Scenario editor questions

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El_Condoro
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Post by El_Condoro »

El_Condoro wrote: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.
I have bumped this because these questions have not been answered, except perhaps 5. which seems to be 'we have to put up with it'. Is anyone able to provide responses to the other questions, please? Cheers
Rudankort
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Post by Rudankort »

El_Condoro wrote: 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.
We shall see. I keep this feature in mind, but since the release nobody complained about this so far, so other things take priority atm.
El_Condoro wrote: 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.
Put it on the wishlist for the editor. :)
El_Condoro wrote: 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.
I thought that I fixed it; if it is still the case in released version, it is a bug.
El_Condoro wrote: 4. What does 'Score' relate to in the scenario and campaign conditions?
Score field is not used. Maybe in the future it will be used to calculate campaign score.
El_Condoro wrote: 6. Sea transports do not seem to be able to traverse shallow sea - is that right?
That was the idea behind shallow sea - prevent the ships from approaching the continent (and in case of transports - land there). Otherwise, how would it be different from deep sea? However, shallow sea is not used in PzC, because there are no special tiles for it.
El_Condoro wrote: 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.
It all boils down to displaying the briefing ingame, right? Then you can include any information you see fit there.
Razz1
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Post by Razz1 »

7. Are you referring to the png image and description. That field is too limited.

For example:


Operation Zitadell Germans make a push on Kursk in three sectors.
Valuyki, Dnipropetrovsk, Voronezh, Kovaleska, Kovol Supply Depot are secondary objectives. Two must be held for a Russian Defensive victory.
There can be allot of initiative swings in this scenario.

There is a supply depot that generates prestige per turn for the Russians
Vitebsk, Korosk, and Voronezh cities generate prestige on random turns for the Russians

Plus any other details.
Rudankort
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Post by Rudankort »

I see what you mean.
El_Condoro
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Post by El_Condoro »

Then you can include any information you see fit there.
It needs to be available *during* the turn not just at the beginning of each turn. Maybe a hotkey to display it like Ctrl-M opens the message box.
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