Panzer Command: Ostfront is the latest in a new series of 3D turn-based tactical wargames which include single battles, multi-battle operations and full war campaigns with realistic units, tactics and terrain and an informative and practical interface. Including a full Map Editor, 60+ Scenarios, 10 Campaigns and a very long list of improvements, this is the ultimate Panzer Command release for the Eastern Front!
A new beta update is now available in the Members Club. It is available for download if you have registered your game.
If you are comfortable with trying a beta version, please check it a out, and give us any feedback you may have (please keep in mind that it is a beta and thus is not as thoroughly tested to date as an official release).
v2.0.328g Beta – July 22, 2011
• Second Public Beta Update
• Code Changes[/b]
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1. Regional settings issues should be fixed.
2. Fixed a bug that could cause the unit’s weapon data to not refresh when cycling between
units. This could cause a crash if a targeting order was issued with the incorrect weapon.
3. Light Buildings now reduce firepower by -1. Heavy Buildings reduce firepower by -2.
There is a chance for incoming fire of all types to completely ignore the protection that
buildings provide, which scales up based on the penetration value of the incoming fire.
4. There is now a small chance for incoming HE and HEAT shells to ignore the protection
provided by trenches and foxholes, reflecting the chance of a shell landing close enough
for the blast to directly enter the trench or foxhole.
5. Infantry units that are mounted on vehicles will now not always dismount when
suppressed. The implementation of this rule is now as follows:
a. Infantry units mounted on the outside of vehicles, with no protection (i.e. Tank
Riders) will be more vulnerable to enemy fire and will dismount as soon as they
are suppressed by incoming fire.
b. Infantry units mounted in enclosed transports (i.e. Trucks) that are not armored
will also dismount as soon as they are suppressed by incoming fire.
c. Infantry units mounted in protected transports (i.e. Halftracks) that are armored
will not dismount when suppressed. However, if they take casualties and fail a
morale check, they will dismount.
6. Artillery animations were sometimes displayed far away from their actual location. A
bug that caused this has been fixed.
7. A bug that prevented cupola hits has been fixed.
8. The targeting logic was not correctly considering all armor locations, which led to a few
rare issues, especially involving infantry targeting anti-tank guns from beyond close
assault range. This has been fixed.
9. The in-game settings now default to have floating icons on, all movement and targeting
lines on and limit infantry off.
10. A bug that prevented area fire from working in some cases against infantry in buildings
has been fixed.
11. A bug that caused air support to prioritize targets incorrectly has been fixed.
12. Various issues related to infantry routing and retreating when in buildings, in vehicles or
pinned and suppressed have been fixed. A few issues still remain, but retreating and
routing is working much better.
13. LOD models are now working at about 75% of the range of terrain fade-out. Some visual
issues with LODs remain and are being worked on, but this should have a positive impact
on performance.
14. Some infantry animation issues relating to SOP and firing and walking animations were
resolved, which should result in more realistic animations for squads.
15. An issue that could cause tanks to stop auto-targeting their machine guns when the main
gun ran out of ammunition is fixed.
16. Quite a few new widescreen resolutions have been added to the initial resolution
configuration, to better support systems with displays that span multiple monitors.
• Data Changes
17. Major overhaul of all German infantry, including improved uniforms, equipment and
animations for many units.
18. Added historical flamethrowers for the Soviet side and the Panzer III flamethrower tank
19. Fixed an issue with the SIG33 Crew
20. Added a description for the 88mm FlaK36
21. Fixed a problem with line of sight and the depth of the tank pits on the Kolomak map and
updated the Kolomak scenario
22. Improvements to the Panzer IIJ, Panzer IIIM&L, Panzer IVD models
23. Improvements to recoil, exhaust and decals on some models
24. Fixed problems with some start dates for random battles and campaigns for Lend Lease
vehicles and SS HMG teams
25. Fixed an issue with AT gun armor values interfering with infantry targeting
26. Fixed a problem with the Winter version of the Panzerschreck team
27. Extra heavy artillery is no longer available by default in random battles and campaigns, as
it could cause balance issues, especially in random campaigns.
28. Heavy artillery is now less prevalent in random battles and campaigns.
29. The dates on rocket artillery have been corrected and the cost of rocket artillery has been
increased.
30. The German PaK 36 can now be moved by its crew, albeit slowly.
I have installed and tried it. In niemirow scenario no paks nor SiG guns are movable. How can that be?
what else is new except the movable pak36 from the previous beta?
I just rechecked. And I was able to issue a move order to the PaK 36s in Niemirow scenario. Can you recheck your installation? In T1 Order phase you should be able to select the CO PaK unit and issue an Engage --> Move order.
Other items that were worked on included some rout and retreat behavior that was not working entirely as intended, work on improving performance through the use of more efficient LODs. Also some infantry animations were fixed and AFVs that run out of ammo will not auto target appropriate targets with their MG. Some additional widescreen resolutions were also added.
Thank you sirs for the beta...my PaK36 units can now move [8D].
One question though..is the beta compatible w/ saved games? I tried opening a prior save of the 1st Infantry short random campaign a couple of times and had CTDs. Regenerated the campaign w/ the beta and seemed to run fine.
Thank you sirs for the beta...my PaK36 units can now move [8D].
One question though..is the beta compatible w/ saved games? I tried opening a prior save of the 1st Infantry short random campaign a couple of times and had CTDs. Regenerated the campaign w/ the beta and seemed to run fine.
I thought I had opened some previous saved games with this version, but I did not try a save from a Campaign game.
Checked Niemirow again. Yes Pak 36 can move applogies for that.(First time I checked a PAK38 in Niemirow.)
BUT.
Pak 38 and SIG guns cannot move. Will they be able to? Later on we have Pak with 50mm and 75mm they also need to be able to move.
Spellir worked on these for the PaK 36's. We didn't want to hold up this beta patch any longer for other models. We certainly want to do something similar with the Russian 45mm ATG. Making these mobile requires reworking the actual gun model.
The existing models have no animations for moving. I was able to work with the 45mm Soviet ATG and get it to use infantry orders, but when it moves, it goes into destroyed position, then reassembles, then glides along the terrain. As Rick stated, someone would have to take each 3D model and add animations and proper crews with animations for every gun. I don't think we would do every gun either as some are too heavy for a crew to move.
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
I also found with this beta that my current campaign game would error out. I was playing the 3rd PZ one month campaign. Had just started and was on first mission. Installed this new beta and the campaign game had problems. Specifically if I was closing out an order without selecting it (by right clicking off the popup) then the screen would close. I am using Win7.
I then rebuilt my campaign fresh and everything is working fine with this beta so far.
Rick - an update. In my new campaign, the 3PZ one month campaign, I got to the second turn and picked up the Pz III Company CO reinforcement, and now I cannot advance the game. The screen closes out back to desktop.
I first attempted to move the Pz III's and selected a bound and then clicked to adjust the bound. Screen closed to desktop.
I next went back in and did not select the Pz III's. I moved my other units and clicked the continue for T2 to process. The system did an AI calc and got ready to move the units and went black and closed to desktop.
I assume the reinforcements I got triggered this as they were not part of T1 and were added in T2 but I do not know. Such is the life of a beta!
I will try and select another campaign and see if the similar issue occurs and let you know. As I get more info I will post in the appropriate bug thread. I appreciate all the hard work of the programmers on this game. I was not having any problem with the base game or the first beta so if I get too much aggravation I will just regress back until y'all fix it.
Rick - an update. In my new campaign, the 3PZ one month campaign, I got to the second turn and picked up the Pz III Company CO reinforcement, and now I cannot advance the game. The screen closes out back to desktop.
I first attempted to move the Pz III's and selected a bound and then clicked to adjust the bound. Screen closed to desktop.
I next went back in and did not select the Pz III's. I moved my other units and clicked the continue for T2 to process. The system did an AI calc and got ready to move the units and went black and closed to desktop.
I assume the reinforcements I got triggered this as they were not part of T1 and were added in T2 but I do not know. Such is the life of a beta!
I will try and select another campaign and see if the similar issue occurs and let you know. As I get more info I will post in the appropriate bug thread. I appreciate all the hard work of the programmers on this game. I was not having any problem with the base game or the first beta so if I get too much aggravation I will just regress back until y'all fix it.
Thanks for the update. I'll recheck this as well.
EDIT: was this the 3rd pz Random Campaign? or the 3rd Pz Fixed Campaign?
Rick - an update. In my new campaign, the 3PZ one month campaign, I got to the second turn and picked up the Pz III Company CO reinforcement, and now I cannot advance the game. The screen closes out back to desktop.
I first attempted to move the Pz III's and selected a bound and then clicked to adjust the bound. Screen closed to desktop.
I next went back in and did not select the Pz III's. I moved my other units and clicked the continue for T2 to process. The system did an AI calc and got ready to move the units and went black and closed to desktop.
I assume the reinforcements I got triggered this as they were not part of T1 and were added in T2 but I do not know. Such is the life of a beta!
I will try and select another campaign and see if the similar issue occurs and let you know. As I get more info I will post in the appropriate bug thread. I appreciate all the hard work of the programmers on this game. I was not having any problem with the base game or the first beta so if I get too much aggravation I will just regress back until y'all fix it.
There is a log folder in the game folder. in the log folder are log files named with the format gamelog_7_28_2011.log. Can you check and post the logfile that corresponds to this crash?
Also, If I understand, you installed the 2nd patch over the 1st patch? it should work ok that way, I just want to verify so I can set up same condition. right now my system has just the release version and the 2nd beta patch installed. I'm on the 4th turn of the 1st game in the 3rd Pz random. I'll see what happens in the next game.
Rick. I am in the office today (instead of working from home) so can't post log file just yet but will find the file and post in this thread this evening when I get home.
Yes, I installed the 2nd beta on top of the 1st beta.
The campaign I was using was the Random Campaign for the 3rd Pz Div. Was on first battle.
I played the 7th Pz Random Campaign last night. Completed 7 turns so far on the first mission and there were no issues. There were trucks brought into the mission on T3 or 4 I think and no crash yet. I tried setting movement and then adjusting the truck movement and clicking off of the popup and no issues. I am just guessing that the Pz III reinforcements were the issue with my newly created 3rd Pz random campaign but will get the log file to you ASAP.
Rick. I am in the office today (instead of working from home) so can't post log file just yet but will find the file and post in this thread this evening when I get home.
Yes, I installed the 2nd beta on top of the 1st beta.
The campaign I was using was the Random Campaign for the 3rd Pz Div. Was on first battle.
I played the 7th Pz Random Campaign last night. Completed 7 turns so far on the first mission and there were no issues. There were trucks brought into the mission on T3 or 4 I think and no crash yet. I tried setting movement and then adjusting the truck movement and clicking off of the popup and no issues. I am just guessing that the Pz III reinforcements were the issue with my newly created 3rd Pz random campaign but will get the log file to you ASAP.
Thanks Belljack. I've played past getting the Pz III reinforcements with no issues on my system, but I'll keep trying to duplicate your problem. If I'm not able to see anything in the log, I might ask you to zip up your campaign files, and I can try playing through it and see if it fails.
Rick - I went back and loaded my old save game where I was having trouble in T1. I now have no crash problems playing. Got to T3. Odd. Hope the log file helps but I can't reproduce the issue now. Or at least it is not causing a problem yet. Will keep testing to see if I can get it to occur again.
Thank you for looking into it and if you need more log files let me know.
15. An issue that could cause tanks to stop auto-targeting their machine guns when the main
gun ran out of ammunition is fixed.
Are you sure this is fixed? Just played a random campaign mission to test the new patch and my Sd Kfz 231 still won't use their MG34s once the main gun is out of HE ammo.