v12 directory; follow release version order.
@Toby
You need the AI program learn the efx.pzdat file and add some 4-icon sprites (and inform which unit it is). Once it is familiar with the efx files, then do a test. It might also need to learn some basic panzer corps info but this information should be easily searched by the AI on the internet. Upload a 4-icon sprite and add the the following text:
I am attaching a Panzer Corps unit sprite.
Determine the **four correct animation offsets** for this unit for use in `efx.pzdat`.
Use the actual attached sprite to calculate the offsets. Do not estimate them from the vehicle type.
### Panzer Corps sprite format
* Ground unit sprite: **296 × 296 pixels**
* Aircraft sprite: **296 × 444 pixels**
* The sprite contains the four directional/unit views used by Panzer Corps.
### What to measure
For each of the four unit views, locate the exact point from which the weapon effect should originate.
For a gun, cannon, laser, beam weapon, etc., use the **centre of the muzzle/nozzle opening at the very end of the barrel**.
For weapons with no visible barrel, use the centre of the appropriate firing point.
The animation must visually begin exactly at that point when displayed in game.
### Important
* Examine each of the four views separately.
* Do not assume that the offsets are symmetrical.
* Do not use the centre of the vehicle or turret.
* Do not use the base of the barrel.
* Use the final visible muzzle/nozzle position.
* Take sprite transparency and the actual position of the rendered unit into account.
* Give integer pixel values only.
Return the result as:
**Offset 1:** X = ?, Y = ?
**Offset 2:** X = ?, Y = ?
**Offset 3:** X = ?, Y = ?
**Offset 4:** X = ?, Y = ?
Then give the corresponding `efx.pzdat` entry if I provide the animation name.
Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)
Hallo Nikivdd,
Eerst en vooral bedankt voor je antwoord, maar ik denk dat er een klein misverstand is. Ik bedoelde niet de animaties, maar de **perspectiefweergave van de unit graphics**.
Soms heb ik heel wat pogingen nodig om de eenheid zo te laten genereren dat de weergave overeenkomt met de originele Panzer Corps-eenheden — dus voornamelijk van opzij, maar vanuit een licht verhoogd vogelperspectief.
Ik wilde eigenlijk weten of jij hiervoor een bepaalde aanpak, prompt of truc gebruikt om de AI zover te krijgen dat ze de eenheid meteen vanuit de juiste hoek genereert.
Maar geniet nu eerst van je welverdiende vakantie! We kunnen het er later nog eens over hebben.
Ik wens je een heel fijne vakantie!
-------------------------------------------------------------------------------------------------------------------------------
Hi Nikivdd,
First of all, thanks for your reply, but I think there has been a small misunderstanding. I wasn’t referring to the animations, but to the **perspective of the unit graphics**.
Sometimes it takes me quite a few attempts to get the AI to generate a unit in the same perspective as the original Panzer Corps units — mostly viewed from the side, but from a slightly elevated, almost bird’s-eye angle.
What I actually wanted to know was whether you have a particular approach, prompt, or trick that helps make the AI generate the unit from the correct angle more reliably.
But for now, enjoy your well-deserved holiday! We can talk about it again later.
Have a great holiday!
--------------------------------------------------------------------------------------------------------------------------------------------
Hallo Nikivdd,
zunächst einmal danke für deine Antwort, aber ich glaube, es gab ein kleines Missverständnis. Ich meinte nicht die Animationen, sondern die **Perspektive der Einheitengrafiken**.
Manchmal brauche ich ziemlich viele Versuche, bis die KI eine Einheit in derselben Perspektive wie die originalen Panzer-Corps-Einheiten generiert – hauptsächlich von der Seite, aber aus einer leicht erhöhten, fast vogelperspektivischen Ansicht.
Eigentlich wollte ich wissen, ob du dafür eine bestimmte Herangehensweise, einen Prompt oder einen Trick verwendest, mit dem sich die KI zuverlässiger dazu bringen lässt, die Einheit aus dem richtigen Winkel zu erzeugen.
Aber genieße jetzt erst einmal deinen wohlverdienten Urlaub! Wir können später noch einmal darüber sprechen.
Ich wünsche dir einen schönen Urlaub!
Eerst en vooral bedankt voor je antwoord, maar ik denk dat er een klein misverstand is. Ik bedoelde niet de animaties, maar de **perspectiefweergave van de unit graphics**.
Soms heb ik heel wat pogingen nodig om de eenheid zo te laten genereren dat de weergave overeenkomt met de originele Panzer Corps-eenheden — dus voornamelijk van opzij, maar vanuit een licht verhoogd vogelperspectief.
Ik wilde eigenlijk weten of jij hiervoor een bepaalde aanpak, prompt of truc gebruikt om de AI zover te krijgen dat ze de eenheid meteen vanuit de juiste hoek genereert.
Maar geniet nu eerst van je welverdiende vakantie! We kunnen het er later nog eens over hebben.
Ik wens je een heel fijne vakantie!
-------------------------------------------------------------------------------------------------------------------------------
Hi Nikivdd,
First of all, thanks for your reply, but I think there has been a small misunderstanding. I wasn’t referring to the animations, but to the **perspective of the unit graphics**.
Sometimes it takes me quite a few attempts to get the AI to generate a unit in the same perspective as the original Panzer Corps units — mostly viewed from the side, but from a slightly elevated, almost bird’s-eye angle.
What I actually wanted to know was whether you have a particular approach, prompt, or trick that helps make the AI generate the unit from the correct angle more reliably.
But for now, enjoy your well-deserved holiday! We can talk about it again later.
Have a great holiday!
--------------------------------------------------------------------------------------------------------------------------------------------
Hallo Nikivdd,
zunächst einmal danke für deine Antwort, aber ich glaube, es gab ein kleines Missverständnis. Ich meinte nicht die Animationen, sondern die **Perspektive der Einheitengrafiken**.
Manchmal brauche ich ziemlich viele Versuche, bis die KI eine Einheit in derselben Perspektive wie die originalen Panzer-Corps-Einheiten generiert – hauptsächlich von der Seite, aber aus einer leicht erhöhten, fast vogelperspektivischen Ansicht.
Eigentlich wollte ich wissen, ob du dafür eine bestimmte Herangehensweise, einen Prompt oder einen Trick verwendest, mit dem sich die KI zuverlässiger dazu bringen lässt, die Einheit aus dem richtigen Winkel zu erzeugen.
Aber genieße jetzt erst einmal deinen wohlverdienten Urlaub! Wir können später noch einmal darüber sprechen.
Ich wünsche dir einen schönen Urlaub!



