Destroyed Bridges.
Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design
Destroyed Bridges.
Can we get destroyed bridges in the next update?
A broken or bridge on fire in the editor would be great.
It looks funny if you stop the road.
Here I did a compromise. I used a RR bridge at an angle.
NOTE: hex description = Destroyed Bridge.
http://www.photoshop.com/users/razz1234 ... 1b6e10b0e0
A broken or bridge on fire in the editor would be great.
It looks funny if you stop the road.
Here I did a compromise. I used a RR bridge at an angle.
NOTE: hex description = Destroyed Bridge.
http://www.photoshop.com/users/razz1234 ... 1b6e10b0e0
I've also encountered several times when there seemed to be an invisible terrain barrier that inhibited passage. For example, I remember a unit moving along the edge of a ridge set of forested hills (not mountains), when it reached the end of the hills I couldn't move any further onto the plains, even though there were railroad tracks (or roads) on the adjacent tile. I ended the turn to see if I would be able to move onto the questionable hex the next turn and it still prevented my movement. I thought I took a screen capture, but apparently I failed because I can't locate it. It would be nice to see some type of information panel displaying the movement cost for each hex if desired so I could plan (or problem solve) easier.
Yes, I'm aware of the movement information in the library, I guess what I meant was it would be nice to have a display option to show the movement and/or combat modifier information for a given hex while on the map, either a 'mouse tip' info display, or an entirely different display option panel. (I know, it's a bit late in the development cycle... lol)Kerensky wrote:Library -> Movement.
What was this hex you were unable to move to or through? What map and which coordinates?
A la Wesnoth, like we see here?
viewtopic.php?t=22329&highlight=train+movement
It's not entirely out of the question, although there is already a lot of information being displayed on the main map, this may not be such a bad thing to also have. Of course not at this stage, but it'll be something to consider for xpacs and DLC.
viewtopic.php?t=22329&highlight=train+movement
It's not entirely out of the question, although there is already a lot of information being displayed on the main map, this may not be such a bad thing to also have. Of course not at this stage, but it'll be something to consider for xpacs and DLC.
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OmegaMan1
- Captain - Heavy Cruiser

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- Joined: Tue Jun 26, 2007 3:42 am
- Location: Pennsylvania, USA
Wow, having the ability to blow bridges (and sever rail lines too) would be an awesome addition to this game.This'll definitely be worth exploring down the road, and not just as a cosmetic art aspect.
It's very encouraging to read these kinds of ideas... makes me think that this release of PzC is just the tip of the iceberg of what the game engine can accomplish.
Best idea yet some bridges had qite big part in ww2.dshaw62197 wrote:Wow, having the ability to blow bridges (and sever rail lines too) would be an awesome addition to this game.This'll definitely be worth exploring down the road, and not just as a cosmetic art aspect.
It's very encouraging to read these kinds of ideas... makes me think that this release of PzC is just the tip of the iceberg of what the game engine can accomplish.
How about landmines or seamines seen this work qite well in PGX.Maybe even barrage balloons?
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grabbysnatch
- Sergeant - 7.5 cm FK 16 nA

- Posts: 243
- Joined: Fri Jan 14, 2011 4:04 pm
http://www.matrixgames.com/products/318 ... ign.Seriesgrabbysnatch wrote:can anyone remember Talonsofts eastern and Western front games? You could blow up and rebuild bridges on those games and it was very useful



