After 30 seconds, I was surprised at the 22 MB file size. I figured it was just an extremely trim version of the game, and it is, no problem there just unexpected.- First impressions. What were your impression after 30 seconds, 5 minutes, 15 minutes and an hour. If you could write these down and post them to the forum it would be very useful.
After 5 minutes, I was having a little trouble with the changes from how Pg2 does things, but I slowly got re-accustomed to standard PG style game play.
After 15 minutes, I got the hang of it pretty well, I could start to get things done fast rather than fumbling around.
After an hour, I see the game for exactly what it is trying to be, a direct upgrade over the original Panzer General.
No performance issues. 2.66Ghz Intel Processor, 2.75GB RAM, 896MB Video card.- Performance. Is the game too slow on your PC? If yes, what problems exactly you experience, and what system configuration do you have?
Terrain looks good, it's pretty obvious what terrain is what there is no confusion there. I did wonder about some of the new types of terrain, such as 'countryside'.- Map graphics: the terrain map and the units. What did you like or not like. What could be improved?
The units look good, but I have some issues with their status visuals. I read a few other posts from other people that had similar issue, so I won't go into it too much just the most obvious problems to me.
1. Unit has moved or fired appears the same as a unit that has not done anything. There is no good visual indicator if a unit can still fire or not. This mostly annoyed me with artillery unit. I would select it, fire with it, leave it alone and go move other units. After a while I'd come back, and looking at the board I can't tell which artillery unit has fired and which have not without actually clicking on the unit and seeing if it can still fire.
2. Unit that has moved and fired has the red line through their unit strength. This made seeing unit strengths at a glance difficult if not impossible, and to me symbolizes something more like disruption instead of simply 'I'm done with my actions'
3. Unit descriptions need help. In PG, pioneers ignored entrenchment, but it doesn't say it anywhere in the game, you just had to know. Does this game suffer from the same problem? I couldn't really tell if buckenpioneer ignored entrenchments or not, there were never any 'rugged defense' messages popping up on any kind of assault against an entrenched unit. I know for a fact the 'mountain' unit suffers from this problem, the Gebirgsjager. No where does it say the unit can easily traverse mountainous terrain without movement penalties, it just does. The buckenpioneer also suffers from this with his 'bridging' ability. No where on the unit or in any information panel does it say 'this unit sitting on a river acts like a bridge' it just does. Same problem with recon units. Their staggered movement feels clunky and VERY automatic right now, but no where does it say 'this is how recon units behave' They simply do. In this case, I refer to how if they see a unit, they immediately stop, but can continue moving. However if you choose to move a recon unit a little at a time, say to move, capture a hex, and continue moving, the recon unit simply finishes it's move after the first action because it didn't spot an enemy unit. I'm hoping this is just a feature that hasn't been implemented yet. If you are aware of the Latin General's equipment modification for PG2, they have a very good answer to this problem. If you don't know what that is, and are curious about their solution, I'll be happy to discuss further.
I also encountered a bug with disappearing units. It's happened a few times, but I'm not sure what causes it. A unit is impossible to select by clicking on the map, but it can still be accessed through the 'next unit' button.
http://img714.imageshack.us/img714/1368/bugca.jpg
It may just be the resolution I run at 1680x1050(which doesn't seem to be configurable other than changing my monitor resolution?) but unit stats numbers seem to be out of alignment on the purchase screen.- Usability and UI of the main screen. Is it intuitively clear how to control the game? Is the UI convenient? Do you like the existing mouse interface, or would you prefer a different one? What useful information do you miss in the UI sidebar or the main map view?
The 'battle result preview' seems to be backwards to me. Predicted enemy losses on the left, my predicted unit losses on the right feels very awkward.
There is no indication of what artillery units are doing or how effective they are, with regards to defensive fire support.
Personally, I was hoping to see a marriage between the best aspects of Panzer General (the style of play, weather, supply, all the basics) , Panzer General 2 (leaders, overrun, recon movement, supply hexes instead of purchasing from ANY city), and Panzer General 3D (absolutely nothing at all from this game).- Game rules. Please note that at this point game rules are not final. We are still thinking about some aspects, and we'll change and tweak some things as we test the game. However, any opinions on what you see in the game now, and what could be improved, are very much welcome.
You got the Panzer General part right, this game seems to be 'what if PG had been made in the 2000s instead of being made in the 1990s'.
You got the Panzer General 3d part right, and completely skipped anything that game 'added' to how Panzer General worked.
But you also skipped Panzer General 2, which left me feeling very underwhelmed. There were some fantastic additions in Pg2, and I was hoping to see those return in Panzer Corp. I don't know if you are open to implementing them, or simply haven't yet, or are adamant in staying true to more of a 'pure' Panzer General, so I reserve comment on this topic for the time being.
I was hoping that with Panzer Corps, I could replace both Panzer General and Panzer General 2. Right now, I feel like with Panzer Corps, I can uninstall original Panzer General from my computer, no question about that, but I feel that I still need Panzer General 2 because of what that game brings to the table.
The tutorial was good enough to explain when special units have special abilities on the mission screen, but there really needs to be a different, separate place for this type of information (library section?). Other than that, it was a pretty standard tutorial, it does it's job for people familiar with the genre. I might go a few steps further though, for people completely unfamiliar with Panzer General, for example going into detail about the merits of why you attacked entrenched places with infantry and not tanks, why it's important to soften entrenchment with artillery, and other seemingly 'obvious' things like that that may not be obvious for a brand new strategy gamer today.- Tutorial campaign. The first beta only includes the six tutorial scenarios and the tutorial campaign. When complete this will have prompts to aid the user but it would be good if we knew which areas of the game needed the most helpers and prompts so can you tell us which parts you did not understand so we can focus on explaining those.
I took a look at the scenario editor briefly and it appears sufficient for the most part...And finally, if any of you is interested in game modding, we would love to hear your opinion on the Scenario Editor. This can be found in the folder you installed the game to. Is it efficient and easy to use enough for you? Would you want to make new scenarios using such a tool? What additional features could be useful in it?
Problems:
1. The gigantic unit list as a scroll bar. Not that bad because you did include a unit filter, and you can stretch the window to get more than single file organization... but the 'show only units available in this scenario' needs improvement. Namely, where is all the information for the units you are placing? What is the starting available date for a Panzer IIIE, when does it become obsolete? What are the statistics for this unit I'm placing? I know historical a T-34/43 is faster than a Tiger I, but has a weaker gun and weaker armor. That doesn't really help me in this game though, if I want to make a balanced scenario, I need to see what values this game gives a T-34/43 or the values of a Tiger I so I can make decisions of where and how many of these units I place.
2. I figured out the Tank/airplane icon is the toggle between air and ground mode, but it would be nice if mousing over the button provided with this information instead of having to figure it out by pressing it and seeing what happens. Which brings me to the truck toggle, which is something I still have no clue about.
3. Tools/options doesn't do anything? I hope this is for setting up units more uniquely (setting up entrenchment value of a unit at the start of a scenario, being able to set a unit to a strength other than '10' and experience other than the default)... which is also currently unknown. What is the default experience of a unit you place? Can it be modified? Can the unit's strength be modified?
4. Is this scenario editor capable of simple triggers? I don't see anything along those lines, for example: Turn 5 team X gains Y prestige bonus. Turn 10 Team X receives A B and C units in Hex R T S, as 'reinforcements'.
5. Is this scenario editor capable of stringing scenarios together to create custom campaigns?
6. Where are the prestige settings, for
a. Individual turns of a scenario.
b. Accomplishing tasks, such as destroying a unit or capturing a city, or capturing a victory hex.
c. End scenario bonus prestige.
7. There needs to be a way to set up deployment hexes in future campaign scenarios.
That's off the top of my head, I'm certain there's more, but I'd like to hear what your plans and intentions are.




