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Re: Panzerkrieg Unit Issues
Posted: Fri Dec 15, 2017 9:48 am
by Andy2012
DetlefHarbemeyer wrote:I dont understand - why they sell an completly unfinished game to us. So many bugs and errors - I never have seen this before.
I played the Blitzkrieg campaign and had also this white wrecks inside - thought that would be normal - but its an bug - thank you for the information.
Is there a way to produce own wreck textures for this bugs ?
This game is pretty polished; all software has some minor issues not spotted and fully ironed out during development. All bugs will be removed eventually as most were dealt with during the beta and some have already been fixed with patches. Please be patient.
Empty hangar
Posted: Fri Dec 15, 2017 10:01 am
by Erik2
This hangar was empty at the start of the turn. That 6-strength air unit must be very well hidden.
Custom multiplayer game, no save.
Edit: I remember what I did last turn. I disbanded a number of air units from various hangars. The number has not been cleared from those hangars.
Re: Panzerkrieg Unit Issues
Posted: Fri Dec 15, 2017 10:25 am
by DetlefHarbemeyer
Also with the new patch - you cant use airfields no more together with other teams - if one of my team members use the arirport I cant use them - thats unrealistic.
Empty hangar
Posted: Fri Dec 15, 2017 6:50 pm
by Erik2
Noticed something else about the hangars. Land units may not move into the hangar hex. So the game thinks the hangar still contain air units.
But the land unit may move through the hangar.
Now this is a bit more serious.
Re: Panzerkrieg Unit Issues
Posted: Sun Dec 17, 2017 5:30 am
by terminator
The
Tactical Bomber Ilyushin Il-2 Sturmovik.
We have
two models :
-
the Il-2

- Il-2.jpg (44.85 KiB) Viewed 5002 times
-
the Il-2 M3

- Il-2 M3.jpg (48.22 KiB) Viewed 5002 times
These two models have the
same statistics
The only thing which differentiates these two units is the
availability date :
- the Il-2 : 18/05/1941 -> 12/09/1942
- the Il-2 M3 : 01/01/1944 -> / This model should it not be available earlier

T34 Mod '42
Posted: Mon Dec 18, 2017 10:47 am
by Erik2
The T34 Mod 1942 should not be available in 1941 (I think).
Re: Panzerkrieg Unit Issues
Posted: Mon Dec 18, 2017 11:04 am
by DetlefHarbemeyer
Code: Select all
The T34 Mod 1942 should not be available in 1941 (I think).
Yes I think so 1/10/1942 ! Also the turret is wrong and he need more the 2 recognizable fuil barrels. Also the correct name should be than M43 - but possible we need an addional M42 version - but with the same deatils like M41 - but with addional armor.
Ger Eng '45
Posted: Mon Dec 18, 2017 11:55 am
by Erik2
German Engineer 1945 has an expiration date 1.1.1940.
Edit: Same issue with Soviet Engineer 1945.
Re: Panzerkrieg Unit Issues
Posted: Sun Dec 24, 2017 10:36 am
by terminator
Problem with availability dates for the Soviet SU-152 :
- SU-152 ART : available 01/01/1928, expire /
- SU-152 AT : available 01/01/1937, expire 31/12/1939
Re: Panzerkrieg Unit Issues
Posted: Wed Jan 10, 2018 10:17 am
by terminator
No expiration date for US Enginneers 42,43,44,45 :

- UsEngineers.JPG (27.05 KiB) Viewed 4878 times
A scenario in
06/06/45 , purchase force :

- EngineersUS.jpg (47.28 KiB) Viewed 4878 times
Why is the availibility so late in the year, maybe a gift for Christmas ?
It seems to be difficult to have the Engineers 45, unless we extend the ww2

Re: Panzerkrieg Unit Issues
Posted: Wed Jan 10, 2018 5:08 pm
by Horst
These vanilla infantry appearance-dates are indeed confusing, and this engineer ’45 only confirms that shuffling all dates to different months doesn’t necessary produce a good distribution over the year. I guess it should ease the players' RP-account not forcing them to upgrade all infantry units at once, and avoiding to suddenly fight the AI with its all new infantry types right from year's start.
Re: Panzerkrieg Unit Issues
Posted: Wed Jan 10, 2018 6:41 pm
by DetlefHarbemeyer
Another very big bug - is that in so many scenarios I played the AI dont move any artillery with the tranport movement - only 1 hex for many turns.
Re: Panzerkrieg Unit Issues
Posted: Thu Jan 11, 2018 6:55 am
by terminator
DetlefHarbemeyer wrote:Another very big bug - is that in so many scenarios I played the AI dont move any artillery with the tranport movement - only 1 hex for many turns.
Maybe report this in a new topic ?
The "Bug" with the US Engineers is very easy to correct.
Re: Empty hangar
Posted: Thu Jan 11, 2018 11:16 am
by bebro
Erik2 wrote:Noticed something else about the hangars. Land units may not move into the hangar hex. So the game thinks the hangar still contain air units.
But the land unit may move through the hangar.
Now this is a bit more serious.
Some scns have preplaced hangars in some places to prevent an easy para assault on that airfield. So friendly units cannot move there then. Enemy units should be able to destroy this hangar normally.
Re: Empty hangar
Posted: Thu Jan 11, 2018 12:33 pm
by Erik2
bebro wrote:Erik2 wrote:Noticed something else about the hangars. Land units may not move into the hangar hex. So the game thinks the hangar still contain air units.
But the land unit may move through the hangar.
Now this is a bit more serious.
Some scns have preplaced hangars in some places to prevent an easy para assault on that airfield. So friendly units cannot move there then. Enemy units should be able to destroy this hangar normally.
bebro
Are you talking about
air-strips to prevent para assaults? A pre-placed
hangar with no units inside will be removed by the game on turn-1 (or maybe even depployment phase).
Re: Empty hangar
Posted: Thu Jan 11, 2018 2:42 pm
by Shards
Erik2 wrote:bebro wrote:Erik2 wrote:Noticed something else about the hangars. Land units may not move into the hangar hex. So the game thinks the hangar still contain air units.
But the land unit may move through the hangar.
Now this is a bit more serious.
Some scns have preplaced hangars in some places to prevent an easy para assault on that airfield. So friendly units cannot move there then. Enemy units should be able to destroy this hangar normally.
bebro
Are you talking about
air-strips to prevent para assaults? A pre-placed
hangar with no units inside will be removed by the game on turn-1 (or maybe even depployment phase).
You can have them by themselves it seems. See the airstrip in South-East in Mlawa in Blitzkrieg?
Re: Empty hangar
Posted: Thu Jan 11, 2018 2:50 pm
by bebro
Erik2 wrote:
Are you talking about air-strips to prevent para assaults? A pre-placed hangar with no units inside will be removed by the game on turn-1 (or maybe even depployment phase).
I meant hangars, not airstrips. I haven't noticed they get removed, but I can check again.
However, I thought you mean the pre-placed hangars were a prob? Or did I understand you wrong?
Re: Panzerkrieg Unit Issues
Posted: Thu Jan 11, 2018 7:18 pm
by Erik2
No, if you disband the last air unit in a hangar, the game thinks there is still a unit inside.
The empty hangar even blocks land unit movement.
Re: Panzerkrieg Unit Issues
Posted: Wed Jan 24, 2018 11:00 am
by terminator
Several units of infantry lose their rifle :
- Soviet Conscripts
- Norwegian infantry 40
- India colonial infantry 41,43 & 45

- Rifle.jpg (334.55 KiB) Viewed 4693 times
For the India Colonial Infantry 41, 42 and 45 there should be an officer.
Re: Panzerkrieg Unit Issues
Posted: Sat Jan 27, 2018 6:33 am
by terminator
DetlefHarbemeyer wrote:Another very big bug - is that in so many scenarios I played the AI dont move any artillery with the tranport movement - only 1 hex for many turns.
I have made a test for one of my scenario with British.
You are right, generally the AI do not move any artillery with the transport movement
But for two British artillery units (QF2 Pounder AT and QF Bofors 40mm Mk.I AA with Universal Carrier or British truck) it works
For the Infantry , no problem the AI use the transport.