Next Patch Wishes
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Re: Next Patch Wishes
Some hopeful wishes for the future.
-Replay last enemy turn (especially MP).
-Game replays - save and share replays.
-Replay last enemy turn (especially MP).
-Game replays - save and share replays.
Re: Next Patch Wishes
I'd like to be able to pause the game while the computer is playing. This is for two reasons off hand. One is in case someone/something mercilessly demands my attention. The Two is to inspect combat details.
Re: Next Patch Wishes
A pet peeve of mine, can you please use clearly different graphics for road and rail
Right now they look kinda similar, they are hard to distinguish and that makes it unpleasant
Thanks
Right now they look kinda similar, they are hard to distinguish and that makes it unpleasant
Thanks
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- Panzer Corps Moderator
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Re: Next Patch Wishes
It would be nice to have a replay button for MP games but, just in case it's not known: you can simply end an MP turn after a replay (before making any moves or firing etc) and it will be uploaded to the server and you can open it again to view the replay again. A bit clunky but possible.Xitax wrote:Some hopeful wishes for the future.
-Replay last enemy turn (especially MP).
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- 2nd Lieutenant - Panzer IVF/2
- Posts: 696
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- Location: Eifel / south of Aachen
Re: Next Patch Wishes
My wish for the next patch: Release it !
Re: Next Patch Wishes
+1 I stopped at Malta 'cause I really want to put units in gliders! Swoosh! Crash! Bang!huertgenwald wrote:My wish for the next patch: Release it !
Re: Next Patch Wishes
Any idea when the next patch will be coming out?
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- Senior Corporal - Ju 87G
- Posts: 98
- Joined: Fri Aug 24, 2012 9:35 am
Re: Next Patch Wishes
If others players have the same misadventures :
making the "end turn" button not so near of the "refuel/ammo " button. From time to time I click on the "end turn" in a middle of a turn instead of the "refuel" and it's very unpleasant. Perhaps because they are near each of them , or/and "refuel" seems to end a turn, I don't know
making the "end turn" button not so near of the "refuel/ammo " button. From time to time I click on the "end turn" in a middle of a turn instead of the "refuel" and it's very unpleasant. Perhaps because they are near each of them , or/and "refuel" seems to end a turn, I don't know
Re: Next Patch Wishes
I am very prone to this error myself but it's rather easily rectified by turning on the end turn confirmation. Yes it may be a bit tedious to have to confirm the end of the turn every time but i rather do that then lose half a turn because once again i hit the end turn button instead of the resupply button.kokkorhekkus wrote:If others players have the same misadventures :
making the "end turn" button not so near of the "refuel/ammo " button. From time to time I click on the "end turn" in a middle of a turn instead of the "refuel" and it's very unpleasant. Perhaps because they are near each of them , or/and "refuel" seems to end a turn, I don't know
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- Lance Corporal - SdKfz 222
- Posts: 26
- Joined: Thu May 03, 2012 8:38 am
Re: Next Patch Wishes
I would like to see the very late war equiptment or top secret equiptment or add-ons like: Ho-222+bomber version, P-80, Italian Bridging, Panther IIF(from PGII), SS units and IS-III.
Can the patch have the ability to have ships in switch so they can do ship+land and AA. Cause all of the ships cannot attack air unless the aircraft attacks them.
I'll think of more along the way.
Can the patch have the ability to have ships in switch so they can do ship+land and AA. Cause all of the ships cannot attack air unless the aircraft attacks them.
I'll think of more along the way.
Re: Next Patch Wishes
My biggest complaint is the retreat logic which is grossly sub-standard compared to pretty much any war game you'd care to name.
Specifically, two tendencies need to be eliminated:
1) Retreating toward the enemy, not back to the safety of your own lines.
2) Retreating onto a river hex when a non-river hex is available.
These two functions of the AI prevent this game from becoming a true classic. Time and again, I watch a unit (mine or the AI's, it is combat routine, not a choice) go forward into danger when a safe hex is available in the opposite direction. Other games get this right, it is not hard to program, so why is this random behavior present?
I have been board wargaming for over fifty years, and playing computer wargames since they came on the scene in the 1980's and this retreat silliness is off-putting and prevents me from recommending this game to others. Indeed, I've told several of my fellow gamers to avoid Panzer Corps Commander until this is fixed for it will disappoint them.
I know I'm not buying any more of this series until this random retreat silliness is fixed.
Specifically, two tendencies need to be eliminated:
1) Retreating toward the enemy, not back to the safety of your own lines.
2) Retreating onto a river hex when a non-river hex is available.
These two functions of the AI prevent this game from becoming a true classic. Time and again, I watch a unit (mine or the AI's, it is combat routine, not a choice) go forward into danger when a safe hex is available in the opposite direction. Other games get this right, it is not hard to program, so why is this random behavior present?
I have been board wargaming for over fifty years, and playing computer wargames since they came on the scene in the 1980's and this retreat silliness is off-putting and prevents me from recommending this game to others. Indeed, I've told several of my fellow gamers to avoid Panzer Corps Commander until this is fixed for it will disappoint them.
I know I'm not buying any more of this series until this random retreat silliness is fixed.
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- Sergeant - 7.5 cm FK 16 nA
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- Joined: Mon Nov 28, 2011 8:25 pm
Re: Next Patch Wishes
I know there is room for improvement OG (OldGiant) (BTW, I too cut my teeth on board games in the 70s - remember Squad Leader?). Yet this is game is flush with good things too. I have found the developers and designers to be responsive, so come back frequently to see what has been done. A patch is imminent (10/9 of 10/10?) plus once the current DLCs are complete (Western Front '43 - '45) I have a hunch the attention will be focused on version 2.0 which may include a more robust, savvy AI.OldGiants wrote:My biggest complaint is the retreat logic which is grossly sub-standard compared to pretty much any war game you'd care to name.
Don't abandon ship until you sample some of the terrific Mods the blokes have designed. Check out Niki's GTPG 2.0 Mod or Airborne's Elite Units and Chris's upcoming Beast in the East.
Re: Next Patch Wishes
Concerning retreats, I would also like to have a textual indication of the likely hood of it happening when I attack. Not everyone cares to compute the entrenchment values. It is sometimes puzzling when infantry is in a city. sometimes they die in there, sometimes they retreat.OldGiants wrote:My biggest complaint is the retreat logic which is grossly sub-standard compared to pretty much any war game you'd care to name.
Re: Next Patch Wishes
If entrenchment is 1 or more... no retreat in a city if it is infantry.
Re: Next Patch Wishes
It would be awesome if the StratMap could display a maximum of 60 (height) to 80 (width) hexes and then be moved around with the arrow keys in case the entire map is bigger than 60x80. On huge maps things will get squeezed into the screen no matter the size of the map and info ultimately is miniaturised up to the level of unrecognizability. This may not affect vanilla games but would help user created maps immensurable and set another landmark for modding support and finally contribute to the longevity of the modding section and hence ultimately contribute to the longevity of the main game.
As an example I add the PzC East Map in StratMap Mode which some of you may have seen before but its a prime example of what I mean as
the complete 232x332 map gets sqeezed into the screen when clicking on StratMap. I have a 26' Monitor so its still somehow acceptable although no way displaying any other info than units as "dots" but on 19' Monitors this becomes utterly useless and obvioulsy does not help at all to manage the occurances on the map.

As an example I add the PzC East Map in StratMap Mode which some of you may have seen before but its a prime example of what I mean as
the complete 232x332 map gets sqeezed into the screen when clicking on StratMap. I have a 26' Monitor so its still somehow acceptable although no way displaying any other info than units as "dots" but on 19' Monitors this becomes utterly useless and obvioulsy does not help at all to manage the occurances on the map.

Re: Next Patch Wishes
You may not agree with retreat mechanics, but it is by no means random. The unit always tries to retreat directly away from the attacking enemy. If that hex is occupied, then the unit tries to use any of the two hexes next to it, and if those are taken too, as a last resort it tries to use any of the remaining hexes. In other words, the unit attempts to move as far away from attacking enemy as possible. This is not devoid of logic, and has some useful implications for gameplay too. It is easy enough to predict where a unit will retreat when attacked, and many players use this knowledge for their advantage (e. g. force a tank to retreat to close terrain, and then attack it with infantry there). If a unit would always retreat to the safest hex, the usefullness of this mechanics in game tactics would be more limited.OldGiants wrote:My biggest complaint is the retreat logic which is grossly sub-standard compared to pretty much any war game you'd care to name.
Specifically, two tendencies need to be eliminated:
1) Retreating toward the enemy, not back to the safety of your own lines.
2) Retreating onto a river hex when a non-river hex is available.
These two functions of the AI prevent this game from becoming a true classic. Time and again, I watch a unit (mine or the AI's, it is combat routine, not a choice) go forward into danger when a safe hex is available in the opposite direction. Other games get this right, it is not hard to program, so why is this random behavior present?
Re: Next Patch Wishes
The retreat mechanics need to be clearly explained, just like Rudankort did, in the manual. There must be at least half a dozen requests for how retreat works a month on these forums. Also, if a unit has no hexes to retreat to, it will surrender. This makes it so that clumping up all your units in a giant glob of doom isn't necessarily the optimal way to play.
I think the retreat mechanics are quite reasonable, and it's silly not to play this game because of them. These retreats aren't orderly rearguard actions, but rather panicked routs.
I think the retreat mechanics are quite reasonable, and it's silly not to play this game because of them. These retreats aren't orderly rearguard actions, but rather panicked routs.
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- Sergeant - 7.5 cm FK 16 nA
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- Joined: Mon Nov 28, 2011 8:25 pm
Re: Next Patch Wishes
deducter wrote: This makes it so that clumping up all your units in a giant glob of doom isn't necessarily the optimal way to play.
"Glob of Doom" should be someone's forum name... Deducter the Handle Giver!
Re: Next Patch Wishes
One thing still coming to my mind is that it would be nice to be able to check all "switches" of a switch unit in the purchase screen *before* buying.
Dunno if it is easy to implement, but it would be still quite helpful IMO. Since the purchase screen is divided by class it could maybe be done by having a window popping up when you click a switch unit where you could cycle through its other modes (like the unit info panel when right-clicking a unit on-map, just showing all those switches).
Once this is implemented, it could in fact also be enhanced to have the same ready in said unit panel.
Dunno if it is easy to implement, but it would be still quite helpful IMO. Since the purchase screen is divided by class it could maybe be done by having a window popping up when you click a switch unit where you could cycle through its other modes (like the unit info panel when right-clicking a unit on-map, just showing all those switches).
Once this is implemented, it could in fact also be enhanced to have the same ready in said unit panel.
Re: Next Patch Wishes
I agree, this would be helpful and sensible, since the only alternative is to dig into the equipment file, something the average player will not want to do, or know how to do.bebro wrote:One thing still coming to my mind is that it would be nice to be able to check all "switches" of a switch unit in the purchase screen *before* buying.
Dunno if it is easy to implement, but it would be still quite helpful IMO. Since the purchase screen is divided by class it could maybe be done by having a window popping up when you click a switch unit where you could cycle through its other modes (like the unit info panel when right-clicking a unit on-map, just showing all those switches).
Once this is implemented, it could in fact also be enhanced to have the same ready in said unit panel.