Switch button

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guille1434
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Re: Switch button

Post by guille1434 »

Very good icon for the Sd Anh 116 trailer!
I also like the idea of having recovery vehicles in game... But instead of adding them as a switch to each unit (a lot of new icons and unit info has to modded into the game) I think a readily identifiable recovery vehicle icon can be made and added as a transport unit, then all the units you want to have recovery vehicles available can be made "transportable" by that recovery vehicle. The use will be the same case as an infantry unit and a truck, where you can mount the tank onto the recovery vehicle... Tha same idea can be made for tank transporters (a use for the Sd Anh 116), where you can mount your tank on it and baing able to move it in a faster way than if you move the tank by way of its tracks... Of course the trailer will move fast only along road hexes (because of its wheeled movement type), a con will be that the tank will also deplete its fuel when tranported by this new transport type unit.

Also you can purchase the tank only at its regular cost, and then if you want to you can upgrade the unit to include the transport/recovery vehicle...

Possible candidates for this transport/recovery units would be a crane equipped Sdkfz 9 or a recovery vehicle converted from a tank chassis, like for example a Bergepanther, also, the Americans used a tank recovery vehicle based on the Sherman chassis...

Just some ideas... :-)
iceFlame
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Re: Switch button

Post by iceFlame »

guille1434 wrote:I also like the idea of having recovery vehicles in game... But instead of adding them as a switch to each unit (a lot of new icons and unit info has to modded into the game) I think a readily identifiable recovery vehicle icon can be made and added as a transport unit, then all the units you want to have recovery vehicles available can be made "transportable" by that recovery vehicle.
I agree this is probably the better way to go, but can it be done without having to add an entire class of transports? I ask in the event we end up with a situation where multiple transports are available for the upgrade, even though many of them would not be capable of recovering a tank.

If it could be done by just adding transports that are legit recovery vehicles, then I'm all for it. But if we end up with tanks capable of riding on Opel trucks, then I'd probably go for the switch.
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phcas
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Re: Switch button

Post by phcas »

guille1434 wrote:Very good icon for the Sd Anh 116 trailer!
I also like the idea of having recovery vehicles in game... But instead of adding them as a switch to each unit (a lot of new icons and unit info has to modded into the game) I think a readily identifiable recovery vehicle icon can be made and added as a transport unit, then all the units you want to have recovery vehicles available can be made "transportable" by that recovery vehicle. The use will be the same case as an infantry unit and a truck, where you can mount the tank onto the recovery vehicle... Tha same idea can be made for tank transporters (a use for the Sd Anh 116), where you can mount your tank on it and baing able to move it in a faster way than if you move the tank by way of its tracks... Of course the trailer will move fast only along road hexes (because of its wheeled movement type), a con will be that the tank will also deplete its fuel when tranported by this new transport type unit.

Also you can purchase the tank only at its regular cost, and then if you want to you can upgrade the unit to include the transport/recovery vehicle...

Possible candidates for this transport/recovery units would be a crane equipped Sdkfz 9 or a recovery vehicle converted from a tank chassis, like for example a Bergepanther, also, the Americans used a tank recovery vehicle based on the Sherman chassis...

Just some ideas... :-)
This works perfect! I love it. Every tank unit can make a choice of adittional Werkstatte (Recovery) or Transport (SdAnh116). Made it with SdKfz9 now and will add berge panzers later. I made it 50 points to add a recovery or transport unit. Maybe not to expensive but if you want to add it for your whole panzer corps......

This are the "Transport" units I use
Attachments
Transport - SdAnh 116 (a1).png
Transport - SdAnh 116 (a1).png (24.87 KiB) Viewed 5761 times
Transport - SdAnh 116 (b1).png
Transport - SdAnh 116 (b1).png (42.29 KiB) Viewed 5761 times
Transport - SdAnh 116 (c1).png
Transport - SdAnh 116 (c1).png (43.03 KiB) Viewed 5761 times
phcas
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Re: Switch button

Post by phcas »

And this the "Recovery"so far..........thanks for the idea
Attachments
Transport - SdKfz 9 Recovery (a1).png
Transport - SdKfz 9 Recovery (a1).png (27.77 KiB) Viewed 5761 times
SS Transport - SdKfz 9 Recovery (a1).png
SS Transport - SdKfz 9 Recovery (a1).png (31.32 KiB) Viewed 5761 times
phcas
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Re: Switch button

Post by phcas »

Suprise suprise :D

The British on transport with the Scammell (Reworked)
Attachments
99.jpg
99.jpg (27.81 KiB) Viewed 5729 times
Transport - Scammell.png
Transport - Scammell.png (26.43 KiB) Viewed 5730 times
Last edited by phcas on Tue Apr 29, 2014 6:44 pm, edited 2 times in total.
phcas
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Re: Switch button

Post by phcas »

M26 USA Tanktransporter
Attachments
M26 Tank Transport.png
M26 Tank Transport.png (22.5 KiB) Viewed 5742 times
phcas
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Re: Switch button

Post by phcas »

HQ Units

As the halftrack who can lay an airfield with the switch button I think we can make HQ units. The HQ truck is the transport and can be switched to a "Army HQ". The Army HQ can not move on its own and have a strong Anti-Aircraft number and ground defense. Becausse of communications and leaders the Army HQ has a good view of the situation on the front. A vision range of 8 (or higher) will make you buy this unit. What about this idea?
Attachments
ddd.jpg
ddd.jpg (88.45 KiB) Viewed 5713 times
Opel_Blitz_HQ.png
Opel_Blitz_HQ.png (20.93 KiB) Viewed 5717 times
Supply_depot-green.png
Supply_depot-green.png (24.59 KiB) Viewed 5717 times
iceFlame
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Re: Switch button

Post by iceFlame »

phcas wrote:The HQ truck is the transport and can be switched to a "Army HQ". The Army HQ can not move on its own and have a strong Anti-Aircraft number and ground defense. Becausse of communications and leaders the Army HQ has a good view of the situation on the front. A vision range of 8 (or higher) will make you buy this unit. What about this idea?
I like it. IMO, HQ units are one of the areas most lacking in the current build. Also, I like your suggestions for the stats as well. To which I would only add, you might want to add the bonus trait to help increase initiative for nearby units. Good ideas! :D
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guille1434
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Re: Switch button

Post by guille1434 »

Phcas: Excellet that the tank recovery and tank transporters mod is working OK!!

Phcas and IceFlame: I like very much also the idea about the HQ, but... with the high values of GD and AA, how to prevent the player to "cheat" and use the HQ as a very front-line fortification which can see very far? Suppose I position this unit in the first line with some artillery backing and you have a HQ unit that is not working as it should...

One more time, the "switch" button comes to the rescue...

This is what I think it should be good to create such a unit:

Switch 1: HQ "normal" unit: a special unit with medium to low AA defense, and medium Ground Defense, may be we can add a sandbag parapet around the tent and also a radio antenna mast to the icon in order show more of it command and control function and delete de AA gun and machine gun nest. Also may be we can be adding one or two soldier figures in a standing position, as guarding the HQ. The not so high defense stats are meant to "force" the player to detach some AA units from its front line forces to give AA protection to such an important unit. The high spotting and the bonus for an increase in iniative in friendly nearby units is definitely Ok for me (thanks Ice!). In this state, the unit will be able to be mounted on its truck transport.

Switch 2: When the enemy achieves a breakthrough and is threatening this unit, and there is no possibility of retreat, the unit can be switched to a more "defensive" stance (now the soldiers can be shown manning the machine gun post!) and will get higher defense and attack values, but in compensation it will loose its high spotting abilities and also may be its initiative bonus to nearby units. After all, all or nearly all staff wil be busy defending the post (an their very lives!). In this state the unit will not be able to be mounted on its transport vehicle. Also its movement will 0, so there is a very present risk of this unit being suppressed by enemy fire and surrender! This unit-switch can be made non purchaseable and given a fairly high prestige cost, thus if the enemy manages to make one HQ to surrender he will get a lot of prestige points I think... So this unit position may become an important strategic point in the battle map (more or less like a mobile Victory Hex).

I hope I was able to explain my ideas in a more or less understandable way... Just my two cents to a very good concept! :-)

I think this is a good compromise and we have the best of two worlds!

By the way, I would replace the swastika flag with an iron cross flag, to avoid problems with players or modders in Germany... Also; I am not a fan of nazi symbols. A lot of super excellent flags were made by Rump Nissen for other mods, and I think he will be happy to allow you to use one of his designs for this icon.
iceFlame
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Re: Switch button

Post by iceFlame »

guille1434 wrote:Phcas and IceFlame: I like very much also the idea about the HQ, but... with the high values of GD and AA, how to prevent the player to "cheat" and use the HQ as a very front-line fortification which can see very far?
Good thinking... To be honest, I hadn't thought about that. Which is why it's good to have these conversations in advance. That way we can iron the bugs out ahead of time and hopefully save having to redo things. :)
This is what I think it should be good to create such a unit:

Switch 1: HQ "normal" unit: a special unit with medium to low AA defense, and medium Ground Defense, may be we can add a sandbag parapet around the tent and also a radio antenna mast to the icon in order show more of it command and control function and delete de AA gun and machine gun nest.
Right. I agree that the real strength of the HQ was not in the troops assigned to guard it, but rather in its communication (e.g. command and control) and supply/reinforcement abilities. The other factor is the likelihood that other combat units may be in the area, (resting and refitting - a la operation Market Garden), but this is not always the case.

So I tend to see the HQ more as a communication/supply/morale hub rather than a strong point.
Switch 2: When the enemy achieves a breakthrough and is threatening this unit, and there is no possibility of retreat, the unit can be switched to a more "defensive" stance (now the soldiers can be shown manning the machine gun post!) and will get higher defense and attack values, but in compensation it will loose its high spotting abilities and also may be its initiative bonus to nearby units. After all, all or nearly all staff wil be busy defending the post (an their very lives!).
Yes, spotting should go down significantly as virtually all of the personnel are busy defending themselves rather than gathering intelligence. As for the initiative bonus, I'm not so sure if it should be removed. Yes the HQ may be almost paralyzed and unable to do much in the way of coordination of nearby units. But at the same time, there could still be an Afrika Korps effect, where other units gain a morale boost by seeing Rommel in the front line. Also, defense values should go up, but only slightly as support personnel are not usually the best soldiers.
In this state the unit will not be able to be mounted on its transport vehicle. Also its movement will 0, so there is a very present risk of this unit being suppressed by enemy fire and surrender!
Good ideas. They remind me of the accounts of the battle of the Seelow Heights, where the German commander (Hasso Manteuffel) reportedly killed several Russian soldiers who managed to get inside his command post! Talk about taking the 'no retreat' order seriously! :shock:
I hope I was able to explain my ideas in a more or less understandable way... Just my two cents to a very good concept! :-)
Very understandable, and thanks for sharing your thoughts. With this type of discussion we can develop these ideas and move forward with better mods. :)
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phcas
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Re: Switch button

Post by phcas »

Good ideas, we will "finetune" this HQ item, I am testgaming now with it.
Attachments
HQ example.png
HQ example.png (24.77 KiB) Viewed 5656 times
guille1434
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Re: Switch button

Post by guille1434 »

Ice: Yes, the unit initiative bonus should be maintained, as the "morale effect" of a good commander to troops nearby will still be noticeable...
And also, this forum is a very good place to discuss and iron out details about the new ideas that people around here propose. I am sure we will be able to mod a new and solid unit concept here!
Phcas: Good work... Perhaps you have to think about exchanging the parked vehicles for a radio antenna and some crates? I am just saying this because the HQ unit would be an immobile one (unless, of course it is mounted on its assigned transport: A radio truck, like the Opel Blitz or half-track)...
phcas
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Re: Switch button

Post by phcas »

guille1434 wrote:Ice: Yes, the unit initiative bonus should be maintained, as the "morale effect" of a good commander to troops nearby will still be noticeable...
And also, this forum is a very good place to discuss and iron out details about the new ideas that people around here propose. I am sure we will be able to mod a new and solid unit concept here!
Phcas: Good work... Perhaps you have to think about exchanging the parked vehicles for a radio antenna and some crates? I am just saying this because the HQ unit would be an immobile one (unless, of course it is mounted on its assigned transport: A radio truck, like the Opel Blitz or half-track)...
I need good graphics of a radio antenna, who can help?
guille1434
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Re: Switch button

Post by guille1434 »

This was made some time ago as a victory hex marker, I think it looks very good... It was made by IceFlame, so credits and thanks to him... :-)
Attachments
Radio tower - victoryhex.png
Radio tower - victoryhex.png (8.68 KiB) Viewed 5610 times
iceFlame
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Re: Switch button

Post by iceFlame »

guille1434 wrote:This was made some time ago as a victory hex marker, I think it looks very good... It was made by IceFlame, so credits and thanks to him... :-)
Good idea. I think my antenna would look really good on the HQ icon. Especially since it helps enhance the idea of communications, which is so vital to the role of the HQ. If you like it, feel free to use. :)
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phcas
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Re: Switch button

Post by phcas »

I am busy with the com tower. I do not like the hard red color of it to much.

Some other idea! Dive mode for the Ju-87 Stuka. In dive mode hard and soft attack will be +1 Air defense -2
Attachments
Ju_87B.png
Ju_87B.png (30.16 KiB) Viewed 5558 times
Ju_87B Dive.png
Ju_87B Dive.png (27.1 KiB) Viewed 5558 times
guille1434
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Re: Switch button

Post by guille1434 »

A good idea! It would be nice to add the falling bomb(s) to the diving aircraft! :-)
phcas
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Re: Switch button

Post by phcas »

Copy this files in your Graphics/Animations map and you will see the bombs fall.
Attachments
BomberAttack.png
BomberAttack.png (16.06 KiB) Viewed 5540 times
StukaAttack.png
StukaAttack.png (7.61 KiB) Viewed 5540 times
phcas
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Re: Switch button

Post by phcas »

To get the right sound and animation. Ju-87 in level flight with normal bomb sound and diving a sirene bomb sound.

1.rename StukaAttack to BomberAttack2 on the normal game Stuka's (B, D and R) (not G)

2.name StukaAttack to the Stuka's dive versions (B, D and R)


(Files are sound and animation)
Attachments
BomberAttack2.png
BomberAttack2.png (7.61 KiB) Viewed 5539 times
BomberAttack2.rar
(156.15 KiB) Downloaded 221 times
guille1434
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Re: Switch button

Post by guille1434 »

Excellent! Thanks for sharing! :-)
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