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REQ: Beta testers for map pack
Posted: Fri Jul 22, 2011 8:11 am
by MickMannock
I have created a map pack (5 maps) for the grand campaign of Panzer Corps. It's five recreated maps from the original Panzer Generals, which weren't included in Panzer Corps. I felt those five maps were lacking and I think it will make the grand campaign a bit more "meaty".
The maps included are Crete, Sevastopol, Kharkov, Dragoon (Anvil in PG) and Market-Garden.
I have tested it myself but I feel I need some beta testers to check that everything is working as it should. So anyone interested in this, feel free to pm me for details.
Thanks!
*edit*
Note that these maps are for the grand campaign only and won't work as single scenarios nor as MP maps (though when released they can be modded by anyone to fit for MP for example, if someone feels like it).
Posted: Fri Jul 22, 2011 8:20 am
by Kerensky
Sign me up for Sevastopol, if it's anything like how I made Urban Warfare, I'm sure I won't be disappointed.
Posted: Fri Jul 22, 2011 8:52 am
by EuroBoss
Count me in
Posted: Fri Jul 22, 2011 9:41 am
by El_Condoro
I'm interested in the Kharkov one, especially, but any of the others, too.
Posted: Fri Jul 22, 2011 11:38 am
by MickMannock
Thanks guys, I will pm you all shortly.
Posted: Fri Jul 22, 2011 12:04 pm
by Kerensky
After an initial glance, only a couple issues with Sevastopol.
Road at 15,20 doesn't connect properly.
Airfield at 7,16 has no flag, which means it will not act as an airfield for either side under any circumstances. Better to put a flag there, and if you are concerned about too many flags, take one off of a city tile.
Also, all of your forests are thick forests, not regular forests. Is this intentional? Thick forests are very difficult to navigate, prohibiting almost all movement types, including infantry with transports attached to them.
Posted: Fri Jul 22, 2011 12:16 pm
by MickMannock
Kerensky wrote:After an initial glance, only a couple issues with Sevastopol.
Road at 15,20 doesn't connect properly.
Will fix that.
Kerensky wrote:
Airfield at 7,16 has no flag, which means it will not act as an airfield for either side under any circumstances. Better to put a flag there, and if you are concerned about too many flags, take one off of a city tile.
That was a miss from my side, so not intentional. Will fix.
Kerensky wrote:
Also, all of your forests are thick forests, not regular forests. Is this intentional? Thick forests are very difficult to navigate, prohibiting almost all movement types, including infantry with transports attached to them.
Good point. I didn't consider that when creating the map. I will switch all the thick forest to regular forest.
Thanks for the swift reply.

Posted: Fri Jul 22, 2011 12:24 pm
by Kerensky
Also your scenario parameters aren't quite right.
Turns per day, or days per turn, one of these should be a zero.
Because you have a '1' in both fields, the game is displaying the passage of time as:
June 7th, 8 AM
Next then is
June 8th, 8 AM
Unless this is intentional, better to set TURNS per DAY to 0.
So you get
June 7th
Next then is
June 8th
Posted: Fri Jul 22, 2011 12:27 pm
by MickMannock
Kerensky wrote:Also your scenario parameters aren't quite right.
Turns per day, or days per turn, one of these should be a zero.
Because you have a '1' in both fields, the game is displaying the passage of time as:
June 7th, 8 AM
Next then is
June 8th, 8 AM
Unless this is intentional, better to set TURNS per DAY to 0.
So you get
June 7th
Next then is
June 8th
Ah, okay, will fix that for all scenarios then. I think I missunderstood the manual.
Posted: Fri Jul 22, 2011 12:31 pm
by Kerensky
A few items in the editor manual/tutorial got lost in the editing, although in this case it looks like the description was actually not well thought out enough. It says 'mutually exclusive', but that hardly explains it.

Posted: Fri Jul 22, 2011 12:41 pm
by MickMannock
Kerensky wrote:A few items in the editor manual/tutorial got lost in the editing, although in this case it looks like the description was actually not well thought out enough. It says 'mutually exclusive', but that hardly explains it.

Well, it's not that confusing really, but since the entire editor is new to me, some things get confused for me since it is so much to take in all at once. I am just glad you guys are helping me spot the things that needs to be corrected.

Posted: Fri Jul 22, 2011 3:49 pm
by grabbysnatch
I would love to test them if they are still available.
cheers
Posted: Fri Jul 22, 2011 4:10 pm
by MickMannock
grabbysnatch wrote:I would love to test them if they are still available.
cheers
PM me your email adress and I'll mail the files to you.
Posted: Sat Jul 23, 2011 10:06 am
by Kerensky
You said:
Free French units were not available in the editor during the creation of the map. Therefor I used US units as replacements for the Free French units.
If you want to use Free French units, this is how.
Place a unit, any unit of any nation. Shift + click your unit.
Set 'flag' to Free French and set side to 'Allied'.
Using this methodology, you can give any unit to any nation. This is how I gave the British a Panther D in Operation Huntress, for example.
Posted: Sat Jul 23, 2011 10:16 am
by Kerensky
You also need a .pzloc file for each of your scenarios. or the between turn objective screen will always default to Italy.
The format for pzloc looks like:
IDS_SCEN_DESCRIPTION The Battle of the Bulge. Germany’s great offensive in the winter of 1944 takes the Western Allies by surprise…
IDS_SCEN_AXIS_CAM_OBJECTIVES <i>Decisive Victory:</i><br>Capture all objectives with at least 7 turns remaining.<br><br><i>Marginal Victory:</i><br>Capture all objectives except Antwerp.
IDS_SCEN_ALLIED_CAM_OBJECTIVES Hold at least 1 objective, not including Antwerp.
IDS_SCEN_AXIS_SCN_OBJECTIVES Capture all objectives except Antwerp.
IDS_SCEN_ALLIED_SCN_OBJECTIVES Hold at least 1 objective, not including Antwerp.
Posted: Sat Jul 23, 2011 11:54 am
by MickMannock
Kerensky wrote:You said:
Free French units were not available in the editor during the creation of the map. Therefor I used US units as replacements for the Free French units.
If you want to use Free French units, this is how.
Place a unit, any unit of any nation. Shift + click your unit.
Set 'flag' to Free French and set side to 'Allied'.
Using this methodology, you can give any unit to any nation. This is how I gave the British a Panther D in Operation Huntress, for example.
Ah, that is good. I asked Rudankort about this problem but he hadn't any solution. It's good you pointed this out. I will fix it asap.
Posted: Sat Jul 23, 2011 11:55 am
by MickMannock
Kerensky wrote:You also need a .pzloc file for each of your scenarios. or the between turn objective screen will always default to Italy.
The format for pzloc looks like:
IDS_SCEN_DESCRIPTION The Battle of the Bulge. Germany’s great offensive in the winter of 1944 takes the Western Allies by surprise…
IDS_SCEN_AXIS_CAM_OBJECTIVES <i>Decisive Victory:</i><br>Capture all objectives with at least 7 turns remaining.<br><br><i>Marginal Victory:</i><br>Capture all objectives except Antwerp.
IDS_SCEN_ALLIED_CAM_OBJECTIVES Hold at least 1 objective, not including Antwerp.
IDS_SCEN_AXIS_SCN_OBJECTIVES Capture all objectives except Antwerp.
IDS_SCEN_ALLIED_SCN_OBJECTIVES Hold at least 1 objective, not including Antwerp.
Missed that completely. Will have to fix that too. Thanks.
Posted: Sat Jul 23, 2011 7:27 pm
by hankinc
Soo looking forward to play the new grand C!
Posted: Mon Jul 25, 2011 4:53 pm
by MickMannock
Anyone found any more issues with the maps?
Posted: Sat Jul 30, 2011 10:55 pm
by fraserkm
I eagerly await the release of your map pack. I confess I'm rather looking forwards to it.