Initial Impressions
Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design
I received my invitation to beta playtest today - sadly the day before I go on holiday!!!
But I had to take a quick look.
Downloaded and unpacked no problem
As I don't have too much time I just dived straight in. As a player of the original Panzer General it all seemd quite intuitive.
I played the first 2 tutorials - nice and easy - would be good for someone new to this style of game. I skipped the rest and tried the Poland scenario. In a rush I embarrasingly didn't quite achieve all the objectives before I reached the turn limit. This is good - it shows casual, badly thought out moves will be punished.
Initial impressions are good and I'll pick it up when back from my holiday. no obvious flaws from this brief run-through. But of course I'll delve deeper on my return
But I had to take a quick look.
Downloaded and unpacked no problem
As I don't have too much time I just dived straight in. As a player of the original Panzer General it all seemd quite intuitive.
I played the first 2 tutorials - nice and easy - would be good for someone new to this style of game. I skipped the rest and tried the Poland scenario. In a rush I embarrasingly didn't quite achieve all the objectives before I reached the turn limit. This is good - it shows casual, badly thought out moves will be punished.
Initial impressions are good and I'll pick it up when back from my holiday. no obvious flaws from this brief run-through. But of course I'll delve deeper on my return
Beta
installation:smooth and no problems
Graphics and animations are good and i liked em alot
as a former PG player i did get flasbacks and the feeling it is a bit the same,but i only played the tutorial so far ,ill start with the campaign now,overall i do have fun with the game,maybe an idea to put some achievements ratings and so forth in it
,didnt encounter crashes
also the tutorial i liked alot ,it guided you more or less in the game ,but expirencend players should just go to campaign
Graphics and animations are good and i liked em alot
as a former PG player i did get flasbacks and the feeling it is a bit the same,but i only played the tutorial so far ,ill start with the campaign now,overall i do have fun with the game,maybe an idea to put some achievements ratings and so forth in it
,didnt encounter crashes
also the tutorial i liked alot ,it guided you more or less in the game ,but expirencend players should just go to campaign

Program loads fine and looks good, but in my installation I can't get anything to move. I have Win 7 Pro, 64 bit. The pieces highlight correctly when I click on them, and the possible movement hexes also highlight correctly, but clicking in any of the highlighted hexes doesn't cause anything to happen. I tried two tutorials and the Poland scenario and could not get any of my forces to move or fire (one was close enough to a target without moving to confirm that the target highlight appeared as expected, but the gun would not fire). I've played the old Panzer General, so I'm assuming movement and firing is accomplished in the same manner. If I'm doing something wrong, I suppose other naive users might experience the same problem.
You have probably already noticed that the tool tips for the embark/disembark icon and the "$" purchase icon are displayed with html code visible.
The music slider that is accessed through the system menu does not adjust the music level in real time. The change only occurs after clicking "OK" and closing the window. Not very helpful.
The little "Play" button at the bottom corner of the "New Game" menu might be too inconspicuous for some players.
You have probably already noticed that the tool tips for the embark/disembark icon and the "$" purchase icon are displayed with html code visible.
The music slider that is accessed through the system menu does not adjust the music level in real time. The change only occurs after clicking "OK" and closing the window. Not very helpful.
The little "Play" button at the bottom corner of the "New Game" menu might be too inconspicuous for some players.
In PzC you select units with left mouse button and give move/attack orders with right mouse button. If it does not work, this is of course a bug.JRW wrote:Program loads fine and looks good, but in my installation I can't get anything to move. I have Win 7 Pro, 64 bit. The pieces highlight correctly when I click on them, and the possible movement hexes also highlight correctly, but clicking in any of the highlighted hexes doesn't cause anything to happen. I tried two tutorials and the Poland scenario and could not get any of my forces to move or fire (one was close enough to a target without moving to confirm that the target highlight appeared as expected, but the gun would not fire). I've played the old Panzer General, so I'm assuming movement and firing is accomplished in the same manner. If I'm doing something wrong, I suppose other naive users might experience the same problem.
moving units & scenario screen
Okay, I finally figured out to use the right mouse button to move and fire after using the left mouse button to select a unit. I still don't find that intuitive and think it might be confusing to naive users.
I think others have mentioned this, but I would like to see the units turn to face the direction of fire instead of always facing to the right.
The graphics for firing and hits look great.
I don't know if the "New Game" menu is finished, but I did not initially notice that the settings for game difficulty, weather, etc. were off the bottom of the screen and needed a scroll-down. I hope in the finished version those and the play/cancel buttons will be separated from the scenario list and given more prominent display that is always clearly visible on the screen without scrolling.
I think others have mentioned this, but I would like to see the units turn to face the direction of fire instead of always facing to the right.
The graphics for firing and hits look great.
I don't know if the "New Game" menu is finished, but I did not initially notice that the settings for game difficulty, weather, etc. were off the bottom of the screen and needed a scroll-down. I hope in the finished version those and the play/cancel buttons will be separated from the scenario list and given more prominent display that is always clearly visible on the screen without scrolling.
Re: moving units & scenario screen
Yes, we'll definitely improve this aspect.JRW wrote: I don't know if the "New Game" menu is finished, but I did not initially notice that the settings for game difficulty, weather, etc. were off the bottom of the screen and needed a scroll-down. I hope in the finished version those and the play/cancel buttons will be separated from the scenario list and given more prominent display that is always clearly visible on the screen without scrolling.
whose movement hexes?
An Axis plane and an Axis ground unit occupy the same hex. The ground unit is already finished and has a red slash through its icon. The plane has not yet moved. The highlighted hexes showing possible movements for the plane stay on when toggling between ground and air units. In other words, the plane's movement hexes stay highlighted when switching back to ground units, even though the ground unit is finished and has no movement hexes of its own left. Shouldn't one of two things happen: either the plane's movement hexes dim or the ground unit image does not become the larger of the two in the same hex? When it is the larger image in the hex, won't users assume that the movement hexes belong to it (at least until they try to use them)?
Re: whose movement hexes?
When you switch planes, selected unit does not change. You can select a bomber for example and switch to ground plane to see potential targets better. Still, the UI will show selected unit which is still bomber. Then you move and attack the target you prefer.JRW wrote:An Axis plane and an Axis ground unit occupy the same hex. The ground unit is already finished and has a red slash through its icon. The plane has not yet moved. The highlighted hexes showing possible movements for the plane stay on when toggling between ground and air units. In other words, the plane's movement hexes stay highlighted when switching back to ground units, even though the ground unit is finished and has no movement hexes of its own left. Shouldn't one of two things happen: either the plane's movement hexes dim or the ground unit image does not become the larger of the two in the same hex? When it is the larger image in the hex, won't users assume that the movement hexes belong to it (at least until they try to use them)?
status indicators
I like the side-by-side comparison of friendly and enemy unit capabilities by simply hovering the mouse over the enemy. This is a very useful feature.
Presently there is only one unit status indicator, the red slash, indicating that it can't do anything further. It would be great if there were two status indicators: one showing if any movement remained and the other showing if there was still in shooting capability. Some units get moved without shooting, so the red slash doesn't come on, which leaves the user wondering whether there are still movement capabilities (which there are not). The only way to confirm no movement and no shooting is to click on the unit, but if there are a lot of units that can become tedious.
Presently there is only one unit status indicator, the red slash, indicating that it can't do anything further. It would be great if there were two status indicators: one showing if any movement remained and the other showing if there was still in shooting capability. Some units get moved without shooting, so the red slash doesn't come on, which leaves the user wondering whether there are still movement capabilities (which there are not). The only way to confirm no movement and no shooting is to click on the unit, but if there are a lot of units that can become tedious.
First Impressions
Was able to download and install smoothly. The immediate feel brought back memories of the original PG games. I started with the tutorial campaign within a few minutes was finding the UI to be familiar. The tutorial campaign should have more instruction for people not familiar with the original game.
Crossing out the strength of the unit once it has fought is a good idea. Be nice to have the same thing for units that have already moved. Currently I don't see any difference. Moving the screen/map area around with the WASD keys would be helpful since most gamers are familiar with that now.
These are just first impressions and I'll be digging into the actual campaigns next. So far the game is looking great.
Crossing out the strength of the unit once it has fought is a good idea. Be nice to have the same thing for units that have already moved. Currently I don't see any difference. Moving the screen/map area around with the WASD keys would be helpful since most gamers are familiar with that now.
These are just first impressions and I'll be digging into the actual campaigns next. So far the game is looking great.
map editor
I tried the map editor. Without any instructions or help file, it was still relatively easy to figure out. I was able to change the size of the map, lay in the primitive tiles, switch to the finished look, and figure out how to switch off the hexes and the labels. I noticed when putting several hill hexes together the result starts to look repetitive, but I think I saw someplace that you are still working on various terrains. In the view menu you might want to change the "strings" item to something like "labels" to make it more clear that it switches the hex labels on and off.
Re: map editor
Thanks, please keep us updated on your experiences with the editor.JRW wrote:I tried the map editor. Without any instructions or help file, it was still relatively easy to figure out. I was able to change the size of the map, lay in the primitive tiles, switch to the finished look, and figure out how to switch off the hexes and the labels. I noticed when putting several hill hexes together the result starts to look repetitive, but I think I saw someplace that you are still working on various terrains. In the view menu you might want to change the "strings" item to something like "labels" to make it more clear that it switches the hex labels on and off.
Hello everyone,
Firstly, as a PG veteran, I was very glad to see this kind of project, especially from Slitherine. Thank you guys!
I tried my best not to think of PG while testing, so my first impressions are the following:
-The NEW GAME screen is a bit empty, especially in the campaign tab. Perhaps an image per campaign and details could improve the first contact! Also, the buttons could be more visible.
- In general, there is a slight inconsistency in different screens. For example there is the "close window" at the top of the Library screen or the "cancel" at the bottom of the NEW GAME screen that could reffer as "Back" for example.
INgame:
- Although the tutorial maps are small, I think the scrolling speed is too fast. Should there be a slider option?
- I would preffer a viisual seperation between unit commands and other commands (purchase, view map) instead of being in the same container. Also it would be great to be a bit larger.
- I wish there was some animation during unit movement between hexes.
- For non PG aware players, the tutorial should be very detailed.
- Purchasing on deployment phase is prohibited or its a bug? In the first case, the purchase button on the map should be locked?- purchasing more than one units (or not placing the new unit at once) results in loosing the previous purchases. I didnt like it but at least should there be a warning?
-is there any sign for a unit that has moved (but not shot)? If there is one, its too distinctive. If not, would it be a great idea?
-foot artillery can fire after move. I liked that, but, is it a bit unrealistic?
- Finally I found the bruckenpionner image a bit strange.
I hope I helped a bit. I ll return with more feedback as I play the campaigns!
Firstly, as a PG veteran, I was very glad to see this kind of project, especially from Slitherine. Thank you guys!
I tried my best not to think of PG while testing, so my first impressions are the following:
-The NEW GAME screen is a bit empty, especially in the campaign tab. Perhaps an image per campaign and details could improve the first contact! Also, the buttons could be more visible.
- In general, there is a slight inconsistency in different screens. For example there is the "close window" at the top of the Library screen or the "cancel" at the bottom of the NEW GAME screen that could reffer as "Back" for example.
INgame:
- Although the tutorial maps are small, I think the scrolling speed is too fast. Should there be a slider option?
- I would preffer a viisual seperation between unit commands and other commands (purchase, view map) instead of being in the same container. Also it would be great to be a bit larger.
- I wish there was some animation during unit movement between hexes.
- For non PG aware players, the tutorial should be very detailed.
- Purchasing on deployment phase is prohibited or its a bug? In the first case, the purchase button on the map should be locked?- purchasing more than one units (or not placing the new unit at once) results in loosing the previous purchases. I didnt like it but at least should there be a warning?
-is there any sign for a unit that has moved (but not shot)? If there is one, its too distinctive. If not, would it be a great idea?
-foot artillery can fire after move. I liked that, but, is it a bit unrealistic?
- Finally I found the bruckenpionner image a bit strange.
I hope I helped a bit. I ll return with more feedback as I play the campaigns!
PG rules
Hello everyone,
Firstly, sorry for my bad english. As a PG fan, I was stunned when I found an info about Panzer Corp to be devoloped !
After so many years, a dream came true.
My first impressions are the following:
- Tutorials were nice to warm up - nothing to complain about here.
- I would prefer unit commands and info to appear when mouse pointer is placed over it instead of being in the side panel.
- I found the navy units images a bit too similar to recognize for some types of ships.
- I found a "Low Countries" scenario to be very difficult to win a computer AI
- Why isn't possible to purchase a Navy units?
- I like the mouse zoom option very much!
Firstly, sorry for my bad english. As a PG fan, I was stunned when I found an info about Panzer Corp to be devoloped !
After so many years, a dream came true.
My first impressions are the following:
- Tutorials were nice to warm up - nothing to complain about here.
- I would prefer unit commands and info to appear when mouse pointer is placed over it instead of being in the side panel.
- I found the navy units images a bit too similar to recognize for some types of ships.
- I found a "Low Countries" scenario to be very difficult to win a computer AI

- Why isn't possible to purchase a Navy units?
- I like the mouse zoom option very much!
-
- Senior Corporal - Ju 87G
- Posts: 79
- Joined: Fri Jan 14, 2011 12:17 am
the key for a dec victory in Norway is to buy a naval bomber, weaken all the british ships, then attack them in force and all at once with the entire German navydeadtorius wrote:thanks for the response, finally almost won Norway but the game froze up after I took the last city, so cant say it counts for sure... allied plot
the editor
First, I really like the editor. It is very easy to create a complex map with a lot of different terrain features. I found a few problem areas.
When setting scenario params, the "victory conditions" window has edit buttons for setting campaign and scenario victory conditions. If the edit buttons are clicked and no changes are made in the edit window, the Windows "X" for closing the window, which ordinarily would cancel and close the window, does not function. It is necessary to click the cancel or OK button to close.
I had problems with labels and terrain hexes. Condition: the generated map is showing the finished hexes and the primitive terrain icons are showing in the panel on the left. Right clicking on a label (string) on the map causes the label to disappear. Left clicking will bring it back as whatever is currently selected from the primitive terrain icon choices, but the map does not change. In other words, if it was "Hills" on the map and I right-click that label, the map label disappears. If the primitive terrain icon in the left panel is set on "Clear" and I left-click the same hex, that label appears, but the actual terrain image on the map does not change. It still looks like a hill. If I try to save it in that condition I get an error message saying that the hex I fooled with has not been assigned any terrain value, even though it still looks like "Hills" on the finished map. If I use "Hide/Show All Tiles" in the View menu to switch off the finished map, reverting to the primitive terrain tiles, I can see that the problem hex is in fact empty and needs to be set to some terrain value. If I use "Generate Tiles" in the Tools menu the empty hex is filled with an image of "Clear" terrain (the selected value among the primitive terrain icons when I left-clicked the hex on the map that I had already right-clicked), but it does not have any label. At this point I need to re-select terrain from the primitive terrain icons and re-generate the map to eliminate the problem.
If I re-generate the map after laying in roads, rivers, and railroads, they are not saved and apparently are not recoverable.
Tool tips for the primitive terrain icons would be helpful, since it's not always clear what they are (I thought the airport was a highway).
I still haven't figured out how to place fighting units, if that's currently possible.
When setting scenario params, the "victory conditions" window has edit buttons for setting campaign and scenario victory conditions. If the edit buttons are clicked and no changes are made in the edit window, the Windows "X" for closing the window, which ordinarily would cancel and close the window, does not function. It is necessary to click the cancel or OK button to close.
I had problems with labels and terrain hexes. Condition: the generated map is showing the finished hexes and the primitive terrain icons are showing in the panel on the left. Right clicking on a label (string) on the map causes the label to disappear. Left clicking will bring it back as whatever is currently selected from the primitive terrain icon choices, but the map does not change. In other words, if it was "Hills" on the map and I right-click that label, the map label disappears. If the primitive terrain icon in the left panel is set on "Clear" and I left-click the same hex, that label appears, but the actual terrain image on the map does not change. It still looks like a hill. If I try to save it in that condition I get an error message saying that the hex I fooled with has not been assigned any terrain value, even though it still looks like "Hills" on the finished map. If I use "Hide/Show All Tiles" in the View menu to switch off the finished map, reverting to the primitive terrain tiles, I can see that the problem hex is in fact empty and needs to be set to some terrain value. If I use "Generate Tiles" in the Tools menu the empty hex is filled with an image of "Clear" terrain (the selected value among the primitive terrain icons when I left-clicked the hex on the map that I had already right-clicked), but it does not have any label. At this point I need to re-select terrain from the primitive terrain icons and re-generate the map to eliminate the problem.
If I re-generate the map after laying in roads, rivers, and railroads, they are not saved and apparently are not recoverable.
Tool tips for the primitive terrain icons would be helpful, since it's not always clear what they are (I thought the airport was a highway).
I still haven't figured out how to place fighting units, if that's currently possible.
Re: the editor
Right, it is a minor, but still a bug.JRW wrote: When setting scenario params, the "victory conditions" window has edit buttons for setting campaign and scenario victory conditions. If the edit buttons are clicked and no changes are made in the edit window, the Windows "X" for closing the window, which ordinarily would cancel and close the window, does not function. It is necessary to click the cancel or OK button to close.
I'm not sure I understood this long description. When terrain layer is selected, this means that you edit terrain layer (even if you don't see it because it is concealed by other layers). Left click places selected terrain on the map, right click deletes terrain. So, when you click with right button, terrain is deleted and string label is removed too. Then you click left button, you place currently selected terrain, and an appropriate string is assigned automatically. Tiles layers are not updated automatically, you need to invoke "Generate Tiles" to see changes in terrain layer reflected in the tiles.JRW wrote: I had problems with labels and terrain hexes. Condition: the generated map is showing the finished hexes and the primitive terrain icons are showing in the panel on the left. Right clicking on a label (string) on the map causes the label to disappear. Left clicking will bring it back as whatever is currently selected from the primitive terrain icon choices, but the map does not change. In other words, if it was "Hills" on the map and I right-click that label, the map label disappears. If the primitive terrain icon in the left panel is set on "Clear" and I left-click the same hex, that label appears, but the actual terrain image on the map does not change. It still looks like a hill. If I try to save it in that condition I get an error message saying that the hex I fooled with has not been assigned any terrain value, even though it still looks like "Hills" on the finished map. If I use "Hide/Show All Tiles" in the View menu to switch off the finished map, reverting to the primitive terrain tiles, I can see that the problem hex is in fact empty and needs to be set to some terrain value. If I use "Generate Tiles" in the Tools menu the empty hex is filled with an image of "Clear" terrain (the selected value among the primitive terrain icons when I left-clicked the hex on the map that I had already right-clicked), but it does not have any label. At this point I need to re-select terrain from the primitive terrain icons and re-generate the map to eliminate the problem.
I did not understand this point. Could you please explain?JRW wrote: If I re-generate the map after laying in roads, rivers, and railroads, they are not saved and apparently are not recoverable.
Agreed.JRW wrote: Tool tips for the primitive terrain icons would be helpful, since it's not always clear what they are (I thought the airport was a highway).
All existing scenarios in PzC were created with the editor, so of course you can place units. Just select Layers->Units. I suggest to configure nations participating in the conflict in Edit->Scenario Params (Nations tab) before you place any units on the map - then they will automatically get the right side assigned to them based on their nationality.JRW wrote: I still haven't figured out how to place fighting units, if that's currently possible.
Re: the editor
I found that out only by getting an error message when I tried to save the file. It was not evident that I had deleted a tile, since only the label disappeared.Rudankort wrote: When terrain layer is selected, this means that you edit terrain layer (even if you don't see it because it is concealed by other layers). Left click places selected terrain on the map, right click deletes terrain. So, when you click with right button, terrain is deleted and string label is removed too. Then you click left button, you place currently selected terrain, and an appropriate string is assigned automatically. Tiles layers are not updated automatically, you need to invoke "Generate Tiles" to see changes in terrain layer reflected in the tiles.
JRW wrote: If I re-generate the map after laying in roads, rivers, and railroads, they are not saved and apparently are not recoverable.
After generating map tiles, I added roads, railroads, bridges, and rivers to the map. I then encountered the problem mentioned above and regenerated the map. When I did that, all the roads, etc. that I had added on top of the map tiles had disappeared. Apparently the process of regenerating the map wiped out the roads, etc. It may be that I added the roads, etc. by the wrong process, but without any instructions it's all trial and error.Rudankort wrote: I did not understand this point. Could you please explain?
JRW wrote: I still haven't figured out how to place fighting units, if that's currently possible.
Thanks for the tip. I'll be trying to assign units next.Rudankort wrote: All existing scenarios in PzC were created with the editor, so of course you can place units. Just select Layers->Units. I suggest to configure nations participating in the conflict in Edit->Scenario Params (Nations tab) before you place any units on the map - then they will automatically get the right side assigned to them based on their nationality.
Re: the editor
The process of generating tiles by no means deletes terrain features, like rivers and roads. Information about road and river interconections is important for gameplay, so it is saved in scenario file and is used by the game extensively. It is just that tiles layers hide terrain and terrain features layers beneath. But you can always hid tiles using commands from View menu, and you will see your rivers and roads again.JRW wrote: After generating map tiles, I added roads, railroads, bridges, and rivers to the map. I then encountered the problem mentioned above and regenerated the map. When I did that, all the roads, etc. that I had added on top of the map tiles had disappeared. Apparently the process of regenerating the map wiped out the roads, etc. It may be that I added the roads, etc. by the wrong process, but without any instructions it's all trial and error.
The editor uses the concept of layers. Each layer represents a certain portion of scenario data. Terrain layer contains terrain information that will be used by game engine to calculate movement costs, entrenchment rates etc. Tiles layers are used to visualize the map, this is their only purpose in life. Flags layer shows what hexes are owned by what nations, units layer contains the units etc. You are free to show and hide any layers on the map to make your work more convenient. Use commands from View manu to do that.
Re: the editor
I understand the layers concept, but I still find that roads, rails, and rivers are deleted if I re-generate the map. Units stay as they were. I've tried this several times to make sure I'm getting that result and it always works the same. If I generate a map, add roads, etc., and then re-generate the map, everything comes back except the roads, rails, and rivers, which are gone forever. In the View menu they are all checked as visible, but they're not there anymore.Rudankort wrote: The process of generating tiles by no means deletes terrain features, like rivers and roads.