Panzer Corps 2

Panzer Corps 2

PanzerCorp1-Grandcampaign
 This topic has been pinned, so it's probably important
Grondel the 10/10  [developer] 3 May, 2023 @ 4:00am
current(21.07.23) state of the mod and campaign flow chart(will be updated with changes)
Unit changes:

Generell:
Fictional units all have the NoPurchase trait and can only be quired as gift units or from caches.
Same for Prototypes.

Infantry:
Infantry now has 2 diffrent categories, light and heavy infantry.
All Engineer(Pioneer for German) and heavy-weapon infantry(Grenadier for German) are considered heavy-infantry and have access to the apropriate APC´s of the faction(SdKfz250/251 for German). All other infantry can only use the truck transport(Opel Blitz for German). Heavy infantry have 12 standard strength.
All heavy-weapon infantry have machine-gun and ferocious-defense trait.
1941 and 1945 versions of all infantry have been added to the mod.
Kavalerie has 41,43,45 versions now.
Wehrinfantrie reduced to 2 coreslots
All infantry have 50% of their Grounddefense as close defense.

Tanks:
All tanks have 25% of their grounddefense as close-defense. Some tanks specifically designed for close quarter fighting have 50%.
Several E-Series have been added to the mod. They are available during the 1943NH campaign.
Tiper P and Panther P/IVH can no longer be purchased.

Recon:
Tracked recons have overrun.
Kradschützen have 41,43,45 versions now.

Artillerie:
All artillerie units have historical firing ranges(1hex=4km). Some extrem units(17cm, M1, etc.) have been cut off at a range of 5 and railguns at a range of 9. Historical ranges would have been far longer, but completly unbalancedd the game.
Towed rocket-artillerie can switch between 15cm and 21cm rockets. 43 modell between 15cm and 30cm
StuGIIIB can switch to AT mode
Grille17 has counterbatterie, lost artysupport
Grille21 added to mod

AA:
All small caliber-guns(below 3cm) switch to Artillerie instead of AT mode. Stats have been adjusted.
8,8cm has tripple switch between AA/AT/Artillerie. Since multi switch was never planned by the game-devs this causes some issue with the transport not working propperly in evry mode. please switch to transport "by hand" if it won´t move when trying to.

AT:
all guns below 4cm have camouflage and forced-march.
Several ahistorical StuG, equivalent to the e-series have been added to the mod. They are available during the 1943NH campaign.

Fighterplanes:
All fighterplanes have a high altitude mode. In high altitude mode fighterplanes loose LowAltitudeAttack trait and the ability to attack ground targets.
All fighterplanes have 5 more move points.
All jet planes have low altitude trait removed

Tactical Bombers:
Heavy fighters (BF110s, Me410, etc.) have a fightermode. They gain hit-and-run, fightersupport and loose the ability to attack ground targets.
All tactical bombers have 5 more move points.
All jet planes have low altitude trait removed

Strategic Bombers:
All strategic bombers have 5 more move points.

Utility vehicles:
SdKfz 251-16 infantry-transport added to mod
SdKfz 250/251 have rapid fire and stats adjusted
new transport plane Ju390 added to mod
all transport planes have 5 more move









New mechanics:
Undeploy Hex:
Beginning with the 3rd map of preludes u will notice a hex at the border of the map with a white dotted line labeled "Move to Reserve".
If u move a unit on that hex it will be moved into ur reserve and u can use the freed core points to place another unit next to a supply hex(town hex with a circle).
The unit u moved to reserve can be brought back to the map in the next turn provided u have the needed core slots avail to field it.
U can switch heros, repair to max in one go, upgrade to other unit/modell with units in reserve.
Especially replacing fighters with bombers after achieving air superiority is a fast and easy way to use these new hexes.
Most maps have train lines and trains available to speed ground units from and to the battle.
Limited Campaigns:
Ltd Campaigns exist in parallel to the normal version of a campaign. In Ltd-campaigns u have limited stock, limited ammunition and limited elite replacements.
The limited stock u get is calculated by the following formula:
400 divided by units prestige value times unit size

example:
infantry unit at 250 prestige: 400 / 250 * 15 = 24 stock received per scenario
usual tank unit at 500 prestige: 400 / 500 * 10 = 8 stock received per scenario
super heavy vehicle at 1000 prestige:400 / 1000 * 10 = 4 stock received per scenario

The first time a unit shows up the stock will always be big enough to field at least 1 unit.
This will be added campaign per campaign to the whole mod.

new Random heros:(currently in Preludes and 1939, will be added to the rest of the campaigns one by one)
at the start of a scenario, where u don´t get to buy a special hero with commendation points, u get to choose a random officer out of 3 categories. A weak one for 1.000 prestige, a mediocre one for 3.000 prestige or an outstanding one for 5.000 prestige. This replaces the random hero generated at the start of a scenario.
here are the hero-traits sorted by categorie:
weak:
AggressiveCounterattack,Avenger,CounterBattery,CombatLuck,Distraction,DoubleMassAttack,EntKiller3,ExpertSupport,Exterminator,FastLearner,FastRetreat,FearsomeReputation,FlagKiller,
FerociousDefense,FierceFighter,FirstAid,LearnsFromMistakes,NoRetreat,NoSurrender, Resilient,RiverAssault,SixthSense,SkilledRecon,SkilledSupport,SuperiorManeuver,ThoroughPreparation,Unyielding,TenaciousDefender
mediocre:
AimingAssistance,Butcher,CityFighter,CripplingBlow,DoubleSupport,DoubleMove,EntKiller4, Evasive,ExpertRecon,Famous,FieldRepairs,FastRebase,IgnoresZOC,Liberator,Leadership, LowProfile,PhasedMovement,Readiness,TankKiller,ReducedSlots,Survivor
strong:
ArtySupport,ATSupport,DoubleAttack,Envelopment,FastDeployment,HitAndRun, IgnoresEntrenchment,LethalAttack,LightningAttack,MachineGun,OverwhelmingAttack,Overrun,
Provocator,Legendary,Scavenger,ShockTactics,StrikesFirst,PreciseOptics

Each trait has a limit per campaign to reduce unwanted hero clustering due to unlucky randomness. Currently this limit is set to roughly 1 per year of the war.
This should result in a wider spread hero variety.

Some heros have further restrictions:
ZeroSlots,Camouflage,IncMaxOverstrength,NoRetaliation and Vigilant are currently restricted to 1 per 2 years. This can be bypassed with the General trait "Killer-Team".

FieldRepairs,SkilledRecon, FastDeployment, FastRebase, ExpertRecon, CounterBattery and FirstAid are restricted to the apropriate unit.types to reduce player puzzlement.

Campaign pathing:
https://i.imgur.com/3C6uNvM.jpg

1943NH pathing:
https://imgur.com/eoV9o7V
https://imgur.com/ZUluckS
Last edited by Grondel the 10/10; 17 Nov, 2023 @ 8:00am
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Showing 1-10 of 10 comments
BrGGR 26 Nov, 2023 @ 10:31pm 
"new Random heros" already implemented in all campains for now?
Grondel the 10/10  [developer] 27 Nov, 2023 @ 12:48am 
Originally posted by BrGGR:
"new Random heros" already implemented in all campains for now?
has been added to all campaigns, yes.
cineadept 20 Dec, 2023 @ 12:38am 
Is it possible to use this mod if I have PC2 on GOG platform?
Grondel the 10/10  [developer] 20 Dec, 2023 @ 1:50am 
Originally posted by cineadept:
Is it possible to use this mod if I have PC2 on GOG platform?
in the slitherin forum is a thread where u can download it.
https://www.slitherine.com/forum/viewtopic.php?t=104435
This tends to be updated a little later than on steam.

Or u scubscribe here on steam and go to:
...\Steam\steamapps\workshop\content\1072040\2410075863\...
and copy the content to:
...\Documents\My Games\Panzer Corps 2\Mods\PanzerCorps1\...
U might have to create some of the later folders.

sers,
Thomas
this does not work. Currently pqlaying Rome Air Defense. BF110G has it. ME410 does not.

Tried to upgrade abck and forward. Did not change.

Tactical Bombers:
Heavy fighters (BF110s, Me410, etc.) have a fightermode. They gain hit-and-run, fightersupport and loose the ability to attack ground targets.
Grondel the 10/10  [developer] 4 Jan @ 10:37am 
Originally posted by apocalypse_dude_2000:
this does not work. Currently pqlaying Rome Air Defense. BF110G has it. ME410 does not.

Tried to upgrade abck and forward. Did not change.

Tactical Bombers:
Heavy fighters (BF110s, Me410, etc.) have a fightermode. They gain hit-and-run, fightersupport and loose the ability to attack ground targets.
[img]https://i.imgur.com/WTnplfI.png[/img]
working fine for me.

My Guess is u have other mods active that change the ME410 and have them below PC1 remake in ur mod list.

sers,
Thomas
Some mechanics are good, like high-level mod of fighters and some fighter-bombers; some make the experience very different from original game as AT-Support is remove from all 15cm or larger artillery units( on 15cm artillery it become a switchable AT mode but is difficult to use), and which is not described in introduce and make me very puzzle. others like changes on strength and traits Engineer and HW Infantry is hard to assess...

Totally, these changes make the game different from original version...
Grondel the 10/10  [developer] 20 Feb @ 8:44am 
Originally posted by jameswilliam:
Some mechanics are good, like high-level mod of fighters and some fighter-bombers; some make the experience very different from original game as AT-Support is remove from all 15cm or larger artillery units( on 15cm artillery it become a switchable AT mode but is difficult to use), and which is not described in introduce and make me very puzzle. others like changes on strength and traits Engineer and HW Infantry is hard to assess...

Totally, these changes make the game different from original version...
SoE has the same units-file. inetersting that u didn´t encounter those changes there already.
This thread hasn´t been kept up to date while still working on the units rework and gathering feedback on the chnages. I´ll do an update when i find the time to put in all that was changed.

In vanilla it is very easy to decide what artillery units to use. It´s 15cm and maybe 1-2 21/17cm depending on the scenario and ur heroes. This was very booring and i tried to change this making other artillerie pieces more diserable.
The way it is now feels ok with evry piece having its use.

sers,
Thomas
piemax 15 Sep @ 2:27am 
When I switch the BF109eE to high-altitude mode, it loses the ground attack ability as advertised, but its movement range and other stats stay the same,- what is the advantage of high altitiude mode supposed to be?
Grondel the 10/10  [developer] 15 Sep @ 5:23am 
Originally posted by piemax:
When I switch the BF109eE to high-altitude mode, it loses the ground attack ability as advertised, but its movement range and other stats stay the same,- what is the advantage of high altitiude mode supposed to be?
less damage from small caliberAA guns.

sers,
Thomas
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