Closed nicupavel closed 3 years ago
Hi
Again, if I recall right, a unit has to have at least X experience to be overstrengthed. After X, it is actual experience level determines by how much it can be overstrengthed, e.g. 600 means that a unit can be enlarged to size of 11, 700 to the size of 12, etc. 1000 is the maximum experience that also determines the maximum unit size of 15.
I hope Nicu can correct me if I am wrong on any of the aforementioned points :)
Regards, Alex
Almost right. A unit with 100 experience can be over strength to 11 after was reinforced to 10. Same as PG2 but we allow up to 20 instead of 15 (max 1000 vs max 500 in PG2).
Is there a limit to how much overstrength you can do other than prestige amount? I went back into a saved game and overstrengthed several of my core units, but then it stopped letting me do it even though I have over 11k in prestige. I get a error message that says "no overstrength". This unit had 252 experience. It won't let me reinforce units under 10 either. It says "can't reinforce".
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On Thu, Mar 14, 2019 at 4:50 AM -0500, "Nicu Pavel" notifications@github.com wrote:
Almost right. A unit with 100 experience can be over strength to 11 after was reinforced to 10. Same as PG2 but we allow up to 20 instead of 15 (max 1000 vs max 500 in PG2).
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Maybe attach one of your save games here so I can look.
Hi Nicu
I experimented a bit with a new overstrengh functionality, here are some comments and questions:
If I got it right, there is no way to control by how much one wants to overstrength a particular unit, i.e. it will be always overstrength to the maximum possible level accounting for the unit experience. In PGII, there is a special button clicking which you can add one additional overstrength point, so you can control whether you want to make it e.g. 12 or 15. I assume that this functionality would be useful for the prestige limited scenarios.
Again referring to PGII, it is possible to overstrength a particular unit only before it is deployed, while OpenPanzer allows for doing it after the units has been deployed. As for me, PGII behavior is a bit better in terms of the game balance.
Did you implement the concept of the basic strength or is it still assumed to be 10? In other words, if there is an overstrength unit of size 12, which gets losses resulting in size 8, will its size be 10 or 12 in the next scenario?
The overstrength calculations are in line with the way PGII works, i.e. one additional point can be added for 100 experience. However, what I noticed is that is not so difficult to get those experience points. While playing the LSSAH campaign, by the time I reach the 10th Dubno scenario, I had infantry units with experience level of 500-600, and my artillery units were 600-1000. If I overstrength (all of) them, then it would become an unstoppable army. Can you please double check how those experience points are calculated and assigned?
Regards, Alex
Did Rostov in winter get fixed? Do Romanians still turn into flak weapons?
Hi Feldmarshalruge
Rostov scenario was never broken... The reason why sometimes you can see only enemy Flak units is because the game failed to load the equipment file. However, it is not entirely clear for us why it happens because it should not happen if a computer does not have any ads blocker software.
Regards, Alex
Hi again I’m only playing it on my Apple phone. Could that be the problem?
Sent from my iPhone
On Mar 17, 2019, at 5:53 PM, salexgit notifications@github.com wrote:
Hi Feldmarshalruge
Rostov scenario was never broken... The reason why sometimes you can see only enemy Flak units is because the game failed to load the equipment file. However, it is not entirely clear for us why it happens because it should not happen if a computer does not have any ads blocker software.
Regards, Alex
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Hi Feldmarshalruge
Hm, if you play the game locally then there should be no issue at all because all the equipment files are already on the phone. Can you please clarify the campaign/scenario you play, game version, phone version, etc?
To circumvent around the problem (if you still have it), you can take a saved game at the end of the previous scenario, open it with e.g. online version, make sure that all the units are Ok, save it, and the continue playing on the mobile phone.
Regards, Alex
Sorry so long to get back. I have apple 6s phone and every time I get to end of liebstandarte rostov battle all my Romanians turn into flak guns in Rostov defense battle. Tried new pzmarshal version in Apple game apps and it won’t save my progress! Why? Still playing new upgrade via button off my apple via my yahoo screen. Can you send me a legend of the details of units? Don’t understand the barbwire one and what are advantages to certain iron cross promotion my units receive? Thanks
Sent from my iPhone
On Mar 18, 2019, at 5:42 PM, salexgit notifications@github.com wrote:
Hi Feldmarshalruge
Hm, if you play the game locally then there should be no issue at all because all the equipment files are already on the phone. Can you please clarify the campaign/scenario you play, game version, phone version, etc?
To circumvent around the problem (if you still have it), you can take a saved game at the end of the previous scenario, open it with e.g. online version, make sure that all the units are Ok, save it, and the continue playing on the mobile phone.
Regards, Alex
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Hi Feldmarshalruge
Ok, one step at a time... Can you always reproduce this problem on iPhone 6s? If so, can you please upload here a saved game before you take the last victory hex so that we can try to reproduce the error at our side?
Regarding the game documentation, there is no official documentation for this game because this a remake of the old PanzerGeneral II game. There is another game called OpenPanzer, rules and mechanics of which is very similar, so you can also check its documentation.
Regards, Alex
Hi again it did it to me on assault on Rostov. Went away came back and my Romanians are flak guns
Sent from my iPhone
On Mar 27, 2019, at 6:30 PM, salexgit notifications@github.com wrote:
Hi Feldmarshalruge
Ok, one step at a time... Can you always reproduce this problem on iPhone 6s? If so, can you please upload here a saved game before you take the last victory hex so that we can try to reproduce the error at our side?
Regarding the game documentation, there is no official documentation for this game because this a remake of the old PanzerGeneral II game. There is another game called OpenPanzer, rules and mechanics of which is very similar, so you can also check its documentation.
Regards, Alex
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why arent the new campaigns available in android
Im playing game again after update. I saw little graphics bugs on brit and romanian campaigns but game playable, russian is good. Problem is in german camp (das reich i hope) game hang on at end of scen "smolensk crossing dniepr" when get the last point (on the east, strongpoint) maybe game crash when this point is taken as the last, or update do some errors. In older ver i dont remember problems.
Hi
@Philip799: I recall seeing a similar problem long time ago on mobile devices. When you capture the last victory hex, the game just freezes. I thought it was fixed, but maybe the bug is still there. Can you reproduce the problem and/or do you have the saved game right before you take the last victory hex?
sorry for my eng.
Is there a chance, to implement, even some parts, of the efiles from PC ver Open Panzer. where is the main problem in partial implementation from O. Panzer to P. Marshal, Android ver.
great job! thx for upd. I'm playing PM only on Android browser (recommended opera browser) but It would be nice to update app.
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.
The 3.2.10 release:
The 3.2.9 release:
The 3.2.8 release:
The 3.2.7 release:
The 3.2.6 release fixes a bug where game was stuck in AI turn unable to continue.
The 3.2.5 release adds all features from the previous beta releases (3.2.2, 3.2.3) plus:
Version 3.2.4 - internal release
Version 3.2.3 is a fix update for the large batch of campaigns added in 3.2.2 version.
Along with campaign fixes I also added the following features:
Implemented Sell Unit in equipment window. You can only sell your core army units and get prestige back with a certain small penalty. Many of the reported problems with wrong units or flak units come from the fact that players buy units from other countries instead of campaign playing country. This has been temporarily disabled. Fixed number of turns per day report to follow how scenario designed intended. Added small tooltips for Objectives, No Ammo/Fuel and Air/Naval transports to make it easier for players to find these. Each tooltip can be hidden on tap/click and can be shown again by showing Hexes lines (H key) Added keyboard shortcuts: E - Embark/Disembark M - Mount/Dismount S - Supply R - Replacements O - Over-strength U - Undo last move if possible N - Select Next Unit P - Select Previous Unit A - Toggle Air/Ground Mode H - Toggle Hex marks on/off B - Toggle Buy/Upgrade menu I - Toggle Inspect unit Z - Toggle Strategic Map Esc - Deselect Unit. With no unit selected toggles Main Menu 6) Added extra scrolling space at the bottom of the map so the unit info window doesn't cover the map, making it annoying to select bottom units. 7) Fixed an issue where a reinforcement unit could not spawn resulting in game errors. 8) More units types can no be air embarked, as in original Panzer General 2
Version 3.2.2 it's a big content update. There are 5 new campaigns with medium difficulty level but with a lot of fun and historical information.
German World Campaign a well detailed gigantic campaign with 50 scenarios United States World Campaign a semi historical campaign with 25 scenarios which has a few USA vs Soviet Union hypothetical scenarios. United Kingdom World Campaign a fun historical campaign that also portraits battles in eastern Africa against Italian Army and then continues in Europe until end of war over 24 scenarios Italian Afrika Korps Campaign a 31 scenario campaign that focuses on battles that took place on African soil ported by Alexander Sayenko. Romanian Campaign In an effort to reclaim old territories lost to Soviet Union, Romania mustered more combat troops for the Nazi war effort than all of Germany's other allies combined. This 17 scenario historical campaign presents the course of battles fought by Romanian army from the beginning of Operation Barbarossa, Stalingrad disaster and finishing with ousting of pro-nazi regime and continuing the fight along Soviet Union against his former ally. There are also a few fixes for equipment, ui and previous campaigns.
3.2.1 Release Fixed certain cases where UNDO button used after a unit moved to a already occupied victory hex might cause game to forget that objective has been conquered
3.2.0 Release UI: Don't popup unit list window when AI has units to deploy UI: Restyle menu windows UI: Air force units will draw movement hexes over the ground units and viceversa to be less confusing when selecting other units. UI: Split reinforce and overstrength in two steps now you reinforce to 10 first and then overstrength to 10 + unit experience/100 UI: Better message on single scenario play when losing due to enemy capturing all hexes UI: Fix possible unit overwrite on deployment
GameRules: Overstrength now cost 20% more than usual reinforcements GameRules: Fixed issue with transports that couldn't attack. Fixes issues with 88m flak mounted to 88mm anti-tank that couldn't fire. GameRules: Fix submarines attack and defense values GameRules: Submarines can only be attacked by destroyers and tactical bombers as in PG2 GameRules: Limit unit experience to 1000. Always get a leader at 1000 exp. GameRules: Don't reset strength to 10 if unit was overstrength to a higher value
Campaigns: LSSAH and Wacht am Rhein updates from Alexander Sayenko Campaigns: Rework and reduce the difficulty of Das Reich
Scenarios: Automatic balance improvements Scenarios: Fixed and improved tutorial scenario
AI: Reduce chance of a unit leaving objective undefended when surrounded AI: Make it less important for Naval units to approach objectives
iOS: Fixed bouncing text now showing properly on front iOS: Fixed next unit arrow.