Yet Another World Map
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Re: Yet Another World Map
I look forward to try this scenario
Re: Yet Another World Map
This project looks awesome! Are you planing on relasing the map-only anytime soon?:)
Also could you tell me how to edit the max amount of turns in a scenario? I thought 99 was max.
Also could you tell me how to edit the max amount of turns in a scenario? I thought 99 was max.
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- Lance Corporal - Panzer IA
- Posts: 17
- Joined: Wed Dec 25, 2013 11:28 am
Re: Yet Another World Map
Hi,
Now, we are trying first testplay od this scenario via online multiplayer, and we are facing some difficulties, that I need to deal with.
- the possibility to buy units, you normaly couldn't buy requires some GUI updates for smaller monitors (you cannot buy submarines or aircraft carriers on 800px tall screens). I have some hotfix for our testpplay, but it needs beter work with GUI css to force the buy menu to work on all screens.
- heavy balancing needs to be done with units, that you can buy in this scenario. I have introduced some new features, like: - Seabees, capable to build an airfield, Minelayers for both ground and water or units capable to construct fortreses. And all those units need to balanced in price, together with normal units. The same aplies for capital ships.
- there is also a problem with building the navy by the player, that needs to be adressed somehow. A player, who sacrifices his navy can buy a s**tload of ground troops instead, totaly overflowing enemy on ground. Zerging with huge numbers of weak troops is very strong tactics, especialy against strong (and expensive) units with small amount of max. ammo. I have already figured out a "maintenance" mechanism, that can adress this problem and motivate players to have less, stronger (and more expensive) units and a navy. But this mechanism has to be balanced as well.
- and last but not least - loading times. I don't know why, but uploading/downloading this file via PzC online system takes so long - like 10 minutes to upload/download a turn. I don't get this, as the scenario is 20MB in size and savegames are around 40MB in size. We are currently thinking about switching our testing game to hotseat and sharing saves via dropbox or something instead, because it would be faster this way.
Regarding the map-only scenario, what do you mean?
Just map for vanilla PzC, without any graphical upgrades or scripts?
Or map with all scripts and graphical upgrades, but without extra units, equipment files etc?
500 turns in scenario is no problem, you just fill in the value in editor and it works.
Now, we are trying first testplay od this scenario via online multiplayer, and we are facing some difficulties, that I need to deal with.
- the possibility to buy units, you normaly couldn't buy requires some GUI updates for smaller monitors (you cannot buy submarines or aircraft carriers on 800px tall screens). I have some hotfix for our testpplay, but it needs beter work with GUI css to force the buy menu to work on all screens.
- heavy balancing needs to be done with units, that you can buy in this scenario. I have introduced some new features, like: - Seabees, capable to build an airfield, Minelayers for both ground and water or units capable to construct fortreses. And all those units need to balanced in price, together with normal units. The same aplies for capital ships.
- there is also a problem with building the navy by the player, that needs to be adressed somehow. A player, who sacrifices his navy can buy a s**tload of ground troops instead, totaly overflowing enemy on ground. Zerging with huge numbers of weak troops is very strong tactics, especialy against strong (and expensive) units with small amount of max. ammo. I have already figured out a "maintenance" mechanism, that can adress this problem and motivate players to have less, stronger (and more expensive) units and a navy. But this mechanism has to be balanced as well.
- and last but not least - loading times. I don't know why, but uploading/downloading this file via PzC online system takes so long - like 10 minutes to upload/download a turn. I don't get this, as the scenario is 20MB in size and savegames are around 40MB in size. We are currently thinking about switching our testing game to hotseat and sharing saves via dropbox or something instead, because it would be faster this way.
Regarding the map-only scenario, what do you mean?
Just map for vanilla PzC, without any graphical upgrades or scripts?
Or map with all scripts and graphical upgrades, but without extra units, equipment files etc?
500 turns in scenario is no problem, you just fill in the value in editor and it works.
Re: Yet Another World Map
I hope you solves the problems, good luck.
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- Lieutenant-General - Do 217E
- Posts: 3231
- Joined: Mon Jul 01, 2013 6:35 am
Re: Yet Another World Map
Any news?
- BNC
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
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- Private First Class - Opel Blitz
- Posts: 1
- Joined: Thu Dec 09, 2010 2:28 am
Re: Yet Another World Map
Wow, this looks epic, I wonder if MarkusParkus has stopped developing it?
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- Lieutenant-General - Do 217E
- Posts: 3231
- Joined: Mon Jul 01, 2013 6:35 am
Re: Yet Another World Map
I think he gave up - he hasn't been online since Feb. Plus, this scenario is beyond what high-end PCs are capable of processing.
- BNC
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
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- Lance Corporal - Panzer IA
- Posts: 17
- Joined: Wed Dec 25, 2013 11:28 am
Re: Yet Another World Map
Hi.
Unfortunaltely there is actualy no news.
The gameplay roughly works, but the map is too demaning for low end PCs. And even on high end PC and fast internet lines you have to wait couple of minutes between turns because of long loading times between turns.
So currently it is possible to play the scenario as hot-seat on high-end PC (or at least a PC with a lot of video memmory and reasonable resolution). And even on those PCs zoom-out feature is not working properly.
Under those conditions, I am not so much in the mood to continue balancing the units, because with limited multiplayer so I haven't done much from February...
Unfortunaltely there is actualy no news.
The gameplay roughly works, but the map is too demaning for low end PCs. And even on high end PC and fast internet lines you have to wait couple of minutes between turns because of long loading times between turns.
So currently it is possible to play the scenario as hot-seat on high-end PC (or at least a PC with a lot of video memmory and reasonable resolution). And even on those PCs zoom-out feature is not working properly.
Under those conditions, I am not so much in the mood to continue balancing the units, because with limited multiplayer so I haven't done much from February...