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New unit sneak peek

Posted: Wed Jul 29, 2015 2:06 pm
by adherbal
A lot of new content is currently in production, but more details on that soon. In the meantime, a sneak peek of a unique new unit type. It'll have a new kind of ability - anyone can guess what it's for? :)

Image

PS: This model - without the dozer blades - will also be available as heavy artillery transport/tractor.

Re: New unit sneak peek

Posted: Wed Jul 29, 2015 2:24 pm
by Erik2
Constructing airfields?

Re: New unit sneak peek

Posted: Wed Jul 29, 2015 2:40 pm
by adherbal
Bah was it that obvious :(

Re: New unit sneak peek

Posted: Wed Jul 29, 2015 3:29 pm
by Erik2
I've seen pictures/movies of Sea-Bees driving that thing.
Great addition :D

Re: New unit sneak peek

Posted: Wed Jul 29, 2015 3:37 pm
by SSLConf_Yolo911
That will be a nice addition. Personally when I first saw the unit I was hoping it would have the capability to make roads. A lot of the multiplayer scenarios reduce the unit efficientcy to zero by the time you make your way painfully to your destination. And it can take many, many turns to accomplish the trek.

Re: New unit sneak peek

Posted: Wed Jul 29, 2015 6:56 pm
by Loki1942
Nice one guys, the more the merrier. Have written before about a lack of units, so good to hear you are doing this 8) (i really want a lot of the prewar units, they pulled a lot of the weight during the war)

Re: New unit sneak peek

Posted: Thu Jul 30, 2015 6:32 am
by 1jedi
also to build defensive positions it would also like a Deminer
great job and good continuation
ganzissimo!!!!! :lol: :lol:

Re: New unit sneak peek

Posted: Thu Jul 30, 2015 7:35 am
by simcc
I have to say a great and big thank you to the developer on feedback listening and actions taken. As a gamer I respect your effort and you have earn my loyalty for any future game

Re: New unit sneak peek

Posted: Thu Jul 30, 2015 10:15 pm
by HobbesACW
A nice idea. I'm coming to the end of the game after playing both sides. I would like to play more - maybe this will make enough of a change to inspire me to play again at a harder level. Not sure - feels like going over the same ground. Will buy any future games you make with this system though. A great game - really enjoyed it! I really think you did well with the naval gameplay. Somebody was thinking - kudos to whoever designed that.

Re: New unit sneak peek

Posted: Fri Jul 31, 2015 6:54 pm
by Longasc
Nice one!

Re: New unit sneak peek

Posted: Sun Aug 02, 2015 1:59 pm
by b52pilot1
Perhaps the Japanese will have a similar unit...and perhaps it will have the ability to create an airfield? :lol:

Re: New unit sneak peek

Posted: Sun Aug 02, 2015 5:15 pm
by bcnkor5
adherbal wrote:A lot of new content is currently in production, but more details on that soon. In the meantime, a sneak peek of a unique new unit type. It'll have a new kind of ability - anyone can guess what it's for? :)

Image

PS: This model - without the dozer blades - will also be available as heavy artillery transport/tractor.

In the future it would not be bad to put this into the editor, fix these failures:
1-(loading and unloading hangar and carrier. And above CV aircraft in flight),
2-surface or depth in the submarine,
3-and Seaplane air and landed (+ new image) in the sea or port, (the float is also in landing islands that have no port.
4-In the port you can add shallow water (only port for submarines), there zone shallow port where it gets a single dock for submarines.
5-The aircraft image on the track is fine, because there were 3 squadrons on the track, and one hangar. But there was to enable the move around the hangar for a fourth cargo area for super CV Shinano Super 120 aircraft (oficila game better 4 hangars)
6-In the scenario, lack zone nation to know that the stage play (Before loading a scenario, namely that nation play), but now there are two sure that in the future there will be more nations.
7-Does not work well (tab triggers / Set Unit Status / target unit / team ai / strength) either alone or with assigning a turn with (tab triggers effects/ condition / Check Turn): Just makes me down to all units 50% strength, not one by one.
Also when you put a new unit (the unit down menu), you do not have access to lower strength (the editor only has an option to change your experience), it is necessary in some places and scenarios put out weak units.
8-(AIsetup tab / air patrol / patrol point/add) only makes a ONE jump, although the various actives jump map. There should also be, to patrol land and sea units, So the game does not seem that all such kamikazes to move, being more realistic movement.
9-In the game an active unit to Japan Missing, infantry entrenched in the tunnels.
10-Need to add the ship Minesweeper (boat removes mines) and generic Heavy Cruiser, as is the light cruiser in the editor and game.
11-Ki-100_Goshikisen II Japan Fighter: Has no picture assigned to the editor.
12- when a fighter or tactical bomber attacks ground to a hangar (and do not move the plan), the animation does not disappear even passes a new turn (multiple explosions).
13-And needless to add to the game 2 units: Sniper,mortar, bazooka. Underland trench (japan), factories to bomb (first objective of the bombers in WWII). I have these units in Panzer Korp MOD added, and the game changes a lot with these units.
14-In the tab Ai setup/naval seek and destroy/ you need to put a slider (on small screens you can not see the last attack targets), so you can download and view all available targets.
15-Another important thing, Missing rename a new unit from the editor (tab triggers effects/spawn unit).
Image: Infantry entrenched in the tunnels and seaplane Landed.

Re: New unit sneak peek

Posted: Mon Aug 03, 2015 10:18 am
by bebro
Ki-100 works for me normally under vanilla 1.8.3? And Ki100 and Ki100 II have editor icons, pls. see pic below. Do you use the vanilla units file, or modded it?

Re: New unit sneak peek

Posted: Mon Aug 03, 2015 11:04 am
by bcnkor5
bebro wrote:Ki-100 works for me normally under vanilla 1.8.3? And Ki100 and Ki100 II have editor icons, pls. see pic below. Do you use the vanilla units file, or modded it?

1-Ok I see that it works for you but not directly from us, both in vanilla mode as activating the Mods folder with v1.8.3 and old version. The unit (Ki-100_Goshikisen II-Fighter Japan alone this unit),

I have found here the solution failure:
units.txt from
write
[Ki-100-II_]
to
[Ki-100-II_Goshikisen]
Now it works well, put Goshikisen missing.

2-Although really the most important are the other points that you have indicated and also advised. It is a great game (it's a great job from Panzer Corps) but needed polish, little things make the difference from other games.

3-And please me to see if you can activate these images for next patch oficial viewtopic.php?f=374&t=66031 I do not like to leave things half. Download Included folders with images that are disabled and do not work in the game mod last V2.5b with v1.8.3:
https://mega.nz/#!0sF0HIyB!qoesOoUrPZxW ... lI34DPsBGE

4-Add in the future these units Sniper, bazooka, morter, Underland trench (japan), factories to bomb (first objective of the bombers in WWII), remove ship mines, generic heavy cruiser.

Soviet sniper who killed over 300 Germans in World War II. Heroes and great people do not leave the majority, but YES in the minority. 100 men can do as much damage as one (sniper team), so you can incorporate these units to the game.

Re: New unit sneak peek

Posted: Fri Aug 07, 2015 4:16 am
by CV6
Regarding the new "Construction Group" unit, has there been any thought about giving it the ability to increase the number of supply points on a hex? In particular, if the supply points on a hex have been reduced by strategic bombing effects, then maybe the Construction Group unit could be used to restore something like a point per turn back up to the original maximum.

I also liked the suggestion about using this unit to create new roads. If that is something that you are considering, then perhaps it also could be used to improve existing roads to further increase movement speed. And, of course, if you wanted to go really big, then maybe construction of railway lines is something to consider. Since each of these could have some significant impact on all existing scenarios, my guess is that you'd probably need to place some hefty resource price tags on each type of improvement.

Whatever the plans are for the unit, thank you to all the members of your team involved in coming up with all the new ideas and improvements. All of you have put together a great game and it looks like it's going to get even better!