Mad Russian -> RE: Tanks vs Buildings (9/4/2012 11:44:09 PM)
We ended up changing or modifying 3/4 of the code we started with, not to mention completely creating a map editor like no other. Here is the Full Feature list:
Includes all previous Winterstorm and Kharkov content for FREE, in addition to the all new content listed below. This is the complete Panzer Command for the Eastern Front and the perfect way to get started if you have never played Panzer Command before.
10 Preset Historical Campaigns
Choose a campaign and progress through a series of linked battles where your core force stays with you for the campaign and gains experience and medals.
Boot Camp (Tactics Tutorial) (6 Battles)
German Operation Barbarossa, June 1941, 3rd Panzer Division (4 Battles)
German Battles for Mcensk, October 1941, 4th Panzer Division (5 Battles)
German Kursk North, July 1943, XLI Panzer Corps (3 Battles)
German Kursk South (2 Campaigns), July 1943, 1st SS Panzer Division (6 Battles Total)
German Winterstorm, 6th Panzer Division (5 Battles)
German Kharkov, 14th Panzer Division (8 Battles)
Soviet Winterstorm, 7th Tank Corps (5 Battles)
Soviet Kharkov, 169th Rifle Division (8 Battles)
14 Randomly Generated Historical Campaigns
Choose a time period, a number of missions and a core force and progress through a series of randomly generated linked battles where your core force stays with you for the campaign and gains experience and medals and even equipment upgrades for the longer campaigns.
German 1st Infantry Division (5 Campaigns) 1941-1944 (12-129 Battles)
German 1st Panzer Division (4 Campaigns) 1941-1944 (12-96 Battles)
German 3rd Panzer Division (1 Campaign) June-July, 1941 (4-15 Battles)
German 7th Panzer Division (3 Campaigns) 1941-1944 (19-97 Battles)
Soviet 7th Tank Corps (1 Campaign) 1942-1943 (10-26 Battles)
Soviet 29th Tank Corps (1 Campaign) 1943-1944 (15-41 Battles)
70+ Preset Historical Scenarios (including stand-alone and campaign battles)
Stand-alone and campaign scenarios include:
Ring of Fire, May 1942 (Near Kharkov)
Maxim Gorky I, June 1942 (Battery 30 at Sevastopol)
The Railway Station, September 1942 (Stalingrad Central Railway Station)
13th Crossing Guard, September 1942 (Stalingrad Central Railway Station)
Return Road to Kharkov, March 1943
Buying the Farm, July 1943 (Komsomolets State Farm at Kursk)
Prokhorovka, July 1943 (Kursk)
Kolomak, September 1943 (West of Kharkov)
Hell’s Gate, February 1944 (Near the Korsun Pocket)
Grosse Kompanie, October 1944 (Recon Battle)
Operation Konrad, January 1945 (Near Budapest)
Spring Awakening I & II, March 1945 (Near Budapest)
Tucheband and Golzow, March 1945 (Near Berlin Highway)
Hypothetical Debut of the Maus
… and many more!
Infinite Randomly Generated Battles
Each scenario option can be fully randomized or customized based on your preferences
Choose any date from 1941 through 1945
Choose your force mix, either custom (by unit type) or pick from the presets
Choose additional options from the following:
Points level for each side
Human or AI control
Reinforcements available or not
Minefields available or not
Battle type, ranging from assaults and meeting engagements to envelopment/pocket breakout battles and pincer/wedge battles.
60 sec turns with no Reaction Phase
Create Random Battles with no Russian Order Delay
Force deployment direction
All of the random battle and campaign input files are easily accessible and can be custom-configured for additional options, though no file editing is required for any of the above!
Random battles and campaigns can also be shared with other players.
Includes all the new rules and comprehensive tables on game modifiers and effects as well as historical background and detailed documentation for all of the editors and random generators.
Separate tutorial guide
Separate Map Make Guide
More than thirty new maps that combine to give a representative variety of Eastern Front terrain. Some are used in the campaigns and scenarios, others are available for random battle and campaign play.
New Full Map Maker!
Make your own maps of historical locations. Designed to work with public terrain and height databases to automatically generate a 3D terrain mesh from real-world data. Pick your location, pick your map size and click! Additional tools to automate the placement of structures and items such as trees and shrubs assist map designers in putting together a realistic map in record time.
Panzer Command now supports 500m, 750m, 1000m, 1500m and 2000m maps. This allows the vast majority of historical WWII battles to be properly modelled and the larger map sizes allow plenty of room for maneuver.
The Scene Editor has also been improved for easier tweaking of object placement.
50+ New Fully Modeled and Animated Units spanning the 1941-1945 period on the Eastern Front (note that these are in addition to all units from Winterstorm and Kharkov)
Brummbar (Early, Middle and Late)
Jagdpanzer IV (IV, IV Mid, IV Late, IV 70A, IV 70V)
Panzer VI Tiger II (King Tiger)
Tiger I early, late
Grille (M and M Late)
Panzer IVG and IVH Schurzen
Pz Kpfw T34-76 M40
Pz Kpfw T-70 M42
Panzer IIC, IID, J-VK, IIL
Panzer II G-J ohne Aufbau
SdKfz 221, 221 Late, 221 PzB 39
SdKfz 234 Series including the Puma
SdKfz 250/11 Pzbuk, Halbkette ob-com, 250/09, 250 Neu
Sdkfz 251 Series - including more than 20 variants
Pioneers with Satchel Charges
Almost all previous units overhauled and improved with better models, animations and textures
Josef Stalin series (IS-1, IS-2 M1943, IS-2 M1944, IS-2m M1944, IS-2m M1945)
KV-1 1939 and 1940E
ISU 122, ISU 122S and 152
SU-85 and SU-100
76.2mm F-22 USV
IL-2 Shturmovik (three models)
Sherman M4A2 Lend Lease
T-4 PzKpfw IV
T-34-57 M1942 and M1943
T-26 Model 26E and 26S M1941
T-28 Model 1936, Model 1937 and Model 1938E
Almost all previous units overhauled and improved with better models, animations and textures
New Improved Interface and Order Improvements
New Waypoints for Platoon and Unit Orders
Infantry units can now auto-mount as part of a movement path. No longer do you have to wait for the next phase to enter a building!
New setup zones provide greater flexibility for intial unit placements
New Full Resizable Battle Message Log, with color-coded event messages and highlighted messages based on the selected unit. This makes it easier than ever to understand what is happening to your units wherever they are on the map.
Scenario size and scale are now fisplayed in the scenario selection screen using an easy-to-read bar scale.
You can now click on the unit or the unit’s floating icon to select it.
Double click on any unit or its floating icon on the map to move to it
Scenario designers can now add unit-specific decals to individual tanks
Order and unit behavior re-worked for consistency
Improved Pathing and Collision Handling
Individual unit stances for standard, cautious, or agressive unit behavior
Hotkeys for all orders and sub-orders, including use of the space bar to pop up and hide the order menu
New Single/Group Orders hotkey
New Charge orders allow Soviet human waves and ramming of tanks into other tanks and AT guns
Scenario Briefing is now available from within the battle
Improved camera behaviour, more realistic “binocular view” and no more “ground bounce”
Mousewheel scroll support and page up/page down buttons on most game screens
Configuration screen and intro movie will be skipped once they are successfully run once
All Core units are automatically purchased in set battles to save time (they can always be “unpurchased” if desired).
The Unit HUD now displays a green indicator if a HQ unit is in communication and able to call for off-map support. No need to check each HQ unit, this information is now available at a glance.
New 3-D Targeting box to show the area of effect for Area fire
New Unit and HUD icons now clearly differentiate HQ and Non-HQ units
New Cinematic view hotkey to show just the battlefield and units while removing all interface elements.
Selected unit icon animation for higher visibility
Enlarge the displayed unit model size for improved visibility
New Covered Path option
Automatic “grid” display option for new maps
Improved targeting and LOS tool to distinguish area and direct fire
Improved Scenario Editor
Scenario designers can set one of the new turn phase structures for their scenario
Multiple setup zones for infantry only, or infantry and armor.
Ammo levels set for each platoon.
Objectives set for Soviet, Geran, or Contested
Pre-planned Artillery can be designated for either side, or no side
Russian player can be set to play the scenario using "Science of War" or "Art of War" doctrines
New Full 3D Sound System with resampled sounds for a much more immersive environment
New PBEM Multiplayer system for easy and streamlined play
New Victory rankings at the end of each scenario that rate each player’s performance, also useful for ladder rankings
New Animated On-Map Air Support
Not only more impressive visually, but the air support system is now more realistically modelled in the gameplay as far as arrival, visibility and targeting
New Rewind Ability in Turn Replay
New Realistic Ammo Counts for all units
New Physics System for more realistic vehicle movement across all terrain types
New Vegetation System for more realistic map that also affects LOS
Improved Relative Sighting System
More realistic results and much better performance (significantly improved turn calculation times) especially on multi-core systems
Improved Graphics Engine
Better performance on all systems, especially multi-core systems
Improved visual quality and new “Ultra” quality option
Improved scenario load times
New and Improved Animations
Close assault animations for infantry
Individual infantry casualties to show step losses, with fallen soldiers remaining on the battlefield
Gun recoil when firing for vehicles and field guns
Improved explosion and destruction animations with more variation by shell and explosive size
New smoke and fire animations for static map objects
Flowing water for Rivers
New weather animations (Rain, Fog and Snow)
Staggered animations for infantry so that they no longer move in perfect synchronization
Multiple random tank comander animations
Better able to seek flanking opportunities
Better able to judge combat matchups
Conserves ammunition rather than taking poor shots
Improved Fog of War
New Contested Objectives and Higher Visibility Objective Flags
New Scenario-Defined Turn Structure
At the scenario level, you can choose to play the normal 40 Second Orders / 40 Second Reaction turn structure, or choose one of the following instead
40 Second Orders with or without a Reaction Phase
60 Second Orders with or without a Reaction Phase
80 Second Orders without a Reaction Phase
Yes, this means that if you want you can play with 60 Second Turns with no Reaction Phase and always have access to the full Orders menu at the
start of each Turn.
Very Open and Mod-Friendly Structure – unit models and data, maps, scenarios, campaigns and more can all be easily changed and added.
So, while PCO is far from perfect, I, for one, am proud of the effort we put into this game and the results we now have. I look forward to the next game in the series to make it even better.