Panzerkrieg, improvement suggestions

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terminator
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Panzerkrieg, improvement suggestions

Post by terminator » Thu Jun 13, 2019 8:01 pm

04_Sevastopol (7.1.8 ):

1.These two infantry units will never land :

Seastopol(1).jpg
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2.Secondary Objective "Keep 5 Romanians units alive":

A counter could be useful, I never knew how many Romanian units I had at the start :

Seastopol(2).jpg
Seastopol(2).jpg (148.91 KiB) Viewed 653 times

3.Harbor or not harbor ?

It looks a lot like a harbor but it’s not a harbor, it’s only decoration. I got screwed, couldn’t fix my boat :(

Seastopol(3).jpg
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Last edited by terminator on Sun Jun 16, 2019 5:32 am, edited 1 time in total.

Horst
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Re: Panzerkrieg, improvement suggestions

Post by Horst » Fri Jun 14, 2019 11:39 am

You can see in the terrain.csv files that only settlement types got the embarkable terrain trait. If map designers don't choose any settlement underneath the depot-deco, these ports won't work next to them.

bebro
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Re: Panzerkrieg, improvement suggestions

Post by bebro » Fri Jun 14, 2019 1:16 pm

terminator wrote:
Thu Jun 13, 2019 8:01 pm
04_Sevastopol :

1.These two infantry units will never land :
Is this the lowest difficulty? Hard to say since everything Soviet is low str, but not this str 9 supply ship. Thing is that in the lower diffs the AI seems to be extra-reluctant in certain cases. I seem to remember them landing on normal diff, albeit sometimes it took them a while. I have to check this again to be sure tho.

terminator
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Re: Panzerkrieg, improvement suggestions

Post by terminator » Sat Jun 15, 2019 1:11 pm

bebro wrote:
Fri Jun 14, 2019 1:16 pm
terminator wrote:
Thu Jun 13, 2019 8:01 pm
04_Sevastopol :

1.These two infantry units will never land :
Is this the lowest difficulty? Hard to say since everything Soviet is low str, but not this str 9 supply ship. Thing is that in the lower diffs the AI seems to be extra-reluctant in certain cases. I seem to remember them landing on normal diff, albeit sometimes it took them a while. I have to check this again to be sure tho.
I usually play at average difficulty level (Difficulty III. Major). The Soviet transport ships were attacked by my planes, which explains their strength below 10. You can see from the screenshot that after 22 turns, the Soviet transport ships have still not managed to disembark the infantry units and Sevastopol is about to be conquered by the Germans.

terminator
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Re: Panzerkrieg, improvement suggestions

Post by terminator » Sun Jun 16, 2019 5:28 am

05_Voronezh, Witch Hunt Bug (7.1.8 ) :

Witch_Hunt(1).jpg
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Witch_Hunt(2).jpg
Witch_Hunt(2).jpg (42.61 KiB) Viewed 564 times

Witch_Hunt(3).JPG
Witch_Hunt(3).JPG (10.5 KiB) Viewed 564 times

terminator
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Re: Panzerkrieg, improvement suggestions

Post by terminator » Tue Jun 18, 2019 5:26 pm

07_Caucasus : Early Victory Bug :

Turn 28/34 : All Secondary Objectives completed and the Primary Objective completed but not validated :?:

Screenshot 255.jpg
Screenshot 255.jpg (285.65 KiB) Viewed 530 times

Why ? Because it is impossible for me to complete the Secondary Objective "Shoot down the Night Witches" :

Screenshot 257.jpg
Screenshot 257.jpg (223.86 KiB) Viewed 530 times

The Secondary Objective "Shoot down the Night Witches" is disable for me :

Screenshot 258.jpg
Screenshot 258.jpg (224.46 KiB) Viewed 530 times

Horst
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Re: Panzerkrieg, improvement suggestions

Post by Horst » Tue Jun 18, 2019 5:46 pm

It's complicated with this lingering night-witches hunting over more than one scenario.
Either this particular objective is ignored from Early Victory, or you have to create two EV-triggers with different NW campaign variable settings.
I try the second method but won' t test it in a long while. I'm currently testing all these Winter War fixes.

terminator
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Re: Panzerkrieg, improvement suggestions

Post by terminator » Tue Jun 18, 2019 5:53 pm

Horst wrote:
Tue Jun 18, 2019 5:46 pm
It's complicated with this lingering night-witches hunting over more than one scenario.
Either this particular objective is ignored from Early Victory, or you have to create two EV-triggers with different NW campaign variable settings.
I try the second method but won' t test it in a long while. I'm currently testing all these Winter War fixes.
I think creating 2 Early Victory triggers with different NW campaign variable settings would be a simple solution.

Horst
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Re: Panzerkrieg, improvement suggestions

Post by Horst » Tue Jun 18, 2019 6:18 pm

That should hopefully work:
Removed the NW-objective and added the campaign variable check to complete the primary.
It's a pity that the game does only support AND and not also OR operators as conditions.
07_Caucasus.jpg
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terminator
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Re: Panzerkrieg, improvement suggestions

Post by terminator » Tue Jun 18, 2019 7:11 pm

I just realized that there may be a similar problem with this other secondary objective that was not activated in my case ?

Screenshot 260.jpg
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Screenshot 261.jpg
Screenshot 261.jpg (188.52 KiB) Viewed 506 times

Horst
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Re: Panzerkrieg, improvement suggestions

Post by Horst » Tue Jun 18, 2019 9:27 pm

Some OOB scenarios are truly too complex that someone gets lost in all the triggers. I remember that half of the Panzer Corps scenarios had no script at all but only general AI unit behaviors. Maybe OOB should do the same to double the sales? :P
I think I'm going to replace this "Destroy 6 Soviet air units" condition with a simple Check Commander available condition.
That should still work with only one EV-trigger. If you already started the scenario with Barkhorn, then this condition is always done, no matter if the air units objective is enabled or not.
If he's not unlocked yet, then this condition can also complete the EV the moment you unlock him together with "Destroy 6 Soviet air units" objective enabled and completed.

I was wrong in my last post, as you can do the same method with the campaign variable: instead of checking about the NW-objective to be completed, you replace this with the campaign variable check. Either you already start the scenario with the variable set to 1, or you set it later during the scenario by the kill. The campaign variable is also set by the kill there to 1.
Early Victory trigger should include only following conditions:
1. Check Turn > 25
2. Complete Oil Pump objective
3. Check VP Count Primary = 3
4. Check Campaign Variable "night_witches_killed" = 1
5. Check Commander Barkhorn available

I'd also change the Trigger Event to "Turn Start" for less check-spamming as scenarios are only over on turn starts. I hope that's all with this scenario...

terminator
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Re: Panzerkrieg, improvement suggestions

Post by terminator » Wed Jun 19, 2019 11:47 am

Horst wrote:
Tue Jun 18, 2019 9:27 pm
I think I'm going to replace this "Destroy 6 Soviet air units" condition with a simple Check Commander available condition.
That should still work with only one EV-trigger. If you already started the scenario with Barkhorn, then this condition is always done, no matter if the air units objective is enabled or not.
If he's not unlocked yet, then this condition can also complete the EV the moment you unlock him together with "Destroy 6 Soviet air units" objective enabled and completed.

I was wrong in my last post, as you can do the same method with the campaign variable: instead of checking about the NW-objective to be completed, you replace this with the campaign variable check. Either you already start the scenario with the variable set to 1, or you set it later during the scenario by the kill. The campaign variable is also set by the kill there to 1.
Early Victory trigger should include only following conditions:
1. Check Turn > 25
2. Complete Oil Pump objective
3. Check VP Count Primary = 3
4. Check Campaign Variable "night_witches_killed" = 1
5. Check Commander Barkhorn available

I'd also change the Trigger Event to "Turn Start" for less check-spamming as scenarios are only over on turn starts. I hope that's all with this scenario...
I approve your solution :idea:

terminator
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Re: Panzerkrieg, improvement suggestions

Post by terminator » Thu Jun 20, 2019 8:12 am

09_Winterstorm :

Is the Link Specific Hex correct for the Secondary Objective "Resupply Stalingrad by air" :?:

Screenshot 1630.jpg
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Horst
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Re: Panzerkrieg, improvement suggestions

Post by Horst » Thu Jun 20, 2019 2:13 pm

09_Winterstorm: the mission hex-marker is not correct, as you have to fly within 1 hex distance to the airfield with supply planes.

terminator
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Re: Panzerkrieg, improvement suggestions

Post by terminator » Fri Jun 21, 2019 6:41 pm

Horst wrote:
Thu Jun 20, 2019 2:13 pm
09_Winterstorm: the mission hex-marker is not correct, as you have to fly within 1 hex distance to the airfield with supply planes.
Thank you for the confirmation :D

terminator
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Re: Panzerkrieg, improvement suggestions

Post by terminator » Sat Jun 22, 2019 4:31 pm

terminator wrote:
Sun Jun 16, 2019 5:28 am
05_Voronezh, Witch Hunt Bug (7.1.8 ) :
Witch_Hunt(1).jpg
Witch_Hunt(2).jpg
Witch_Hunt(3).JPG
Reported in Bug Database -> Bug #4641

terminator
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Re: Panzerkrieg, improvement suggestions

Post by terminator » Sun Jun 30, 2019 8:24 pm

terminator wrote:
Thu Jun 20, 2019 8:12 am
09_Winterstorm :
Is the Link Specific Hex correct for the Secondary Objective "Resupply Stalingrad by air" :?:
Screenshot 1630.jpg
Reported in Bug Database -> Bug #4684

terminator
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Re: Panzerkrieg, improvement suggestions

Post by terminator » Sun Jun 30, 2019 8:51 pm

terminator wrote:
Tue Jun 18, 2019 5:26 pm
07_Caucasus : Early Victory Bug :
Reported in Bug Database -> Bug #4685
(Description: The Secondary Objective "Shoot down the Night Witches" is disabled if the variable campaign "night_witches_killed"=1 and the Secondary Objective "Destroy 6 Soviet air units" will not be activated if the Commander Gerhard Barkhorn is unlocked. This makes it impossible to validate the trigger "Early Victoy".
It is a bit complicated to explain, the best is to read the corresponding posts [...])

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