the_iron_duke wrote:Just to be clear, the moisture level setting is best left at zero?
EDIT: Inputting a 0 turns the number red, which I guess is bad. Is it 5 then?
RE-EDIT: No, it's got to be 0 hasn't it.
Hello, I'm back

, but I'm running out of answers for some of your questions, as I'm not a very experienced scenario builder, but I'll give it a shot. I'm not sure why you are getting the 'custom string' warning at this point.
I was playing the scenario against the computer. Of course, nothing's scripted so the AI enemy were just sitting there. Anyway, the scenario ended after five turns. None of the scenario's victory conditions had been reached and the turn limit not reached so I'm wondering why the scenario ended. Any ideas?
I do have an idea why your scenario ended: looking at your victory conditions, a victory will now trigger as soon as one player has 20 flags. You want to have this trigger checked only in the last turn. You have currently set the turn range to [1,-1], which means it will check from turn 1 through the last (-1) turn. Change this into [-1,-1], like in my earlier example, this means it will check on the last turn only. Just let me know if it is still giving trouble.
The 'Moisture Level [0,5]', I believe that means that the value has a typical range of 0-5 as used in the stock PzC scenarios.
So typical values are from 0 to 5, but others can be used. '0' means it is dry, basically, the higher the 'wetter' the ground is, which means it will take longer to dry. So if you want a certain scenario to have the first few turns muddy, set it to 10, and with dry weather is should turn dry in a few turns.
I'll have a look at your victory conditions later in more detail, but I'll answer some questions from memory as best as I can.
Turns:
The timescale I set at 100 turns basically as I want the game to end when a player has achieved the objective, namely pushing the opponent off the map. 100 turns I put as an arbitrary figure as I would expect the game to be done and dusted by then and 100 turns is a lot of PBEM rounds. I think having a lower set number of turns would risk the possibility of spoiling a good multiplayer game in full flow.
So these turn settings would be correct for 1 day/1 turn like the basic vanilla Panzer Corps campaign?
Days per turn: 1
Turns per day: 0
Yes, these are the correct settings.
I don't want to script any weather changes and want the season to be the same throughout the scenario.
As for the length and the weather, if you want a turn to last a day, the scenario might run well into december, I think people might be expecting worsening weather the further you get? It would be strange to see a date in late november and still have a lot of sunny weather. You can also set the 'turns per day' to something higher, for example, if you set it to 5, it will take 5 turns to make a day go by.
The date of October 1943 was chosen a bit arbitrarily due to it being roughly the time some units like Panthers and others were getting into circulation. Perhaps "late 1943" would be more accurate. I might make the start date 1st September - I will just need to check that all the units deployed are available to purchase at that date. As I wrote earlier, the aim is to create a balanced and replayable multiplayer game rather than specifically to recreate the Autumn/Winter 1943 Eastern Front conditions per se or even just the seasons in general!
You don't have to worry about the units being available, everything you put on the map can be used, even if it cannot be purchased yet. This is actually a good mechanism to give a player a 'future' unit, without the ability to purchase any more. So if you start somewhere in July, you can just place a JS-1 on the map with the editor, and it can be used and reinforced, but the player has to wait until 21.10.1943 to purchase additional ones. You can also use it to place captured units, like German T-34's, which are otherwise unavailable to buy.
Unit experience:
The default is 0. Any reason to change this?
If you want all newly bought units to have 0 stars, no. If you want freshly purchased troops to already have some experience (for example they represent reserves or transfers from another sector) than you can put in a realistic number here. 1 star = 100, 2 stars = 200, etc.
To add, you mention you want the players to use the forces as deployed, without extra core slots. But is the size of the core equal to the number of deployed units? Playing with these settings might simulate the effect you are trying to achieve. A few examples of what I'm trying to put forward:
Let's say you give a player 10 units, and the core size is 10. This means no extra units can be bought at the start, but as soon as one is detroyed a unit can be bought to replace it.
Let's say you give a player 10 units, and the core size is 12. This means two extra units can be bought right at the start, and destroyed units can be replaced.
If you give a player 10 units, and set the core size to 0, a player cannot buy extra units at the start, and if one of his deployed units is destroyed, he cannot buy another one.
If you give a player 10 units, and set the core size to 5, a player cannot buy extra units at the start, and if one of his deployed units is destroyed, he cannot buy a new one until he has lost 6 units, and from then on he can not have more than 5 units.
I gave these examples because I'm still not entirely sure on how you intend to deal with the tricky subject of replacing units. It's very easy to save up some prestige, sacrifice a damaged unit, and buy a new one instead. But instead, knowing you cannot replace everything you lose can really change how people play.
I really like your proposal of a house rule or gentleman's agreement, and the above doesn't have to be a problem, but let's just say I work a lot with rules and people who like to know how far they can go without technically breaking them, and I can foresee some situations which might cause problems. I don't want to critisize your way of dealing with these issues, you can make whatever you want, it's your game, your rules. But if you want to have house rules, I'm curious on how you will deal with some typical multiplayer issues which are borderline exploits but still fall within your replacement rule. So it might help to think of some good playing house rules, to prevent abuse.
A few examples:
1) a cheap (or damaged) unit is in a useless position (too far away from the front), and you have some prestige to spare. Well, disband it or suicide it on something close by, and repurchase it close to a spot where it will be useful (let's say a city which is threatened to be captured). Should a player repurchase a lost unit where he pleases? It will be very hard to check this, because of the fog of war.
2) the bait-and-switch: a unit is lost, let's say a sFH 150mm artillery. The player immediately upgrades an existing unit to the type of the lost one, say a LeFH 105mm to sFH 150mm artillery, which is a cheap upgrade. He saves some prestige and has effectively lost a cheaper and less effective unit. Similary with 37mm FlaK to 88mm FlaK. Will this be allowed?
3) you mentioned trains taking over cities too fast, how about air transports? Those paratroopers, on a big map, can take over a city, and a turn later it can be used to spawn troops from. It will be difficult to stop, and a player will have to garrison a lot of troops (although that is actually quite realistic!)
I'll try to answer your other questions later, although I'm afraid some things just need to be experimented with for the best results, like the prestige settings. And remember you can give each side different settings if you want to, which you can use to adjust the balance without having to rethink the army structures (which are nicely done, perhaps a touch heavy on the number mobile artillery and a bit light on AAA, but that is just my opinion).