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Posted: Mon Oct 10, 2011 11:41 am
by rezaf
Tordenskjold wrote:I did buy a Bridgebuilder unit and have found no way of using it. What about having an written information about the use of each unit in the buy unit panel, not only stats?
In case that was a serious issue for you, you just move the bridgebuilder unit on a river tile and it functions as a bridge until you move it away. Simple as that.
Wasn't that even covered in the tutorial?
That said, an indication in the unit buy panel wouldn't hurt for novice players, I agree.
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rezaf
Posted: Tue Oct 11, 2011 8:09 am
by rezaf
A feature wish that should be VERY simple to implement would be the option to play voice acted debriefings.
The original PG Campaign had fully voiced debriefings, and I converted them all for my PGClassic campaign, however PzC remains silent because debriefings fail to play mp3s associated to them.
Pretty pretty please Slitherine?
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rezaf
Posted: Thu Oct 13, 2011 1:56 am
by Xitax
Some on my most wanted list:
-View the briefing any time
-Replays, saving replays, sharing replays
-Show damage probabilities
-Show enemy movement range/arty attack range on mouseover
-Proper support for add-ons (not having to replace files)
Posted: Fri Oct 14, 2011 9:33 pm
by JuiceRabbit
Great game! A couple of requests
Request #1: Zoom
I would like to see more zoom levels, for both zooming in and out. Seems like the game engine can rescale the map display at run-time so why not give more zoom levels?
On high resolution monitors its important (IMHO) that you let people zoom in (i.e make everything appear bigger) because otherwise its just too hard to see.
Also, the 'dialog windows' should have option for zoom too. Presumably they have been designed to fit on low res screen, is it not possible to give use option to display those windows with bigger fonts/images?
Request #2: Mod support
Seems like this game is very mod-able. Is it possible to have a mod support built into the game UI? Users could then perform mod operations very easily from within the UI. Eg, install/de-install/enable/disable/view readme/visit mod website etc.
Modders would package their mod in a zip file. If the mod zip file had a custom extension (eg .PCM for Panzer Corp Mod) then you could associate the .PCM with Panzer Corps so that all a user needs to do install the mod is double click the .PCM file.
Posted: Fri Oct 14, 2011 10:03 pm
by El_Condoro
JuiceRabbit wrote:Request #2: Mod support
Seems like this game is very mod-able. Is it possible to have a mod support built into the game UI? Users could then perform mod operations very easily from within the UI. Eg, install/de-install/enable/disable/view readme/visit mod website etc.
Modders would package their mod in a zip file. If the mod zip file had a custom extension (eg .PCM for Panzer Corp Mod) then you could associate the .PCM with Panzer Corps so that all a user needs to do install the mod is double click the .PCM file.
There is a lot of mod support now. If you haven't already done so, check out the Scenario Design forum and the stickies - you'll see a lot of stuff already. There are many requests for improvements and the devs are constantly working on improvements (not necessarily that we know about or see!) so modding is recognised as an important part of the PzC experience and its longevity.
Posted: Sun Oct 16, 2011 9:53 am
by Some1
Some further ideas:
- - Extend the equipment part of the library (could/should be done by future extensions)
- Change initiative penalty of Anti-Tank units attacking Tank units to non-turreted units attacking turreted units (if not already done)
- Allow Anti-Tank mode for all Anti-Aicraft units (as they were also equiped with armor piercing shells), this also allows use of small caliber AA in Anti-Infantry role
- Allow Anti-Tank mode for all Artillery units which are capable of direct fire (as they were also equiped with shaped-charge shells against hard targets)
- Add a trailer weight attribute for towed units (as e.g. the only SdKfz able to tow the '21 cm Mörser 18' were the 'Sd.Kfz. 8' and the 'Sd.Kfz. 9')
- Extend land-transports unit class by prime-mover/artillery-tractor units (some of the Sd.Kfz. 3 - 11), as the SdKfz 250/251 were 'Schützenpanzer' (APCs) and unable to tow the medium and heavy units. Add a towing capacity attribute.
- Extend the idea of being able to equip units, as it is already done with land transports for infantry and towed units. E.g. allow Do 217, HE 111 and He 177 to be equiped with Fritz-X bombs. This could also be used to change the role of e.g. a Ju 88 from strategic bomber to photo-reconnaissance aircraft ("beer & bretzel"-ish). Alternatively the standard PG/PC approach could be retained and a just a 'HE 177 - Fritz X' variant introduced.
- Make the supply (vs Blitzkrieg) issue more interesting. E.g. by adding the possibility of (abstract) supply lines being cut/reduced in case of enemy units between the player units and home territory. This would work very well together with the proposed idea of supply being influnced by the amount of movement points between an unit and the nearest friendly city. This would than require the display of a position dependent unit statistic (like e.g. entrenchment) of the available resupply point (which isn't totally new, as resupply is already influenced by e.g surrounding enemy units).
AI improvements
Posted: Thu Dec 01, 2011 9:29 pm
by Uhu
I don't know, if somebody mentioned it (I didn' find it), but the AI should use several of his units more carefully.
- Not to transport ANYTHING in transport before the nose of the enemy
- Not to put the soft targets (guns) before the nose of the enemy
- Use armor-transported units at battles not IN the transport unit, but lonely (like British Inf as infantry and not in the Bren carrier)
- When bombed by any aircraft no to stay there passive ant wait for the death, but try at least avoid it (for example soviet tanks staying east of Stalingrad or any enemy ships, which cannot defense against the naval air bombardment).
Posted: Fri Dec 02, 2011 1:00 am
by CapitanPiluso
Here goes my two cents.
1-I would add a clock to the game mechanics; an attack is not the same day or night.
2-A COMPLETE library with every unit stats.
3-The ability to move planes before and after an attack,they often stop above the land target (if have been moved before)
To be continued ...but the whole game is very good !!
Posted: Fri Dec 02, 2011 2:17 am
by DrkCon
1) The ability to see the mission briefing at any time during the game.
2) Any "special" abilities of a unit listed in its information page. (Any bonuses or Penalties units recieve vs other units or other special, non-obvious functions)
3) Longer campaigns (Already addressed in DLCs - hope to get many more).
4) The ability to remove a hero that isnt particularly helpful or desired, so that another hero could be won.
5) An automagical mod/scenario/campaign installer. Something, where you can DL a modder's scenario, and just click an import button or something to place all the files where they are supposed to go. Altho self installation wasnt exactly rocket psychiatry, it was a semi-pain for me.
Thats all I can think of. Great game!
Posted: Fri Dec 02, 2011 3:51 am
by Razz1
^ 5) is already available. Use the Generic Mod Enabler GME
Posted: Fri Dec 02, 2011 4:22 am
by DrkCon
Razz1 wrote:^ 5) is already available. Use the Generic Mod Enabler GME
Orly? Off to google I go! Thank ya kindly.
** Edit
Err, I'm either a computer idiot, or thats not what I think it is. I was getting some Scenerios from forums and after unzipping them, had to place 3 files in 2 different directories. That is what I was looking to be automated. I have yet to attempt any sort of "mod".
Posted: Fri Dec 02, 2011 8:27 am
by berndN
DrkCon wrote:Razz1 wrote:^ 5) is already available. Use the Generic Mod Enabler GME
Orly? Off to google I go! Thank ya kindly.
** Edit
Err, I'm either a computer idiot, or thats not what I think it is. I was getting some Scenerios from forums and after unzipping them, had to place 3 files in 2 different directories. That is what I was looking to be automated. I have yet to attempt any sort of "mod".
I believe somewhere around here that they try to work on better mod support so maybe in the future it's not needed to use the GME. I hope so. My main reason not to use mods at the moment is that you need GME and be carefull. My hope would be that MOD support would be allow a simple installation and that save games would somehow have a "ID" which would the save game only be opened when the mod is there/active. For campaigns it would be easily archived using campaign related save game folders under C:\Users\Yourloginname\....
Posted: Fri Dec 02, 2011 9:11 am
by bebro
From my experience with the game so far, aside from usual things like "better AI" or so I'd like:
- As posted by others, some way to differentiate land transport so that certain heavy guns need a transport more equivalent to their size/weight. I never liked that since PG that everything can transport everything.
- Unit classes: can we mod them or add our own? If not that would be cool
- A hint or icons in the purchase screen indicating that a unit is switchable, even better indicate between what classes (dunno if that plays a role if someone uses minor resolution, but for example below the price in the lower right corner there should be space for this)
- Personally I found the PGF unit plate giving info in the map UI on the right good. Now we have the small info for both own/enemy above the minimap but it only shows certain stats, for more I have to access either the extra info bar or visit the unit panel via right-click (IIRC). IMO the PGF way was more informative. Maybe give the option to switch to this method for display above the minimap?
- Already requested, but the ability to have dedicated carrier borne planes which are able to use carriers *and* airfields, and land based which can *only* use airfields to refuel/repair. Another idea: floatplanes that use a seaport for this.
- Naval: looks like naval cannot enter "shallow waters". Would be nice to have a trait which enables that for the smaller ships, or landing craft for example (or does it work with the "river" trait?).
- As posted by others, a big "oh yes, please" to a AA switch for DDs, and especially also for CLs. OTOH it seems this can be modded in already so maybe it shouldn't be top-priority for the dev team
Posted: Fri Dec 02, 2011 12:34 pm
by kjeld111
My 2 cents :
- Better unit details UI, so that you can clearly see the experience/hero bonus on the unit stats (front) page
Posted: Mon Dec 05, 2011 7:33 am
by soldier
Make the supply (vs Blitzkrieg) issue more interesting. E.g. by adding the possibility of (abstract) supply lines being cut/reduced in case of enemy units between the player units and home territory. This would work very well together with the proposed idea of supply being influnced by the amount of movement points between an unit and the nearest friendly city. This would than require the display of a position dependent unit statistic (like e.g. entrenchment) of the available resupply point (which isn't totally new, as resupply is already influenced by e.g surrounding enemy units).
I would also love to see a slightly more detailed supply option in panzer corps. Having a small reduction in supply the further out from your bases would really simulate some of the more difficult campaigns for the axis like moscow and stalingrad well. It would also work very well for Africa where supply was one of the main factors which caused the campaign to see saw back and forth so much. It would be a great improvement to the rather bland supply feature and would not complicate the game to much.
Being able to see a units heroes and stars a little clearer would also be nice, as would another zoom.
A more detailed casualty screen, showing scenario and campaign losses is sorely lacking from the original and really needed.
Posted: Mon Dec 05, 2011 7:46 am
by nikivdd
What interests me most at this time are four items.
1) More units, especially axis minors.
2) More nations, especially Finland.
3) The possibility to develop campaigns in which you have more than one nation under your command and thus can buy units for your core from multiple nations without changing unit-country assignment in the equipment file.
4) Desert terrain.
Posted: Mon Dec 05, 2011 11:46 am
by boredatwork
An 88mm Flak ATG unit - ie the same unit as the current Flak 88 but "counting as" an ATG for upgrade purposes.
Posted: Mon Dec 05, 2011 12:19 pm
by impar
Posted elsewhere, might as well post here:
impar wrote:That said, this is a list of gameplay elements I would like to be added to PzC:
- Some kind of overrun ability on tanks.
- Paratroopers jumping onto an hex adjacent to an enemy AA would be shot at by the AA.
- Light AA, AT and ART pieces being able to be air-transported to a friendly airfield.
- Ability to disband just the transport of an unit.
- Mountain troops movement independent of transport on rough terrain.
- Player being able to choose the movement path of an unit by Ctrl+click on a hex in the path the player wants the unit to go through.
I realise that Overrun ability is polemic, but it is such a great gameplay element that it should be included in some fashion in PzC. It was not in PG1, the same as others mechanics that make PzC the game it is; the recon movement of recon units, the fighter-bombers attacking air targets, the switch role ability of some units, the "move-and-then-shoot" of towed units, the Heroes, ...
Posted: Tue Dec 06, 2011 8:50 am
by Naxor
In multiplayer possibility to send message after you have sent the game. I always forgot to press the "send message" button.
Posted: Tue Dec 06, 2011 2:44 pm
by Casaubon
1.) improved AI
2.) allied campaigns
3.) increase the usefullness for weaker units, some AAs and ATs are really quite useless. less because of combat values but of wasting a precious core slot. could be resolved by a more elaborate core slots system. i.e. cheap units comsume less core slots... (you got 100 core slots, heavy tank X occupies 15, infantry Y occupies 5 etc.) there could be also additional SE slots rewarded after victories, where you could buy and choose the SE unit you want with prestige.
4.) Assign heroes freely in classes as in "Panzer General IV: Western Aussault". i.e. Artillery hero can be (re-)attached to any not yet deployed artillery unit before you start the map.
5.) More diverse hero abilities (again like in "Panzer General IV: Western Aussault")
6.) some axis but non german campaigns (Japan, Italy, ...)
7.) clarity about special unit abilites, I heard that Recon has some specials against AT. where do I find this info?
8.) trains unloading on arrival: turn1-> load, turn2 -> move train + unload (if arriving in city) instead of turn1 - load, turn2 - move, turn3 unload = too slow
9.) ability to keep non core nation units during campaigns
10) Motorcycles since I drew one
