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RE: Panzer Command: Kharkov Features List

 
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RE: Panzer Command: Kharkov Features List - 3/8/2008 1:28:55 PM   
elmo3

 

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quote:

ORIGINAL: invernomuto

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

Thanks in advance!



Here are the specs for Winterstorm:

* Windows 98, ME, 2000, XP
* Pentium 1.2 GHz, AMD 2200+
* 256 MB (512 MB for XP)
* DirectX 9 Compatible Video Card
* 64MB (Low texture quality)
* 128MB (Medium texture quality)
* 256MB (High texture quality)
* DirectX 9 Compatible Sound Card
* CD-ROM Drive: Yes, for boxed version installation
* Hard Drive: 550mb
* Microsoft DirectX 9.0c (Included)
* Microsoft Managed DirectX (June 2005 – Included)
* Microsoft .NET Framework v1.1 (Included)



< Message edited by elmo3 -- 3/8/2008 1:29:32 PM >

(in reply to invernomuto)
Post #: 31
RE: Panzer Command: Kharkov Features List - 3/9/2008 2:53:55 AM   
ravinhood


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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

< Message edited by ravinhood -- 3/9/2008 2:54:52 AM >


_____________________________

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?



(in reply to invernomuto)
Post #: 32
RE: Panzer Command: Kharkov Features List - 3/9/2008 3:17:28 AM   
Erik Rutins

 

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quote:

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

_____________________________

Erik Rutins
Director of Product Development


For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to ravinhood)
Post #: 33
RE: Panzer Command: Kharkov Features List - 3/9/2008 3:19:15 AM   
elmo3

 

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quote:

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.

(in reply to ravinhood)
Post #: 34
RE: Panzer Command: Kharkov Features List - 3/9/2008 3:28:38 AM   
ravinhood


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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?

< Message edited by ravinhood -- 3/9/2008 3:32:10 AM >


_____________________________

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?



(in reply to elmo3)
Post #: 35
RE: Panzer Command: Kharkov Features List - 3/9/2008 3:36:16 AM   
Stridor


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quote:

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.

(in reply to ravinhood)
Post #: 36
RE: Panzer Command: Kharkov Features List - 3/9/2008 3:39:38 AM   
Stridor


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quote:

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.

(in reply to ravinhood)
Post #: 37
RE: Panzer Command: Kharkov Features List - 3/9/2008 3:53:02 AM   
ravinhood


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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?

< Message edited by ravinhood -- 3/9/2008 3:54:23 AM >


_____________________________

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?



(in reply to Stridor)
Post #: 38
RE: Panzer Command: Kharkov Features List - 3/9/2008 4:04:39 AM   
ravinhood


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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?



(in reply to ravinhood)
Post #: 39
RE: Panzer Command: Kharkov Features List - 3/9/2008 4:12:36 AM   
Stridor


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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!


(in reply to ravinhood)
Post #: 40
RE: Panzer Command: Kharkov Features List - 3/9/2008 4:17:39 AM   
Erik Rutins

 

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Kharkov includes longer and shorter random campaigns. You can't choose one that doesn't exist, but quite frankly, if you have one that has 100 battles and want to change it to 150, that's pretty trivial and the ones provided should cover the based as far as number of battles (for example, do you really care if it's 25 and you wanted 26?).

You do have to pick from the existing random campaigns though, but the net result is basically the same as the SP short/long campaigns. Each of these random campaigns is different each time you play it.

Regards,

- Erik

_____________________________

Erik Rutins
Director of Product Development


For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Stridor)
Post #: 41
RE: Panzer Command: Kharkov Features List - 3/9/2008 4:59:36 AM   
ravinhood


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quote:

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.


That's exactly what I want and I don't personally find them really boring. I want battles that never happened since then no one nor myself can complain about historical outcomes or this didn't work right or this isn't accurate, blah blah. Thas all I wanted to know is if the engine could make these plain vanilla totally random battles for me 100 at a time......thanks. :) I'm probably looking more at using a 48 battles set or around that since Erik says I can't pick something exact it would seem like 26 instead of 25. lol Too confusing.

These two statements:
quote:

You do have to pick from the existing random campaigns though
and
quote:

You can't choose one that doesn't exist
still have me puzzled. If it's RANDOM how the hell can you have PRE-EXISTING RANDOM CAMPAIGNS? That just doesn't make sense.


I know instead of all this confusion how about 3 or 4 screenshots Erik of how one setsup a RANDOM GENERIC CAMPAIGN....just plain ole vanilla setup with random units and 48 linked battles??? ;)

< Message edited by ravinhood -- 3/9/2008 5:06:19 AM >


_____________________________

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?



(in reply to Erik Rutins)
Post #: 42
RE: Panzer Command: Kharkov Features List - 3/9/2008 5:29:07 AM   
Erik Rutins

 

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Ravinhood,

It's pretty simple actually, but I understand what's got you confused. A random campaign means that the battles within it are randomly generated. It's not historical, though it could easily have been since the forces involved and battlefields are chosen from those that were historically there at the time. But because the battles are randomly generated, it doesn't mean that you have a random _number_ of battles.

You have to choose from a provided set of random campaign "templates". For example, you could pick a campaign that only covers 1942 and has 10 battles or you could pick a 1941-1944 campaign with 50 battles. We hope the existing presets will cover everything you'd want to do, but if not you can create a new template yourself with however many battles you want since it's designed to allow that.

Here's what I think is a very cool feature too... you can create semi-historical campaigns. Pick a historical formation, set their core force and even include a few key historical scenarios they participated in on historical dates as "key battles", then fill in the rest with random battles. I think a lot of designers will like those options.

Regards,

- Erik

_____________________________

Erik Rutins
Director of Product Development


For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to ravinhood)
Post #: 43
RE: Panzer Command: Kharkov Features List - 3/9/2008 8:53:07 AM   
ravinhood


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quote:

 or you could pick a 1941-1944 campaign with 50 battles.


Ok that's what I want a battle a month from 41-45 give or take a battle or two so 48 to 50 would be fine. If I could see these campaign templates I think I would understand more about how the selection works. I thought I'd just "enter a number in some box like 50 or 55 or 72 or 88 or 100 or 1000" and the game engine would generate that many battles for me no matter how small of a spread of years I picked. For instance maybe I want 50 battles in 1942? ;) Is that possible without having to muck with xml files or inside the engine?

Now will I get core reinforcements after each encounter or hopefully you put in some instances where one would have to fight without reinforcements for one more battle or can't reinforce all your units before the next battle starts sort of thing like Renegade Legionaire Interceptor does? ;) It's ok if it don't do all that, but, that would have made it a bit more realistic and immersive if there were times we don't get reinforcements and have to fight the next battle with what we have left from the previous one. Also, will I get a certain amount of support units during a campaign game like SP does it? Will I get to choose or will it be RANDOM?

Sorry for asking so many questions. I'm just hoping the game has nearly everything I think it does. It is confusing to call something random and then say it must have certain static elements in it for it to work that way like these templates. Perhaps I'm not sure what these really are or mean. I figured they were just things you put into the game for the engine to design ALL the random engagements I wanted and make them different enough I wouldn't see the same one twice in a campaign or at least not more than twice. ;)

I'm an AI modder not a scenario or mission modder or map maker. I like mucking with AI's in games that let me, but, I never got into maps and stuff like that or creating a whole scenario. I think Adventure Construction Set burnt me out of that kind of modding....it's too much work. ;) Thas why we pay you the big bucks to do all that for us. lol hahaha

_____________________________

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?



(in reply to Erik Rutins)
Post #: 44
RE: Panzer Command: Kharkov Features List - 3/9/2008 10:11:18 AM   
falco

 

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Anyway, whatever happens with Campaign and battle generators etc, this game still looks as if its going to be pretty cool.
I hope its gonna be a success for Matrix and the parent company. As I've mentioned before many CM old-timers, (incld
myself) will be lookin real closely at this release over the coming weeks & months.

- falco.

(in reply to ravinhood)
Post #: 45
RE: Panzer Command: Kharkov Features List - 3/9/2008 12:34:07 PM   
Stridor


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quote:

ORIGINAL: ravinhood
Ok that's what I want a battle a month from 41-45 give or take a battle or two so 48 to 50 would be fine. If I could see these campaign templates I think I would understand more about how the selection works.


The RBG doesn't guarantee one battle per month, but if you want to specify 50 battles that is fine. On average it should even out, you might get two battles on one day and miss a month though

quote:


I thought I'd just "enter a number in some box like 50 or 55 or 72 or 88 or 100 or 1000" and the game engine would generate that many battles for me no matter how small of a spread of years I picked.


The plain jane generic random campaigns will be able to do this. More specifc or focused campaigns may or may not depending on their designer's intent.

quote:


For instance maybe I want 50 battles in 1942? ;) Is that possible without having to muck with xml files or inside the engine?


Once again yes for the generics.

quote:


Now will I get core reinforcements after each encounter or hopefully you put in some instances where one would have to fight without reinforcements for one more battle or can't reinforce all your units before the next battle starts sort of thing like Renegade Legionaire Interceptor does? ;) It's ok if it don't do all that, but, that would have made it a bit more realistic and immersive if there were times we don't get reinforcements and have to fight the next battle with what we have left from the previous one.


Ok the system does do exactly this, however what you have described is pretty much a specific "scripted" random campaign and not a purely generic. I will try and explain the difference as well as I can.

The RBG/RCG all work with a "script". Now I use the term "script" here loosely as it is essentially a group of driving xml files, but you can think of it in terms of a script. Like any good script it is broken up into sections. There are characters, there is plot, there is setting, etc. The RBG script comes in 4 main sections (battle plans, unit structure, maps and setups) and was done this was so that subparts of the script can be recombined to make new scripts in the future.

Now just like writing a movie script, you can knock off something pretty quick and dirty but rather generic.

"A German Infantry Company Fights Random Battles 1941-1945"

Or you can start adding to the plot and add some interesting (but still generic) elements like

"A German Infantry Company Fights mid to late 1941 with some great initial success, but then has supply difficulties 1942, but rallies again 1943, etc"

Or you can make it really interesting

"The 1st Panzer visits the Ostfront! Follow the history of elements from this division from Leningrad to Wiasma, Moscow and Rshew ... "

This last setup can be really detailed with key battles interspersed with more "filler" stuff. Unit upgrades, etc.

Now obviously it is relatively easy to make a generic script and quite a bit more work to make a really good specific one. The above are all just illustrative examples to make a point. The game will not ship with what I have just described.

quote:


Also, will I get a certain amount of support units during a campaign game like SP does it? Will I get to choose or will it be RANDOM?


Once again depending on how it is setup you will often get support units. The list of support units available to you is historically accurate (wrt to historical distributions given the date) and you often have the ability to choose between which support units you want, however you can't pick tigers in 1941 if that is what you are thinking?

quote:


Sorry for asking so many questions. I'm just hoping the game has nearly everything I think it does. It is confusing to call something random and then say it must have certain static elements in it for it to work that way like these templates. Perhaps I'm not sure what these really are or mean. I figured they were just things you put into the game for the engine to design ALL the random engagements I wanted and make them different enough I wouldn't see the same one twice in a campaign or at least not more than twice. ;)


The system is pretty flexible. It may not be able to do exactly everything that you want (eg there are no random maps), and due to release date pressures may only ship with a small amount of what is possible RBG/RCG wise, however I know that Erik is planning to add more RBG/RCG content over time and it is also something that hopefully modders with some historical bent will take too.

quote:


I'm an AI modder not a scenario or mission modder or map maker. I like mucking with AI's in games that let me, but, I never got into maps and stuff like that or creating a whole scenario. I think Adventure Construction Set burnt me out of that kind of modding....it's too much work. ;) Thas why we pay you the big bucks to do all that for us. lol hahaha


If big bucks = $0 then you are right. That is why when people post very negative comments it can be extremely disheartening If I was getting big bucks it would all be water off a ducks back.

Seriously modding in PCK is really easy. There is even a random campaign editor to allow you to make you own random campaign "scripts" pretty easily. There is still a bit of messing around in xmls required, but not as much as you may think. The game will have extensive documentation as a separate pdf file which explains RBG/RCG operation inside and out.

Regards

Stridor (aka Laryngoscope - don't ask!)

(in reply to ravinhood)
Post #: 46
RE: Panzer Command: Kharkov Features List - 3/9/2008 12:40:49 PM   
Stridor


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I just wanted to point out (after reading the above) that you are not required to write your *own* RB/RC scripts to make a random battle/campaign (although of course you can if you want ). You simply select them in the generator prior to building the random battle / campaign. The "script" will let you know beforehand just what it is that it is going to build for you.

Due to the random nature of the build process a script will not be built the same way twice and even a basic script can have really divergent output behavior.

If it helps think of them as a type of "meta-scenario" (for battles) or "meta-campaign" (for campaigns).

Boy I hope this all helps ... and hasn't just confused you even more

< Message edited by Stridor -- 3/9/2008 12:42:42 PM >

(in reply to Stridor)
Post #: 47
RE: Panzer Command: Kharkov Features List - 3/9/2008 4:09:57 PM   
ravinhood


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Yep that last long post helped a great deal. I finally understand it now and those applications to creating a random campaign will work just fine. I even like some of the ideas that I can add a little or a lot to the script. I always liked how Renegade Legionaire Interceptor did it when most of my ships had been all shot up and it MADE me do another mission before I could repair ALL of them or ANY of them sometimes. Those were nail biting experinces and that would be kewl to add to a campaign I think. Every battle wasn't always maximum reinforced and supplied I'm sure.

Thanks for the patience of my questions. You can see when I'm REEEELY interested in a game though I take time to find out about it as much as I can an in detail. I should have been an investigative reporter, but, well I don't really like the way the pry into peoples lives. ;)

I'll be buying it for sure now. I'm such a nut for anything random even if it doesn't have everything I want it will have random and not some same ole simulation of the same ole simulation over n over. ;)

Hey Everybody I'm Ravinhood and I endorse this ad. hehe

_____________________________

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?



(in reply to Stridor)
Post #: 48
RE: Panzer Command: Kharkov Features List - 3/11/2008 8:11:41 PM   
LarryP


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quote:

ORIGINAL: ravinhood

I'll be buying it for sure now. I'm such a nut for anything random even if it doesn't have everything I want it will have random and not some same ole simulation of the same ole simulation over n over. ;)

Hey Everybody I'm Ravinhood and I endorse this ad. hehe


I thought you were tired of WW2 games?

(in reply to ravinhood)
Post #: 49
RE: Panzer Command: Kharkov Features List - 3/11/2008 10:43:21 PM   
ravinhood


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I am the SIMULATION ones...this is a RANDOM one so that's different. ;)

_____________________________

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?



(in reply to LarryP)
Post #: 50
RE: Panzer Command: Kharkov Features List - 3/11/2008 10:49:28 PM   
freeboy

 

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Erik, Campaigns sound great, what about streangth levels to set one side defensive or offensive oriented? I think it would be interesting to set a resonable ratio of strength too.. thanks

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Post #: 51
RE: Panzer Command: Kharkov Features List - 3/12/2008 12:29:14 AM   
Stridor


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quote:

ORIGINAL: freeboy

Erik, Campaigns sound great, what about streangth levels to set one side defensive or offensive oriented? I think it would be interesting to set a resonable ratio of strength too.. thanks


All that and more is possible with the RCG design.

See my prior long chats with Ravinhood

(in reply to freeboy)
Post #: 52
RE: Panzer Command: Kharkov Features List - 3/15/2008 7:46:00 AM   
Mraah

 

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quote:

ORIGINAL: Stridor

Seriously modding in PCK is really easy. There is even a random campaign editor to allow you to make you own random campaign "scripts" pretty easily. There is still a bit of messing around in xmls required, but not as much as you may think. The game will have extensive documentation as a separate pdf file which explains RBG/RCG operation inside and out.

Regards

Stridor (aka Laryngoscope - don't ask!)


Stridor,

I can't wait to read the documentaion about scripts!! I have an idea and I'm wondering if the design will alllow it ....

In my mind, a core force is larger than what we have during a battle, ie company size. A core force should be an entire division, brigade, regiment, battalion. The forces we select for a battle are pulled out of the core forces and those not selected are available in the next battle and still retain their experience, medals, etc. This way, you can have several small battles representing elements of your coreforce (company size). Perhaps having 5 battles in one day of campaign time.

So, instead of having to set how battles to fight for the entire campaign, you would set how many campaigns you want to play, subdividing those camps into how many battles per camp you want to play.

I hope I made sense, I can get longwinded and have no point at all :).

EDIT NOTE : Basically, I'm using the campaign design idea of John Tiller's Campaign Series and making it 3D, albeit on a much smaller scale but with the "big picture" included.

Thanks,
Rob


< Message edited by Mraah -- 3/15/2008 7:55:23 AM >

(in reply to Stridor)
Post #: 53
RE: Panzer Command: Kharkov Features List - 3/15/2008 1:50:31 PM   
Stridor


Posts: 5077
Joined: 9/8/2007
Status: offline

quote:

ORIGINAL: Mraah

quote:

ORIGINAL: Stridor

Seriously modding in PCK is really easy. There is even a random campaign editor to allow you to make you own random campaign "scripts" pretty easily. There is still a bit of messing around in xmls required, but not as much as you may think. The game will have extensive documentation as a separate pdf file which explains RBG/RCG operation inside and out.

Regards

Stridor (aka Laryngoscope - don't ask!)


Stridor,

I can't wait to read the documentaion about scripts!! I have an idea and I'm wondering if the design will alllow it ....

In my mind, a core force is larger than what we have during a battle, ie company size. A core force should be an entire division, brigade, regiment, battalion. The forces we select for a battle are pulled out of the core forces and those not selected are available in the next battle and still retain their experience, medals, etc. This way, you can have several small battles representing elements of your coreforce (company size). Perhaps having 5 battles in one day of campaign time.

So, instead of having to set how battles to fight for the entire campaign, you would set how many campaigns you want to play, subdividing those camps into how many battles per camp you want to play.

I hope I made sense, I can get longwinded and have no point at all :).

EDIT NOTE : Basically, I'm using the campaign design idea of John Tiller's Campaign Series and making it 3D, albeit on a much smaller scale but with the "big picture" included.

Thanks,
Rob



Rob, thanks for your interest.

There are things that the Random Campaign engine can do and things it can't. I am not sure exactly what you are trying to do so I am not 100% sure that it will be possible.

There are things that the PCK engine itself can do and can not.

The PCK engine really needs to keep the core forces together during a campaign. However all is not lost for your idea. It would be possible to define a huge core which follows you through the random campaign. The *currently operational* parts of this core can be defined available at turn 1 for a given random campaign battle, it is possible to define the remainder of the core forces as reinforcements with a deployment time so long, as to not be effectively available for the current battle. This way your entire core is "kept synchronous" throughout the campaign, but only small portions of it actually fight at any one time. The RCG system allows for this and also allows for your "many smaller campaigns in one" concept. In fact if you wanted you could even design a campaign in which you changed sides during the course of it, although quite why you would want to beats me ????

Regards

Stridor

(in reply to Mraah)
Post #: 54
RE: Panzer Command: Kharkov Features List - 3/15/2008 5:52:38 PM   
Staggerwing


Posts: 99
Joined: 6/3/2007
Status: offline
quote:

In fact if you wanted you could even design a campaign in which you changed sides during the course of it, although quite why you would want to beats me ????


If the game were modded for Italy you could go from fighting Allied opponents in
one mission to fighting Germans in the next as happened in 1943. It would require
both sides to have the Italian units 'available' for the appropriate switch time.
If the actual change over were truly random then the Italian player would never know
when to expect it. Could be fun.

(in reply to Stridor)
Post #: 55
RE: Panzer Command: Kharkov Features List - 3/15/2008 7:09:01 PM   
Erik Rutins

 

Posts: 32881
Joined: 3/28/2000
From: Vermont, USA
Status: offline
One thing to keep in mind is that the Random Campaign Generator is quite new - it's the final feature added to the game. As such, we're still exploring its limits ourselves and I think this is probably the #1 area where we'll add some additional content post-release.

Regards,

- Erik

_____________________________

Erik Rutins
Director of Product Development


For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Staggerwing)
Post #: 56
RE: Panzer Command: Kharkov Features List - 3/15/2008 7:44:45 PM   
freeboy

 

Posts: 8513
Joined: 5/16/2004
From: Colorado
Status: offline
Erik, sorry if this was discussed.. Can we have timed and randomed reinforcements?

(in reply to Erik Rutins)
Post #: 57
RE: Panzer Command: Kharkov Features List - 3/15/2008 8:18:35 PM   
Erik Rutins

 

Posts: 32881
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Yes. There are two values that affect reinforcement entry:

1. Earliest turn the reinforcement can show up
2. Probability of showing up on any given turn, it starts checking on the earliest turn it can come in and checks at the start of every turn thereafter.

So if you set a reinforcement to Turn 10, 100% then it's a guaranteed, timed reinforcement. You could also set it to Turn 1, 5% and it would be pretty darn random, or Turn 15, 25% and so on.

Regards,

- Erik

_____________________________

Erik Rutins
Director of Product Development


For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to freeboy)
Post #: 58
RE: Panzer Command: Kharkov Features List - 3/16/2008 8:30:58 PM   
freeboy

 

Posts: 8513
Joined: 5/16/2004
From: Colorado
Status: offline
this is great actually having two games coming from Matrix that are not only ones I anticipate purchasing but having on the HD for some time.. ?
I am doing some traveling .. will my discount for having winter storm last awhile?

(in reply to Erik Rutins)
Post #: 59
RE: Panzer Command: Kharkov Features List - 3/16/2008 9:46:46 PM   
Rick

 

Posts: 12072
Joined: 4/20/2000
Status: offline

quote:

ORIGINAL: Erik Rutins

Yes. There are two values that affect reinforcement entry:

1. Earliest turn the reinforcement can show up
2. Probability of showing up on any given turn, it starts checking on the earliest turn it can come in and checks at the start of every turn thereafter.

So if you set a reinforcement to Turn 10, 100% then it's a guaranteed, timed reinforcement. You could also set it to Turn 1, 5% and it would be pretty darn random, or Turn 15, 25% and so on.

Regards,

- Erik


OK - How about setting it with 5% on T1 but increasing the probably to 50% T8.

Can the same unit have increasing probability of arriving?

Also, since I"m asking questions, I have both desktop and laptop (for on the road times). As far as system requirements, if my laptop can play the demo for PC:OWS, will it be able to play PCK? I know I saw the system requirements seemed to be the same, but does PCK use more system resources?

Thnks
Rick

(in reply to Erik Rutins)
Post #: 60
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