First try with Pz Corps
Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design
First try with Pz Corps
Love the main menu screen, those two Tigers are awesome!!!
Jumped into a game, even though I read Pz Corps was going to be similar to PG in design and have played them extensively, I decided to run the tutorial, no problem grasping the game mechanics so far.
Moved a couple of units, they move lightspeed, there might be an option to make movement slower and be able to watch the path at a slower rate but haven't searched for it yet. Better fast than slow nevertheless.
Exit the tutorial to write this first post and loaded it again, the tutorial messages already displayed when I first loaded it were not shown again, is this intentional? When I hit the strategic map, the messages related to that action popped up.
Done some attacks, miss an explotion when units are destroyed rather than them just dissapearing.
Finished tutorial, no counter attacks from the enemy. I will now launch into a bigger scenario.
So far very neat game.
Imo this game will make the delight of all PG fans.
Rafael
Jumped into a game, even though I read Pz Corps was going to be similar to PG in design and have played them extensively, I decided to run the tutorial, no problem grasping the game mechanics so far.
Moved a couple of units, they move lightspeed, there might be an option to make movement slower and be able to watch the path at a slower rate but haven't searched for it yet. Better fast than slow nevertheless.
Exit the tutorial to write this first post and loaded it again, the tutorial messages already displayed when I first loaded it were not shown again, is this intentional? When I hit the strategic map, the messages related to that action popped up.
Done some attacks, miss an explotion when units are destroyed rather than them just dissapearing.
Finished tutorial, no counter attacks from the enemy. I will now launch into a bigger scenario.
So far very neat game.
Imo this game will make the delight of all PG fans.
Rafael
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Oops the tutorial continues after a first mission...
I was too greedy and got ambushed, no big problem this second mission.
Apart form the stars for experience I'd like to see and statistic displaying the experience in numbers, say for example you have half a star of experience then it would read: Exp points: 50, 55,61... or whatever.
I was too greedy and got ambushed, no big problem this second mission.
Apart form the stars for experience I'd like to see and statistic displaying the experience in numbers, say for example you have half a star of experience then it would read: Exp points: 50, 55,61... or whatever.
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How do you know your core units have a transportation?
Rather than going into the upgrade screen it would help if a little icon with a truck/horse/halftrack would be placed in the red square, see picture. Then again there might be a way and I still don't know it.

Rather than going into the upgrade screen it would help if a little icon with a truck/horse/halftrack would be placed in the red square, see picture. Then again there might be a way and I still don't know it.

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Ok I figured this out and I still haven't seen it t¡he tutorial, when you buy a new unit you have to place it on the map, it is not added to your core units to be displayed list.
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Btw in my pc the game runs smooth and fast at least with the tutorial
My pc specs:

Actually I upgraded it to 6 Gb ram memory, but since I 'm playing the game with Win XP it only accounts for 3 Gb. 6Gb when I run Win 7.
My pc specs:

Actually I upgraded it to 6 Gb ram memory, but since I 'm playing the game with Win XP it only accounts for 3 Gb. 6Gb when I run Win 7.
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-
IainMcNeil
- Site Admin

- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am
Imo you can hardly notice the difference between an hex which is still under fow and another that has been recon due to having moved a unit. A little more brightness in the ones reconed and making the ones still under fow a little darker could help.
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In the image above, I'm about to move the 7th PzIII (just behind the arty) and its destination hex is marked with the arrow. When the movement is done I find that the Polish city has not changed hands.
Imo you should make it so in this cases the city is occupied by the unit moving. If not possible because of the game engine, then implementing an option for plotting the movement path would be great. For example pressing the ctrl key and right clicking on each of the hexes you want your unit to be moved through. This way the enemy city would be conquered and the friendly unit does not have to stop its advance.
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I have another suggestion to make, in the AIs turn the combats sometimes go to fast and I have a hard time to know what enemy unit is attacking me. Why not border the hex from which the enemy is attacking as well as the hex attacked?
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