First impressions/first bug reports

Open beta forum.

Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design

comradep
Staff Sergeant - StuG IIIF
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Post by comradep »

You could actually overrun a full 10 strength unit by the way, but it was usually something like an artillery unit in transport or SP arty gun sitting on a river.
OK, I seem to recall always needing to damage at least 1 point prior to an overrun being possible.
I'm starting to feel like a broken record here, but Green Supply Hexes from Panzer General 2 anyone?
I like the PG2/PG3 system too.
Limiting cities to produce one unit per turn is a nice idea.
Agreed.

-

Would it be possible to add an area that's off limits for one player, which would function like sort of an off-map area connected to the map by rail and can only be moved out of by rail, to simulate originally off-map reinforcements arriving on the map? It would make the appearance of reinforcements less predictable. In PG2, due to the fixed reinforcement table I often had units pop up behind my lines that were quickly destroyed.
boredatwork
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Post by boredatwork »

comradep wrote:
I'm starting to feel like a broken record here, but Green Supply Hexes from Panzer General 2 anyone?
I like the PG2/PG3 system too.

Would it be possible to add an area that's off limits for one player, which would function like sort of an off-map area connected to the map by rail and can only be moved out of by rail, to simulate originally off-map reinforcements arriving on the map?
Depending on the scale of PzC one issue with the green supply hexes approach is that on many maps there could be potentially no "off map location" for reserves to originate from.

Obviously in maps like the Ardennes, Barbarossa, Africa this isn't an issue. But in some PG scenarios like Norway, Sealion, Germany, France, etc the scenario encompasses the majority of the country meaning, for the defender at least, there is no valid off map location. Moreover the population and industrial centers where logically unit production is concentrated are likely to coincide with objectives anyways so limiting production to Berlin & the Ruhr for example would actually cause the opposite effect and encourage a blob to form on the objectives.

PS. does anyone else have a problem with the Slitherine forum jumping around if you try and type something longer than the text box?
comradep
Staff Sergeant - StuG IIIF
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Post by comradep »

Could a cross be added to the Slovakian flag, to avoid confusion with the non-communist Russian flag? For a moment, I wondered what the imperial Russians/Whites were doing in a WWII scenario.

I'll play the new campaign tomorrow and post further impressions after that.
Rudankort
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Post by Rudankort »

Lukas is against having small elements inside flags, because he thinks this will detract from clarity of flag icons. If we have more votes on this matter, we might persuade him to add some. ;)
adherbal
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Post by adherbal »

we might persuade him
I'll never give in to peer pressure :P


Is this the correct Slovenian flag for WW2?

Image

Doing that exact shield in our tiny flags will look like a mess of light blueish pixels. But I don't mind adding an abstract icon of some sort. Why did you mention cross?
comradep
Staff Sergeant - StuG IIIF
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Post by comradep »

Lukas is against having small elements inside flags, because he thinks this will detract from clarity of flag icons.
There's a rather big "small element" in the German flag.

In my opinion, a flag should be historical. The current Slovakian flag isn't, at least not as a battle flag.
Slovenian
>Slovakian<
adherbal
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Post by adherbal »

>Slovakian<
ouch my bad

But according to wikipedia the currently flag is actualy accurate for slovakia in WW2?

http://en.wikipedia.org/wiki/Slovak_Rep ... %931945%29
uran21
Panzer Corps Map Designer
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Post by uran21 »

Coat of arms was placed in Slovak flag from 1992-1993. Differentiation from modern Russian flag has influence to it.

From wikipedia:
"Since the Slovak flag without the coat of arms is identical to that of the modern flag of Russia and it can also be compared to the modern flag of Slovenia, the Constitution of Slovakia added the national coat of arms in September 1992."

Present flag in the game is correct for WW2 period. But it is the national flag (and we use national flags in most cases), war flag did have cross in it. Either way we do it, it is correct.

Image
robstuff36054
Lance Corporal - SdKfz 222
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Post by robstuff36054 »

- First impressions. What were your impression after 30 seconds, 5 minutes, 15 minutes and an hour. If you could write these down and post them to the forum it would be very useful.

30 secs: The main splash page looks awesome. Very crisp and serves as a welcoming gateway to the game.

5 min: The first tutorial mission was extremely easy to understand and get into. Immediately brought back Panzer General memories.
• when moving units, click to select then click destination hex and the unit "teleports" (for lack of a better term. As I recall, in PG the units moved and followed a path to the destination hex which would be better in my humble opinion. The "teleport" thing does save time though.
• the final build could use a voiceover or text-box instructions for the tutorial.
• battle-sounds... PG had cannon shots & machine gun fire sounds depending on which unit was attacking... the current build only seems to have the explosion sound for all.

15 min: the tutorial campaign was very easy to understand and get into. Other observations just same as above.

1 hour: When finished, this game will be every bit as addicting as PG ever was. I found the hour point has zoomed by before I had even taken notes for the forum entry. Will the final build include any music? If so, suggest the music used for the original Steel Panthers. If I could find that music anywhere I'd buy a CD.

- Performance. Is the game too slow on your PC? If yes, what problems exactly you experience, and what system configuration do you have?

The game ran perfectly on my system. I shut it down and restarted it several times without rebooting the computer to see if any memory issues may linger and it always ran fine.

- Map graphics: the terrain map and the units. What did you like or not like. What could be improved?

The map looks fine along with the unit graphics. I run my system at 1920 x 1200 resolution, with the game running full-screen and it looked great.

- Usability and UI of the main screen. Is it intuitively clear how to control the game? Is the UI convenient? Do you like the existing mouse interface, or would you prefer a different one? What useful information do you miss in the UI sidebar or the main map view?


Main screen UI is fine the way it is. Location isn't an issue at all, but some users may prefer the ability to move it or reduce it to show more of the map. (if that feature is already in-game I didn't find/see it) The mouse interface seems to work very well. I was able to zoom in and out slightly with the mouse wheel with no blurring or streaking of the graphics. I think it may have been mentioned elsewhere in the forum about unit information not having been implemented yet in the sidebar when the unit is selected, but if not here it is. :)

When targeting an enemy unit, the pop-up information overlay with the numbers is good but maybe a little more would be useful. Perhaps a projected summary in the sidebar akin to Civ V where the odds are calculated for you and the game projects an outcome which may or may not be entirely correct but at least give the user an idea on whether or not to go ahead and try the attack.

- Game rules. Please note that at this point game rules are not final. We are still thinking about some aspects, and we'll change and tweak some things as we test the game. However, any opinions on what you see in the game now, and what could be improved, are very much welcome.

Easier settings most likely should allow for a greater prestige pool.

- Tutorial campaign. The first beta only includes the six tutorial scenarios and the tutorial campaign. When complete this will have prompts to aid the user but it would be good if we knew which areas of the game needed the most helpers and prompts so can you tell us which parts you did not understand so we can focus on explaining those.

Mentioned some of this in the first-impressions above. The tutorial campaign flows extremely well and I had no issues moving from scenario to scenario on easy-mode. Will try the higher difficulties next time.
Rudankort
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Post by Rudankort »

Hey Blakjack, thanks for the first feedback.
Blakjack wrote:
1 hour: When finished, this game will be every bit as addicting as PG ever was. I found the hour point has zoomed by before I had even taken notes for the forum entry. Will the final build include any music? If so, suggest the music used for the original Steel Panthers. If I could find that music anywhere I'd buy a CD.
I'm afraid we cannot use any music from existing games. But the final version will include several music themes composed specifically for our game.
Blakjack wrote:Main screen UI is fine the way it is. Location isn't an issue at all, but some users may prefer the ability to move it or reduce it to show more of the map. (if that feature is already in-game I didn't find/see it) The mouse interface seems to work very well. I was able to zoom in and out slightly with the mouse wheel with no blurring or streaking of the graphics. I think it may have been mentioned elsewhere in the forum about unit information not having been implemented yet in the sidebar when the unit is selected, but if not here it is. :)
You can use F hotkey to toggle the UI panel on and off, in the latter case you have more space for the map. But we'll probably need some on-screen UI element for this switch, because hotkeys will not suit all people. As for unit stats, you can see them if you toggle the stats panel on ("i" button), but perhaps on a screen as big as yours we better show this info in the main sidebar at the bottom?
Blakjack wrote:
When targeting an enemy unit, the pop-up information overlay with the numbers is good but maybe a little more would be useful. Perhaps a projected summary in the sidebar akin to Civ V where the odds are calculated for you and the game projects an outcome which may or may not be entirely correct but at least give the user an idea on whether or not to go ahead and try the attack.
So, what information exactly would be useful for combat estimation, in addition to predicted losses for attacker and defender which are shown now?
random27
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Post by random27 »

Ive seen the message that i was taken for the beta only today.
Sorry to be late.
i ve installed it and must have changed the date on my computer to test it(it would have been expired if i would not do that).

For the game:
First impressions :to have played a lot of time to panzer general (1,2 and others) it was as i ve ever played that game it is good surprise for me but maybe some people will think it is too similar to pg.
this feeling continue with the time of playing but the little changes are good.

Performance : no problem for me and my config is not high.i think it could run on many computers.

map graphics : very good for me

usability : i dont have used all the buttons so i can t tell now something

i will post later for the others.
Rudankort
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Post by Rudankort »

Hey random27, thanks for first feedback. According to it, looks like we are moving in the right direction, and this is certainly good to know.
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