PzC Toolkit v2.0.5.1 - Classic General v0.12.1 (18/10/26)

A forum to discuss custom scenarios, campaigns and modding in general.

Moderators: Slitherine Core, Panzer Corps Design, Panzer Corps Moderators

RobertCL
2nd Lieutenant - Elite Panzer IVF/2
2nd Lieutenant - Elite Panzer IVF/2
Posts: 717
Joined: Sat Jan 15, 2011 8:01 am
Contact:

Re: PzC Toolkit v2.0.5.1 - Classic General v0.12.1 (18/10/26)

Post by RobertCL »

Hi Nico,

At the end of a scenario when I move to a next one, why can't I grant extra strength to my elite units ?
In Panzer Corps, before starting a scenario, in reserve, before my deployment, I can replenish my units and bring them to 12 or 13 strength for instance.
If we have to wait until the scenario starts, the unit either moves or gets extra strength. If we do this in the reserve screen before deployment, units are moving fully "extra replenished".
nikivdd
Panzer Corps Map Designer
Panzer Corps Map Designer
Posts: 5219
Joined: Fri Jun 24, 2011 1:21 pm
Location: Belgium

Re: PzC Toolkit v2.0.5.1 - Classic General v0.12.1 (18/10/26)

Post by nikivdd »

RobertCL wrote: Wed Oct 21, 2026 2:32 pm Hi Nico,

At the end of a scenario when I move to a next one, why can't I grant extra strength to my elite units ?
In Panzer Corps, before starting a scenario, in reserve, before my deployment, I can replenish my units and bring them to 12 or 13 strength for instance.
If we have to wait until the scenario starts, the unit either moves or gets extra strength. If we do this in the reserve screen before deployment, units are moving fully "extra replenished".
overstrength.png
overstrength.png (1.09 MiB) Viewed 58 times
nikivdd
Panzer Corps Map Designer
Panzer Corps Map Designer
Posts: 5219
Joined: Fri Jun 24, 2011 1:21 pm
Location: Belgium

Re: PzC Toolkit v2.0.5.1 - Classic General v0.12.1 (18/10/26)

Post by nikivdd »

Kas Narayda wrote: Wed Oct 21, 2026 2:08 pm With experience, everything is clear, except for the low rate of gaining experience with tactical bombers and level Bombers.
I'm more interested in why tactical bombers are so ineffective.
Conversely, artillery is too effective, but it is slowly gaining experience.
By the way, recon is generally a pretty useless thing due to the presence of many aircraft with a large reconnaissance radius.
And I am generally silent about the extremely low rate of gaining experience by naval units.

In general, I really look forward to when you change the same effectiveness of tactical bombers as it is in the PG Forever game or at least Panzer Corps.

The game is really cool, but all these points overshadow the impression, especially the effectiveness of tactical bombers.
That's worth further investigation and implementation.

Assume a tactical bomber makes 10 combat rolls against a ground unit, with equal attack and defense grades and no additional modifiers.
Result Old system New system (proposed)
Chance of a kill 10% 50%
Chance of suppression 40% 0%
Chance of no effect 50% 50%
Expected enemy strength losses 1 5
Expected suppression points 4 0

What this means in battle
Previously: A tactical bomber could attack a tank and cause one strength-point loss while suppressing another four points. The tank might survive with most of its actual strength intact.

With the proposed change: The same attack would produce an average of five strength-point losses and no suppression, assuming the other combat conditions remain identical.

That means:
- Tactical bombers become much more dangerous to enemy tanks, artillery and other ground formations.
- Their attacks inflict permanent strength losses rather than temporary suppression.
- They should gain experience faster because they destroy more enemy strength points.

Artillery: powerful suppression, limited XP rewards

Artillery benefits from indirect-fire rules, defensive support and suppression. Yet its experience gains depend mainly on casualties.

My proposed values are 1 base XP per effectively suppressed strength point, capped at 5 base XP per attack.

Naval experience — proposed improvement

I agree that naval units deserve a more specialized experience system. Battleships, cruisers, destroyers, submarines and carriers perform different roles, and their XP progression should reflect those differences.

I propose retaining the existing casualty-based XP calculation and adding modest rewards for meaningful naval combat actions.
Proposed XP bonuses
Naval combat activity Additional base XP
Surface ship inflicts enemy strength losses +2 per successful attack
Submarine scores a successful torpedo hit +4 per attack
Naval unit successfully damages an enemy aircraft with AA fire +2 per engagement
Naval gunfire effectively suppresses an enemy unit +1 per suppressed strength point

Safeguards
- Maximum additional bonus: 6 base XP per combat engagement.
- Apply existing experience-star multipliers.
- Retain the 599 XP maximum and five-star progression.
- Award bonuses only for actual combat results, not unsuccessful attacks.
- Prevent repeated rewards for the same damage or suppression.
- Apply the same rules to human and AI units.
- Keep current naval combat damage and hit probabilities unchanged.

The spotting range for certain aircraft is way too high, this i am going to correct. I will think about making recon vehicles more interesting besides its phased movement
Kas Narayda
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 18
Joined: Mon Dec 06, 2021 2:42 pm

Re: PzC Toolkit v2.0.5.1 - Classic General v0.12.1 (18/10/26)

Post by Kas Narayda »

At the moment, the most profitable thing is to buy one artillery, anti-aircraft guns and infantry.
By the way, there is no penalty for rivers, tanks in the forest are like on a plain, there are no bonuses from the terrain either. There are no bonuses or penalties from the enemy's environment.
The terrain does not change color depending on the weather.
In general, the game is very raw and unbalanced. I'll come back a little later when they finish.

The best combat mechanics in PG Forever and of course Panzer Corps.
In the meantime, it's more profitable to buy artillery than tactical bombers. Level Bomber is not worth your money at all, it's a waste of money.
nikivdd
Panzer Corps Map Designer
Panzer Corps Map Designer
Posts: 5219
Joined: Fri Jun 24, 2011 1:21 pm
Location: Belgium

Re: PzC Toolkit v2.0.5.1 - Classic General v0.12.1 (18/10/26)

Post by nikivdd »

Kas Narayda wrote: Wed Oct 21, 2026 4:42 pm At the moment, the most profitable thing is to buy one artillery, anti-aircraft guns and infantry.
By the way, there is no penalty for rivers, tanks in the forest are like on a plain, there are no bonuses from the terrain either. There are no bonuses or penalties from the enemy's environment.
The terrain does not change color depending on the weather.
In general, the game is very raw and unbalanced. I'll come back a little later when they finish.

The best combat mechanics in PG Forever and of course Panzer Corps.
In the meantime, it's more profitable to buy artillery than tactical bombers. Level Bomber is not worth your money at all, it's a waste of money.
I did a comparison study.
The next update will use more of Panzer Corps mechanics.
Post Reply

Return to “Panzer Corps : Scenario Design”