modding chassis
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- Sergeant - Panzer IIC
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modding chassis
Hi,
I would like to ask if anybody has experience with the modding of chassis files?
1
Do the numbers mean that the maximum movement points will be divided by this number?
2
Is the first road factor unpaved and the second paved road?
3
What influence does "humanoid" have?
4
Why are there two separate files? A txt and a csv?
Do I need to edit both for the mod to work?
Thanks
I would like to ask if anybody has experience with the modding of chassis files?
1
Do the numbers mean that the maximum movement points will be divided by this number?
2
Is the first road factor unpaved and the second paved road?
3
What influence does "humanoid" have?
4
Why are there two separate files? A txt and a csv?
Do I need to edit both for the mod to work?
Thanks
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- Sergeant Major - SdKfz 234/2 8Rad
- Posts: 645
- Joined: Sun Feb 10, 2019 11:10 am
Re: modding chassis
1- yes
2- yes
3- as far as I know, none
4- I only edited the CSV, and so far it worked. there are three CSV files for each climate.
2- yes
3- as far as I know, none
4- I only edited the CSV, and so far it worked. there are three CSV files for each climate.
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- Sergeant - Panzer IIC
- Posts: 187
- Joined: Sat Nov 23, 2024 3:55 pm
- Location: Czechia
Re: modding chassis
nice, thanks.StuccoFresco wrote: ↑Mon Mar 31, 2025 11:02 pm 1- yes
2- yes
3- as far as I know, none
4- I only edited the CSV, and so far it worked. there are three CSV files for each climate.
You have already modded it?
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- Sergeant Major - SdKfz 234/2 8Rad
- Posts: 645
- Joined: Sun Feb 10, 2019 11:10 am
Re: modding chassis
Yes, the roads' mechanics is a bit wonky but everything works reasonably fine.FrancoisPhilidor wrote: ↑Sat Apr 05, 2025 12:25 pmnice, thanks.StuccoFresco wrote: ↑Mon Mar 31, 2025 11:02 pm 1- yes
2- yes
3- as far as I know, none
4- I only edited the CSV, and so far it worked. there are three CSV files for each climate.
You have already modded it?
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- Sergeant - Panzer IIC
- Posts: 187
- Joined: Sat Nov 23, 2024 3:55 pm
- Location: Czechia
Re: modding chassis
Where is your mod? How come I can't find it anywhere?StuccoFresco wrote: ↑Tue Apr 22, 2025 9:12 amYes, the roads' mechanics is a bit wonky but everything works reasonably fine.FrancoisPhilidor wrote: ↑Sat Apr 05, 2025 12:25 pmnice, thanks.StuccoFresco wrote: ↑Mon Mar 31, 2025 11:02 pm 1- yes
2- yes
3- as far as I know, none
4- I only edited the CSV, and so far it worked. there are three CSV files for each climate.
You have already modded it?
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- Sergeant Major - SdKfz 234/2 8Rad
- Posts: 645
- Joined: Sun Feb 10, 2019 11:10 am
Re: modding chassis
It's a total conversion mod, the chassis changes are a tiiiny part of it: https://www.slitherine.com/forum/viewtopic.php?t=108116
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- Lieutenant-General - Karl-Gerat 040
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Re: modding chassis
That's about it. Because of the "0.6" the dirt road system never really worked well with forests.StuccoFresco wrote: ↑Tue Apr 22, 2025 9:12 am Yes, the roads' mechanics is a bit wonky but everything works reasonably fine.
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- Sergeant - Panzer IIC
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- Joined: Sat Nov 23, 2024 3:55 pm
- Location: Czechia
Re: modding chassis
Ah ok nice.StuccoFresco wrote: ↑Thu May 01, 2025 9:30 pm It's a total conversion mod, the chassis changes are a tiiiny part of it: https://www.slitherine.com/forum/viewtopic.php?t=108116
Am I reading correctly you have replaced the models with counters? In your intro. But then the title is now "no counters".
Why would you remove the thing that makes the game a hundred times more attractive than basically all other hex games?

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- Sergeant Major - SdKfz 234/2 8Rad
- Posts: 645
- Joined: Sun Feb 10, 2019 11:10 am
Re: modding chassis
The "no counters" is a separate version.FrancoisPhilidor wrote: ↑Wed May 14, 2025 4:21 pmAh ok nice.StuccoFresco wrote: ↑Thu May 01, 2025 9:30 pm It's a total conversion mod, the chassis changes are a tiiiny part of it: https://www.slitherine.com/forum/viewtopic.php?t=108116
Am I reading correctly you have replaced the models with counters? In your intro. But then the title is now "no counters".
Why would you remove the thing that makes the game a hundred times more attractive than basically all other hex games?![]()
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- Sergeant - Panzer IIC
- Posts: 187
- Joined: Sat Nov 23, 2024 3:55 pm
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Re: modding chassis
Ah ok.StuccoFresco wrote: ↑Thu May 15, 2025 6:37 amThe "no counters" is a separate version.FrancoisPhilidor wrote: ↑Wed May 14, 2025 4:21 pmAh ok nice.StuccoFresco wrote: ↑Thu May 01, 2025 9:30 pm It's a total conversion mod, the chassis changes are a tiiiny part of it: https://www.slitherine.com/forum/viewtopic.php?t=108116
Am I reading correctly you have replaced the models with counters? In your intro. But then the title is now "no counters".
Why would you remove the thing that makes the game a hundred times more attractive than basically all other hex games?![]()
Do you have an overview of all your changes? Would be good to know what to look for. You mentioned more realistic movement speeds.
And is your mod compatible for multiplayer?
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- Sergeant Major - SdKfz 234/2 8Rad
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- Joined: Sun Feb 10, 2019 11:10 am
Re: modding chassis
There's a link to the full manual and a short-ish description in the first post of the linked thread.FrancoisPhilidor wrote: ↑Thu May 15, 2025 6:12 pm
Ah ok.
Do you have an overview of all your changes? Would be good to know what to look for. You mentioned more realistic movement speeds.
And is your mod compatible for multiplayer?
The speeds have been adjusted to the scale of the mod, they are "realistic" in the sense that motorized, mechanized and armored units are way, way faster than foot units, which isn't so sharp in the base game. But it's a total conversion: it's all rebalanced and fitted for a specific setup. It's basically an almost entirely different game.
There are no multiplayer maps per se: I only crafted single player scenarios and six full campaigns.
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- Sergeant - Panzer IIC
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Re: modding chassis
StuccoFresco wrote: ↑Mon May 19, 2025 7:20 amThere's a link to the full manual and a short-ish description in the first post of the linked thread.FrancoisPhilidor wrote: ↑Thu May 15, 2025 6:12 pm
Ah ok.
Do you have an overview of all your changes? Would be good to know what to look for. You mentioned more realistic movement speeds.
And is your mod compatible for multiplayer?
The speeds have been adjusted to the scale of the mod, they are "realistic" in the sense that motorized, mechanized and armored units are way, way faster than foot units, which isn't so sharp in the base game. But it's a total conversion: it's all rebalanced and fitted for a specific setup. It's basically an almost entirely different game.
There are no multiplayer maps per se: I only crafted single player scenarios and six full campaigns.
I have just read your manual
https://www.dropbox.com/scl/fi/qdxrj6ba ... xv42j&dl=0
Very professionally done
Wow didn't know something with so much work in it has been hidden on this forum and I am only seeing it now.
But what have you done to the geography and history of that world haha?
Do you think it's possible to play a multiplayer game if both players have the mod?
Just to try it. Because I can't see myself play a singleplayer game in a fictional world. But for multiplayer the mechanics look really nice.
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- Sergeant Major - SdKfz 234/2 8Rad
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- Joined: Sun Feb 10, 2019 11:10 am
Re: modding chassis
Thanks!
Yeah I didn't want to invent new flags so I used the same names and flags in a fictional world and it brings some strange results.
Yes, totally. I tested the factions by playing hotseat with myself and it works nicely. If you are interested I can craft some hotseat scenario with unit purchases and whatnot, I'd be glad to test factions with real opponents!
Yeah I didn't want to invent new flags so I used the same names and flags in a fictional world and it brings some strange results.
Yes, totally. I tested the factions by playing hotseat with myself and it works nicely. If you are interested I can craft some hotseat scenario with unit purchases and whatnot, I'd be glad to test factions with real opponents!
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- Sergeant - Panzer IIC
- Posts: 187
- Joined: Sat Nov 23, 2024 3:55 pm
- Location: Czechia
Re: modding chassis
Yes let's do it, nice. So I just need to download one version right? With or without Nato symbols. Is there any other difference between the two other than the visuals?StuccoFresco wrote: ↑Tue May 20, 2025 5:57 am Thanks!
Yeah I didn't want to invent new flags so I used the same names and flags in a fictional world and it brings some strange results.
Yes, totally. I tested the factions by playing hotseat with myself and it works nicely. If you are interested I can craft some hotseat scenario with unit purchases and whatnot, I'd be glad to test factions with real opponents!
And from what I have read in your manual, the models still make sense as unit representations, right? You still have separate infantry, AT guns etc. It's not like every unit is almost the same with all types of arms, like in operational hex games.
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- Sergeant Major - SdKfz 234/2 8Rad
- Posts: 645
- Joined: Sun Feb 10, 2019 11:10 am
Re: modding chassis
The no-counters version is an older one, I haven't updated it yet, so I'd reccomend the "standard" 3.5 version.FrancoisPhilidor wrote: ↑Tue May 20, 2025 10:49 amYes let's do it, nice. So I just need to download one version right? With or without Nato symbols. Is there any other difference between the two other than the visuals?StuccoFresco wrote: ↑Tue May 20, 2025 5:57 am Thanks!
Yeah I didn't want to invent new flags so I used the same names and flags in a fictional world and it brings some strange results.
Yes, totally. I tested the factions by playing hotseat with myself and it works nicely. If you are interested I can craft some hotseat scenario with unit purchases and whatnot, I'd be glad to test factions with real opponents!
And from what I have read in your manual, the models still make sense as unit representations, right? You still have separate infantry, AT guns etc. It's not like every unit is almost the same with all types of arms, like in operational hex games.
About units, they usually represent mixed formations with a bit of everything their real life counterpart is supposed to have, so an Infantry Regiment would have AT guns inside it, but as far as the game mechanics are concerned, they won't be "Antitank units" with AT capabilities. So in fact there isn't a huge difference with the base game. Infantry is still weak in open terrain if not entrenched, armored units will still be vulnerable in rough terrain and towns/cities, AT/AA/artillery units will be vulnerable to infantry and artillery, and so on.
I suggest you play a scenario to get the hang of the system, there is some novel interaction inside. The dual nature of Support Regiments (you should keep them right behind your first line to get both AA and AT cover), for example. And the usefulness of HQs.
At the moment there is a single multiplayer scenario I used for hotseat tests, and the map is a bit too big to play in a timely manner

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- Sergeant - Panzer IIC
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Re: modding chassis
Ok I have tried the Fate of Greece 1941 first scenario.StuccoFresco wrote: ↑Tue May 20, 2025 5:20 pmThe no-counters version is an older one, I haven't updated it yet, so I'd reccomend the "standard" 3.5 version.FrancoisPhilidor wrote: ↑Tue May 20, 2025 10:49 amYes let's do it, nice. So I just need to download one version right? With or without Nato symbols. Is there any other difference between the two other than the visuals?StuccoFresco wrote: ↑Tue May 20, 2025 5:57 am Thanks!
Yeah I didn't want to invent new flags so I used the same names and flags in a fictional world and it brings some strange results.
Yes, totally. I tested the factions by playing hotseat with myself and it works nicely. If you are interested I can craft some hotseat scenario with unit purchases and whatnot, I'd be glad to test factions with real opponents!
And from what I have read in your manual, the models still make sense as unit representations, right? You still have separate infantry, AT guns etc. It's not like every unit is almost the same with all types of arms, like in operational hex games.
About units, they usually represent mixed formations with a bit of everything their real life counterpart is supposed to have, so an Infantry Regiment would have AT guns inside it, but as far as the game mechanics are concerned, they won't be "Antitank units" with AT capabilities. So in fact there isn't a huge difference with the base game. Infantry is still weak in open terrain if not entrenched, armored units will still be vulnerable in rough terrain and towns/cities, AT/AA/artillery units will be vulnerable to infantry and artillery, and so on.
I suggest you play a scenario to get the hang of the system, there is some novel interaction inside. The dual nature of Support Regiments (you should keep them right behind your first line to get both AA and AT cover), for example. And the usefulness of HQs.
At the moment there is a single multiplayer scenario I used for hotseat tests, and the map is a bit too big to play in a timely mannerI can craft a more reasonable one in the meantime you test the system.
How do I attack those fortifications? Infantry doesn't deal any damage, bombers get quite a lot of damage in return from every ground unit

Do I just need to attack from behind?
But I will have to get used to those symbols. The units in the pictures still represent what they are right? Heavy infantry still works like heavy infantry?
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- Sergeant Major - SdKfz 234/2 8Rad
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- Joined: Sun Feb 10, 2019 11:10 am
Re: modding chassis
Strongpoints are nasty, your best bet is to bring artillery (Heavy Artillery is perfect for this: range 4 and huge attack) into range and wear them down. Even just lowering their proficiency would give your Assault Brigades the opportunity to crush them. In my AAR ( https://www.slitherine.com/forum/viewtopic.php?t=116252 ) I shelled them with Heavy Artillery for 2 turns. When softened up, Mechanized Regiments are enough to start demolishing them. However, I only take them on if they sit on an objective or somewhere I have to pass through. As in real life, it's better to bypass them with maneuvers.FrancoisPhilidor wrote: ↑Tue May 20, 2025 7:49 pm Ok I have tried the Fate of Greece 1941 first scenario.
How do I attack those fortifications? Infantry doesn't deal any damage, bombers get quite a lot of damage in return from every ground unit
Do I just need to attack from behind?
But I will have to get used to those symbols. The units in the pictures still represent what they are right? Heavy infantry still works like heavy infantry?
Yes, most symbols show what to expect: the only dubious symbol is the one for Support Battalions because it's AA and AT combined.
Heavy Infantry is indeed strong in defense, good in rough terrain, but vulnerable against armored troops. And so on.
Cavalry in the game is heavily mechanized, think of them of something more akin to a light armored units: light tanks, better mobility in rough terrain, still very strong in open terrain. Since it's a Brigade, its sheer size will give it an advantage against Armored Regiments despite using "inferior" tanks. It's also very fast and can split its movement in two phases, it's VERY useful for advancing.
Assault Brigades (like the Italian ones) have lots of Assault Guns and artillery: slower but hard-hitting. Perfect for breaching enemy lines.
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- Sergeant - Panzer IIC
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Re: modding chassis
StuccoFresco wrote: ↑Wed May 21, 2025 8:05 amStrongpoints are nasty, your best bet is to bring artillery (Heavy Artillery is perfect for this: range 4 and huge attack) into range and wear them down. Even just lowering their proficiency would give your Assault Brigades the opportunity to crush them. In my AAR ( https://www.slitherine.com/forum/viewtopic.php?t=116252 ) I shelled them with Heavy Artillery for 2 turns. When softened up, Mechanized Regiments are enough to start demolishing them. However, I only take them on if they sit on an objective or somewhere I have to pass through. As in real life, it's better to bypass them with maneuvers.FrancoisPhilidor wrote: ↑Tue May 20, 2025 7:49 pm Ok I have tried the Fate of Greece 1941 first scenario.
How do I attack those fortifications? Infantry doesn't deal any damage, bombers get quite a lot of damage in return from every ground unit
Do I just need to attack from behind?
But I will have to get used to those symbols. The units in the pictures still represent what they are right? Heavy infantry still works like heavy infantry?
Yes, most symbols show what to expect: the only dubious symbol is the one for Support Battalions because it's AA and AT combined.
Heavy Infantry is indeed strong in defense, good in rough terrain, but vulnerable against armored troops. And so on.
Cavalry in the game is heavily mechanized, think of them of something more akin to a light armored units: light tanks, better mobility in rough terrain, still very strong in open terrain. Since it's a Brigade, its sheer size will give it an advantage against Armored Regiments despite using "inferior" tanks. It's also very fast and can split its movement in two phases, it's VERY useful for advancing.
Assault Brigades (like the Italian ones) have lots of Assault Guns and artillery: slower but hard-hitting. Perfect for breaching enemy lines.
Sounds good. Would be a shame not to try it in multiplayer. Let me know when you want to play
