The First Nemesis: Comandante Vega

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Andy2012
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Re: The First Nemesis: Comandante Vega

Post by Andy2012 »

nexusno2000 wrote: Wed Aug 05, 2020 3:32 pm Malaga is bugged and flags give no prestige.

All other scenarios ok AFAIK.
FFS.
So, uhm, any cheat codes? I just want to finish this, get a core for the next DLC and then put this in the shelf for a while. A long while.
o_t_d_x
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Re: The First Nemesis: Comandante Vega

Post by o_t_d_x »

Kerensky wrote: Mon Aug 03, 2020 9:17 pm If I could go back and change anything, I would go back and change nothing.

I would take being overly ambitious over extra timid every time. If the first DLC didn't show the game trying to grow and expand, it sends the terrible, terrible message that what you see is what you will get for the rest of Panzer Corps 2's lifespan. Endless missions of 'Capture all Victory Hexes' forever and ever. No innovation, just a machine stamping out an endless stream of the same content.

I don't recall a bonus objective system existing in Panzer General, Panzer General 2, Panzer Corps, or any Panzer Corps DLC. Exchange commendation points for rewards was equally novel, and definitely a popular new feature. The only complaints people have over it is that they always want all the rewards, which is tough because they are tied to sometimes very difficult bonus objectives. :twisted:

Named characters in briefings, a female character, and a very unusual final debriefing are all never before seen. Sure some people roll their eyes at it and just skip over it, but some people really like the immersion it brings to have era appropriate characters flavoring the content with their personal perspectives.

We massively overhyped the Nemesis, and as we see in this now very long thread, most people were hyper aware of him and focused on eliminating him ASAP. Maximum 15 OS with stacked heroes means nothing to the most determined player. :lol:

The nice thing about having so many potential DLC is that each one gets to shine in a unique way. Each is an opportunity to experiment and see what works and what doesn't.

Spanish Civil War is generating a metric ton of discussion, and that's really healthy for the game's long term viability. We want people to enjoy it and love it, but how will we know what people will love until we try? Commendation system and named characters were hugely welcomed. AI Ally was definitely mixed in reception with strong opinions for and against.

Wanna guess which features will appear and which will not in upcoming DLC 1939? :wink: I'll give you a hint, the more controversial something turned out to be, the less likely it is to reappear. :P

Ultimately, the Spanish Civil War was a unique conflict, which is perhaps why it's often overlooked in many games. We took a chance to give unique gameplay (non-unified command) in the one place where it fits historically. I have no regrets over that what-so-ever.

But we're always listening to feedback, and keeping it in mind for what comes next. Will Spanish Civil War ever get manual Nationalist control? Probably not. Will a mod allow for manual Nationalist control? It already exists, even before a proper Workshop for Panzer Corps 2 in fact. :lol:
I like many things of the spain dlc, but the ai allies ruin it for me. Does the mod weaken the spanish nationalists too ? Or just manual control ?
o_t_d_x
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Re: The First Nemesis: Comandante Vega

Post by o_t_d_x »

Andy2012 wrote: Wed Aug 05, 2020 3:03 pm Apparently, I am now not getting any prestige at all. Just took an airfield so I could reinforce before the AI takes it all - and I got nothing. No, I wasnt holding it before. Went from Republic to Legion Condor flag, no reward. Anybody else experiencing this?
Malaga is definitly bugged - i stop playing it and go the other way till its patched.

For the other maps i only can say that i saw often ai units capture and it gave me prestige. But i dont know if thats ALWAYS the case.

Now that my anger because of ai allies is severly reduced (i dont use them at all, just hold forever, worked very well on the map before malaga, instead i use 3 or 4 ital. inf.), i dont get prestige for capturing. Why isnt that patched already ? Same for no support fire for nationalist units. How should i hold a vic hex without arty support on ebro ? That bug forces me to go on the offensive against a superior enemy and makes it much harder.

Again: buying to soon seems a very bad idea. Later its cheaper and with fewer bugs. Not a good signal for your customers.
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Re: The First Nemesis: Comandante Vega

Post by Buffalohump »

Kerensky wrote: Mon Aug 03, 2020 9:17 pm If I could go back and change anything, I would go back and change nothing.

I would take being overly ambitious over extra timid every time. If the first DLC didn't show the game trying to grow and expand, it sends the terrible, terrible message that what you see is what you will get for the rest of Panzer Corps 2's lifespan. Endless missions of 'Capture all Victory Hexes' forever and ever. No innovation, just a machine stamping out an endless stream of the same content.

I don't recall a bonus objective system existing in Panzer General, Panzer General 2, Panzer Corps, or any Panzer Corps DLC. Exchange commendation points for rewards was equally novel, and definitely a popular new feature. The only complaints people have over it is that they always want all the rewards, which is tough because they are tied to sometimes very difficult bonus objectives. :twisted:

Named characters in briefings, a female character, and a very unusual final debriefing are all never before seen. Sure some people roll their eyes at it and just skip over it, but some people really like the immersion it brings to have era appropriate characters flavoring the content with their personal perspectives.

We massively overhyped the Nemesis, and as we see in this now very long thread, most people were hyper aware of him and focused on eliminating him ASAP. Maximum 15 OS with stacked heroes means nothing to the most determined player. :lol:

The nice thing about having so many potential DLC is that each one gets to shine in a unique way. Each is an opportunity to experiment and see what works and what doesn't.

Spanish Civil War is generating a metric ton of discussion, and that's really healthy for the game's long term viability. We want people to enjoy it and love it, but how will we know what people will love until we try? Commendation system and named characters were hugely welcomed. AI Ally was definitely mixed in reception with strong opinions for and against.

Wanna guess which features will appear and which will not in upcoming DLC 1939? :wink: I'll give you a hint, the more controversial something turned out to be, the less likely it is to reappear. :P

Ultimately, the Spanish Civil War was a unique conflict, which is perhaps why it's often overlooked in many games. We took a chance to give unique gameplay (non-unified command) in the one place where it fits historically. I have no regrets over that what-so-ever.

But we're always listening to feedback, and keeping it in mind for what comes next. Will Spanish Civil War ever get manual Nationalist control? Probably not. Will a mod allow for manual Nationalist control? It already exists, even before a proper Workshop for Panzer Corps 2 in fact. :lol:
I only recently purchased a new computer and began Playing Panzer Corps 2. I bought the computer specifically to be able to play Panzer Corps 2. I am currently at Early Madrid. I have enjoyed the concept of the ai controlled allied infantry and believe the problem can be fixed for most players. Is it possible to add a reinforcement order button to the command box and remove the ai’s ability to self reinforce ? The number of ai units that survive the scenario could directly influence later scenarios and give the player a vested interest in keeping them alive.

I admit to being mildly frustrated with the ai, however you should be frustrated with your allies from time to time. But, if I follow the briefing and properly support I have not had a terrible time of it. I am frustrated to learn I should be getting prestige from ai captures but this can be fixed. It is probably to late to change in SCW but could be utilized in following DLCs. I think this is to interesting a concept to get rid of completely.

To answer your initial question with this post, I lucked into an easy encounter with Comandante Vega. I chose the killer team option in my initial play through and was gifted heros that force retreat and force surrender and made short work of him in initial encounter. I will replay eventually with out the killer team option because I think it has unbalanced my play. Have enjoyed almost all of the new game dynamics and am looking forward to more.

Regards
Schwarzvogel
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Re: The First Nemesis: Comandante Vega

Post by Schwarzvogel »

Kerensky wrote: Mon Aug 03, 2020 9:17 pm I would take being overly ambitious over extra timid every time. If the first DLC didn't show the game trying to grow and expand, it sends the terrible, terrible message that what you see is what you will get for the rest of Panzer Corps 2's lifespan. Endless missions of 'Capture all Victory Hexes' forever and ever. No innovation, just a machine stamping out an endless stream of the same content.
I don't know if the game engine supports it, but one idea that occurred to me could be having multiple objectives for completing scenarios, e.g. eliminate all enemy units (or either just a certain percentage or certain important units) or capture and hold particular victory hexes. This could make scenarios more interesting by offering alternate paths to victory, with each path having certain consequences for subsequent missions.

One thing I loved about the SCW DLC was the commendation points system, and I would like to see that used more and perhaps even added to the base game (or hoping for a Grand Campaign :)). In particular, I would like to have more control over the heroes I can get. Perhaps Commendation Points could be used to "shop" for heroes, or the player could use them to re-roll the heroes offered in each scenario if you think it would be too unbalanced for players to be able to buy fun, but gamebreakingly powerful heroes like "Rapid Fire 2X" which happens to be my favourite hero trait, as it goes well with almost everything, just like garlic sauce .

From what I've seen of the 1939 DLC (with that interesting Czechoslovakia scenario) I think you're on the right track. I find myself enjoying Panzer Corps 2 a lot more than PzC 1 (which was good in its own right, but the mechanics felt a lot less transparent), and my only regret is perhaps my impatience for even more content!

Apropos of the Nemesis system, I'm not too keen on the idea of recurring nemeses even if the player manages to eliminate them, since Nazi zombies weren't exactly a problem before 1945 :mrgreen: All jokes aside, I'd be fine with recurring nemeses if the idea were somewhat grounded in history, i.e. encountering an actual historical persona on the battlefield who managed to survive the war. For example, facing Douglas Bader's squadron in multiple missions in the skies over Britain in an early Sealion scenario even if you manage to shoot down his Spitfire in the first scenario would make sense, as Bader did survive being shot down on at least one occasion, if I recall correctly. What could make things even more interesting is if the hero traits and units of a particular Nemesis could change across scenarios depending on the player's actions, and Nemeses whom the player keeps hammering would get progressively better or worse over various scenarios.
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Re: The First Nemesis: Comandante Vega

Post by Kerensky »

Schwarzvogel wrote: Wed Aug 19, 2020 9:08 am I don't know if the game engine supports it, but one idea that occurred to me could be having multiple objectives for completing scenarios, e.g. eliminate all enemy units (or either just a certain percentage or certain important units) or capture and hold particular victory hexes. This could make scenarios more interesting by offering alternate paths to victory, with each path having certain consequences for subsequent missions.

One thing I loved about the SCW DLC was the commendation points system, and I would like to see that used more and perhaps even added to the base game (or hoping for a Grand Campaign :)). In particular, I would like to have more control over the heroes I can get. Perhaps Commendation Points could be used to "shop" for heroes, or the player could use them to re-roll the heroes offered in each scenario if you think it would be too unbalanced for players to be able to buy fun, but gamebreakingly powerful heroes like "Rapid Fire 2X" which happens to be my favourite hero trait, as it goes well with almost everything, just like garlic sauce .

From what I've seen of the 1939 DLC (with that interesting Czechoslovakia scenario) I think you're on the right track. I find myself enjoying Panzer Corps 2 a lot more than PzC 1 (which was good in its own right, but the mechanics felt a lot less transparent), and my only regret is perhaps my impatience for even more content!

Apropos of the Nemesis system, I'm not too keen on the idea of recurring nemeses even if the player manages to eliminate them, since Nazi zombies weren't exactly a problem before 1945 :mrgreen: All jokes aside, I'd be fine with recurring nemeses if the idea were somewhat grounded in history, i.e. encountering an actual historical persona on the battlefield who managed to survive the war. For example, facing Douglas Bader's squadron in multiple missions in the skies over Britain in an early Sealion scenario even if you manage to shoot down his Spitfire in the first scenario would make sense, as Bader did survive being shot down on at least one occasion, if I recall correctly. What could make things even more interesting is if the hero traits and units of a particular Nemesis could change across scenarios depending on the player's actions, and Nemeses whom the player keeps hammering would get progressively better or worse over various scenarios.
The first suggestion is possible, and it's already somewhat in effect. It's how the Nemesis system already works (scenarios interact with a global variable that interacts with future scenarios). The Nemesis just is never flagged as an objective, although it's basically as important as a bonus objective (in that it also can potential award unique captured equipment).

The SCW DLC is the first piece of the new Grand Campaign... so that wish is already being granted. :)

A lot of discussion is going on with heroes, so who knows. But I have to say, I think existing systems are doing their job. Yes it would be nice to choose heroes, but if you could to that, we would need to drastically lower the heroes you receive. One per scenario is going to cause hyper power inflation if you also are choosing the best of 3 every time or something. If you really, really, REALLY need to have some OP heroes... well re-rolling the campaign start with Killer Team is what you'll want to do.

Thanks for the vote of confidence, hopefully 1939 with it's more classic no AI gameplay but abundance of new objectives, bonus objectives, and rewards to purchase with CPs will be well received. There is no extra long, Grand Campaign unless the players show a demand for it. Time will tell. 24 hours or so, in fact!
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Re: The First Nemesis: Comandante Vega

Post by rafdobrowolski »

Kerensky wrote: Mon Aug 03, 2020 9:17 pm If I could go back and change anything, I would go back and change nothing.

I would take being overly ambitious over extra timid every time. If the first DLC didn't show the game trying to grow and expand, it sends the terrible, terrible message that what you see is what you will get for the rest of Panzer Corps 2's lifespan. Endless missions of 'Capture all Victory Hexes' forever and ever. No innovation, just a machine stamping out an endless stream of the same content.

I don't recall a bonus objective system existing in Panzer General, Panzer General 2, Panzer Corps, or any Panzer Corps DLC. Exchange commendation points for rewards was equally novel, and definitely a popular new feature. The only complaints people have over it is that they always want all the rewards, which is tough because they are tied to sometimes very difficult bonus objectives. :twisted:

Named characters in briefings, a female character, and a very unusual final debriefing are all never before seen. Sure some people roll their eyes at it and just skip over it, but some people really like the immersion it brings to have era appropriate characters flavoring the content with their personal perspectives.

We massively overhyped the Nemesis, and as we see in this now very long thread, most people were hyper aware of him and focused on eliminating him ASAP. Maximum 15 OS with stacked heroes means nothing to the most determined player. :lol:

The nice thing about having so many potential DLC is that each one gets to shine in a unique way. Each is an opportunity to experiment and see what works and what doesn't.

Spanish Civil War is generating a metric ton of discussion, and that's really healthy for the game's long term viability. We want people to enjoy it and love it, but how will we know what people will love until we try? Commendation system and named characters were hugely welcomed. AI Ally was definitely mixed in reception with strong opinions for and against.

Wanna guess which features will appear and which will not in upcoming DLC 1939? :wink: I'll give you a hint, the more controversial something turned out to be, the less likely it is to reappear. :P

Ultimately, the Spanish Civil War was a unique conflict, which is perhaps why it's often overlooked in many games. We took a chance to give unique gameplay (non-unified command) in the one place where it fits historically. I have no regrets over that what-so-ever.

But we're always listening to feedback, and keeping it in mind for what comes next. Will Spanish Civil War ever get manual Nationalist control? Probably not. Will a mod allow for manual Nationalist control? It already exists, even before a proper Workshop for Panzer Corps 2 in fact. :lol:
I see that Kerensky mentioned that there was a mod created to control the AI in the SCW DLC by, I think, the user named "nexusno2000." Can anyone point me in the direction of this? I searched the forum, and I cannot seem to find it here nor in the "Scenario Design" one either. Also, how was game play with it, if anyone cares to share?
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Re: The First Nemesis: Comandante Vega

Post by dalfrede »

rafdobrowolski wrote: Mon Dec 07, 2020 9:45 pm I see that Kerensky mentioned that there was a mod created to control the AI in the SCW DLC by, I think, the user named"nexusno2000." Can anyone point me in the direction of this? I searched the forum, and I cannot seem to find it here nor in the "Scenario Design" one either. Also, how was game play with it, if anyone cares to share?
https://www.slitherine.com/forum/viewto ... CW#p870668
There comes a time on every project when it is time to shoot the engineer and ship the damn thing.
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Re: The First Nemesis: Comandante Vega

Post by Lakel »

Feasible to make a hero that retreats easier? Akin to OoB recon and skirmishers that can delay significantly?
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Re: The First Nemesis: Comandante Vega

Post by rafdobrowolski »

dalfrede wrote: Tue Dec 08, 2020 12:42 am
rafdobrowolski wrote: Mon Dec 07, 2020 9:45 pm I see that Kerensky mentioned that there was a mod created to control the AI in the SCW DLC by, I think, the user named"nexusno2000." Can anyone point me in the direction of this? I searched the forum, and I cannot seem to find it here nor in the "Scenario Design" one either. Also, how was game play with it, if anyone cares to share?
https://www.slitherine.com/forum/viewto ... CW#p870668
Thank you so much!
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