AK & version 1.10 - bugs + first solutions & work arounds

PC : Turn based WW2 goodness in the mold of Panzer General. This promises to be a true classic!

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Zhivago
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 465
Joined: Wed Oct 26, 2011 8:15 pm

Re: AK & version 1.10 - bugs + first solutions & work around

Post by Zhivago »

VPaulus wrote:Zhivago no flaming posts, please.
Thanks.
I don't smell anything burning?
Kamerer
2nd Lieutenant - Elite Panzer IVF/2
2nd Lieutenant - Elite Panzer IVF/2
Posts: 749
Joined: Wed May 02, 2012 6:27 am

Re: AK & version 1.10 - bugs + first solutions & work around

Post by Kamerer »

I tell you what...
To my surprise I found more than one of my suggestions/wishes (editor,modding abilities) been taken on by Alex and implemented in AK and some others seems to be taken into account but couldnt make it into release due to short time but are scheduled to be added in a Patch maybe...even if he nor anybody else said something on the matter when I posted them...so I was unsure if somebody cares about it anyway...now Iam positive that folks here read the stuff even if they do not always comment...
I want to reiterate what chris10 said above. I was VERY impressed with the devs attention to comments and thoroughness in the beta testing. Also on minor points that had existed and weren't controversial - some things I pointed out that no one else cared about - like hero movement bonuses applying to embarked transport, wanting better air unit fuel range definition, not liking the India map names and terrain, etc. Zap! - issues addressed. It did not take a wave of protest to get a change - if it was valid, it was DONE. There were things that affected gameplay that were widely debated - mines, Flammpanzer characteristics, etc. There were even spirited debates about the names of units (Kradschutzen, sIG33 come to mind) - and they listened and responded. A couple of us whined about wanting a message/briefing log - done. The devs took every comment very seriously in my opinion. I was very impressed.

I have zero experience beta-testing games or software prior. But I had free time and interest, and lots of time playing the PC vanilla and GCs. The responsiveness of the developers really inspired me to test harder and more. I lost a lot of sleep, etc. because the process was rewarding - they cared and listened. And you know what? The final product is 98% what it was when it went to beta - the product was excellent at that point and it was just final polishing. I am impressed with the AK product as a skillful and historically sensitive* game.



* - full disclosure: I trained as a professional historian originally, though I do not work as one now. So I am terribly impressed.
fsx
Warhammer Moderator
Warhammer Moderator
Posts: 389
Joined: Mon Dec 26, 2011 2:47 pm

Re: AK & version 1.10 - bugs + first solutions & work around

Post by fsx »

changed first post.
added Kerensky's post for the playability of vanilla & DLC at the top.
Zhivago
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 465
Joined: Wed Oct 26, 2011 8:15 pm

Re: AK & version 1.10 - bugs + first solutions & work around

Post by Zhivago »

I hope more DMP guys frequent this site. More opinions can only lead to a greater evolution of the Panzer Corps franchise.
robman
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 635
Joined: Mon Jan 30, 2012 10:05 pm

Re: AK & version 1.10 - bugs + first solutions & work around

Post by robman »

I am replaying the Kharkov scenario of GC43 in 1.10 and some of the names are all mixed up. For example, Kharkov is now "Burluk" and the Donets River is "Pereshchepyne" along its entire length. Other than the name changes, it seems to play as intended.
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