panzercorps and panzer general 2 comparison

PC : Turn based WW2 goodness in the mold of Panzer General. This promises to be a true classic!

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gunhojr
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panzercorps and panzer general 2 comparison

Post by gunhojr »

In panzer general 2 your tanks were able to overrun that was a nice feature whats the chance of this being a change in panzercorps.just curious if possible to change.panzer general 2 will be my all time favorite game i love panzercorps because of the new game play.It took many years though ive played panzer general thru all the mods and im seeing this game panzercorps new mods coming also its making this game more favorable to me now.
now question on this has anyone plaed pegww2 panzer general 2 game changed to the people general background it made the graphics alot better and game play changed also.
now with the mod that has original panzer general game style whats the chance of someone using peoples general background for this panzercorps.
impar
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Post by impar »

One of my first posts was about Overrun too.
Dont think it will become part of PzC gameplay mechanics.

Three months of PzC and still miss Overrun.
Xerkis
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Post by Xerkis »

I agree with Impar. It has been talked about many times now and I highly doubt it will become part of PzC.

…. And I – for one – do agree with that decision too.
Carius
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Post by Carius »

I miss direct fire from PGII more than I miss the overrun ability.
Obsolete
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Post by Obsolete »

For the record, the issue of over-run was already debated during development. I was FOR the decision to add it, but IIRC I got out-voted, so this is why PC does without. I believe some people thought it was a little too over-powerful a feature to give tanks, giving more than one SILVER BULLET to a unit.
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rezaf
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Post by rezaf »

This game needs more optional stuff.
By that, I mean stuff that isn't part of the core PzC game, but can be used for mods, subsequent releases and DLC.
Implement overrun, but disable it by default in the gamerules file.
Implement a way to allow direct damage fire across multiple tiles, but disable it in the gamerules file.
Add entries for the maximum amount of bonus units or the malus for fighting on a river tile to the gamerules file, so they CAN be modified by both modders and DLC authors.
Allow modders to re-enable the PG behavior of earning combat prestige.

Unless the code is a total mess, these things should be RELATIVELY trivial to implement, and the game engine could greatly benefit from it.
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rezaf
Ranta
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Post by Ranta »

I want to support rezafs statement from above.


E.g. The overrun ability, I understand the arguments for and against, but if the effort is not to big, adding it as an optional feature would be great (as well as direct fire).

Maybe the "Jagged alliance 1.13" cene can serve as an example here, they made the game very modular, allowing custom values nearly everywhere. This clearly enhances modding and makes the game even more enjoyable (if I can fix all these little things, just I want to have different from the "mainstream").

What I would realy love was a way to change the "modifiers" for heros, maybe allow custom perks (like in pg, optional again, it made you units such unique, it was great), or just make it more controllable, make the setting: first hero gives a +1 mod, second +2, third + 3.

Balancing, ofc, is not possible to that features, but with their optionality, that can be left to moders, in my eyes.

Best Regards

Ranta
Tarrak
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Post by Tarrak »

While i do not see a harm in implementing optional features that do not affect the game and can be used for moding Overrun seems really pointless to me. The ability shifts massively the balance of power towards tanks and destroy the balance between the different unit types already in the middle of the war. In the end war period where the tanks already are way to strong it makes them just absolutely insane. Where is the fun in having 30 panther tanks on map steamrolling everything into oblivion.
impar
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Post by impar »

Tarrak wrote:In the end war period where the tanks already are way to strong it makes them just absolutely insane.
It would be insane.
But that is a problem of the relation of force between the late-war uber-tanks and the rest of units.
Tarrak wrote:Where is the fun in having 30 panther tanks on map steamrolling everything into oblivion.
30 Panthers didnt worked in PG2. You needed an array of supporting units for Overrun to work.

Its a matter of balance. In PzC the late-war uber-tanks arent balanced at all.
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Post by Kerensky »

impar wrote:Its a matter of balance. In PzC the late-war uber-tanks arent balanced at all.
We've been working on that a lot, should have something to show for it quite soon. :)
Ranta
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Post by Ranta »

realy looking forward to this :)

though the question of optional features can be regarded seperately from balancing (DLC?), is there an official statement concerning this?

Bets regards

Ranta
Kerensky
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Post by Kerensky »

Ranta wrote:realy looking forward to this :)

though the question of optional features can be regarded seperately from balancing (DLC?), is there an official statement concerning this?

Bets regards

Ranta
You'll need to ask someone else about this, it is not within my area of expertise. :)
Obsolete
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Post by Obsolete »

With a name like PANZER General, or PANZER Corps, you would EXPECT the armour units to be the focal point...
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Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Kerensky
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Post by Kerensky »

Obsolete wrote:With a name like PANZER General, or PANZER Corps, you would EXPECT the armour units to be the focal point...
This, however, I can assure will not be a problem once people see the details of the DLC content. :D
gunhojr
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Post by gunhojr »

i fill it should be in game only because thats what the germans used blitzkrieg using alot of tanks but only i fire is hard to accomplish that.but i also see why people might not like it.if a antitank was dug in good or soldiers a overrun wouldnt work in panzer general 2.also your commander made the difference in the panzer general 2 to help with the overun.thats why tank warfare turned the tide of ww1.just a thought.
Razz1
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Post by Razz1 »

rezaf wrote: Implement a way to allow direct damage fire across multiple tiles, but disable it in the gamerules file.

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rezaf
We can assign units to fire more than one tile.
Fimconte
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Post by Fimconte »

Razz1 wrote:
rezaf wrote: Implement a way to allow direct damage fire across multiple tiles, but disable it in the gamerules file.

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rezaf
We can assign units to fire more than one tile.
I think he meant direct fire as in the target will fire back.

Outside of using naval fire (rough hack, since naval fire doesn't clear suppression),
I'm unaware of any other ways to make units "direct fire" over multiple tiles?
Kerensky
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Post by Kerensky »

I found a way, but it was a bug. ;)

Image

That artillery unit has 2 +1 range heroes. Only a single +1 range hero does not cause the behavior you see because the half track shoots as 0+1 or 1 hex. The halftrack here is firing as 0+1+1.
El_Condoro
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Post by El_Condoro »

Razz1 wrote:
rezaf wrote: Implement a way to allow direct damage fire across multiple tiles, but disable it in the gamerules file.

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rezaf
We can assign units to fire more than one tile.
That's not *direct* fire, though. It's not ideal to have Panthers able to fire through mountains, forests or cities, for example.
rezaf
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Post by rezaf »

El_Condoro wrote:That's not *direct* fire, though. It's not ideal to have Panthers able to fire through mountains, forests or cities, for example.
Exactly. I think there should be a way to make units do just that, but technically, it's, like Condoro puts it, "not ideal" within PzC's scope. However, it should also be easy to implement - naval combat largely already works this way.
Firing back is one aspect, another is direct damage instead of suppression.
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rezaf
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