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Posted: Wed Sep 21, 2011 7:50 am
by PicnicJohn
I'm surprised at how many of these changes seem to be adjustments to play balance rather than corrections of technical issues or things like misspellings or incorrect graphics displayed. What is the count of scenarios altered versus those left as original? Of those altered, how many had play balance adjusted in favor of the Axis, versus those altered in favor of the Allies?
Some of your existing fan base, becoming more experienced, will immediately clamor to make scenarios more difficult. More gamers probably don't play as frequently (play and replay scenarios to determine what options works best, spend time investigating game mechanics, etc.), and may offer comment only on needed technical fixes. Those who haven't yet purchased the game obviously know nothing about the game at all and have no input.
So I guess my comment would be if you're upping the ante in almost all scenarios, you may as well add a blanket higher level of difficulty for the game as a whole (e.g., above Field Marshal) and leave the individual scenarios alone. Otherwise you may be catering to a vocal minority at the expense of the "n00bs." I am one, and I paid in the coin as the die-hard gamers...

Posted: Wed Sep 21, 2011 7:56 am
by AgentX
PicnicJohn wrote:So I guess my comment would be if you're upping the ante in almost all scenarios, you may as well add a blanket higher level of difficulty for the game as a whole (e.g., above Field Marshal) and leave the individual scenarios alone. Otherwise you may be catering to a vocal minority at the expense of the "n00bs." I am one, and I paid in the coin as the die-hard gamers...

If you play a campaign on Field Marshall difficulty and win US West Coast with Decisive Victory, three additional difficulty levels open up. These are named after three famous German Generals and add quite a bit of difficulty to the core game. Guderian mode subtracts available turns for victory, making DV's on some maps nearly impossible. Rommel mode has less Prestige (you earn it at only 50% normal amounts) and you can have fewer deployment slots. Manstein mode adds 5 strength to every enemy unit (including newly purchased ones) so that you're always facing 15 strength "monsters".
Posted: Wed Sep 21, 2011 7:58 am
by Kerensky
PicnicJohn wrote:So I guess my comment would be if you're upping the ante in almost all scenarios, you may as well add a blanket higher level of difficulty for the game as a whole (e.g., above Field Marshal) and leave the individual scenarios alone. Otherwise you may be catering to a vocal minority at the expense of the "n00bs." I am one, and I paid in the coin as the die-hard gamers...

This already exists, three expanded difficulty settings to be exact.
viewtopic.php?t=27338
EDIT: Damn, too slow!
Posted: Wed Sep 21, 2011 9:04 am
by PicnicJohn

Well, there you go -- three expanded levels of difficulty I'll probably never use... Thanks!
Posted: Wed Sep 21, 2011 9:13 am
by Horseman
PicnicJohn wrote:
Well, there you go -- three expanded levels of difficulty I'll probably never use... Thanks!
Why not?
Posted: Wed Sep 21, 2011 9:26 am
by PicnicJohn
Well, the comment above: "If you play a campaign on Field Marshall difficulty and win US West Coast with Decisive Victory, three additional difficulty levels open up."
For the casual gamer who isn't relentless, it's just not likely to happen. You take an adverse combat result; a scenario loss or marginal win, and move on with the game rather than replaying until everything is "just right." Arguably, if you do that, you'd miss out on some of the scenarios anyway. And that kind of brings me back to the original comment about ramping up the individual scenarios because some just don't find them strong enough meat.
I recall seeing perpetual tweaking to satisfy an itch before, notably in "Tanks!" and the original "Strategic Command" -- something like eight iterations of fixes with a slice of folks always calling for "MOAR!!!"

Posted: Wed Sep 21, 2011 12:10 pm
by axlroselm
for next patch you need to add the real Overlord map and rename old Overlord map to Cobra. I am talking to you Kerensky!!

Posted: Wed Sep 21, 2011 1:53 pm
by jaggy
I had earlier copied over the "AT & AA" patch. Do I need to do it again after applying this update? If the answer is yes, is it possible to incorporate the "AT & AA" patch into future updates? Thanks in advance.
Posted: Wed Sep 21, 2011 1:59 pm
by jaggy
I just remembered that I had physically copied VPaulus' "Historical Insignia Pack". Does this mean I need to do it again?

Posted: Wed Sep 21, 2011 2:11 pm
by IainMcNeil
Yes you will have to reapply any mods I'm afriad. We hope to have a system to better support mods in the future so this wont happen but no plans to include the mods in the core assets at the moment.
Posted: Wed Sep 21, 2011 2:26 pm
by VPaulus
jaggy wrote:I just remembered that I had physically copied VPaulus' "Historical Insignia Pack". Does this mean I need to do it again?

Yes.
But why not give a try to Generic Mod Enabler, while we don't have better mod support?
viewtopic.php?t=27158
If you had it installed prior to the update, you'd only had to deactivate it before upgrading and activating the mod again after.
There might be some situations where the modders might have to upgrade their mods after a patch, in order to be fully compatible.
My "Historical Insignia Pack" is fully compatible with 1.01.
Posted: Wed Sep 21, 2011 2:39 pm
by jaggy
@iainmcneil - Thanks for clarifying.
@VPaulus - I copied over the Historic Insignia Pack before I knew about GME.

But I think installing future mods with GME will make my life a lot easier. After installing this update, I will definitely be using GME to install the Historic Insignia Pack. Oh, by the way, great job on the Historical Insignia Pack, VPaulus! Thanks.

Posted: Wed Sep 21, 2011 2:58 pm
by Molve
iainmcneil wrote:Yes you will have to reapply any mods I'm afriad. We hope to have a system to better support mods in the future so this wont happen but no plans to include the mods in the core assets at the moment.
Do you consider the AT & AA a "mod"? Or will these tweaks be incorporated in a future version of the game?
I was under the impression the AT & AA wasn't "merely" a fan-made addition...
Sincerely yours,
Molve
Re: Panzer Corps v1.01 Available!
Posted: Wed Sep 21, 2011 3:22 pm
by Fimconte
TigerIII wrote:
Awww come on, i cannot believe you guys "gave in" to a few noobs who thought the game was to difficult because the King Tiger force wasnt plowing through the enemy for a change.....
Doesnt matter if you had added 20 T-34's, they all bounce off a king tiger.
Bagration is the destruction of army group center..... Well, it was.
Did you play Bagration in Scenario mode?
In the Campaign it's obviously considerably easier since:
a) Larger Veteran Air Force+Strategic Bomber availability.
b)
En Mass Tiger II's.
c) Deployment Mode.
d) Non-Peashooter Artillery/AT (10.5cm Artillery vs Soviet 152mm).
Posted: Wed Sep 21, 2011 3:28 pm
by VPaulus
Molve wrote:
Do you consider the AT & AA a "mod"? Or will these tweaks be incorporated in a future version of the game?
I was under the impression the AT & AA wasn't "merely" a fan-made addition...
Yes it's a mod. Razz decided to call it wrongly as a patch.
It isn't official, so it's a mod.
Posted: Wed Sep 21, 2011 6:17 pm
by massi
thanks!
Posted: Wed Sep 21, 2011 7:13 pm
by Kerensky
axlroselm wrote:for next patch you need to add the real Overlord map and rename old Overlord map to Cobra. I am talking to you Kerensky!!

Just because I have the tag doesn't mean I created or endorse Overlord in it's current state.
viewtopic.php?t=23856&highlight=overlord
That said though, I think we may have to accept the reality that the current grand campaign is not going to fundamentally change anymore, and that energies will be better spent learning our lessons and using good feedback to create increasingly impressive content moving forward.
And yes the AT mod is just that, a mod.
Posted: Wed Sep 21, 2011 9:22 pm
by berndN
Thanks for the patch and as a casual player I like it if some maps are made a bit easier. And having 3 additional levels is good enough. And I like that the game might be more mod friendly in the future in regards to some changes have to be done to core files at the moment
Thanks a lot!
Posted: Fri Sep 23, 2011 12:28 pm
by MajVonRyan
Thanks for the update. Will Slitherline be expending the game with add-on's such as the Western front and the war in the desert? It would be great to fight as Rommel and try and stop the loss of Africa.
Posted: Fri Sep 23, 2011 12:33 pm
by VPaulus
VonRyan wrote:Thanks for the update. Will Slitherline be expending the game with add-on's such as the Western front and the war in the desert? It would be great to fight as Rommel and try and stop the loss of Africa.
The first expansion to Panzer Corps will be the War in the Desert campaign.