Panzer Command: Kharkov Features List

The highly anticipated second release in the Panzer Command series, featuring an updated engine and many major feature improvements. 3D Tactical turn-based WWII combat on the Eastern Front, with historical scenarios and campaigns as well as support for random generated battles and campaigns from 1941-1944.
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freeboy
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RE: Panzer Command: Kharkov Features List

Post by freeboy »

[:D]Sale? I thought they where paying us to play this , those who bought the original , no?[X(]
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RE: Panzer Command: Kharkov Features List

Post by Mobius »

ORIGINAL: benpark
Got it. As far as mods go-any way to use a numbering system to assign different uniform skins for the same model?
Since most things are xml I think you could change which uniform skins infantry uses by changing the text name in some tag.
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Stridor
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RE: Panzer Command: Kharkov Features List

Post by Stridor »

ORIGINAL: benpark

Got it. As far as mods go-any way to use a numbering system to assign different uniform skins for the same model?

Easy, just copy an exisiting uniform to a new file. Edit the new file as you see fit, then update the unit xml to point to the new file.

That is the really great thing about PC. You can add new content, not just make changes to old stuff.
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Kharkov Features Added

Post by Mobius »

As of today the BA-6 can be added to the list.


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RE: Kharkov Features Added

Post by JMass »

I think Soviets need the SU-85.
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RE: Kharkov Features Added

Post by benpark »

Any multi-turret nightmares on the modding docket (like the T-35)?
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Erik Rutins
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RE: Kharkov Features Added

Post by Erik Rutins »

ORIGINAL: benpark
Any multi-turret nightmares on the modding docket (like the T-35)?

Nope - and they would present a bit of a problem. At present, all turrets would try to engage the same target so we've stayed away from them until we can make some changes in targeting in a future release.
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RE: Panzer Command: Kharkov Features List

Post by Hertston »

ORIGINAL: ravinhood

Holy moly this is what we've been waiting for out of Battlefront with CM Campaigns. I didn't know this was going to have a Campaign Generator.

CM campaigns offered rather more than just linked scenarios, I think. That said, it's a very impressive feature list. And unlike CM Campaigns it isn't vapourware....
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RE: Panzer Command: Kharkov Features List

Post by Erik Rutins »

ORIGINAL: Hertston
CM campaigns offered rather more than just linked scenarios, I think.

It's true - this is not an "operational layer" like CM Campaigns. We'd like to do that too, but that's farther off in the future for certain. This is much more like the SP short or long campaigns.
That said, it's a very impressive feature list.

Thanks!
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RE: Panzer Command: Kharkov Features List

Post by invernomuto »

ORIGINAL: Erik Rutins

ORIGINAL: freeboy
this code still dual core happy? quad?

Panzer Command LOVES multi-core processors.


Could you post the minimum hardware requisites to run PzC decently?

Thanks in advance!
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RE: Panzer Command: Kharkov Features List

Post by elmo3 »

ORIGINAL: invernomuto

Could you post the minimum hardware requisites to run PzC decently?

Thanks in advance!

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RE: Panzer Command: Kharkov Features List

Post by ravinhood »

Hey Erik does this game come with a "random MAP Generator"?? I'm seeing a lot of random in it, but, mumbling is going around it has no map generator and we're going to have to use "pre-generated" maps within the game?!! This does not bode well, why not a random map generator as well?

@elmo3
Are you the same elmo I once knew over at the Total War official forums? The one who put up those hilarious elmo pictures in the Total War box art? lol
WE/I WANT 1:1 or something even 1:2 death animations in the KOIOS PANZER COMMAND SERIES don't forget Erik! ;) and Floating Paratroopers We grew up with Minor, Marginal and Decisive victories why rock the boat with Marginal, Decisive and Legendary?


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Erik Rutins
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RE: Panzer Command: Kharkov Features List

Post by Erik Rutins »

ORIGINAL: ravinhood
Hey Erik does this game come with a "random MAP Generator"?? I'm seeing a lot of random in it, but, mumbling is going around it has no map generator and we're going to have to use "pre-generated" maps within the game?!! This does not bode well, why not a random map generator as well?

Nope - definitely in the plan for a future release in the series, but not in this one. For 3D maps like these, making a random map generator is an extremely complex and time-consuming task, far more difficult than for grid-based maps like CM or 2D maps like SP. We've tried to provide a good sampling though and honestly with the random battles I've fought I haven't found the map selection an issue, given that each time you have different forces, are fighting from a different side of a map, could be defending instead of attacking or pocketed and breaking out, etc.

Regards,

- Erik
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RE: Panzer Command: Kharkov Features List

Post by elmo3 »

ORIGINAL: ravinhood

@elmo3
Are you the same elmo I once knew over at the Total War official forums? The one who put up those hilarious elmo pictures in the Total War box art? lol

Nope, must have been a different Elmo. I have an Elmo account at totalwar.org and have played a lot of Total War though.
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ravinhood
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RE: Panzer Command: Kharkov Features List

Post by ravinhood »

Ok Erik one more question. Do these pre-designed battle maps ROTATE in the random setups by chance? Mad Minutes Maps did this at least to provide some semblance of randomness to the starting points of the battles. Was just wondering if you put in at least rotating maps for starting points and setups??

Also, I need confirmation on one more thing. Say I want a 100 mission random campaign. Will I be able to set that many linked missions up in my random campaign generator from 41-45?
WE/I WANT 1:1 or something even 1:2 death animations in the KOIOS PANZER COMMAND SERIES don't forget Erik! ;) and Floating Paratroopers We grew up with Minor, Marginal and Decisive victories why rock the boat with Marginal, Decisive and Legendary?


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RE: Panzer Command: Kharkov Features List

Post by Stridor »

ORIGINAL: ravinhood

Ok Erik one more question. Do these pre-designed battle maps ROTATE in the random setups by chance? Mad Minutes Maps did this at least to provide some semblance of randomness to the starting points of the battles. Was just wondering if you put in at least rotating maps for starting points and setups??

Also, I need confirmation on one more thing. Say I want a 100 mission random campaign. Will I be able to set that many linked missions up in my random campaign generator from 41-45?

???

Random forces will be placed and faced (intelligently) randomly. You can rotate the map anyway you want?

Not sure I follow the Q?

I wouldn't worry too much about random map generation. With PCOWS installed there are 27 different maps to play on.
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Stridor
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RE: Panzer Command: Kharkov Features List

Post by Stridor »

ORIGINAL: ravinhood
Also, I need confirmation on one more thing. Say I want a 100 mission random campaign. Will I be able to set that many linked missions up in my random campaign generator from 41-45?

It is possible to have 1000s if you wanted.

Of course the random campaign designer would have to support it. Making your own random campaign is not difficult, so knock yourself out. Any core units which survived 100 battles would likely be demi-gods anyway.
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RE: Panzer Command: Kharkov Features List

Post by ravinhood »

Ok you're confusing me now, I ask one question about a random campaign generator and now you're saying the "random campaign DESIGNER" would have to support it? Why do I need a designer does not this engine design it's own random campaigns with it's LINKED MISSIONS using the random battle generator in the process?

I think more indepth description of how these things work together is needed here. Now it's sounding like some PERSON has to design a campaign linkage from what should be a random campaign generator like Steel Panther does. I shouldn't need some outside person or myself to have to design those linked campaigns the engine should do it itself and I play them out in succession. So, once again in PLAIN ENGLISH non techno speak tell us how this RANDOM CAMPAIGN GENERATOR actually works.

All I want to have to do is say I want to play 100 missions and have the Random Campaign Generator link them out for me in some "random order" from 41-45...is this what this campaign generator is going to do?
WE/I WANT 1:1 or something even 1:2 death animations in the KOIOS PANZER COMMAND SERIES don't forget Erik! ;) and Floating Paratroopers We grew up with Minor, Marginal and Decisive victories why rock the boat with Marginal, Decisive and Legendary?


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RE: Panzer Command: Kharkov Features List

Post by ravinhood »

Just to make it clear what "I'm" THINKING this game is going to deliver and you can tell me how much is true.
 
First I want to be able to use the Random Campaign Generator to tell it how many missions I want to play and the number of years of types of forces it will use. IE: 41-45 (of course I expect it to use all those forces in the creation from 41-45) I should be able to select from a handful of missions to 1000 as has been stated can be done. But, I shouldn't have to muck with any maps or positions or anything except telling the Random Campaign Mission Generator how many missions I want to play. It should do all the rest.....this is what I am envisioning it was intended to do. So that is why my ???? when you say something that doesn't make sense in this.
 
Next, the Campaign Generator then uses the RANDOM BATTLE GENERATOR to select the MAPS and the AI FORCES I will face during my RANDOM CAMPAIGN of selected missions. Then I will sequencially play the number of missions I selected and the maps will be different and the ENGINE will ROTATE those maps if I should encounter the same map I've already played so it won't be the same facing and setup as previous ones. I will be reinforced with green units to replace the ones I lost after each mission or after a succession of missions like Steel Panthers does I'm hoping.
 
Now tell me how much of this is the way Kharkov is actually going to be and if it's not this way then please explain exactly how this random campaign generator is suppose to work with the random battle generator if at all???
WE/I WANT 1:1 or something even 1:2 death animations in the KOIOS PANZER COMMAND SERIES don't forget Erik! ;) and Floating Paratroopers We grew up with Minor, Marginal and Decisive victories why rock the boat with Marginal, Decisive and Legendary?


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Stridor
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RE: Panzer Command: Kharkov Features List

Post by Stridor »

Ok, I don't have a lot of time to write now, perhaps later today I will be able to give a more detailed response.

The random battle and campaign system is unlike any other system that I have used before.

It is random to be sure, however it also allows the ability to have a more focused battle / campaign. This is where a designer comes into play.

Lets assume you want to just play a generic Random Battle 41-55. The "script" for that is already done. You would load that up into the RBG press build and there you have it, something totally random (of course you can set some things like points, etc).

Same with the RCG. Pick generic Random Panzer campaign 41-45, 100 battles. Thanks for coming.

However I personally find those totally random, plain vanilla games really boring. So what the RBG/RCG has is the ability to focus its output depending on external scripting files. This is where the designer comes into play.

Now lets say you wanted to play a random campaign, but during Kharkov 2nd battle and playing as a company of the 17th panzer, complete with accurate names, deployments, forces, experiences, enemies faced etc. For example. Well if someone has designed that "script" so to speak you can the load that up into the RCG and then have a random campaign generated for you which plays out exactly that series of battles. Notice that it is still "random" If you were to use the same "script" to generate the same campaign it wouldn't not be identical because of the random elements. However the system is so flexible that if you wanted to you can fix so much of the "script" that the generator will generate essentially a fixed campaign - just like the shipped ones. If you wanted!

This is why I talk about a battle / campaign designer. The purely generic stuff will be included of course and a small collection a specific "scripts" with full documentation on how they work for modders to add to in the future.

If a designer has only specified their campaign to be a maximum of 20 battles, then no you can't do 100.

sorry got go!

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