Yes, the other informations are also needed. All informations about the unit.robman wrote:I second fsx's suggestion. All information about a unit available in the equipment file should be easily accessible through the regular interface, both in the purchase screen and in gameplay. Most of it is, but switching, rate of fire, special traits, and transport options are not.
Next Patch Wishes
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Re: Next Patch Wishes
Re: Next Patch Wishes
I also thought this place could be used for UI enhancements. The only question is if it still works on minimum screen resolution (never tested it)fsx wrote:
Re: Next Patch Wishes
How about adding a Trait of "Unique" which would mean you can only purchase one unit of that type, used to simulate low production equipment, rarely captured (in real life) bonus units, and very rare units (e.g., Abwehr Ebbinghaus Battalion or Brandenburg Kompagnie), etc? I have one campaign going where I have been awarded around three to four Su-122's as bonus units.
Re: Next Patch Wishes
for the future, not for the next patch:
trigger action to add core slots to the scenario (scenario begins with 10 cores, in turn 10 you could use 5 additional cores..)
different halo for primary and secondary targets
trigger with add/remove deploy hex-fields
for a scenario in an campaign: "all cores not used in scenario x" are available (to say: one part of the army fights in scenario x, the other part in scenario y)
trigger action to add core slots to the scenario (scenario begins with 10 cores, in turn 10 you could use 5 additional cores..)
different halo for primary and secondary targets
trigger with add/remove deploy hex-fields
for a scenario in an campaign: "all cores not used in scenario x" are available (to say: one part of the army fights in scenario x, the other part in scenario y)
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- Sergeant First Class - Panzer IIIL
- Posts: 397
- Joined: Sat Oct 08, 2011 2:03 pm
- Location: Germany
Re: Next Patch Wishes
Some News to this?Ballermann wrote:Make Transport-Units switchable like for the "Land-Wasser-Schlepper".
No limits for Transport-Units. (At the moment there is a limit for 28 different Transport-Units).
New Countrys like Finland, Japan, China.
Sorry, for my bad school english...
Re: Next Patch Wishes
While we're on the subject of transport:
(1) Clarify that "glider" is a characteristic of transport units, not of the units being transported.
(2) Clarify which units can be transported in which gliders or other air transports. I suspect that some units, like Tigers, should be "no air."
(3) Paratroops deployed in gliders should land like any other glider-borne unit, in the same hex and without suppression.
(4) When multiple forms of transport (say, motorized air, glider, and naval at the beginning of Malta) are available for a given unit in a given hex, provide a pop-up window allowing the player to choose, as is already the case when rail and naval are both available.
(1) Clarify that "glider" is a characteristic of transport units, not of the units being transported.
(2) Clarify which units can be transported in which gliders or other air transports. I suspect that some units, like Tigers, should be "no air."
(3) Paratroops deployed in gliders should land like any other glider-borne unit, in the same hex and without suppression.
(4) When multiple forms of transport (say, motorized air, glider, and naval at the beginning of Malta) are available for a given unit in a given hex, provide a pop-up window allowing the player to choose, as is already the case when rail and naval are both available.
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- Lieutenant Colonel - Panther D
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- Joined: Fri Jan 13, 2012 2:22 am
Re: Next Patch Wishes
And as already mentioned, I find it strange that my infantry looses its trucks when using gliders while I can transport entire Tiger Abteilungen with them... At least the game warned me about them losing their trucks if I use them in gliders in the Caucasus scenario in AK. That doesn't feel right.
Re: Next Patch Wishes
Here's the catch: First, the "glider" trait means that the unit can be transported in a Gigant. The "air" trait means that the unit can be transported in either a Tante Ju or a DFS 230, neither of which can carry vehicular transport. If more than one transport is available that "fits," the game will give you whichever is listed first. So if you want to combine paratroops and non-paratroops in a single landing (not at an airfield), and the DFS is listed first, load your non-paratroops and then the paratroops so that only Ju's are left when the paras embark.KeldorKatarn wrote:And as already mentioned, I find it strange that my infantry looses its trucks when using gliders while I can transport entire Tiger Abteilungen with them... At least the game warned me about them losing their trucks if I use them in gliders in the Caucasus scenario in AK. That doesn't feel right.
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- Lieutenant Colonel - Panther D
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Re: Next Patch Wishes
What? I didn't have apratroops, I just wanted my infantry to be loaded in a Gigant. It was regular Pioneers with Halftracks.
Re: Next Patch Wishes
They should load in a Gigant--all of the motorized land transports have the "glider" trait. Did you have a Gigant slot free? Was it trying to load you into a light glider even though you had a Gigant slot open?KeldorKatarn wrote:What? I didn't have apratroops, I just wanted my infantry to be loaded in a Gigant. It was regular Pioneers with Halftracks.
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- Lieutenant Colonel - Panther D
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- Joined: Fri Jan 13, 2012 2:22 am
Re: Next Patch Wishes
Gee I don't know. It MIGHT have been that I had no Gigant slot left. All I remember is that it warned me about losing the trucks if I loaded the units.
Re: Next Patch Wishes
The ability to remove or adjust the turn number limit.
Re: Next Patch Wishes
This is possible through the cheat codes.Muddy wrote:The ability to remove or adjust the turn number limit.
viewtopic.php?f=121&t=25990
Re: Next Patch Wishes
I just skimmed through the patch history text files in my installation and found for 1.10:
"A number of fixes in unit icons and animations"
A little cosmetic issue I remember from earlier versions is that battleship combat anims show the ships always firing with their rear guns (so "backwards"), which is a bit irritating. Other types are ok, at least I've only seen it with BBs.
I'm not aware right now if this is covered by those 1.10 fixes mentioned above, but if it's not maybe it could be changed to fire like all other ships ("forward").
Sure it's no biggie and has no negative gameplay impact, but maybe it's easy to do since the anims are there already, just need their frames to be re-arranged.
"A number of fixes in unit icons and animations"
A little cosmetic issue I remember from earlier versions is that battleship combat anims show the ships always firing with their rear guns (so "backwards"), which is a bit irritating. Other types are ok, at least I've only seen it with BBs.
I'm not aware right now if this is covered by those 1.10 fixes mentioned above, but if it's not maybe it could be changed to fire like all other ships ("forward").
Sure it's no biggie and has no negative gameplay impact, but maybe it's easy to do since the anims are there already, just need their frames to be re-arranged.
Re: Next Patch Wishes
bebro wrote:I just skimmed through the patch history text files in my installation and found for 1.10:
"A number of fixes in unit icons and animations"
A little cosmetic issue I remember from earlier versions is that battleship combat anims show the ships always firing with their rear guns (so "backwards"), which is a bit irritating. Other types are ok, at least I've only seen it with BBs.

true..this always bugged me too..its only the BBs
Re: Next Patch Wishes
Something I've never really understood is the rule that says that only aircraft located on top of an airfield can repair. If I understand the point of the mechanic allowing the 6 adjacent hexes to resupply aircraft, that's done as a game concession to the fact that more than one air unit needs to use a single airfield to resupply.
So why disallow repair in adjacent hexes if I'm supposed to think of those hexes as also on the airfield?
So why disallow repair in adjacent hexes if I'm supposed to think of those hexes as also on the airfield?
Re: Next Patch Wishes
Well it was like that in the original Panzer General so we all being the righteous followers consider it as a rule gives us by our ancestors and keep it praised.Xitax wrote:Something I've never really understood is the rule that says that only aircraft located on top of an airfield can repair. If I understand the point of the mechanic allowing the 6 adjacent hexes to resupply aircraft, that's done as a game concession to the fact that more than one air unit needs to use a single airfield to resupply.
So why disallow repair in adjacent hexes if I'm supposed to think of those hexes as also on the airfield?

Seriously tho i think this is done simply for game balance purposes. If an airfield could only resupply one plane at the time you would either have dozens of airfields or your planes would never be able to fly. You can justify it logically as well by the fact that refueling a plane and resupplying ammunition takes a lot less time then actually repairing a plane. You could imagine the planes being refueled just parked somewhere near the runway while for repairs you need to use your hangars.
Re: Next Patch Wishes
Meh. I know it can be justified in several ways, but I'd still like to see the idea retired.
Re: Next Patch Wishes
- better representation of a unit's heroes on map, instead of the generic dots
- new trait for HQ units - they could grant bonuses to nearby units or make player lose prestige if lost
- allow engineers to destroy bridges
- "reform units" as interface option
- new trait for HQ units - they could grant bonuses to nearby units or make player lose prestige if lost
- allow engineers to destroy bridges
- "reform units" as interface option
Re: Next Patch Wishes
[
I like this idea.dragos wrote: - allow engineers to destroy bridges