Same here, I usually only notice the +spotting and +movement heroes.soldier wrote:It takes too many mouse clicks and messing around to find out where certain heroes are especially later in the campaign.
I don't even bother looking for them anymore (except at deployment) and just play on as if they don't exist.
Heroes and their influence
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Re: Heroes and their influence
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- Corporal - Strongpoint
- Posts: 59
- Joined: Mon Dec 19, 2011 8:21 pm
Re: Heroes and their influence
I am suprised at how much the difficulty level affects hero issue. Clearly on Sergeant level there are less forces to defeat and therefore less opportunity to get your Iron Cross and then your first hero. However I have just played DLC 39 on Seargent level and Field Marshall level with the exact same core, and by the end I recieved two hero's on Seargent and nine on Field Marshall. Quite a difference. 

Re: Heroes and their influence
To quote Georg von Frundsberg: "Viel Feind’, viel Ehr’!"2010sjones2010 wrote:I am suprised at how much the difficulty level affects hero issue. Clearly on Sergeant level there are less forces to defeat and therefore less opportunity to get your Iron Cross and then your first hero. However I have just played DLC 39 on Seargent level and Field Marshall level with the exact same core, and by the end I recieved two hero's on Seargent and nine on Field Marshall. Quite a difference.
Re: Heroes and their influence
Well, to be honest, Sergeant level is pretty extreme in making the game easy, so not surprising there is such a big difference. 

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- Sergeant - 7.5 cm FK 16 nA
- Posts: 222
- Joined: Mon Mar 14, 2011 9:53 pm
- Location: Spain
Re: Heroes and their influence
What i do its customize sargeant: 10 strength enemy and 15 for me xD ( i do not repair in the middle of a scn and dont overstrenght. Elite replacements...depends my humor xD but i try to not do it...if i lose points my problem but i want my veterans to be on his original units, not a pay for win >:P )
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- Senior Corporal - Destroyer
- Posts: 117
- Joined: Mon Feb 18, 2013 9:39 pm
Re: Heroes and their influence
Any idea what are the thresholds/triggers for heroes on manstein level? In the middle of DLC '42 - it seems that the 3rd hero has a high bar, despite massive kills due to allies standard strength level of 15...
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- Brigadier-General - 15 cm Nblwf 41
- Posts: 1912
- Joined: Thu Sep 13, 2012 7:42 am
Re: Heroes and their influence
Regarding Soldier's comments.
I have recently started naming hero units with unusually good heroes for what they are good at, rather than what the stats are. One of my fighters with a decent attack hero became Polikilla. Life being as it is, it would usually underperform, especially against the surprisingly tough Polikarpovs, but at least I knew which plane should have been able to cause as much damage as possible.
Not rocket science, and not my original idea either, but an easy way to keep an eye on the really special units.
I have recently started naming hero units with unusually good heroes for what they are good at, rather than what the stats are. One of my fighters with a decent attack hero became Polikilla. Life being as it is, it would usually underperform, especially against the surprisingly tough Polikarpovs, but at least I knew which plane should have been able to cause as much damage as possible.
Not rocket science, and not my original idea either, but an easy way to keep an eye on the really special units.
Re: Heroes and their influence
I think hero's are an excellent addition to give the game a little RPG feel and broaden its appeal (one of the reasons I feel expanding on that potential would be an interesting avenue and having them stuck potentially on units that gain little or nothing from them so frustrating). A mix and match hero core to go along side your unit core anyone? You could then perhaps look at instead of adding as many extra heroes giving them a development tree, similar to the tech research trees in other games. I think of them as extra good officers and historically officers with key skill sets could be moved to where it suited them.
As to making best use of them the difficulty in seeing them and their effects (to some extent the same with experience effects, especially with the new class specific table) is frustrating and makes it harder to use them well. Like many here I use alt-n to rename them e.g. 2A1D1M in front of the name, so its a little easier to tell, but that has limitations. The max name length to me is too short, on upgrade you have to rewrite it all as the name no longer auto upgrades the unit type (Pzr IVD to PzrIVF for example), you don't just get to edit the existing name its a complete rewrite and finally if your using alt-n to help with a divisional structure for deployment you are just way out of space.
Now none of this in any way breaks the game, so far its very enjoyable as is, but they would make things a little bit easier (maybe more less time consuming) to use good features better. There are several solutions that spring to mind, a longer name box, a second fully custom name box and adding the units modified stats to the various displays which I'm sure many would appreciate and on the face of it don't seem too hard to accomplish. They don't seem to impact on core engine mechanics, they don't seem to affect scenario balance, its more what is plucked out of existing databases or can be added with pure info fields, which will improve the playability for many players.
Cheers
Bone
As to making best use of them the difficulty in seeing them and their effects (to some extent the same with experience effects, especially with the new class specific table) is frustrating and makes it harder to use them well. Like many here I use alt-n to rename them e.g. 2A1D1M in front of the name, so its a little easier to tell, but that has limitations. The max name length to me is too short, on upgrade you have to rewrite it all as the name no longer auto upgrades the unit type (Pzr IVD to PzrIVF for example), you don't just get to edit the existing name its a complete rewrite and finally if your using alt-n to help with a divisional structure for deployment you are just way out of space.
Now none of this in any way breaks the game, so far its very enjoyable as is, but they would make things a little bit easier (maybe more less time consuming) to use good features better. There are several solutions that spring to mind, a longer name box, a second fully custom name box and adding the units modified stats to the various displays which I'm sure many would appreciate and on the face of it don't seem too hard to accomplish. They don't seem to impact on core engine mechanics, they don't seem to affect scenario balance, its more what is plucked out of existing databases or can be added with pure info fields, which will improve the playability for many players.
Cheers
Bone
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- Private First Class - Opel Blitz
- Posts: 4
- Joined: Sun Mar 20, 2016 8:57 pm
Re:
Thanks!Rudankort wrote: ↑Thu Jul 14, 2011 7:22 am Yes, +1 to attack means that the unit has +1 to all attack ratings (except those which are 0 - a unit that cannot shoot planes does not gain this ability from a hero).
Still, if +4 to attack really happened to you, it would be a bug. The game rolls 1...7 and then for 1...4 it gives you +1 bonus, for 5...6 you get +2 bonus and for 7 +3 bonus. So +3 is rare and +4 should never happen.

Alex Elpatriarche