[DEV] Panzer General Total War

Panzer / Allied General Remake: Strategies, Tactics, Efiles, Custom Campaigns, Customizations, Documentation.

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newavenriquez
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[DEV] Panzer General Total War

Post by newavenriquez » 2019-10-25 00:55, Friday

Join the Discord Community for Text, Voice, and Video Chat with other players, and Early Updates:
https://discord.gg/AQAPcF4


Short Summary:
Ship, Forts, and runways now Purchasable, All units have realistic cost, Aux mostly removed, More air mobile Axis units, Tanks more effective, Scenarios Harder, All equipment truckable since trains unavailable, AUX units discounted, MegaPoland Scenario added, Antitank class removed, Interscenario replacements removed

Long Summary:
The biggest changes in gameplay include artillery attack being cut in half so armor stands a chance, Level bombers have less ammo and lower attack values since suppression is more than enough, Plane initiative has been balanced, Tacticals have reduced fuel (matching historical info and distance ratio) making airfields more important, Ships and Fortifications can be purchased, prestige system is now based off of actual monetary cost, units are more mobile (truckable and more paradrop units: tanks, guns, and recon) for overwhelming the enemy, Ai is more aggressive, MegaPoland has been addded to better match the scale of the other scenarios, Units from the Anti-Tank class have been moved to the infantry class to improve performance, Interscenario free replacements and most auxillary units have been removed to make losses hurt more, and your military is more customizable. This mod focuses on the game mechanics to make the game more challenging, realistic, and PvP friendly (although the current version focuses on 1939 starting point campaign play vs the AI)
*Unit Stats edit based off of historical information


TODO (*A more current list is on the discord*):
- Edit plane stats
- Convert to Dos
- Inc Scenario Historical Accuracy
- Scenario play

Bugs:
1) LuftW Units when given truck transports lose the ability to be depolyed in air from the start of a scenario and must be deployed one by one at an airbase
2) Fortifications are carried to the next scenario but can only be placed at starting bases


New Unit Legend:
1) Luftw = Paradrop Units
2) c = Crucifix/stationary units (+Def/spotting)
3) year (ex 41,42,43) = Early Purchase (150% cost)
4) Runway Engineer = Acts similar to a carrier but is stationary


PGF 1.02 +Total War/Mega Poland (8mb)
Download:
1) Click the Link
2) Click "No Thanks"(pop up)
3) Click Download Arrow (top right)
https://www.dropbox.com/s/mo4pxe5vj0411 ... a.zip?dl=0
Install:
1) Extract the Panzer General Forever folder
2) Double Click the Panzer General Forever.exe or one of the .Bat files


donate:
https://www.paypal.me/WalkerServers


Image


Poland:
https://www.youtube.com/watch?v=x8L4L_2 ... e=youtu.be


Mega Poland Campaign Instructions:
Image


Added Ship Purchases
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3 types of carriers available in addition to runway engineers
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Medium Bombers added to purchase menu
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Light tanks are air transportable and LuftW tanks can be glider dropped
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Airborne(LuftW) and stationary(c) unit variations added
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Flak guns added to AA for all around base defense
Image


Sources:
wikipedia.com
achtungpanzer.com
worldofwarplanes.com
worldoftanks.com
craveonline.com
Last edited by newavenriquez on 2020-10-31 07:36, Saturday, edited 20 times in total.

newavenriquez
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Re: [DEV] Panzer General Total War

Post by newavenriquez » 2020-10-22 06:58, Thursday

Update Released! :uzi
The biggest changes are MegaPoland Scenario has been added, Anti-tank class has been removed, and Inter-scenario replacements have been removed. Some cities, ports, and airfields have been enlarged.

I'll be posting my replays from the last version soon. Thank you for the donations and support (especially from Radoye :yes , I couldn't get the map editing done without you). Please provide more suggestions :bonk .

Oct 22 20
+- Red AT def
+- Inc Inf Def

+- Modded Ardennes in Low Countries


Oct 21 20
+- Correct fuel errors for us bombers
+- Add short/mid rng art
+- Red spot for low fliers
+- Update fighter stats
+- AT to Inf class :rip
+- strngpt ini inc
+-inc pric of c17k18
+-dec dmg of c15k18

+- Add spotters for art on mosc
+- Mega add inf nearby Vic Hexes
+- Inc Sub Count
+- Add Exp Enemies
+- Change AA to AD for Russians
+- Add Late scenario pres award to allies
+- Delay Pres Low Countries

+- Rmv inter-scenario e-replacements :rip


Not to Do:
- Add "have air transport" stat (Beyond my ability at the moment; requires better coding understanding)


PGF 1.02 +Total War/Mega Poland (8mb):
https://www.dropbox.com/s/mo4pxe5vj0411 ... a.zip?dl=0

WIZZELKIN
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Re: [DEV] Panzer General Total War

Post by WIZZELKIN » 2020-11-21 19:51, Saturday

This is a great new interpretation that plays really differently. However I think the prestige allocations for the AI are out of whack. For example there are serveral turns in the Low Countries and France scenarios where the AI receives several thousand points. On the other hand, the player is receiving almost no points for destroying units or even when capturing victory hexes. I can't even tell if the AI is paying full costs for units. However it comes about the net effect of the AI being able to produce a dozen Char-B tanks every few turns makes the scenarios unwinnable. It looks like this overabundance of points on the AI side persists in later scenarios as well.

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Re: [DEV] Panzer General Total War

Post by newavenriquez » 2020-11-22 18:19, Sunday

Are you playing campaign or individual scenarios? The mod is designed for campaign play only so far. In the campaign the player starts with 25k in poland.

My goal was to make the campaign barely winnable for myself , so that D-day and other scenarios were more likely to be played.

I could release an easier version with reduced prestige for the AI, reduce unit count, or increase the interval at which the AI buys units. Ill get around to that next but i wanted to play through just a lil further. Im barely at the Norway scenario.

Would you be able to post your replays in the discord?

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Re: [DEV] Panzer General Total War

Post by WIZZELKIN » 2020-11-23 01:10, Monday

I was playing the campaign, with about 100 units built and maintained through Poland and Norway. There were a lot of top end French tanks being built. I killed the entire Belgian and French airforce and seemed to get very few points for it. Likewise when capturing objectives - very little prestige collected. From a historical point of view, it was as if France did a full forward deployment of all its armor and other resources. I obtained a minor win, at a lost of an appreciable amount of my unit's strengths. In the Low Countries it was difficult to rebuild units, much less replacements due to lack of prestige points, but it was possible to slog through. The forward French deployment of heavy assets is historically plausible. But if they lost all their forward deployments, this wuld have left them very hollowed out and lacking resources by the time the Germans hit France. But in the France scenario, the Axis are in a position of depleted units and few points, and are hit by several waves of newly built Char-B tanks (perhaps 30 Char-B tanks total?) and in total perhaps 35+ aircraft. I don't think it matches what they would have availble historically. No automatic rebuilding unit strengths between scenarios really cripples the Axis. That makes the lack of ability to gain new prestige points really crippling. I doubt it is possible to proceed beyond the France scenario without cheating (e.g. using cheat codes to add substantial prestige to the Axis). Perhaps I should have built fewer units at the start and saved prestige from the game start for unit rebuilds, upgrades and replacements in later scenarios. I can see that might have helped. But it may be the prestige settings merit some adjustment.

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Re: [DEV] Panzer General Total War

Post by newavenriquez » 2020-11-24 20:39, Tuesday

Thanks for the reply.

I may also simply increase prestige award for the victories to offset the battle losses, but i'm still making my way to France to check my results.

The on map unit counts are based off of Wikipedia estimates (except for mega Poland), but with some difficulty added by allowing the AI to purchase more units. I may reduce both Axis and ally prestige to make the game more true to history, but that will be another campaign version added later.

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Re: [DEV] Panzer General Total War

Post by WIZZELKIN » 2020-11-26 06:05, Thursday

You asked if I could post my replays in Discord. I just figured out how to generate the replay file for my play of the Low Countries scenario. I've just signed up for Discord, but don't know where or how to post it, so I've posted it here:

https://drive.google.com/file/d/127HUu7 ... sp=sharing

newavenriquez
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Re: [DEV] Panzer General Total War

Post by newavenriquez » 2020-11-26 06:15, Thursday

Thank you, If you have the discord client you just drag and drop. I cant remember how it works for the browser version; it may be impossible.

I only got through turn 1 of the replay and then it crashed. Our game versions may be a bit different.

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Re: [DEV] Panzer General Total War

Post by WIZZELKIN » 2020-11-26 19:24, Thursday

I'm running PGF 1.02 +Total War/Mega Poland (8mb), downloaded from your link above. For me the replay file crashes part way through turn 2 as well, so I guess it just won't work. Reason unknown.

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