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my first impressions
Posted: Sat May 14, 2011 6:57 pm
by heinemo
I immediately felt at home, this is PG as I recall it, a game I loved and have missed, thank you!
I will limit my input to a couple of issues, as I am in a hurry to continue playing.
1) hot keys, should be easier to list the available hot keys once a game has been started, now one has to exit to main menu to go to library?
2) scroll speed, the map jumps too far/fast when using my touchpad, found myself having to use arrow keys a lot to avoid this
Re: my first impressions
Posted: Sat May 14, 2011 7:01 pm
by Rudankort
heinemo wrote:
1) hot keys, should be easier to list the available hot keys once a game has been started, now one has to exit to main menu to go to library?
2) scroll speed, the map jumps too far/fast when using my touchpad, found myself having to use arrow keys a lot to avoid this
Good points both. About scrolling, you can also drag the map with left mouse button, but yes, scroll speed control would be nice.
Re: my first impressions
Posted: Sat May 14, 2011 9:00 pm
by heinemo
Rudankort wrote:heinemo wrote:
1) hot keys, should be easier to list the available hot keys once a game has been started, now one has to exit to main menu to go to library?
2) scroll speed, the map jumps too far/fast when using my touchpad, found myself having to use arrow keys a lot to avoid this
Good points both. About scrolling, you can also drag the map with left mouse button, but yes, scroll speed control would be nice.
3) I think it should be ok to have more than one hotkey for a familiar command. A lot of the people playing this will have spent a large number of hours on Civ, so to add to the userfriendliness I would add these alternative hotkeys:
Zoom In/out: +/- & PgUp/PgDn
Unit no action: Z & Space (Ctrl+Space for end of turn?)
Might go against the 'keep it simple' principle to allow for hot keys customizing, could be worth considering though.
4) Make it a bit easier to see when a unit has run out of ammo.
A couple of realism issues:
In PG I seem to recall that it was possible to resupply airplanes when next to airport, now it's only directly on the hex itself? One airport should be able to support a larger number of planes imho.
A ship should be allowed to enter a city at the same time as a ground unit. I understand it would probably be too much work to add a new 'display' level like you have with ground/air units now, but perhaps a smaller symbol of the ship or something could be shown somehow indicating it is in port, allowing for ground unit symbol to be displayed as normal.
Finally, how about a 10-day weather forecast?

(kidding)
Re: my first impressions
Posted: Sat May 14, 2011 10:47 pm
by Rudankort
heinemo wrote:
3) I think it should be ok to have more than one hotkey for a familiar command. A lot of the people playing this will have spent a large number of hours on Civ, so to add to the userfriendliness I would add these alternative hotkeys:
Zoom In/out: +/- & PgUp/PgDn
Unit no action: Z & Space (Ctrl+Space for end of turn?)
OK. Any other hotkeys from Civ which might be useful?
heinemo wrote:
In PG I seem to recall that it was possible to resupply airplanes when next to airport, now it's only directly on the hex itself? One airport should be able to support a larger number of planes imho.
It is the same in PzC: move your plane anywhere within 1 hex radius from na airfield, and it will get resupplied.
heinemo wrote:
A ship should be allowed to enter a city at the same time as a ground unit. I understand it would probably be too much work to add a new 'display' level like you have with ground/air units now, but perhaps a smaller symbol of the ship or something could be shown somehow indicating it is in port, allowing for ground unit symbol to be displayed as normal.
I don't see a lot of useful effects for gameplay from such a feature honestly. Naval warfare is rather marginal in this game, scens with ships are few, so implementing what you suggest might not worth the trouble.
heinemo wrote:
Finally, how about a 10-day weather forecast?

(kidding)
I could do it. But then, just like in real life, it will be all wrong. Wanted?

Re: my first impressions
Posted: Sun May 15, 2011 9:03 am
by heinemo
heinemo wrote:
3) I think it should be ok to have more than one hotkey for a familiar command. A lot of the people playing this will have spent a large number of hours on Civ, so to add to the userfriendliness I would add these alternative hotkeys:
Zoom In/out: +/- & PgUp/PgDn
Unit no action: Z & Space (Ctrl+Space for end of turn?)
Rudankort wrote:
OK. Any other hotkeys from Civ which might be useful?
',' for previous unit and '.' for next unit I used a lot iirc
heinemo wrote:
In PG I seem to recall that it was possible to resupply airplanes when next to airport, now it's only directly on the hex itself? One airport should be able to support a larger number of planes imho.
Rudankort wrote:
It is the same in PzC: move your plane anywhere within 1 hex radius from na airfield, and it will get resupplied.
Yes, I see that now, it was just reinforcement where you had to be in the hex itself, that's fine as it is then
heinemo wrote:
A ship should be allowed to enter a city at the same time as a ground unit. I understand it would probably be too much work to add a new 'display' level like you have with ground/air units now, but perhaps a smaller symbol of the ship or something could be shown somehow indicating it is in port, allowing for ground unit symbol to be displayed as normal.
Rudankort wrote:
I don't see a lot of useful effects for gameplay from such a feature honestly. Naval warfare is rather marginal in this game, scens with ships are few, so implementing what you suggest might not worth the trouble.
Perhaps improve it for a later version then (the pacific)..
Initial Impressions
Posted: Sun May 15, 2011 10:18 am
by greg1863
I found that given my previous familiarity with Panzer General, I was able to quickly and easily figure out the user interface. I downloaded the game yesterday and played for 3 hours! The tutorials were excellent and built logically one upon another. I began the 1939 campaign and one change I noticed is that going from one scenario in the campaign to another, the computer does not automatically bring all of my units to full strength. Players are now required to pay the freight to reinforce units between scenarios and can no longer hoard prestige points at the end of scenarios within campaigns.
If I have one area where I was initially disappointed, it was in the size of the hexes. This is certainly done to allow for better graphics, but it also means that fewer hexes are visible on the screen at any given time. This made me more dependent on the map overview box in order to maintain awareness of the battlefield. This is minor, but it was one of the less desirable features that began with Panzer General II.
Overall, I am really enjoying the game and look forward to continuing the campaign and seeing all of the additional units that Panzer Corps has added.