The Bug Thread (Read before posting bugs!)
Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design
No we are, just not adding any more new code or game features.
Tim van der Moer - CEO The Lordz Games Studio

http://www.thelordzgamesstudio.com
http://www.panzer-corps.com
http://www.commander-games.com

http://www.thelordzgamesstudio.com
http://www.panzer-corps.com
http://www.commander-games.com
You can access the manual through the start menu. We thought of letting the player enter it through the library, but as that would require to leave the game, we ditched it.
Coming week we will do a final polish of the Library, I believe Alex was thinking about adding some gameplay tips or use it for manual errata...
We still have a few thinks we want to update and improve before release.
Coming week we will do a final polish of the Library, I believe Alex was thinking about adding some gameplay tips or use it for manual errata...
We still have a few thinks we want to update and improve before release.
Tim van der Moer - CEO The Lordz Games Studio

http://www.thelordzgamesstudio.com
http://www.panzer-corps.com
http://www.commander-games.com

http://www.thelordzgamesstudio.com
http://www.panzer-corps.com
http://www.commander-games.com
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- Corporal - Strongpoint
- Posts: 69
- Joined: Sat Feb 27, 2010 9:26 pm
- Location: Swansea
RC3 : Bug in the tutorial text regarding Giving Orders.
Text reads : " Select your units by left clicking. To move or attack, left-click on of the highlighted destination hexes or target units. To deselect the unit, right-click any vacant hex on the map"
However for me the default control method was the opposite of this. Left-click deselects and right-click moves/attacks.
Text reads : " Select your units by left clicking. To move or attack, left-click on of the highlighted destination hexes or target units. To deselect the unit, right-click any vacant hex on the map"
However for me the default control method was the opposite of this. Left-click deselects and right-click moves/attacks.
With RC3, there are now in the menu and every text window that appears question marks at the end of (menu) items.
For example when I am in-game and hit "esc" to acces the menu. There is on the lower left:
Sound
Music
Scroll Speed
Movement Speed
But now it looks like this:
Sound ?
Music ?
Scroll Speed ?
Movement Speed ?
This appplies to a lot of menu entries. But is not an issue in the game UI itself, only in menus.
I can provide screenshot via mail, but can't upload here (no place to leave an URL linker to).
Please send me a PM with an email adress to send the screenshot.
For example when I am in-game and hit "esc" to acces the menu. There is on the lower left:
Sound
Music
Scroll Speed
Movement Speed
But now it looks like this:
Sound ?
Music ?
Scroll Speed ?
Movement Speed ?
This appplies to a lot of menu entries. But is not an issue in the game UI itself, only in menus.
I can provide screenshot via mail, but can't upload here (no place to leave an URL linker to).
Please send me a PM with an email adress to send the screenshot.
They are there on purpose, hover over them and you will get more info about the settings.
Tim van der Moer - CEO The Lordz Games Studio

http://www.thelordzgamesstudio.com
http://www.panzer-corps.com
http://www.commander-games.com

http://www.thelordzgamesstudio.com
http://www.panzer-corps.com
http://www.commander-games.com
Why not replacing "?" by"*"? Usually * symbol indicates notes.lordzimoa wrote:They are there on purpose, hover over them and you will get more info about the settings.
Or, like I've suggested before, why not removing completely using only a slight large delay before appearing the tooltip. Most people nowadays are used to hover the cursor above the option and expect to see a tooltip.
When the 8.8 flak targets the Russian planes, it's a bit confusing when there are also friendly forces in the same hexes. The biggest image in each of the target hexes remains those friendly forces. I know this is not new, but seeing it where three adjacent hexes were occupied by both thumbnail planes and full-sized images caused me to wonder why my flak gun was trying to shoot its own guys. Might be nice to think of a way to have the enemy planes switch to full image and the friendlies switch to thumbnails when sharing a hex that is targeted.
I always click on the land/air button and can see the planes that I am shooting at with an 88.JRW wrote:When the 8.8 flak targets the Russian planes, it's a bit confusing when there are also friendly forces in the same hexes. The biggest image in each of the target hexes remains those friendly forces. I know this is not new, but seeing it where three adjacent hexes were occupied by both thumbnail planes and full-sized images caused me to wonder why my flak gun was trying to shoot its own guys. Might be nice to think of a way to have the enemy planes switch to full image and the friendlies switch to thumbnails when sharing a hex that is targeted.

Grr, not really a bug, just bad game implementation. Seems if one lousy unit runs into an obscure city deep behind lines in the D-Day scenario, then allies get to infinitely spam infinite units out of that city. I wonder how these tanks and stuff just materialize out of thin air.
Shouldn't there be a differentiation between supply & victory hexes? And if so, shouldn't we prevent the AI from these nosensical deployments? I guess I could make an abstraction for captured airports, assuming units could be dropped in, but how exactly are fireflies and other tanks air-dropped in?
Shouldn't there be a differentiation between supply & victory hexes? And if so, shouldn't we prevent the AI from these nosensical deployments? I guess I could make an abstraction for captured airports, assuming units could be dropped in, but how exactly are fireflies and other tanks air-dropped in?

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
+1 I also hate the beam me down reinforcements. They need to move from the edge not just materialize.Obsolete wrote:Grr, not really a bug, just bad game implementation. Seems if one lousy unit runs into an obscure city deep behind lines in the D-Day scenario, then allies get to infinitely spam infinite units out of that city. I wonder how these tanks and stuff just materialize out of thin air.
Shouldn't there be a differentiation between supply & victory hexes? And if so, shouldn't we prevent the AI from these nosensical deployments? I guess I could make an abstraction for captured airports, assuming units could be dropped in, but how exactly are fireflies and other tanks air-dropped in?
This is a beer and pretzel game.
Just think that the other tanks penetrated your lines and rallied at the city in your rear.
Actually, don't let the AI in the rear. Your problem is solved.
This AI is dumb and the supply rules could be re-worked.
We have to live with it until a new Panzer add on game or in a patch to this after release.
The team said they would try to do another look at the AI after release.
Just think that the other tanks penetrated your lines and rallied at the city in your rear.
Actually, don't let the AI in the rear. Your problem is solved.
This AI is dumb and the supply rules could be re-worked.
We have to live with it until a new Panzer add on game or in a patch to this after release.
The team said they would try to do another look at the AI after release.
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- Administrative Corporal - SdKfz 232 8Rad
- Posts: 152
- Joined: Mon Mar 21, 2011 1:05 am
- Location: UK
Deselecting Units
I usually deselect units by clicking either on an empty hex out of the unit's move distance, or on the unit itself, or on another unit. With planes, there is a problem.
Clicking on an empty hex is difficult - it involves scrolling very far away from where you had your 'camera'.
Clicking on another unit makes the plane fly over it - unless it's another plane unit, which just selects that plane and the problem continues.
Clicking on the plane itself only sometimes works to deselect it <- this, I think, is a bug.
Would it be better to have a hotkey assigned specifically for deselecting units? I think this would be useful because it means your camera stays on the action you are currently performing - clicking the 'next unit' icon may well take you somewhere else entirely.
Clicking on an empty hex is difficult - it involves scrolling very far away from where you had your 'camera'.
Clicking on another unit makes the plane fly over it - unless it's another plane unit, which just selects that plane and the problem continues.
Clicking on the plane itself only sometimes works to deselect it <- this, I think, is a bug.
Would it be better to have a hotkey assigned specifically for deselecting units? I think this would be useful because it means your camera stays on the action you are currently performing - clicking the 'next unit' icon may well take you somewhere else entirely.
Beer and pretzels yes, fantasy no.Razz1 wrote:This is a beer and pretzel game.
Just think that the other tanks penetrated your lines and rallied at the city in your rear.
Actually, don't let the AI in the rear. Your problem is solved.
This AI is dumb and the supply rules could be re-worked.
We have to live with it until a new Panzer add on game or in a patch to this after release.
The team said they would try to do another look at the AI after release.
And I bought the original PG a couple months after release and have been beating the game up for years and every other version of it except for Fantasy and Star General. I just prefer some fantasy elements removed. I am a grognard gamer.