Battle Damage Tiles

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MajorVictory
Lance Corporal - Panzer IA
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Battle Damage Tiles

Post by MajorVictory » Tue Jun 11, 2013 2:36 am

I was just playing Panzer Corps AC and smashed a large German force. I continued on a few turns and looked back on the map where the huge battle had taken place and thought it would be great to see where the battlefield actually was.

:idea: Maybe in a future update the Devs could put in battlefield damage tiles. Just some smoke, burnt out tank hulks, some craters and some other details that could indicate a major battle happen on that hex. If the battle was in a city or port maybe the buildings could look damaged or smoke could be emanating from the structures. The hex could stay that way the entire scenario, or gradually over a few time revert back to original tiles.

Just an idea. I think it would add some depth to the map and a little more realism.

churchlakecity
Sergeant First Class - Panzer IIIL
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Re: Battle Damage Tiles

Post by churchlakecity » Tue Jun 11, 2013 6:49 am

Will be contained in the LoV-Ultimate-Edition..... :D :D :D

asuser
Master Sergeant - Bf 109E
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Re: Battle Damage Tiles

Post by asuser » Mon Jul 08, 2013 4:44 pm

I've discussed this theme also with guille1434. In our modding project we created some shot down tank hulks as a new unit type. More of these types (wreck tanks/planes) are planned. It could be possible to use these units as a booby trap (like it was in reality). The big question is: How could these new units implemented in the PC system? If the unit strength go smaller than 1 the new unit should appear? Another function could be only for a better battlefield appearance. Therefore you could set this new unit in the editor in your self created scenario with the special functions in the eqp file (Movement=0...). Stay tuned...

asuser
Master Sergeant - Bf 109E
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Re: Battle Damage Tiles

Post by asuser » Mon Jul 15, 2013 10:01 am

...And here is an example what i mean:

If you shot down a hole unit of sherman tanks and the strength go under 1 you get this unit/tile or whatever:
Wreck.jpg
Wreck.jpg (13.29 KiB) Viewed 1992 times
To make the right icon or tile is'nt the problem, there is enough stuff to make wrecks for tanks, planes..., the function of these new type of content is the big question!

What are the needs/wishes of the forum members:

Wrecks should be:

A) Only eyecatcher for the landscape
B) Booby traps/Minefield
C) Both (Light destroyed- B, heavy destroyed- A)
D) ...

Answers are welcome!

naturesheva
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
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Re: Battle Damage Tiles

Post by naturesheva » Tue Jul 16, 2013 6:14 am

If these units are not movable, we can achieve that by "hex action", put the damaged tank as another layer on the map.
That's what I'm doing at the moment in my modding project.

So you can have damaged tank, burning building ,destroyed bunker...and so on.

fsx
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Re: Battle Damage Tiles

Post by fsx » Tue Jul 16, 2013 6:24 am

But its in 1.20 not possible to "find" the hex, where the unit was destroyed.
You could only switch the tiles without the right position (okay, for fortifications it works).

naturesheva
Staff Sergeant - StuG IIIF
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Re: Battle Damage Tiles

Post by naturesheva » Tue Jul 16, 2013 7:16 am

fsx wrote:But its in 1.20 not possible to "find" the hex, where the unit was destroyed.
You could only switch the tiles without the right position (okay, for fortifications it works).
That's why I said its only for unmovable units, we cannot track the unit's location, it must be fixed on a certain hex. :(

naturesheva
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
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Re: Battle Damage Tiles

Post by naturesheva » Wed Jul 17, 2013 1:44 pm

Here is a example of a destroyed strongpoint :D
Image

fsx
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Re: Battle Damage Tiles

Post by fsx » Thu Jul 18, 2013 5:15 am

Hi naturesheva!

If I see right, you realized it with Hex-Action.
Ist also possible to make a destroyed strongpoint as tile and place a unit on it. If the unit is destroyed, you see the tile.
But, make such a nice ruin with smoke, its better to use hex-action.

asuser
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
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Re: Battle Damage Tiles

Post by asuser » Thu Aug 01, 2013 4:30 pm

Hello naturesheva,

i gave the example with the burn out sherman (15. July). Please, could you explain what it means "hex action"? It sounds easy to realize with any unit type? Alternatively i can take the normal sherman icon, give a little fire and smoke on it and let it set on the original hex field? How does it work?

Greetings from Germany!

naturesheva
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 273
Joined: Mon Aug 01, 2011 11:18 pm

Re: Battle Damage Tiles

Post by naturesheva » Fri Aug 02, 2013 2:24 am

asuser wrote:Hello naturesheva,

i gave the example with the burn out sherman (15. July). Please, could you explain what it means "hex action"? It sounds easy to realize with any unit type? Alternatively i can take the normal sherman icon, give a little fire and smoke on it and let it set on the original hex field? How does it work?

Greetings from Germany!
Hi asuser,

As fsx mentioned in the previous post, this function is achieved by Hex-Action.
The problem is that it can be achieved only for units which cannot move. So if the sherman is moveable, this cannot be done currently. I hope the next update can solve this problem.

For the Hex-Action. Here's the steps you need to do:
*put the battle damaged tiles into makers layer under Graphics\Tiles\
*The script setting is: if unit in Zone A with a name "XXX" is less than 0, Zone A will have a hex action of changing Layer Makers (the last layer) to the the number of your damaged tile. Timing is instant.
I hope that can help. :D


Naturesheva

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