Reinforcements
Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design
Reinforcements
In the 1.01 beta you can add which turn the unit will be available/appear.
But you can still only have 1 unit arrive at a given hex.
This restricts the ability to have ie a formation arrive at a map edge.
I believe this should be changed.
The editor probably needs an OOB list and the ability to edit a particular unit in this list.
That is, a unit with a later turn arrival is first placed on the map.
When the turn# is added it is removed from the map, but may be located in the OOB list.
Thanks
Erik
But you can still only have 1 unit arrive at a given hex.
This restricts the ability to have ie a formation arrive at a map edge.
I believe this should be changed.
The editor probably needs an OOB list and the ability to edit a particular unit in this list.
That is, a unit with a later turn arrival is first placed on the map.
When the turn# is added it is removed from the map, but may be located in the OOB list.
Thanks
Erik
OK, I just realized that you could add an extra map row leading onto the arrival hex and place the reinforcements there.Kerensky wrote:I don't understand what you are saying.
If you are concerned with formations, why not simply place units to appear as reinforcements adjacent to each other? Units are not allowed to stack at any time in Panzer Corps, so why should reinforcements be allowed to stack?
Sorry...
This would represent how a Division would arrive peicemeal into the battlefield along a road route that was at the edge of map. You could simulate lead recon elements arriving first. Then the armour formations with infantry and artillary bring up the rear which would arrive on later turns at the same point on the map.
Yes, I was thinking along those lines.Carius wrote:This would represent how a Division would arrive peicemeal into the battlefield along a road route that was at the edge of map. You could simulate lead recon elements arriving first. Then the armour formations with infantry and artillary bring up the rear which would arrive on later turns at the same point on the map.
The only 'problem' with this solution is that you need to factor in the unit's movement value as well to force them to arrive on the map on the correct turn.
Yep, more than one way to skin this kitten.Kerensky wrote:You can create this effect by extending the size of your map and/or staggering the speed at which units are 'activated' (turn 5 for unit 1 and 2, then turn 6 unit 3, then turn 7 for the rest).
I think we have a workable solution.
Thanks, gentlemen.
Actually I agree that the ability to have multiple reinforcements on the same hex would be nice. But it is a compromise between functionality and simplicity. I wanted reinforcements to be directly editable, just like any other units, and this imposed certain restriction on my implementation. If anyone has ideas how to improve existing solution and keep it simple at the same time, please share them.
I think what you came up with is the most practical. Any system that allows for stacking reinforcements in the same hex but configuring them to appear at different times will invariably run into problems if people figuring out and then start breaking triggers.
If I know X causes units to spawn at Z and Y also causes units to spawn at Z, what happens if I trigger X and Y simultaneously? Complicated issues like this will need solutions, and I don't really see any of those solutions being simple or elegant.
Personally, I try to use reinforcements as infrequently as possible. A crafty player will figure out the 'spawn' triggers and avoid them, or they could spawn camp/spawn block. With active/passive hold position, you cant try to spawn camp reinforcements, and then with the new triggers you can just active these new units and put them into a different mode at the appropriate time.
If I know X causes units to spawn at Z and Y also causes units to spawn at Z, what happens if I trigger X and Y simultaneously? Complicated issues like this will need solutions, and I don't really see any of those solutions being simple or elegant.
Personally, I try to use reinforcements as infrequently as possible. A crafty player will figure out the 'spawn' triggers and avoid them, or they could spawn camp/spawn block. With active/passive hold position, you cant try to spawn camp reinforcements, and then with the new triggers you can just active these new units and put them into a different mode at the appropriate time.
Triggering reinforcements.
The turn trigger works very well, but I cannot get the map trigger to work.
I have added Zone-1 to a few selected hexes.
I want a group of reinforcement units to arrive when 1 friendly unit is occupying a Zone-1 hex.
I have added the map trigger to all these units, but they do not arrive on map.
Thanks
Erik
The turn trigger works very well, but I cannot get the map trigger to work.
I have added Zone-1 to a few selected hexes.
I want a group of reinforcement units to arrive when 1 friendly unit is occupying a Zone-1 hex.
I have added the map trigger to all these units, but they do not arrive on map.
Thanks
Erik
Can you send me a saved game just prior to the moment when the reinforcements are supposed to appear? I'll check what goes wrong there. rudankort@rsdn.ruErik wrote:Triggering reinforcements.
The turn trigger works very well, but I cannot get the map trigger to work.
I have added Zone-1 to a few selected hexes.
I want a group of reinforcement units to arrive when 1 friendly unit is occupying a Zone-1 hex.
I have added the map trigger to all these units, but they do not arrive on map.
Thanks
Erik
Thx!
Files sent.Rudankort wrote:Can you send me a saved game just prior to the moment when the reinforcements are supposed to appear? I'll check what goes wrong there. rudankort@rsdn.ruErik wrote:Triggering reinforcements.
The turn trigger works very well, but I cannot get the map trigger to work.
I have added Zone-1 to a few selected hexes.
I want a group of reinforcement units to arrive when 1 friendly unit is occupying a Zone-1 hex.
I have added the map trigger to all these units, but they do not arrive on map.
Thanks
Erik
Thx!
Erik
i just noticed that an air unit on the zone will trigger the reinforcement. That is probably not right.


