Mainly UI/HQ questions

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mird
Second Lieutenant
Posts: 6
Joined: Wed Nov 13, 2019 11:47 pm

Mainly UI/HQ questions

Unread postby mird » Wed Mar 24, 2021 11:45 am

Hi, I got a bunch of questions, hoping I could get at least some of them answered seeing that a new DLC has been announced. Also, can you get into the beta by per-purchasing or is it invite-only? I tried to edit these questions as much as I could and cut out most of my own opinions to improve the clarity, kind of.

UI
1. Can the „Turn required to capture“ stay shown or seen after having captured the objective.
2. Is there a way to know in advance what cards/specialists will be gained before capturing an objective?
3. Is it possible to make it more obvious which units belong to which HQ when highlighted, or even when not.
AI
4. Does it „know“ when one of your objectives is to „preserve armor“ because it piled on my armor if any of its steps/specialists were suppressed. It also seems it over-commits to retake an objective or cut your supply lines.
5. Does the AI knows results of a battle in advance (i.g. pre-calculates everything for the turn) or performs one action at a time.
HQs
6. Did you consider giving Panzer HQs ability to use all/some abilities after moving. They seem to be barely able to keep up with their units. I suppose map design can iron out this issue.
7. Any plans on „kampfgruppe“ unit merging and/or transferring them between HQs?
8. Are specialist steps/reinforcements allocated per mission or in some other way?
9. Can I see which HQs specifically will be used in which scenario/mission in advance?
10. I very much dislike the lack of HQ continuity in Blitzkrieg, especially as specialist steps are „wasted“ all over the place. And in some missions HQs seem useless (OKH / Balkans) after a couple of turns. Hoping this will change in Barbarossa (if HQ's are imported into it).

Other
11. I feel vaguely cheated when the game says that a unit will be available in the next mission – mainly infantry – only for them to arrive turn 3 or later as reinforcements – would've moved the specialist steps back to HQ if I knew this in advance.
12. Every missions still requires nice weather (restarts) turn 1 to achieve breakthrough (as it did in UoC1).
13. It would be nice if python errors would stop crashing my game randomly (easier to restart the scenario than report them).
14. The number signifying how many following missions a unit will appear – does it include alternative history scenarios?

Any answers will be greatly appreciated :)

User avatar
Danielefc
2x2 Games
Posts: 1142
Joined: Thu Nov 24, 2011 10:03 pm

Re: Mainly UI/HQ questions

Unread postby Danielefc » Thu Apr 01, 2021 10:14 am

Sorry for a late reply but we are super busy wrapping up the next DLC (Barbarossa). Sadly our beta crowd was "set" when you posted.

1.) No. I'd really like this, but there are many such items on "our list". So I can't promise "if or when"
2.) No. This is also an item on our list. This definitely will be added though, but I can't say when
3.) Yes. Option --> gameplay --> show parent unit HQ
4.) Short answer is No it doesn't :)
5.) one action at a time. Everything the AI does is under the same restrictions as the player (FoW, CPs etc...)
6.) yes. It turned out to be a technical nightmare though. I still have hopes our programmers can pull it off. But tbh it doesn't seem likely
7.) no
8.) each front has it's own unique "pool" that lasts a segment (between two conferences). These pools do not carry over after a conference. (yes, this could use a better explanation/interface)
9.) Yes, it's in the campaign screen when you select a scenario
10.) There will be no carry over between DLC campaigns. (The balance would completely fall apart)
12.) In total there are 2-3 scenarios where *very* unlucky RnG can require a restart if you wan't to "get everything".
13.) We are continuously fixing bugs. But bugs that are not reported risk never getting fixed and there is also a pretty decent chance that the crashes are not "the games fault". It could be a missing or outdated driver and stuff like that. There is really no way we can know without a bug report.
14.) Yes and no. The number shows you the current "track" you are on. So if you switch track (to alt history OR back to history) these number may be incorrect. We don't see any elegant "solution" for this issue.


General comment RE: 10,11, 12 and 14
Each game has its strengths (and weaknesses). Ours strengths are operational maneuver and supply. We hope to make our "carry over" mechanics more transparent and smooth - but, min/maxing alá "Panzer Corps core forces" is not really something we are working towards. It's simply doesn't work well within our system :) Also, "Perfect runs" are not really intended in UoC2. We saw this as a weakness in UoC1 and this was why "bonus objectives" were introduced. It is however mostly still _possible_ to "get everything". We have not been good enough at communicating this though.

Cheers!

mird
Second Lieutenant
Posts: 6
Joined: Wed Nov 13, 2019 11:47 pm

Re: Mainly UI/HQ questions

Unread postby mird » Thu Apr 01, 2021 8:58 pm

Thank you, I did not expect each of these to be answered!

Honestly, I'm amazed with the operational and logistical depth you've implemented. This was just a bunch of things I was thinking about while figuring out my a-historical Germany campaign with all objectives/rewards taken. That's where min-maxing was crucial, though I find such approach a bit too tedious for regular play. Best "exploit" I could find was shamelessly farming XP, especially with armored/motorized units which then had specialized roles (and detachments). Let's just say that the main UoC2 campaign has spoiled me in that regard (everyone gets a Sherman).

Looking forward to the Barbarossa DLC :)