[v1.04] Enchanced Movements Mod by Yrfin (EMMY)

A forum to discuss custom scenarios, campaigns and modding in general.

Moderators: Slitherine Core, Panzer Corps Design, Panzer Corps Moderators

guille1434
Major-General - Jagdtiger
Major-General - Jagdtiger
Posts: 2856
Joined: Sun Jul 01, 2012 5:32 pm

Re: Test: New movement cost and types

Post by guille1434 »

Ok Yrfin!
Two matters:

- New Move Types: I think we should start to think about a new movement type: Wheeled Tank. As I am about to upload a new icon for the Soviet BT-5 fast tank, with two switches, the regular tracked tank unit, and the "wheeled" one (maybe with "reconmove" trait?), because this tank could move very fast on its wheels after the crew uninstalled the track from around them, but only on hard surfaces. This new move type should allow the unit to be very fast on dry roads, but to be very slow and clumsy on mud roads and on any type of terrain, except of main roads, cities, ports, may be airfields... Those BT-5 wheels were very hard and narrow, so, the tank moved on wheels, it should have a fairly high ground pressure value. Here, I attach a possible icon for this new movement type... :-)

About switchable infantry: I like the two-switch infantry units, with Heavy Weapons Inf units biased to defensive duties (with its "defensive" switch), and the Light Infantry (or just regular) units biased to attack ("Attack" switch) duties. But I think that -4GD -8AD is a little excessive... It's ok if the unit with such stats usually fire first while making an attack, but you have to bear in mind that the unit will remain in that state, with those stats, during the enemy's turn, and as such I think it would very vulnerable to any type of attack... So, you attack and conquer a new position, only to see that unit wiped out by one air attack and one land units counterattack. Testing should be made to check the values... I think it is Ok to decrease defense values, but the number you propose, in my opinion seem to be a little excessive...

Some more brain-food... :-)
Attachments
36_WheeledTank.png
36_WheeledTank.png (602 Bytes) Viewed 6111 times
Yrfin
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 818
Joined: Sun Dec 04, 2016 6:47 am
Location: Behind your backs

Re: Test: New movement cost and types

Post by Yrfin »

guille1434 wrote: - New Move Types: I think we should start to think about a new movement type: Wheeled Tank.
Hi guille !
I am glad to see your new icons as always :)
Like you wish I make new type of movements for Track/Wheeled Tanks (BT series: BT 2/5/7).
#36 Wheel Tank

In Wheel Stance this unit can move only on Road/City/Port (I think it must be Move 9 in scale GC - 72 km/h). Muddy/Snow: - 20 %.

In Track Stance - it can be Light Tank Movement (#22 Light/Swim Tank). Move 6-7 in scale GC -53 km/h. Trait "reconmove" of coz IMHO.
Version 0.08
New movements.zip
(82.43 KiB) Downloaded 205 times
Also add new type of movements
#35 Vehicles Hide
Recon Vehicles can Switch/Move to Hide Stance only in City/Port/Forest/Bocage.

And i think about add Tank Ambush type of Movements.?
Any suggestion
May be make it on Countryside too ?

Movement.pzdat -> place to Data folder
String.pzdat -> place to Data folder
Icons from Movement Folder -> place to UI/movement Folder.
And don't forget make a copy original files before !
When im died - I must be a killed.
Yrfin
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 818
Joined: Sun Dec 04, 2016 6:47 am
Location: Behind your backs

Re: Test: New movement cost and types

Post by Yrfin »

A little boost for Alphine/Paratroops.
Now Alphine/Paratroops can move 4 hex on Dry Road (with standart Move 3).
Version 0.09
New movements.zip
(99.91 KiB) Downloaded 214 times
When im died - I must be a killed.
Yrfin
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 818
Joined: Sun Dec 04, 2016 6:47 am
Location: Behind your backs

Re: Test: New movement cost and types

Post by Yrfin »

Future update you can see in topic "[Test] New equipment File (with Switchable Units)".
http://www.slitherine.com/forum/viewtop ... 63#p676560
When im died - I must be a killed.
Yrfin
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 818
Joined: Sun Dec 04, 2016 6:47 am
Location: Behind your backs

Re: [Test] New movement cost and types

Post by Yrfin »

Version 0.10
Few minor changes in Light Cars (4x4 and Swimm).
movement.zip
(3.78 KiB) Downloaded 148 times
Now Light Cars (4x4) with Type of Movements #14 and Swimm Car with Type of Momements #15 have a same Movements (except Terrain with "Water" (Rivers/Lake etc)).
Thanks guille for inspiration :)
When im died - I must be a killed.
guille1434
Major-General - Jagdtiger
Major-General - Jagdtiger
Posts: 2856
Joined: Sun Jul 01, 2012 5:32 pm

Re: [Test] New movement cost and types

Post by guille1434 »

Thanks Yrfin for the update! :-) The unit's movement aspect of this game is very important to give said units some unique capacities. May be you saw it, but I made a new small icon for the 4x4 Car move type... It looks more like an armored car than a civil automobile, may be you find some use for it... :-)
Attachments
14.png
14.png (554 Bytes) Viewed 5721 times
Yrfin
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 818
Joined: Sun Dec 04, 2016 6:47 am
Location: Behind your backs

Re: [Test] New movement cost and types

Post by Yrfin »

Version 0.11
Few minor changes in #32 Foot Hiding and #35 Vehicle Hiding (Now worked in Countryside/Port).
New movements.zip
(101.12 KiB) Downloaded 247 times
Thanks guille for movement #14 icon :)
When im died - I must be a killed.
guille1434
Major-General - Jagdtiger
Major-General - Jagdtiger
Posts: 2856
Joined: Sun Jul 01, 2012 5:32 pm

Re: [Test] New movement cost and types

Post by guille1434 »

Thanks also to you for the update on thi all-important mod! 8)
Yrfin
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 818
Joined: Sun Dec 04, 2016 6:47 am
Location: Behind your backs

Re: [v1.0] Enchantment Movements Mod by Yrfin (EMMY)

Post by Yrfin »

When im died - I must be a killed.
Yrfin
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 818
Joined: Sun Dec 04, 2016 6:47 am
Location: Behind your backs

Re: [v1.0] Enchanced Movements Mod by Yrfin (EMMY)

Post by Yrfin »

update 1.01.
EMMY 1.01.zip
(101.33 KiB) Downloaded 214 times
- Correct Movement # 14 (4x4) icon from Guille.
- minor fixed in String.pzdat
- can be used with GME. Place EMMY Folder to Mod Folder and use GME for activate.
When im died - I must be a killed.
Yrfin
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 818
Joined: Sun Dec 04, 2016 6:47 am
Location: Behind your backs

Re: [v1.03] Enchanced Movements Mod by Yrfin (EMMY)

Post by Yrfin »

update 1.03

- Swamp movements changed.
- Paratroop Type of Movement #33 renamed to Leg Special and can be used with SpecialTroops like SAS Ranger Commando Partisan.
- Add #37 Underwater Track
(move only : Road/City/Clear/Water)
When im died - I must be a killed.
Yrfin
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 818
Joined: Sun Dec 04, 2016 6:47 am
Location: Behind your backs

Re: [v1.04] Enchanced Movements Mod by Yrfin (EMMY)

Post by Yrfin »

guille1434 wrote: - Coastal naval movement: For low freeboard small coastal and riverine craft (gunboats, ferries, coastal freighters, pontoons, etc...) which can sail over rivers and quieter coastal waters, but not on open seas.
- Shallow naval movement: For low draught ships (destroyers, light cruisers, may be escort carriers...) which can go over shallow and deep seas (they can sail to waters where heavy ships can't).
- Deep Naval movement: For heavy, deep draught ships (carriers, heavy cruisers, battleships, etc...) which can only sail over deep water and cannot go over shallow, confined waters.
With ideas from Guille im make EMMY 1.04 (Sea Movements Extended).
EMMY 1.04.zip
(105.72 KiB) Downloaded 227 times
#38 Naval Deep Sea
#39 Naval Shallow Sea
#6 Naval renamed to Naval All Sea. And changed.
#12 River - Changed.

Any question ?
When im died - I must be a killed.
captainjack
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1908
Joined: Thu Sep 13, 2012 7:42 am

Re: [v1.04] Enchanced Movements Mod by Yrfin (EMMY)

Post by captainjack »

If I ever finish off my current project I intend to apply your movement mods to this. I have one serious question and one less serious one.

Serious question first
Commandos should really be coastal raiders, so I was thinking of giving them stats like paratroopers but instead of allowing paradropping, giving them a switch to river boat for getting to and from targets. Ideally when ground troops they would also be able to fight from river hexes and on rivers like bridge engineers but not allow other units to cross them. Do your current move types allow this or could you add one?

Less serious
Camel move
I'm currently working on desert scenarios, I keep thinking that it would be nice to have camel move - mostly the same as horses but not affected by dunes and rough desert.

Oxen
Slow (probably 2 move) but move almost completely unaffected by terrain. Perfect for Balkan campaigns when you need to move those heavy guns and have no vehicles or fuel.
Yrfin
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 818
Joined: Sun Dec 04, 2016 6:47 am
Location: Behind your backs

Re: [v1.04] Enchanced Movements Mod by Yrfin (EMMY)

Post by Yrfin »

captainjack wrote: Commandos should really be coastal raiders, so I was thinking of giving them stats like paratroopers but instead of allowing paradropping, giving them a switch to river boat for getting to and from targets. Ideally when ground troops they would also be able to fight from river hexes and on rivers like bridge engineers but not allow other units to cross them. Do your current move types allow this or could you add one?
Im use #16 Swimm leg
Can move Shallow Sea/Rivers
captainjack wrote: Camel move
I'm currently working on desert scenarios, I keep thinking that it would be nice to have camel move - mostly the same as horses but not affected by dunes and rough desert.

Oxen
Slow (probably 2 move) but move almost completely unaffected by terrain. Perfect for Balkan campaigns when you need to move those heavy guns and have no vehicles or fuel.
Im not Big expert at Camels ;) Not sure about "not affected by dunes and rough desert".

For Oxen you can use #25 Horse Drawn.
May be Oxen movement almost completely unaffected by terrain (without cargo), but pulled Heavy Gun - not.
When im died - I must be a killed.
guille1434
Major-General - Jagdtiger
Major-General - Jagdtiger
Posts: 2856
Joined: Sun Jul 01, 2012 5:32 pm

Re: [v1.04] Enchanced Movements Mod by Yrfin (EMMY)

Post by guille1434 »

Thanks Yrfin for the updates... You continue providing valuable stuff for my project... :-)

About animal traction... I'm not a zoologist but it is a good idea in my opinion to make a "camel move" type to be made like cavalry move but more efficient in desert and dunes terrain types. I think I remember to have read that camels had bigger "feet" (meaning a bigger contact surface with the terrain) which gave those creatures a better movement over sand or soft surfaces (same effect for vehicles using "fatter" balloon tyres over sandy surfaces). The downside is, of course, we don´t have any camel icons!!

On the other hand, I cannot say anything about oxen. I suppose they are stronger creatures than horses, but anyone can use more horses to compensate that when pulling some heavy cargo, so, it looks like something as an overkill to include also oxen besides the horses as transport type units.

Just an opinion... 8)
captainjack
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1908
Joined: Thu Sep 13, 2012 7:42 am

Re: [v1.04] Enchanced Movements Mod by Yrfin (EMMY)

Post by captainjack »

Thanks for the commments. The swim/leg move sounds like what I was after for the commandos

As for the animals, I was guessing about camels, and oxen as slow horses with heavier pulling capacity sounds about right.
Yrfin
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 818
Joined: Sun Dec 04, 2016 6:47 am
Location: Behind your backs

Re: [v1.04] Enchanced Movements Mod by Yrfin (EMMY)

Post by Yrfin »

Im going to re-read Friedrich von Mellenthin "Panzer Battles: A Study of the Employment of Armor in the Second World War", about Rommel's Camels :)
PS. "we don´t have any camel icons!" (c) Guille
When im died - I must be a killed.
Wolfram1951
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 43
Joined: Mon Aug 28, 2017 10:24 am

Re: [v1.04] Enchanced Movements Mod by Yrfin (EMMY)

Post by Wolfram1951 »

Good work and idea!
zakblood
Most Active User 2017
Most Active User 2017
Posts: 16505
Joined: Thu Jun 12, 2014 6:44 pm

Re: [v1.04] Enchanced Movements Mod by Yrfin (EMMY)

Post by zakblood »

2nd account has been banned as well, for reasons please see

viewtopic.php?f=147&t=79363&start=20
zakblood
Most Active User 2017
Most Active User 2017
Posts: 16505
Joined: Thu Jun 12, 2014 6:44 pm

Re: [v1.04] Enchanced Movements Mod by Yrfin (EMMY)

Post by zakblood »

topic closed and locked
Locked

Return to “Panzer Corps : Scenario Design”