1.06

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

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

ivanov
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Re: 1.06

Post by ivanov »

flakfernrohr wrote:
ivanov wrote:
Most of the regular players never visit the forum, they are not aware of the mods and wouldn't be even able to install them.

Ivanov that is precisely the point. Most PZC players who buy and play the game are short selling themselves by not considering so many of the mods available. They would know of them IF the developers included some notifications about these mods or the chosen mods in their CD's or downloads the sell. I played IL2 for a hell of a long time BEFORE I ever discovered the great forums and mods available to that fantastic game.

The developers need to get the word out to the new buyers of the game and the expansions about the mods. It will only help increase the sales and interest in the game and benefit those in this for profit and those of us for fun.
Ok - I am not a modder but a player, so maybe my oppinion can be valuable. At least from my point of view, the best thing that came out from the modding community is the Deducter's rebalacing e-file for the DLC. But in reality it's only a supplement for the official release. I've tried the DMP add ons - they look very proffesionaly, have beautiful units. But I don't like the terrain graphics and I think that in generall the DLCs scenarios are much better designed. But yes - the DMP mods would deserve to be promoted in some official way.

If it comes to the mods featured in our forum, at least from what I have seen, they are mostly in making, so it would be difficult to promote them now in some official way.
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rezaf
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Re: 1.06

Post by rezaf »

Aww, man, you guys hijacked the topic and my previous post is going to be ignored.
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Re: 1.06

Post by airbornemongo101 »

nikivdd wrote:
flakfernrohr wrote: MY attitude? You need to look at your own attitude. Why don't YOU offer up something more spectacular and let us be the judge? Hell, you can't even spell teh! IT IS THE. "rediculous" is correctly spelled RIDICULOUS. "i havent" is correctly written as I HAVE NOT or I HAVEN'T. BTW, how old are you? Have a girlfriend?

The mods are free and you are free to use or not use them. So why bitch or denigrate the hard and generous work of others. I guess because you cannot come up with anything better. You and Balck need to initiate correspondence. You'll make a great pair. :lol:
Flak, we all know that you have an attitude but Linai doesn't know what kind of attitude. So allow me to explain.

Flak, you have a great attitude! You have always been kind, helpful, a jedi master in maps, a great novel writer (i'm sure you know what i mean), a Da'Har Master ( for great deeds of valor) and i consider you my friend.
+10,000
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flakfernrohr
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Re: 1.06

Post by flakfernrohr »

I wish I was smart enough to know what is not "FINAL" enough about Mr. Garnett's Editor or the ABMONGO's SE-SS mod that allows you custom build an army and vary the abilities of ANY unit in the game? Those mods aren't final? They allow a person to alter and change the whole complexion and playing methods of the entire game, not to mention the outcome.

The last thing I want or wanted for Panzer Corps was to become a "trade in" type of game that is the mass market product of PS3, XBOX 360 or Wii. My son has no interest in his games once he has won them. I can't blame him.

And I can remember so many other strategy games and RTS games that a player was stuck with the same scenarios, the same path to ultimate victory over and over again. So much that the fun of playing become boring. Wii came out with Mario again and it was a short lived sales boom. It's not strategy, but how many people still play Mario games regularly? I don't know but I do know that many people play them purely out of nostalgia and sporadically, not regularly. How many times have you seen someone hardball a hand held controller straight to a wooden door or stomp it into tiny pieces and belch forth a string of profanities when they fell into the burning lava?

To find the path to victory one way or the other and then be bored with the game ever after is a "trade in" or "throw away" game. To be stuck with the same scenarios and game stages that you know by heart or to be stuck with the same style or looking protagonist that you manage and control throughout the game makes it a "trade in" or "throw away" game. And finally if you can't feel some sense of accomplishment or victory from a game, you will lose interest in it (as I recall discussing my first encounters with Bagration last summer). Instead with the mods we have, a person can change everything, from graphics to strategy to outcome. If you don't want to change the game with mods you do, just find one someone else has made and play it. Easy, no loss of interest, no instinct to put it in the "forgotten" folders or shelf of the rest of your games.

In WWII there is a limited playing field in historical reality and only so many years for these events to happen. Anything other than that is science fiction and too far removed from the original theme of Panzer Corps. With these limited two variables, the mods allow a player to change infinitely anything that goes on on these playing fields in the limited number of years to remain true to historical reality or possiblity and not transform into science fiction. It's not a game I will tire of because I can change all of it to make it even more interesting any time I want.
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Re: 1.06

Post by soldier »

I think the scenario design section on this web page is very poorly laid out and desperately needs some more sub sections. At the moment everything from scenarios design and modding questions to actual completed mods are all just laid out in one long list with a few stickies. Many websites lay out there mod threads in a much better way (check out total war centre). If you wan't to highlight or promote modding for the game then having a respectable and well presented central web address (for mods) would be a good place to start.
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Re: 1.06

Post by Rudankort »

El_Condoro wrote:Is this the list of mods you were looking for Rudankort? It may not be 100% up-to-date but it is not too bad. It is stickied, too.
I looked into this topic and did not notice campaigns there. Now I see that some are present in the common mods list, together with sound/graphics mods. So yeah, my guess was correct: it is available, just not easy to find. ;)
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Re: 1.06

Post by VPaulus »

Like I've told, I intend to reorganize that sticky.
The list become big and now is perfectly justifiable to distinguish between cosmetic mods, complete mods and beta/wip mods.
Things take time, and we the moderators do volunteer some of their free time not only to moderate the forum but also to try to improve it.
I've already seen worst official forums (and better ones ;)), which the mod section is even more confused than ours, and that never prevent people from using the mods, whenever they want.
Personally I've never complained with the number of people who download the mods. What I've always complained more was with the lack of feedback from those who have downloaded it.

Honestly I really appreciate the critics that were made about the need of a better mod section. I'm certainly open to suggestions from everybody. And according to my and the forum limitations I'm willing to improve in what I can. :)
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Re: 1.06

Post by Chris10 »

VPaulus wrote:Like I've told, I intend to reorganize that sticky.
The list become big and now is perfectly justifiable to distinguish between cosmetic mods, complete mods and beta/wip mods.
Things take time, and we the moderators do volunteer some of their free time not only to moderate the forum but also to try to improve it.
I've already seen worst official forums (and better ones ;)), which the mod section is even more confused than ours, and that never prevent people from using the mods, whenever they want.
Personally I've never complained with the number of people who download the mods. What I've always complained more was with the lack of feedback from those who have downloaded it.

Honestly I really appreciate the critics that were made about the need of a better mod section. I'm certainly open to suggestions from everybody. And according to my and the forum limitations I'm willing to improve in what I can. :)
It would be of great help if Slitherine would make a few GB of space (space doesnt cost a lot nowadays) available directly here on the forum and host mods directly here on the site..this way everybody can keep track of the download numbers..as well..some sort of endorsement button next to the download button in the mod preview window would allow people who are to lazy to post to left a positive feedback anyway....
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Re: 1.06

Post by VPaulus »

chris10 wrote:It would be of great help if Slitherine would make a few GB of space (space doesnt cost a lot nowadays) available directly here on the forum and host mods directly here on the site..this way everybody can keep track of the download numbers..as well..some sort of endorsement button next to the download button in the mod preview window would allow people who are to lazy to post to left a positive feedback anyway....
I would, and I'm sure most of the modders, like more than just endorsement. We want genuine feedback, which could help to improve our mods...
But even the endorsement button don't work. I've a version of my sound mod hosted in DMP forum, which has an endorsement button with 10 levels, for anybody to rate the mod.
I just checked now, and I've 342 downloads and 1 endorsement. Or my mod is real bad and the guy who voted was a lunatic or people are more than just lazy. :lol:
So even reorganizing a mod section, can seems a little futile under these circumstances.
Anyway it's a good idea, Chris.
rezaf
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Re: 1.06

Post by rezaf »

Edit: I stand corrected.
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Last edited by rezaf on Thu May 24, 2012 5:59 pm, edited 1 time in total.
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Re: 1.06

Post by Rudankort »

rezaf wrote: Automation and managing changes to units the update also changed are tricky, yes, but having a "last touched" column is something that should cause VERY little additional workload and thus should be done.
Everything else, we'll see. Someone could write a software to handle these cases automatically, but that can be done by anyone who knows how to program, it mustn't been done by you. So just make such column and be done with it already!
Why the heck do you keep trying to impose additional workload on yourself when we are trying to keep it away from you? :P
Right now all changes in the equipment file are done manually. I could ask Kresimir, the guy who maintains the file, to update version column every time he changes something there, but it is clearly error prone. There is no way we can guarantee that he never forgets to update that column. So, the only way to make this column 100% correct and actual is to create a tool which would compare previous and next version of equipment file, and update this column automatically. I could do this, but I suspect that by using WinMerge or similar software you can eliminate the need for that additional column altogether. It will just show you all lines which have changed, and what exactly changed in them, without the need for any artificial indicators.
rezaf wrote:These are good points, but it was partially addressed in the thread I linked to. VPaulus linked to it again, for good measure. Still, appearently you didn't have a chance to click on either link yet. :wink:
I clicked it, but did not read the whole thing. :)
rezaf wrote: To give you a summary:
- Yeah, there should be a one-click format supported by PzC which can run mods on their own, without end-user interaction. No conflict handling is neccessary, just a "use modded file if present, otherwise use original file" mechanic.
Essentially, a GME-light. Shouldn't be too hard to code.
This would help, but probably it is not the most important problem. There is at least one subset of mods - custom campaigns - which work exactly like this. And it is perfectly possible to create "one-click" solution - i. e. installer - for them. Did this possibility help custom campaigns, compared to other mods? I'm not sure.
rezaf wrote: - A "spotlight" window on the PzC launcher or the main screen would be great. Should be possible, considering the whole UI is build on HTML files. Here, mostly the DLCs should be promoted, but also good mods, occasionally.
An ingame mod-browser like in BA would be even better, but it really depends on how much work that'd be for you guys.
I thought about using the launcher window for this purpose as well, yes.
rezaf wrote: - Picking valuable mods is indeed a problem, and I don't have an easy answer for you. Maybe pick someone or a few guys to test the mods (like a game reviewer would test a game) and offer them something as a little compensation - again, it could be something like the occasional free DLC or a $5 discount voucher, nothing that will be costy to Slitherine, but just a little something "symbolic" to show that or these person(s) that their services are being valued.
Before we plunge deeper into this, let us make a list of quality mods we already have. This would really help us to think about future steps. Just, how many of them are there? If there are 10 quality mods appearing every month, thinking about a dedicated person(s) to test them is justified. If there is 1 quality mod in half a year - probably not.
rezaf wrote: We're in a little catch-22 there, I guess - mods are not being played enough because too few people know about them / are willing to test them, but we can't make recommend mods to people because too few people can vouch for their quality.
It is a fair point, but we have seen game communities solving such problems in the past. I think, PG2 community is a good example.
rezaf wrote: Finally, allow me a little egoistical note (skip this at will): I think what often elevates modding community awareness is: outstanding mods. I wouldn't want to belittle the great efforts of the existing modders (you guys all do a great job!), but they can only do so much - essentially more-of-the-same, like the DLCs. The engine doesn't allow much more.
I've been preaching it long ago, modders need TONS of more options to do crazy stuff. I was working on a pretty ambitious mod that would have required only a few minor new flags (I'm not one to expect spectacular engine changes), and IIRC only features that are already in the game, only tied to certain unit types. For example, the battleship's ability to do direct-damage across multiple tiles or the scout's ability to move, stop, and move on. Nothing fancy, really.
I was going to open a thread about it, but by that time, you'd - poof - all of a sudden bid us all farewell and went on a half year creativity break (at least that's how it was communicated).
At that point, I stopped all scenario based modding, words can hardly describe how discouraged I was. I don't think I've started the scenario editor since.
Many such subtle changes were held out in prospect before you left, but nothing has happened then or since. So, no groundbreaking, exciting mods can be created.
Please, for the sake of all modders, consider at least laying bare some additional stuff that would not have to be implemented from the ground up but already is in the game.
And maybe occasionally read up on and post at least in threads you started yourself, like the AI discussion thread. If you can't spare the time, I'm sure you can get a mod or something to compile a list for you every now and then and handle the communication - we all understand (and appreciate it) when you're busy working on the game.
It's not only the "public" that ignores most mods and modders, it's the developer(s), too.
Well, I must admit that I do not excel in the role of forum communicator. But I can't afford half-year creativity breaks, at least not yet. :)

As for the rest... Big problem with existing modding community is fragmentation. Not only it is small, but also every modder has his own idea about what must be added to the game in order to support his own, personal best and greatest ideas. You say that the changes you personally want to have are small, and it is true, but the same can be said about many other features being requested.

At the same time, there is a whole lot you can do with the existing engine. I think, Grand Campaign is the best proof of this. Many people agree that it pushed the limits of the game a lot - don't tell me that GC, if it came out as a user mod, could not be considered "outstanding" as you put it. But there is nothing there which you guys cannot do as well - all the features are available in the Editor for you to use. And note that GC did not even use custom graphics and custom eqp file. If you change these too, you can do a lot more, and I think that some mods (like DMP's) demonstrate that.

And if we are ranting here, let me rant a little bit as well and say that the fundamental principle of modding is that you take an existing product and tweak it. It works like this: a modder looks at the available options and thinks how to use them best, in order to create something special. Not the other way around: the modder comes up with a completely arbitrary concept and then goes to developer and demands to provide a product which can accomodate this concept. Don't get me wrong: I'm not saying that the game should not become more modder friendly in the future, and it will. But to say that you did not create outstanding mods because of developers, or "public", or anybody else for that matter, is fundamentally flawed. Those who want to create outstanding mods - create them. Others seek excuses. :P

End of rant.

PS. Please do not take my comments personally, they were made in general. I'm not in the right position to judge individual modders, their work, their ideas and their requests.
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Re: 1.06

Post by flakfernrohr »

Rudankort wrote:
Before we plunge deeper into this, let us make a list of quality mods we already have. This would really help us to think about future steps. Just, how many of them are there? If there are 10 quality mods appearing every month, thinking about a dedicated person(s) to test them is justified. If there is 1 quality mod in half a year - probably not.
Who, what, how and where can this be done objectively? As modders (I am a pseudo modder with limited skills), we all support one another (and yes it is a small group it seems). There are mods for different purposes in the game.

Would our small group designate the mods? How would the mods be made known to a larger group of Panzer Corps players so that a broader perspective of the "important" mods could be decided? Is it a vote process or a testor or several testors who would decide? Would the relative ease of implementation be as important criteria as the ability to change something significant about game play?

To begin, would an anonymous "straw poll" vote accomplish anything towards determining such mods?
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Re: 1.06

Post by Rudankort »

flakfernrohr wrote:To begin, would an anonymous "straw poll" vote accomplish anything towards determining such mods?
Probably not. To be quite frank, I don't believe in internet polls at all, when it comes to judging what is "best".
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Re: 1.06

Post by rezaf »

Rudankort, I'll try to be brief.

Thanks for taking the time to respond to my rant. I really appreciate it, and I know your time is probably more precious than mine - even though I'm a programmer too.
Rudankort wrote:Right now all changes in the equipment file are done manually. I could ask Kresimir, the guy who maintains the file, to update version column every time he changes something there, but it is clearly error prone. There is no way we can guarantee that he never forgets to update that column. So, the only way to make this column 100% correct and actual is to create a tool which would compare previous and next version of equipment file, and update this column automatically. I could do this, but I suspect that by using WinMerge or similar software you can eliminate the need for that additional column altogether. It will just show you all lines which have changed, and what exactly changed in them, without the need for any artificial indicators.
I agree such something like WinMerge should do the trick, but I also haven't come up with this idea as I never saw a need for it - but others did.
I have to say, the way you describe your changes (essentially: we don't have any clue what we changed between any two versions ourselves) doesn't sound professional at all, but if that's how it is, well, then that's how it is.

rezaf wrote:These are good points, but it was partially addressed in the thread I linked to. VPaulus linked to it again, for good measure. Still, appearently you didn't have a chance to click on either link yet. :wink:
Rudankort wrote:I clicked it, but did not read the whole thing. :)
Well, maybe you should. But it's your choice.
Rudankort wrote:This would help, but probably it is not the most important problem. There is at least one subset of mods - custom campaigns - which work exactly like this. And it is perfectly possible to create "one-click" solution - i. e. installer - for them. Did this possibility help custom campaigns, compared to other mods? I'm not sure.
Unless I'm mistaken, this only works for the most basic of scenarios, and even then, doesn't a user still have to do the task of manually copying the scenario into the appropriate folder? I was thinking more of a custom filetype that's registered in windows, and when you double-click it, everything neccessary to make it run is automatically done without user interaction, the game starts and loads up the mod or scenario instantly. Really, very similar to GME, only simpler and PzC specific.
Rudankort wrote:I thought about using the launcher window for this purpose as well, yes.
Hopefully people use the launcher, then (I don't). :wink:
Rudankort wrote:Before we plunge deeper into this, let us make a list of quality mods we already have. This would really help us to think about future steps. Just, how many of them are there? If there are 10 quality mods appearing every month, thinking about a dedicated person(s) to test them is justified. If there is 1 quality mod in half a year - probably not.
But that's the whole point, increasing the awareness of the mods and hopefully getting some folks into this part of the game. A "dedicated person" can have nothing to test for a while, no work (and no $5 voucher) for him in that case. Where's the problem?
That said, I can definately see your point and it cannot be denied. There are reasons some of which could possibly be addressed, but yes, you definately have a point.
Rudankort wrote:It is a fair point, but we have seen game communities solving such problems in the past. I think, PG2 community is a good example.
Unless I'm mistaken, though, the PG2 community only really took off long after the game was off the shelves and most people essentially got the game for free (by SOME means, ahem - don't look at me like this, I've got a boxed copy) or for very cheap on eBay or similar sources (nope, mine was shrinkwrapped, from a store).
Rudankort wrote:Well, I must admit that I do not excel in the role of forum communicator. But I can't afford half-year creativity breaks, at least not yet. :)
That's why I wrote it was communicated that way. Whatever happened is none of my business, but I have to "believe" in what I'm told by the officials here.
Fact is, you disappeared in a puff of smoke.
Rudankort wrote:As for the rest... Big problem with existing modding community is fragmentation. Not only it is small, but also every modder has his own idea about what must be added to the game in order to support his own, personal best and greatest ideas. You say that the changes you personally want to have are small, and it is true, but the same can be said about many other features being requested.
That's true, but for a long time, nothing substantial was done at all. You kinda act like a deflector shield, everything someone throws at you is worth considering, but since everyone appears to want something else, you do nothing, arguing that another person MIGHT want something else entirely, and he get's nothing either, so everone is off just as well, right? Even if it sounded that way, I don't request that you fulfull my personal feature ideas by the book. If you end up implementing something else instead, well, that's how it is, but until now, you ended up implementing almost nothing in this area, be it my pet-wish or someone elses.
Rudankort wrote:At the same time, there is a whole lot you can do with the existing engine. I think, Grand Campaign is the best proof of this. Many people agree that it pushed the limits of the game a lot - don't tell me that GC, if it came out as a user mod, could not be considered "outstanding" as you put it. But there is nothing there which you guys cannot do as well - all the features are available in the Editor for you to use. And note that GC did not even use custom graphics and custom eqp file. If you change these too, you can do a lot more, and I think that some mods (like DMP's) demonstrate that.
Sure, the GCs are very solid craftmanship, but little more. The scenario designers did their best to overcome the inherent weaknesses of the PzC engine and do better than the vanilla campaign, and they succeeded (as far as I can tell, I've only played 39-40 and 41). I applaud their efforts. But spectacular the DLCs are not.
More of the same, both for better or worse.
Rudankort wrote:And if we are ranting here, let me rant a little bit as well and say that the fundamental principle of modding is that you take an existing product and tweak it. It works like this: a modder looks at the available options and thinks how to use them best, in order to create something special. Not the other way around: the modder comes up with a completely arbitrary concept and then goes to developer and demands to provide a product which can accomodate this concept. Don't get me wrong: I'm not saying that the game should not become more modder friendly in the future, and it will. But to say that you did not create outstanding mods because of developers, or "public", or anybody else for that matter, is fundamentally flawed. Those who want to create outstanding mods - create them. Others seek excuses. :P
Well, true, you can take that stance.
I was merely trying to say, the more modding options a game offers, the more out-of-the-box modders can go, the better.
Take a look at Civ4, for which even the source code was partially released - awesome mods were the result. The modding community is vibrant, even to this day, when the sequel has been out for a long time.
True modding (as opposed to creating scenarios, which is something else entirely), is hardly possible in PzC. Stuff can be done within a tight corridor, but not too much.
In dreamland, I'd request a scripting engine. But we gotta stay reasonable, maybe one day you'll make PzC2, and then you can consider that (but still maybe decide against it).
For now, is stuff like the examples I listed so outrageous? You da boss, pick something else if you think st7uff like making a tag that allows any unit to move like a scout is silly. Fine, add something someone else requested.
Or, if you must, make what you wrote above the law and say: I won't add ANY of those things. Out of the question.
That's at least a solid position. Too often have I read "we'll consider this in the future" and not ever heard back.
For example, even existing things you clearly intended to be moddable, like the terrain types and movement modes, cannot be properly modded right now.
At some point you said you were going to fix it, but that was before your absence iirc.
Don't say it, I know,I know, a fix will be considered in the future.
Rudankort wrote:PS. Please do not take my comments personally, they were made in general. I'm not in the right position to judge individual modders, their work, their ideas and their requests.
Why should I? This is very insightful (and appreciated) input from the creator of the game that I hope a few others will find interesting as well.
I might sound that way, but I don't turn into a drama queen when my wishes are not fulfilled. I never tried to bombard you with PMs about my personal wishes, or did I? I didn't bother to post about my discouragement back when it was STRONG, either.
Instead I refocused and made something that I could do then and there, and as I wanted to - the end result of these efforts is Dwight's Camo Sprayshop, as humble a tool as it may be.

Thanks again for taking the time.

Edit: I failed miserably at trying to be brief. Achievement NOT unlocked.
_____
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Re: 1.06

Post by HBalck »

It is true that we don't have time to consistently track all the work being done by the modders, or read all threads being posted. If you guys want to attract our attention to anything, feel free to PM me, or drop an email to rudankort@rsdn.ru. If you think that some mods could use some support of maybe promotion from us, also let us know, and we'll see what we can do.
Thats a joke or - I wrote you many times and you give me no answers.

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Last edited by HBalck on Thu May 24, 2012 7:13 pm, edited 1 time in total.
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Re: 1.06

Post by Rudankort »

rezaf wrote: I agree such something like WinMerge should do the trick, but I also haven't come up with this idea as I never saw a need for it - but others did.
I have to say, the way you describe your changes (essentially: we don't have any clue what we changed between any two versions ourselves) doesn't sound professional at all, but if that's how it is, well, then that's how it is.
Personally, I don't see anything unprofessional about this, but ok, let's leave it at that. :)
rezaf wrote: Unless I'm mistaken, this only works for the most basic of scenarios, and even then, doesn't a user still have to do the task of manually copying the scenario into the appropriate folder? I was thinking more of a custom filetype that's registered in windows, and when you double-click it, everything neccessary to make it run is automatically done without user interaction, the game starts and loads up the mod or scenario instantly. Really, very similar to GME, only simpler and PzC specific.
It is perfectly possible to create a Windows installer for a mod, which would handle all copying itself. So the user will just see the campaign ingame, after installer has finished working. Of course the game could be registered with Windows shell and do this itself, but it seems a little bit like reinventing the wheel. Why reinvent InnoSetup? :) But yes, this would only work with campaign mods, and for this reason, GME-like functionality is desirable.
rezaf wrote: Hopefully people use the launcher, then (I don't). :wink:
True...
rezaf wrote: Unless I'm mistaken, though, the PG2 community only really took off long after the game was off the shelves and most people essentially got the game for free (by SOME means, ahem - don't look at me like this, I've got a boxed copy) or for very cheap on eBay or similar sources (nope, mine was shrinkwrapped, from a store).
The point is, they somehow choose the right campaigns to run their "campaign challenges" from time to time. I don't remember anybody complaining that a campaign used for the next challenge was bad or poorly tested. Although it works only because there is a backbone of enthusiasts who do all the testing priori to announcing new challenge.
rezaf wrote: That's true, but for a long time, nothing substantial was done at all. You kinda act like a deflector shield, everything someone throws at you is worth considering, but since everyone appears to want something else, you do nothing, arguing that another person MIGHT want something else entirely, and he get's nothing either, so everone is off just as well, right? Even if it sounded that way, I don't request that you fulfull my personal feature ideas by the book. If you end up implementing something else instead, well, that's how it is, but until now, you ended up implementing almost nothing in this area, be it my pet-wish or someone elses.
That is the whole point. When everybody wants different thing, priority of each individual thing drops dramatically, and this may mean, implementation is NOT warranted. ;)
rezaf wrote: Sure, the GCs are very solid craftmanship, but little more. The scenario designers did their best to overcome the inherent weaknesses of the PzC engine and do better than the vanilla campaign, and they succeeded (as far as I can tell, I've only played 39-40 and 41). I applaud their efforts. But spectacular the DLCs are not.
More of the same, both for better or worse.
It all boils down to what you are trying to achieve. My personal criteria is player satisfaction. A campaign must be fun to play, it must give you a bunch of playing hours. If it does not, I don't care any more how innovative it is. GC gives players 100s of hours of playing time. From this point of view, it is a big success, period.

And it is not as simple as that either. You mentioned unit traits. Why are you so sure assigning these traits across classes will suddenly change game tactics? GC enforced people to play differently. It made them use a different core composition, pay more attention to recon etc. etc. The "feeling" of the game changed. I'm not sure that using unit traits would automatically achieve the same.

And speaking about "spectacular"... once again, if you look at a mod from a general player's POV, the biggest possible source of "spectacular" is graphics. And that you can mod at will. How unit traits can make a campaign more spectacular? ;)
rezaf wrote: Well, true, you can take that stance.
I was merely trying to say, the more modding options a game offers, the more out-of-the-box modders can go, the better.
Take a look at Civ4, for which even the source code was partially released - awesome mods were the result. The modding community is vibrant, even to this day, when the sequel has been out for a long time.
True modding (as opposed to creating scenarios, which is something else entirely), is hardly possible in PzC. Stuff can be done within a tight corridor, but not too much.
In dreamland, I'd request a scripting engine. But we gotta stay reasonable, maybe one day you'll make PzC2, and then you can consider that (but still maybe decide against it).
For now, is stuff like the examples I listed so outrageous? You da boss, pick something else if you think st7uff like making a tag that allows any unit to move like a scout is silly. Fine, add something someone else requested.
Or, if you must, make what you wrote above the law and say: I won't add ANY of those things. Out of the question.
That's at least a solid position. Too often have I read "we'll consider this in the future" and not ever heard back.
For example, even existing things you clearly intended to be moddable, like the terrain types and movement modes, cannot be properly modded right now.
At some point you said you were going to fix it, but that was before your absence iirc.
Don't say it, I know,I know, a fix will be considered in the future.
I really don't want us two pointing at each other and blaming each other, so will try to avoid doing that again. Your points above are valid. The problem is, I don't know what better answer to give you, because I don't know myself which features will get implemented and which will not in the end. It depends on a lot of factors. The good news is, until I switch to a completely new game, I'll keep adding/changing stuff in PzC, and that switch will not happen this year. Some features will come along as part of our own work on more content. Africa is coming, allies will follow etc. There are still a lot of changes ahead.

I understand that games like Civ 4 give much more options to modders, no doubt about that. But I guess you understand too that getting such a level of mod support in PzC would require WAY more work than those simple changes you request. And if we limit ourselves to simple changes, are you really sure they will make a big difference? Again, look at it from a common player's POV. How will he know you assigned certain traits to certain units, when these traits are not even shown in the UI? At the same time, I'll say it again - do not underestimate the power of options which are already in the game. Even within the basic stats model (several attack and defense stats, target types, initiative, max strength, rate of fire) an amazing variety of unit roles can be achieved. If unit stats are used creatively, every single unit can be made special, and game tactics can really be made rich and different, without adding more complexity to it (which would instantly become a big barrier for new players). Or take the switch functionality. Potentially it could be a huge game changer ("Transformers" mod anyone?), but how many mods are doing that? And if they don't, where is guarantee that further modding options will see wide-spread use and will suddenly transform the mods we have into something special?

That's the question I keep asking myself. But of course, some changes are more warranted than others. For example, the usefulness of moddable terrain and movement types is pretty obvious.
deducter
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Re: 1.06

Post by deducter »

Rudankort wrote:At the same time, I'll say it again - do not underestimate the power of options which are already in the game. Even within the basic stats model (several attack and defense stats, target types, initiative, max strength, rate of fire) an amazing variety of unit roles can be achieved. If unit stats are used creatively, every single unit can be made special, and game tactics can really be made rich and different, without adding more complexity to it (which would instantly become a big barrier for new players).
!!! This is exactly what I aimed to do with my equipment file for the GCs. I did try to make every unit special, and I think I had good success with that, especially from 1943 and beyond. You can even do stuff like reduce the cost of Panzer IVs in 1943 and 1944 by having a separate file for each year.

That said, from a tactical standpoint, you should open up modding to include certain hardcoded things, like how entrenchment contributes to defense, how quickly units entrench/max level of entrenchment, the AT vs infantry defense rule, the AT vs turreted units initiative rules. You can't say you shouldn't do this because players won't notice, because you already have stuff like this in the game. You already have the simplified combat predictor for those who don't care, and those who do like myself can look at the combat log, which is a very useful tool.

Basically, it'd be nice to be able to mod "entrenchment contributes +1 to defense for each level if attacked by infantry, +2 by anything else" as opposed to the current values of 0.5 and 1 respectively. Add in a few more AI scripts like "attack towards X and hold it" or the "kamikaze" reckless attack mode, you can create even more amazing scenarios.
rezaf
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Re: 1.06

Post by rezaf »

Rudankort wrote:That is the whole point. When everybody wants different thing, priority of each individual thing drops dramatically, and this may mean, implementation is NOT warranted. ;)
Hmph, that's an evasive maneuver. It's like not paying your bills because you get so many. Hey, relax, I'm aware of the (very significant) difference - you actually owe people money if you get bills, but you owe neither me nor anyone else from the modding community anything. No argument there.
Rudankort wrote:It all boils down to what you are trying to achieve. My personal criteria is player satisfaction. A campaign must be fun to play, it must give you a bunch of playing hours. If it does not, I don't care any more how innovative it is. GC gives players 100s of hours of playing time. From this point of view, it is a big success, period.
That's ... not a criteria I agree with. Fair enough.
Rudankort wrote:And it is not as simple as that either. You mentioned unit traits. Why are you so sure assigning these traits across classes will suddenly change game tactics? GC enforced people to play differently. It made them use a different core composition, pay more attention to recon etc. etc. The "feeling" of the game changed. I'm not sure that using unit traits would automatically achieve the same.
Nothing would change for the original units. I'll PM you exactly what I had in mind.
Rudankort wrote:And speaking about "spectacular"... once again, if you look at a mod from a general player's POV, the biggest possible source of "spectacular" is graphics. And that you can mod at will. How unit traits can make a campaign more spectacular? ;)
A player that thinks only graphics can make a game spectacular will look at PzCs screenshots, laugh, and go back to play a modern, spectacular game.
Rudankort wrote:I really don't want us two pointing at each other and blaming each other, so will try to avoid doing that again. Your points above are valid. The problem is, I don't know what better answer to give you, because I don't know myself which features will get implemented and which will not in the end. It depends on a lot of factors. The good news is, until I switch to a completely new game, I'll keep adding/changing stuff in PzC, and that switch will not happen this year. Some features will come along as part of our own work on more content. Africa is coming, allies will follow etc. There are still a lot of changes ahead.
The sad part is, we heard that before, many, many months ago, but nothing has happened since.
Rudankort wrote:I understand that games like Civ 4 give much more options to modders, no doubt about that. But I guess you understand too that getting such a level of mod support in PzC would require WAY more work than those simple changes you request.
Note that I made it clear that I don't even consider a scripting engine remotely feasible, so ... yes, I do understand.
Rudankort wrote:And if we limit ourselves to simple changes, are you really sure they will make a big difference?
Ah, I see. We can't have big changes, these are beyond the limits of what we can do. We can only do small changes. But if we think about small changes, won't they be too small anyway? Let's change nothing at all, that'll work.
Rudankort wrote:Again, look at it from a common player's POV. How will he know you assigned certain traits to certain units, when these traits are not even shown in the UI?
Heh, now, isn't that a UI weakness that could (and maybe should) have been addressed long ago?
Rudankort wrote:At the same time, I'll say it again - do not underestimate the power of options which are already in the game. Even within the basic stats model (several attack and defense stats, target types, initiative, max strength, rate of fire) an amazing variety of unit roles can be achieved. If unit stats are used creatively, every single unit can be made special, and game tactics can really be made rich and different, without adding more complexity to it (which would instantly become a big barrier for new players). Or take the switch functionality. Potentially it could be a huge game changer ("Transformers" mod anyone?), but how many mods are doing that? And if they don't, where is guarantee that further modding options will see wide-spread use and will suddenly transform the mods we have into something special?
I know a lot can be achieved. I'll address that more in depth in the PM.
Rudankort wrote:That's the question I keep asking myself. But of course, some changes are more warranted than others. For example, the usefulness of moddable terrain and movement types is pretty obvious.
Well, it's nice you consider this useful, but it has never been fixed...

Thanks again for taking the time to write a reply.
_____
rezaf
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Re: 1.06

Post by Rudankort »

rezaf wrote: Ah, I see. We can't have big changes, these are beyond the limits of what we can do. We can only do small changes. But if we think about small changes, won't they be too small anyway? Let's change nothing at all, that'll work.
Bingo. :)
rezaf wrote: Heh, now, isn't that a UI weakness that could (and maybe should) have been addressed long ago?
As things stand now, this is not a "weakness", because the roles and differences of unit classes are documented elsewhere.
rezaf wrote: Well, it's nice you consider this useful, but it has never been fixed...
Well, we did not release any content with expanded terrain set either, but this will happen in Africa.

--

Anyway, I see that you've taken a pessimistic stance, and you have your reasons to do so, so I won't try to change your mind. Time will tell if you are right or not.
El_Condoro
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Re: 1.06

Post by El_Condoro »

We can certainly work within the boundaries of the game engine with which we are presented and, of course, we will but what I'd like to see is more communication of what is planned. This is from the advertising blurb for AK:
  • 1. More varied scenario objectives.
    2. Scenario objectives could be changing during the course of a battle.
    3. New desert-related weather types.
    4. Added are 10 new Afrika Korps heroes.
    5. Improved AI.
Great, but what does each actually mean?
1. Varied objectives that use the current editor triggers and mechanisms or new ones?
2. Again, that can be done now, so is it new or just a new twist to an old trick?
3. Will the weather types be particular to AK or will there be more options open to modders for weather in other theatres of operation? e.g. if "sand storm" is added can "fog" be added in Europe? Will weather like sand storm ground aircraft or can they continue flying in them like they can in rain and snow now?
4. Will heroes be moddable for all nations and specific heroes be made create-able? Can heroes be given to AI and auxiliary units? Can we create a Wittmann, for example, with specific traits and allocate him to a specific unit (e.g. Tiger in Normandy)?
5. THIS IS THE BIGGIE!! (Hence the big letters!) In what ways will it be improved?

The Scenario Editor suggestions thread was started by me in July 2011 - nearly a year ago - and very few (any?) of the suggestions have been implemented. Of course, I would never expect all, or even most, of the suggestions to be enabled but with so many I would expect some to be. There is also a Mod Community Wishes thread that has a number of requests. Some of these are recurring, such as the ability to easily see heroes' traits in a unit, and yet there has been no word on when or whether they will be changed.

Can a list, however changeable and 'fluid', be made available that states
a) changes and enhancements that HAVE been made (for the upcoming AK expansion)
b) are LIKELY to be made
c) MAY BE made?


For me, the biggest frustration has not been the limitations of the editor and the AI, although they are many, especially when I compare the evolving OpenGeneral editor of Luis Guzman (that Rudankort has been involved with, too) - my main source of frustration is not having any indication of specific changes and how they might affect modding and the game. Changes have seemed to be driven by the DLCs, which makes commercial sense, but there are so many suggestions from this community for improvements (I recognise this is an arbitrary thing) that I expect at least some to be adopted, especially the recurring requests.

I am keenly awaiting AK for the descriptions in its blurb listed above - I just hope the changes are not restricted to use in Africa.
Cheers
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