Panzer Corps 2 - v1.1.20 Update

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Catacol
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Re: Panzer Corps 2 - v1.1.20 Update

Post by Catacol »

Rudankort wrote: Sat Mar 20, 2021 12:01 pm
Catacol wrote: Sat Mar 20, 2021 10:56 am It looks to me that the patch has somehow broken the editor. Can anyone else reload any scenario once it has been saved?
Yes, the Editor is broken in 1.1.20. This happened because of a last minute change which I had to add at a very short notice. When I realized what happened, I posted a hotfix here:
viewtopic.php?f=597&t=104801

If with this hotfix you still have issues, please let me know, I'll look at it asap.
Brilliant Rudankort - thank you!! I'll go get it now. Phew. A big relief.... :-) That's high quality support for you.....
Catacol
Administrative Corporal - SdKfz 251/1
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Re: Panzer Corps 2 - v1.1.20 Update

Post by Catacol »

Rudankort wrote: Sat Mar 20, 2021 12:10 pm
Catacol wrote: Fri Mar 19, 2021 9:28 pm 1. I'm not getting replays anymore in multiplayer. Havent started a new game started with the patch so maybe it is just old games running under the new patch? Unsure - but worth posting.
Yes, I'm pretty sure that this happens because of some subtle rule change which we might not even notice (like the one below), but which makes the recorded history of orders in the old games invalid. If you experience this in any new games, then this will require investigation.
Catacol wrote: Fri Mar 19, 2021 9:28 pm 2. Counter battery heavy artillery fire now happens even when the artillery is hidden from sight. This makes counter battery, especially on a hill, ridiculously powerful and means recon is virtually pointless. Hiding artillery out of range, or getting the recon units with range 3 eyes to hunt out enemy formations is pointless if heavy artillery can blind fire at everything in range.
This change was not intended, and was introduced as part of combat code rework related to showing predictions for enemy units. While some people might prefer the "new" version of how counter battery fire works, I think that it will be better to restore the status quo which existed ever since the initial release and which most people got used to by now. This will be done in the upcoming patch.
And again - awesome swift feedback on the counter battery thing. I wont waste anymore replies on this - thanks Rudenkort!
Tassadar
Lieutenant Colonel - Elite Panther D
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Re: Panzer Corps 2 - v1.1.20 Update

Post by Tassadar »

Rudankort wrote: Sat Mar 20, 2021 12:10 pm
Catacol wrote: Fri Mar 19, 2021 9:28 pm 2. Counter battery heavy artillery fire now happens even when the artillery is hidden from sight. This makes counter battery, especially on a hill, ridiculously powerful and means recon is virtually pointless. Hiding artillery out of range, or getting the recon units with range 3 eyes to hunt out enemy formations is pointless if heavy artillery can blind fire at everything in range.
This change was not intended, and was introduced as part of combat code rework related to showing predictions for enemy units. While some people might prefer the "new" version of how counter battery fire works, I think that it will be better to restore the status quo which existed ever since the initial release and which most people got used to by now. This will be done in the upcoming patch.
If possible it would be great to also check artillery attacking targets that are beyond spotting range in general - I had a situation in Thessaloniki where my units were shelled by a British heavy artillery piece despite the fact they were moving beyond spotting range (since it was a remote location with no other units I'm sure of it). The enemy had no way knowing the position of my units, it seems the predictions thing might be interfering with this as well and is only really visible since those heavy guns have such great range.
Rudankort
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Re: Panzer Corps 2 - v1.1.20 Update

Post by Rudankort »

Tassadar wrote: Sat Mar 20, 2021 8:24 pm If possible it would be great to also check artillery attacking targets that are beyond spotting range in general - I had a situation in Thessaloniki where my units were shelled by a British heavy artillery piece despite the fact they were moving beyond spotting range (since it was a remote location with no other units I'm sure of it). The enemy had no way knowing the position of my units, it seems the predictions thing might be interfering with this as well and is only really visible since those heavy guns have such great range.
This is very odd. Do you have a save which we could use to investigate?
Tassadar
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Re: Panzer Corps 2 - v1.1.20 Update

Post by Tassadar »

Rudankort wrote: Sat Mar 20, 2021 8:38 pm
Tassadar wrote: Sat Mar 20, 2021 8:24 pm If possible it would be great to also check artillery attacking targets that are beyond spotting range in general - I had a situation in Thessaloniki where my units were shelled by a British heavy artillery piece despite the fact they were moving beyond spotting range (since it was a remote location with no other units I'm sure of it). The enemy had no way knowing the position of my units, it seems the predictions thing might be interfering with this as well and is only really visible since those heavy guns have such great range.
This is very odd. Do you have a save which we could use to investigate?
Shared via PM - hopefully it helps! :)
steveo110
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Re: Panzer Corps 2 - v1.1.20 Update

Post by steveo110 »

Tassadar wrote: Sat Mar 20, 2021 8:24 pm
Rudankort wrote: Sat Mar 20, 2021 12:10 pm
Catacol wrote: Fri Mar 19, 2021 9:28 pm 2. Counter battery heavy artillery fire now happens even when the artillery is hidden from sight. This makes counter battery, especially on a hill, ridiculously powerful and means recon is virtually pointless. Hiding artillery out of range, or getting the recon units with range 3 eyes to hunt out enemy formations is pointless if heavy artillery can blind fire at everything in range.
This change was not intended, and was introduced as part of combat code rework related to showing predictions for enemy units. While some people might prefer the "new" version of how counter battery fire works, I think that it will be better to restore the status quo which existed ever since the initial release and which most people got used to by now. This will be done in the upcoming patch.
If possible it would be great to also check artillery attacking targets that are beyond spotting range in general - I had a situation in Thessaloniki where my units were shelled by a British heavy artillery piece despite the fact they were moving beyond spotting range (since it was a remote location with no other units I'm sure of it). The enemy had no way knowing the position of my units, it seems the predictions thing might be interfering with this as well and is only really visible since those heavy guns have such great range.
I've had my suspicions about this as well, so its good to know I'm not the only one. Seen it a couple of times where I'm sure there is nothing in spotting range but arty hits my unit anyway.
Catacol
Administrative Corporal - SdKfz 251/1
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Re: Panzer Corps 2 - v1.1.20 Update

Post by Catacol »

Rudankort wrote: Sat Mar 20, 2021 12:01 pm
Catacol wrote: Sat Mar 20, 2021 10:56 am It looks to me that the patch has somehow broken the editor. Can anyone else reload any scenario once it has been saved?
Yes, the Editor is broken in 1.1.20. This happened because of a last minute change which I had to add at a very short notice. When I realized what happened, I posted a hotfix here:
viewtopic.php?f=597&t=104801

If with this hotfix you still have issues, please let me know, I'll look at it asap.
I don't know what you did with your editor hotfix...but all of a sudden heroes is a working function when activated in the editor. I've been waiting a long time for that function to click though perhaps it would be nice to be able to select them rather than get them at random. But anyway - thanks again.
Rudankort
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Re: Panzer Corps 2 - v1.1.20 Update

Post by Rudankort »

R2G2 wrote: Thu Mar 18, 2021 9:32 pm The Units.csv has the following issues with the mods file:

- No Switch To function
- No Embark function
- Can't purchase transports
- Can't deploy aircraft
This has been fixed, and the fix will be included in the upcoming hotfix update.
R2G2 wrote: Thu Mar 18, 2021 9:32 pm Also, the Rules.json file does not work with the Mod Manager.
Just to make sure I don't miss anything important, could you please elaborate more on this one? Does this file not load at all, or does not merge with the master file, or any other issue? Do you have a test mod showing this problem?
R2G2
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Re: Panzer Corps 2 - v1.1.20 Update

Post by R2G2 »

Rudankort wrote: Tue Mar 23, 2021 2:46 am Just to make sure I don't miss anything important, could you please elaborate more on this one? Does this file not load at all, or does not merge with the master file, or any other issue? Do you have a test mod showing this problem?
I guess you would say nothing merges with the master file. I've made numerous changes to the rules (and random rules) files that work properly when saved over the base game files. But when trying to activate through the Mod Manager, nothing changes. Attached is a test mod where the following data has been changed; general trait costs, Elite reinforcement prestige cost, exp cost when upgrading between unit classes, and max hero per unit limits. None of these rules change when activated through Mod Manager.

Thanks for fixing the Unit.csv... best news I've heard all day :D
Attachments
Rules Test Mod.zip
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