Enhancement requests: Scenario Editor
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
-
El_Condoro
- Panzer Corps Moderator

- Posts: 2119
- Joined: Tue Jun 03, 2008 9:32 am
#37. This is possible through use of printscreen and a program like photoshop, or even MSPaint.
http://i.imgur.com/21p9R.jpg
#38. Also already possible through the editing of the equipment file. This is how conscripts function with base 15 strength.
http://i.imgur.com/21p9R.jpg
#38. Also already possible through the editing of the equipment file. This is how conscripts function with base 15 strength.
-
El_Condoro
- Panzer Corps Moderator

- Posts: 2119
- Joined: Tue Jun 03, 2008 9:32 am
#38 I think we covered this during beta. You can create a new unit in the pzeqp file e.g. a 5 strength Tiger company, but you can't take an existing Tiger unit and set a 5 strength maximum. This has been available to designers in PG2 for many years - I just assumed it wouldn't be a difficult enhancement.
[Edit] The problem with creating new units in pzeqp is that it will flag an MP game as custom/modified. The stats of Tigers, using the exmaple above, have not been changed, though.
[Edit] The problem with creating new units in pzeqp is that it will flag an MP game as custom/modified. The stats of Tigers, using the exmaple above, have not been changed, though.
-
El_Condoro
- Panzer Corps Moderator

- Posts: 2119
- Joined: Tue Jun 03, 2008 9:32 am
#39 Currently Tools, Options... doesn't do anything. Some options to include:
- Auxiliary or Core default for new placed units (currently all are Core by default and have to be changed manually)
- Default experience, entrenchment, suppression etc for new placed units
A kind of default can be set up by creating a unit then, with it selected, Shift-clicking 'clones' into place but that still requires it be done for each type (AT, TNK etc) of unit.
- Auxiliary or Core default for new placed units (currently all are Core by default and have to be changed manually)
- Default experience, entrenchment, suppression etc for new placed units
A kind of default can be set up by creating a unit then, with it selected, Shift-clicking 'clones' into place but that still requires it be done for each type (AT, TNK etc) of unit.
-
HBalck
- 1st Lieutenant - Grenadier

- Posts: 786
- Joined: Thu May 21, 2009 9:28 pm
- Location: Augsburg / Bavaria / Germany...but I am from Eastern Germany !
#40 Divisional insignia for all units in the info unit box (big unit graphic) are nice - together with the division/corps/army supply unit system very funny.
1st Example: 82nd Airborn Division
http://img217.imageshack.us/img217/9206 ... signia.png
2nd Example: 252nd German Infantry Division
http://img834.imageshack.us/img834/3236 ... ignia2.png
Possible are different slots for Rgt / Division / Corps / Army signita.
H.Balck
1st Example: 82nd Airborn Division
http://img217.imageshack.us/img217/9206 ... signia.png
2nd Example: 252nd German Infantry Division
http://img834.imageshack.us/img834/3236 ... ignia2.png
Possible are different slots for Rgt / Division / Corps / Army signita.
H.Balck
-
El_Condoro
- Panzer Corps Moderator

- Posts: 2119
- Joined: Tue Jun 03, 2008 9:32 am
#41: Currently flags give prestige to *both* sides the first time they take or retake a flag. So, if I hold a flag at the start of the scenario, the enemy takes it (and gets 50 prestige), when I retake it I also get 50 prestige. This is not how PG worked and is not at least IMO how it should work. If it's a design decision, can it be made optional, either in the editor or in the gamerules.pzdat, please?
-
El_Condoro
- Panzer Corps Moderator

- Posts: 2119
- Joined: Tue Jun 03, 2008 9:32 am
#42: Minor but might be important. The scenario parameters allow 5 fields for victory conditions in campaigns but only 3 are used (usually Decisive Victory, Marginal Victory and Loss), so 2 are redundant and might be used by campaign scenario designers by mistake (like I did!)
[Edit:] I have since found this not to be entirely true. There are only 3 'branches' for the campaign tree in a campaign scenario, true, but each of the extra 2 victory conditions may still point to one of those 3 branches.
[Edit:] I have since found this not to be entirely true. There are only 3 'branches' for the campaign tree in a campaign scenario, true, but each of the extra 2 victory conditions may still point to one of those 3 branches.
Last edited by El_Condoro on Mon Sep 05, 2011 7:03 am, edited 1 time in total.
-
HBalck
- 1st Lieutenant - Grenadier

- Posts: 786
- Joined: Thu May 21, 2009 9:28 pm
- Location: Augsburg / Bavaria / Germany...but I am from Eastern Germany !
#43: Amphibious ability as new traits option !
1. eliminates weakness if they attack/ defend from stream hexfields
2. unit can attack from sea directly on occupied hex from his transport ships
3. unit needs only 2 movement points to cross streams
4. unit can cross rivers with one turn
#44: difficult bridge engineer traits - the old one for the pontoon engineers - and a new trait for bridge laying tanks, trait also possible for normal engineers to cross only small rivers.
#45: helicopter as a new unit class and as a new movement typ ( for our free modern war mod)
#46: 4th transport slot for helicopter transports
#47: Heros - difficult picture slots separately for all unit classes and nations (now - you have only german ground and plane heros !)
#24 : Headquarter units for divisional - corps - army - front headquarters permit subordinated all units - supply all units only with this units possible - every Headquater unit have a limit (can be bought however in addition) of Gasoline and ammo and a troop replacement limit Edit: supply for all units only possible in an Distance to his Headquarter units - possible 10 Hexfields for Division HQ / 50 for Corps HQ / 200 for Army HQ - Possibility of an supply line from army to Corps to Division to unit - every HQ have an own supply limit - supply you can buy with every HQ
H.Balck
1. eliminates weakness if they attack/ defend from stream hexfields
2. unit can attack from sea directly on occupied hex from his transport ships
3. unit needs only 2 movement points to cross streams
4. unit can cross rivers with one turn
#44: difficult bridge engineer traits - the old one for the pontoon engineers - and a new trait for bridge laying tanks, trait also possible for normal engineers to cross only small rivers.
#45: helicopter as a new unit class and as a new movement typ ( for our free modern war mod)
#46: 4th transport slot for helicopter transports
#47: Heros - difficult picture slots separately for all unit classes and nations (now - you have only german ground and plane heros !)
#24 : Headquarter units for divisional - corps - army - front headquarters permit subordinated all units - supply all units only with this units possible - every Headquater unit have a limit (can be bought however in addition) of Gasoline and ammo and a troop replacement limit Edit: supply for all units only possible in an Distance to his Headquarter units - possible 10 Hexfields for Division HQ / 50 for Corps HQ / 200 for Army HQ - Possibility of an supply line from army to Corps to Division to unit - every HQ have an own supply limit - supply you can buy with every HQ
H.Balck
-
El_Condoro
- Panzer Corps Moderator

- Posts: 2119
- Joined: Tue Jun 03, 2008 9:32 am
#48: [Bug?] The Scenario Parameter for Unit Experience does not work. The tool tip states it is for new units but they start on zero experience even if a value is set. This is, of course, a problem for late war scenarios especially where any unit that start son zero experience is 1) unlikely and 2) a sitting duck!
[Edit:] This is only the case for campaign scenarios. MP and SP stand-alone scenarios work as expected. Still, campaign scenarios should allow higher experience for late-war scenarios and just because the designer wants it.
[Edit:] This is only the case for campaign scenarios. MP and SP stand-alone scenarios work as expected. Still, campaign scenarios should allow higher experience for late-war scenarios and just because the designer wants it.
Last edited by El_Condoro on Mon Sep 05, 2011 7:05 am, edited 1 time in total.
-
El_Condoro
- Panzer Corps Moderator

- Posts: 2119
- Joined: Tue Jun 03, 2008 9:32 am
Really?El_Condoro wrote:Exactly what I said - new units (by that I mean purchased) are starting on zero experience when a value is set like 250.El Condoro wrote:The tool tip states it is for new units
It works for me. Always has. I even brought up a map and tested it today.
New purchased units have that experience assigned from the scenario parameters.
Starting units do not.
EDIT: To double check... I am playing a MP game right now. Bought a unit and it has the experience assigned under parameters in the scenario.
-
El_Condoro
- Panzer Corps Moderator

- Posts: 2119
- Joined: Tue Jun 03, 2008 9:32 am
Have checked but will check again. 
Actually, come to think of it - this is not occurring in MP or SP scenarios - it's occurring in campaign scenarios.
Just checked: my Kharkov MP scen is giving the correct XP but my campaign scens are not.
Actually, come to think of it - this is not occurring in MP or SP scenarios - it's occurring in campaign scenarios.
Just checked: my Kharkov MP scen is giving the correct XP but my campaign scens are not.
Last edited by El_Condoro on Sat Aug 13, 2011 4:25 am, edited 1 time in total.
-
El_Condoro
- Panzer Corps Moderator

- Posts: 2119
- Joined: Tue Jun 03, 2008 9:32 am


