Scenario editor questions
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El_Condoro
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An infantry unit in a port that has rail connection will only use naval transport and not the rail network (the scenario parameters have 2 naval and 1 rail available) - is that correct? Shouldn't the unit be able to choose which to use?
[Edit] Because the scenario starts with 3 naval transports already placed (naval transport: 2) the balance is -1. Other units are unable to embark on naval transports, as expected, but this one (above) can! Something not right here. If I embark another unit on rail transport, the unit above can no longer embark on naval (or rail) transport - it's as though the unit is using the 1 rail transport available to use as naval transport.
[Edit] Because the scenario starts with 3 naval transports already placed (naval transport: 2) the balance is -1. Other units are unable to embark on naval transports, as expected, but this one (above) can! Something not right here. If I embark another unit on rail transport, the unit above can no longer embark on naval (or rail) transport - it's as though the unit is using the 1 rail transport available to use as naval transport.
No the unit embarked using rail is using the rail transport.
It does not act as a naval transport.
However the first case is strange. I suggest you increase the naval transport to 3 for the 3 units in a ship. then see what the unit says in the Port city.
My bet is the only option is rail.
Just because the window says naval and rail doesn't mean if you click on naval it will work.
So before changing anything, click on Naval. I bet the UI has the Naval button but it won't work since no transports are available.
It does not act as a naval transport.
However the first case is strange. I suggest you increase the naval transport to 3 for the 3 units in a ship. then see what the unit says in the Port city.
My bet is the only option is rail.
Just because the window says naval and rail doesn't mean if you click on naval it will work.
So before changing anything, click on Naval. I bet the UI has the Naval button but it won't work since no transports are available.
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El_Condoro
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I may not have explained myself properly. In the attached image you will see the naval transport in the centre and the 3 naval transports in the SW corner. The naval transport limit is set at 2. The 3 in the SW were already set in the editor so they are OK but the 4th one should not have been able to embark. There are NZ units in ports off screen in the west that cannot embark. If, however, I send another unit by rail somewhere that unit (from the port) cannot embark in sea transport any more. That's why I wonder if it is 'converting' the rail transport into a naval transport. I'll keep testing things as you've suggested, too.
Before embarkation (note the -1/2 available transports) http://dl.dropbox.com/u/16283408/pre%20embark.JPG
Illegal embarkation http://dl.dropbox.com/u/16283408/embarked.JPG
[Edit] Just to confirm, I increased the naval transport available to 3: the offending unit was still able to embark but was unable to embark when another unit was using rail transport.
Before embarkation (note the -1/2 available transports) http://dl.dropbox.com/u/16283408/pre%20embark.JPG
Illegal embarkation http://dl.dropbox.com/u/16283408/embarked.JPG
[Edit] Just to confirm, I increased the naval transport available to 3: the offending unit was still able to embark but was unable to embark when another unit was using rail transport.
No, I understood you. the last Edit confirms that the AI is confused and validates a bug as far as I can see.
Another possibility is; the unit in the port has a truck and it converts it to a naval transport, in which in this case the screen says no truck is available.
So a truck is not affecting the outcome.
Another possibility is; the unit in the port has a truck and it converts it to a naval transport, in which in this case the screen says no truck is available.
So a truck is not affecting the outcome.
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El_Condoro
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More questions that have arisen from using the editor:
1. Will the current scheme of allowing all flag hexes to be used to place new units be continued? I much prefer the ability as a designer to designate where new units may be placed. In current PzC games I tend to hold off purchasing new units until I've held a forward flag hex for a turn then spawn in new units. Unrealistic and annoying, IMO. For the Editor the ability to set a supply hex would be a plus.
2. Could the ability to check unit stats from within the editor be enabled? So when I'm thinking about balance I can check the stats when placing units. Of course, this can be done outside the editor and in some ways an Excel spreadsheet print out of all stats is more useful but as an aid.
3. I haven't checked this is RC4 but in RC3 new scenarios kept the victory conditions and prestige actions of the last scenario - they should be cleared.
4. What does 'Score' relate to in the scenario and campaign conditions?
5. Annoyingly, if you place certain tiles and then generate the terrain (G key) the tiles are removed. I found this especially with road bridges over rivers. Ideally the terrain is set before the tiles are placed but that's not always possible when changing the design.
6. Sea transports do not seem to be able to traverse shallow sea - is that right?
7. I would really like to be able to include a detailed historical brief and list of victory conditions in a form that is always accessible during a turn. When naming historical units (and especially when specific leaders and abilities can be added to units in later updates of the editor) it adds a lot to be able to access interesting information about them. It would make a player more wary of sending their Tiger to its death at Normandy if they know Wittmann is its commander and they read about his other exploits!
Cheers.
1. Will the current scheme of allowing all flag hexes to be used to place new units be continued? I much prefer the ability as a designer to designate where new units may be placed. In current PzC games I tend to hold off purchasing new units until I've held a forward flag hex for a turn then spawn in new units. Unrealistic and annoying, IMO. For the Editor the ability to set a supply hex would be a plus.
2. Could the ability to check unit stats from within the editor be enabled? So when I'm thinking about balance I can check the stats when placing units. Of course, this can be done outside the editor and in some ways an Excel spreadsheet print out of all stats is more useful but as an aid.
3. I haven't checked this is RC4 but in RC3 new scenarios kept the victory conditions and prestige actions of the last scenario - they should be cleared.
4. What does 'Score' relate to in the scenario and campaign conditions?
5. Annoyingly, if you place certain tiles and then generate the terrain (G key) the tiles are removed. I found this especially with road bridges over rivers. Ideally the terrain is set before the tiles are placed but that's not always possible when changing the design.
6. Sea transports do not seem to be able to traverse shallow sea - is that right?
7. I would really like to be able to include a detailed historical brief and list of victory conditions in a form that is always accessible during a turn. When naming historical units (and especially when specific leaders and abilities can be added to units in later updates of the editor) it adds a lot to be able to access interesting information about them. It would make a player more wary of sending their Tiger to its death at Normandy if they know Wittmann is its commander and they read about his other exploits!
Cheers.
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El_Condoro
- Panzer Corps Moderator

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To add to the questions above.
8. If we create a set of custom overlays to be used in scenarios will they be available to players through MP automatically or do they need to download them? Will they work at all? In single-player I imagine they would need to download them but all files are stored in the saved MP game so maybe not for MP.
9. Related to 8. above. Will there be lots of new overlays in expansions and will the community be able to add to those?
10. Will designers be able to create their own overlay categories. e.g. put all the river overlays that are narrow with trees together in one folder? I know, it's not a game breaker.
8. If we create a set of custom overlays to be used in scenarios will they be available to players through MP automatically or do they need to download them? Will they work at all? In single-player I imagine they would need to download them but all files are stored in the saved MP game so maybe not for MP.
9. Related to 8. above. Will there be lots of new overlays in expansions and will the community be able to add to those?
10. Will designers be able to create their own overlay categories. e.g. put all the river overlays that are narrow with trees together in one folder? I know, it's not a game breaker.
Last edited by El_Condoro on Mon Jul 04, 2011 12:56 am, edited 1 time in total.
1) no, if you were to place a deployment hex, you can place there at anytime.
3) I like this feature. It is less work to set up the parameters. Clearing would cause more work.
5) Ja, we have to get use to this.
7) I agree and have asked for this I would really like to be able to include a detailed historical brief and list of victory conditions in a form that is always accessible during a turn.
no they will see the overlays as the server uploads the map.
3) I like this feature. It is less work to set up the parameters. Clearing would cause more work.
5) Ja, we have to get use to this.
7) I agree and have asked for this I would really like to be able to include a detailed historical brief and list of victory conditions in a form that is always accessible during a turn.
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El_Condoro
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Why not just work in dry ground mode? Ground switch was done more for testing tilesets by our designers really. It is supposed that the map looks in all three ground states more or less the same.El_Condoro wrote:The hex sides can't be seen when working with snow tiles - the ability to change the hex side colour would be useful.
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El_Condoro
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^
When working with overlays you need to be able to see the actual graphics. For example, when trying to match a wider river part to a narrower one. I'm not having any major difficulties - these are just meant to be suggestions. [Edit] I misunderstood what you were saying - yes, switch to dry works well and then back to snow when done. Cheers.
When working with overlays you need to be able to see the actual graphics. For example, when trying to match a wider river part to a narrower one. I'm not having any major difficulties - these are just meant to be suggestions. [Edit] I misunderstood what you were saying - yes, switch to dry works well and then back to snow when done. Cheers.
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El_Condoro
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Unit strength cannot be capped (at less than 10). The unit can start with less than 10 but the player can simply allocate prestige to bring it up to 10 (or more if it gets experienced). This will be a problem for historical scenarios. For example, there were not enough available to make up a full strength Tiger unit at Kharkov in early 1943 but there were Tiger companies used. They will upset balance a lot if allowed to be at 10 strength. Can the editor be changed to allow a game-long cap on unit strength, please? Probably not before release, I know. 
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El_Condoro
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Just so I can get my head around this.
If I set the Maximum Strength of the Tiger in the equipment.pzeqp to 5 (it is currently blank, I assume to default to 10) and then start an MP game with a scenario that has Tigers in it:
- the scenario will be flagged as custom but how will my opponent know what has been changed?
- all Tigers in the scenario, including bought ones, will have a maximum strength of 5
- experienced Tigers can increase strength beyond 5 (100+ XP = 6 strength etc.)
- I would need to change the equipment.pzeqp values back for other games (or swap a custom file in and out as needed?)
Have I got this right?
If I set the Maximum Strength of the Tiger in the equipment.pzeqp to 5 (it is currently blank, I assume to default to 10) and then start an MP game with a scenario that has Tigers in it:
- the scenario will be flagged as custom but how will my opponent know what has been changed?
- all Tigers in the scenario, including bought ones, will have a maximum strength of 5
- experienced Tigers can increase strength beyond 5 (100+ XP = 6 strength etc.)
- I would need to change the equipment.pzeqp values back for other games (or swap a custom file in and out as needed?)
Have I got this right?
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El_Condoro
- Panzer Corps Moderator

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- Joined: Tue Jun 03, 2008 9:32 am
NONE.
You have to advise on the forum or else the player will open up the information panel and can see the differences.
You won't get may people to play you and you will get a bad name in the MP community for bad maps or cheating by making maps where one side is God and the other isn't then always taking the God's side.
I have seen this in Blitz Krieg where a European group of players made these type of maps and then only took the winning side.
You have to advise on the forum or else the player will open up the information panel and can see the differences.
You won't get may people to play you and you will get a bad name in the MP community for bad maps or cheating by making maps where one side is God and the other isn't then always taking the God's side.
I have seen this in Blitz Krieg where a European group of players made these type of maps and then only took the winning side.
No. That is not true.
There are two warnings. One for custom maps (or modified stock maps) and one for modified rules/equipment files.

So when we have competitions or ladders, maps that are legit (sanctioned by our Multiplayer Content and Balance Team and included in the base installer of the game) will not have these red warning flags.
But the nice thing is that we realize many people want to create their own maps with their own different (but fair) equipment files, and our system does not prevent these games from taking place on the PBEM server. They are simply flagged as 'custom'.
For the exact details of how a map has been changed, or how an equipment file has been changed, you will have to contact your opponent though.
There are two warnings. One for custom maps (or modified stock maps) and one for modified rules/equipment files.

So when we have competitions or ladders, maps that are legit (sanctioned by our Multiplayer Content and Balance Team and included in the base installer of the game) will not have these red warning flags.
But the nice thing is that we realize many people want to create their own maps with their own different (but fair) equipment files, and our system does not prevent these games from taking place on the PBEM server. They are simply flagged as 'custom'.
For the exact details of how a map has been changed, or how an equipment file has been changed, you will have to contact your opponent though.
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El_Condoro
- Panzer Corps Moderator

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- Joined: Tue Jun 03, 2008 9:32 am
