Schwimmpanzer II Mod (Last Updated to v2, 11/7/2014)
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
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- Lieutenant-General - Do 217E
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- Joined: Mon Jul 01, 2013 6:35 am
Schwimmpanzer II Mod (Last Updated to v2, 11/7/2014)
Although maybe a bit different to what I usually do, I have made a Schwimmpanzer II unit and Mod for PzC!
Basically, It adds a Schwimmpanzer II unit which is a variant of the Panzer II, more suited to assisting naval invasions, and providing some useful firepower from the ocean (that a battleship cannot provide).
Also, Sea Lion 40 and Sea Lion 42 have been edited slightly as well, now each having a single auxiliary SchwimmPzII unit.
The unit itself is essentially the same as a Panzer II, except:
- Can transform into a naval varint through use of a port
- Costs 254 instead of 192
- Less Ammo
but, it is very valuable in naval misisons.
The way the unit works is slightly complicated, too so for me to write on the forum, so instead I have added a Schwimmpanzer Tutorial that will explain all of the features of the unit.
This mod is primarily intended for use in other people's modding, but is fully suitable by itself (though only in a couple of missions). You will need to edit the equipment.pzdat and a few other files in order to add it to your mod, but all of that is included. If so, Credits go to guille1434 for creating the Schwimmpanzer graphic, and me for adding the unit.
https://www.mediafire.com/?7dv77gjhrlhokll
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v2: https://www.mediafire.com/?yealfcud7fplm6k
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Enjoy,
- BNC
Basically, It adds a Schwimmpanzer II unit which is a variant of the Panzer II, more suited to assisting naval invasions, and providing some useful firepower from the ocean (that a battleship cannot provide).
Also, Sea Lion 40 and Sea Lion 42 have been edited slightly as well, now each having a single auxiliary SchwimmPzII unit.
The unit itself is essentially the same as a Panzer II, except:
- Can transform into a naval varint through use of a port
- Costs 254 instead of 192
- Less Ammo
but, it is very valuable in naval misisons.
The way the unit works is slightly complicated, too so for me to write on the forum, so instead I have added a Schwimmpanzer Tutorial that will explain all of the features of the unit.
This mod is primarily intended for use in other people's modding, but is fully suitable by itself (though only in a couple of missions). You will need to edit the equipment.pzdat and a few other files in order to add it to your mod, but all of that is included. If so, Credits go to guille1434 for creating the Schwimmpanzer graphic, and me for adding the unit.
https://www.mediafire.com/?7dv77gjhrlhokll
~~~~~~~~~~~~~~~~~~~~~~~
v2: https://www.mediafire.com/?yealfcud7fplm6k
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Enjoy,
- BNC
Last edited by BiteNibbleChomp on Fri Jul 11, 2014 11:20 am, edited 1 time in total.
Ryan O'Shea - Developer - Strategic Command American Civil War
Re: Schwimmpanzer II Mod (Release, 25/6/2014)
Cool, that's precisely what I needed. The icon looks a tad too large, but what the heck. Thanks mate 

Originally posted by Juu:
The Soviets won the war. We happened to be nearby.
The Soviets won the war. We happened to be nearby.
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- Major-General - Jagdtiger
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Re: Schwimmpanzer II Mod (Release, 25/6/2014)
Now, that I see the icons drawn on the map, they do look oversized, specially when compared to the naval transports... So I reduced them to 85% (only for the "Swimming" versions), the land vehicle remains the same size as the vanilla Pz_II. I think they look better now...
- Attachments
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- Pz_II_Schwimmkorper.png (247.84 KiB) Viewed 10930 times
Re: Schwimmpanzer II Mod (Release, 25/6/2014)
Wow, interesting addition!. Thanks for sharing!.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
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- Lieutenant-General - Do 217E
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- Joined: Mon Jul 01, 2013 6:35 am
Re: Schwimmpanzer II Mod (Release, 25/6/2014)
Upload the updated icon/s, and I'll release a patch for everyone!guille1434 wrote:Now, that I see the icons drawn on the map, they do look oversized, specially when compared to the naval transports... So I reduced them to 85% (only for the "Swimming" versions), the land vehicle remains the same size as the vanilla Pz_II. I think they look better now...
Glad that you agree (this is a somewhat silly addition actually, but what the hell?)Akkula wrote:Wow, interesting addition!. Thanks for sharing!.
We're working on fixing the icon, but why exactly did you need it? (Or was it just something funny you wanted to addHalibutt wrote:Cool, that's precisely what I needed. The icon looks a tad too large, but what the heck. Thanks mate

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
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- Major-General - Jagdtiger
- Posts: 2856
- Joined: Sun Jul 01, 2012 5:32 pm
Re: Schwimmpanzer II Mod (Release, 25/6/2014)
BNC: Ok, I will upload the complete icon pack for this interesting vehicle, for you to update your new mod! By the way, very good idea and modding work! 

Re: Schwimmpanzer II Mod (Release, 25/6/2014)
I was thinking of a more populated Southern England scenario some time in the future. I loved naval invasions back in the Allied General/Pacific General days and I miss them in Panzer Corps. So I thought I could try to do it some time in the future. But my Polish project comes first obviously.BiteNibbleChomp wrote:We're working on fixing the icon, but why exactly did you need it? (Or was it just something funny you wanted to add)
Cheers
Originally posted by Juu:
The Soviets won the war. We happened to be nearby.
The Soviets won the war. We happened to be nearby.
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- Senior Corporal - Ju 87G
- Posts: 91
- Joined: Sun Apr 27, 2014 8:24 pm
- Location: France
Re: Schwimmpanzer II Mod (Release, 25/6/2014)
Is it supposed to have those blue lines under it?guille1434 wrote:Now, that I see the icons drawn on the map, they do look oversized, specially when compared to the naval transports... So I reduced them to 85% (only for the "Swimming" versions), the land vehicle remains the same size as the vanilla Pz_II. I think they look better now...
(for the second panzer)
~UM
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- Lieutenant-General - Do 217E
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Re: Schwimmpanzer II Mod (Release, 25/6/2014)
That is one icon that has been made. I do not currently plan on using it.Wellingham wrote:Is it supposed to have those blue lines under it?guille1434 wrote:Now, that I see the icons drawn on the map, they do look oversized, specially when compared to the naval transports... So I reduced them to 85% (only for the "Swimming" versions), the land vehicle remains the same size as the vanilla Pz_II. I think they look better now...
(for the second panzer)
If you have this mod (S England) made, send it to me and I could add the Schwimmpanzer for you.Halibutt wrote:I was thinking of a more populated Southern England scenario some time in the future. I loved naval invasions back in the Allied General/Pacific General days and I miss them in Panzer Corps. So I thought I could try to do it some time in the future. But my Polish project comes first obviously.BiteNibbleChomp wrote:We're working on fixing the icon, but why exactly did you need it? (Or was it just something funny you wanted to add)
Cheers
guille1434 wrote:BNC: Ok, I will upload the complete icon pack for this interesting vehicle, for you to update your new mod! By the way, very good idea and modding work!

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
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- Senior Corporal - Ju 87G
- Posts: 91
- Joined: Sun Apr 27, 2014 8:24 pm
- Location: France
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- Major-General - Jagdtiger
- Posts: 2856
- Joined: Sun Jul 01, 2012 5:32 pm
Re: Schwimmpanzer II Mod (Release, 25/6/2014)
The "blue lines" under the second icon are meant to be the water and foam created by the vehicle as it moves through water. Think about it as a "waterline" icon, as opposed to the other one wich shows the tank with the pontoons installed but as seen on land (this vehicle floated very "low", and in fact, when swimming, the pontoon lateral surfaces were barely visible, see "real thing" photos in the multipurpose units thread). The idea is to provide gamers/modders with the option to use anyone of the two icon versions, the one he likes most.
Re: Schwimmpanzer II Mod (Release, 25/6/2014)
Next time, i hope i can see this mod


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- Lieutenant-General - Do 217E
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Re: Schwimmpanzer II Mod (Release, 25/6/2014)
Interesting... I probably won't be making it though.T2_2112 wrote:Next time, i hope i can see this mod
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
Re: Schwimmpanzer II Mod (Release, 25/6/2014)
'Just post it in the Schwimmpanzer forum...'
Well, I'll post it here first, than correct the silly mistakes and add any missing info, so it can go in its own thread.
Modifying movement types and movement costs in Panzer Corps
File structure
In the Panzer Corps\Data folder, there is a file called movement.pzdat. This has the info that the game uses to calculate movement cost. I use MS Excel to edit it, similar to the pzeqp file. And before you start mutilating these files, please make backups. I made a little ‘backup122’ folder and moved all files that I wanted to edit there, including their folder structure.
A little background on how the files are structured: the movement.pzdat file is zero-indexed, meaning movement type numbers for the units in the equipment file (pzeqp) are references to the order of the tables, with 0 as the first one, counting up from there. So if you enter movement type ‘4’ in the equipment file for a certain unit, it uses the fifth table. So far I’ve added extra types beyond the original ones, for a total of 21, I don’t know what the maximum is.
The names for the movement types are listed first, followed by their short name. The names of the movement types are usual formatted as IDS_MOVT_NAME, this IDS_MOVT_NAME references to the strings.pzdat file, so it needs an entry there for the full name as displayed in the game. You can just add these entries at the bottom of the strings.pzdat, just be careful that the IDS_ entry is unique.
Something which is separate from the names displayed in the game are the little icons that show the movement types. These are located in Panzer Corps\UI\movement, and use the same zero-based indexing as in the movement file. So icon ‘5.png’ is displayed when using movement type ‘4’.
Table entries
After the last IDS_MOVT_NAME entry in the movement file, the tables will be read and linked to these name entries in the same order as the entries are listed. From this point, any other info than the actual data for the movement costs should be preceded by the # character to prevent PzC from reading it, just like in the equipment file. To be sure you can just base everything on the existing tables, copying them if necessary, to prevent errors.
Every movement type needs a line of entries for each terrain type, and each line has three entries, one for each possible state of this terrain type (terrain state). Terrain type is for example ‘Swamp’, terrain state can be three things: Dry, Muddy and Frozen. Dry is the ‘normal’ state, Muddy and Frozen are self explanatory.
Important note: Near the end of the list of terrain types, you will come across two entries that can be confusing. It lists ‘Major River’ and ‘River’, but also ‘Major River (feature)’ and ‘River (feature)’. The ‘feature’ means that this is used when the river is used as a sort of road for units that can move on water. Terrain features like roads, railroads and rivers override the underlying terrain type, and are used to calculate cost instead of the underlying terrain type.
Movement costs
Every entry describes the cost of moving into a hex with that particular terrain type/state. There are two basic types: fixed costs and percentage costs. And it is here that I ran into strange problems, I just couldn’t figure out at first what was going on, since my predictions about how some things affected movement were wrong. This is what I found out so far:
Fixed costs are simply a number of points that get subtracted from the units’ movement points, so 1 means each hex costs a single point of movement, 4 means it costs four points of movement to enter it. This explains why some tanks with ‘tracked’ movement can’t actually enter ‘Bocage’ or ‘Swamp’, it costs them 4 but they only have 3 movement! More on this later, let’s go to the percentages first:
Percentage costs
The percentage costs are always negative, because positive numbers are read as fixed costs. The percentage costs are mostly used to ‘block’ certain terrain types. These are set to -200, and make sure the unit cannot enter this terrain normally. Another common value is -100, and this means entering this terrain costs 100% of its movement points, so it can enter the terrain but it will cost a full move.
Lower percentage values can be a bit confusing, because they result in movement rates which are not influenced by how many movement point a unit has. To put it simply: -100 simply means the unit can move a single hex in this terrain, -50 means it can move two hexes, -25 means it can move four hexes, even if the base movement stat is lower.
Example:
Let’s suppose you have a movement cost of -50. How many hexes can units travel across this terrain if they have a movement stat of 4? Answer: 2 hexes.
What if they have 2 move? Answer: 2 hexes.
What if they have 1 move? Answer: 2 hexes.
If the movement cost was -25 all the answers would have been ‘4 hexes’, regardless of the movement stat of the unit (except 0 of course). So if you are not careful in deciding what movement cost you want you can end up with some strange effects.
Fixed costs
The fixed costs are described in the file as integers, meaning you should only enter whole numbers like 1 and 5, not fractions or decimals. But I am a curious person and tried a few things. As it appears, you can actually enter decimal numbers! It seems numbers with a single decimal can be used to calculate movement cost and the result is always rounded down to the nearest integer.
Examples:
An infantry unit has move 3. I’ve changed the cost for certain terrain types to 1.5, so it can travel 3/(1.5)=2 hexes in this type of terrain.
A truck has a base movement of 8. My modified wheeled movement type has ‘0.8’ as cost to move along dry roads. The truck can move 8/(0.
=10 hexes along roads.
To show how PzC rounds the numbers if decimals are used, if I change the cost into ‘0.9’, the truck can move 8/(0.9)=8.888, which gets rounded down to 8. So when using fractions you should take into account the movement stats of the units involved to get the right effect.
User Interface graphics
To repeat, the little icons in the purchase and unit info screens that show the movement types are located in Panzer Corps\UI\movement, and use the same zero-based indexing as in the movement file. So icon ‘5.png’ is displayed when using movement type ‘4’. I haven’t changed those yet, I just made a new set to match the changes I made.
The biggest problem is trying to show what subtypes of movement a unit uses. I use the word subtypes when I mean variations on a single basic movement type. For example, I made two horse type movements, one for horse riders (cavalry) and one for draught horses (for towed transport).
To show the difference, it would be nice have to be some subtly different icons, but they are very small and whatever I think of isn’t clear enough. Making a whole new set of icons isn’t a valuable investment of my time right now, so any solution will have to wait.
One pet annoyance is the way organic transports are displayed, and for this I am actually making some placeholder graphics. The issue is that standard PzC map movement overlay and unit list icons seem only capable of displaying wheeled or half-tracked transports correctly. The icons that are displayed in the unit list are located in \Panzer Corps\UI (transport0.png & transport1.png), the map overlays in \Panzer Corps\Graphics\Overlays (movetruck.png & movehalftrack.png).
I couldn’t add any more icons or overlays. Since horse transport will be introduced in Soviet Corps, I’m curious if this will be changed.
To side-step this issue, I’ve made a placeholder overlay for all transport units, I simply replaced it by a NATO symbol for transport (logistics) units, a stylized cartwheel that is just as big as the white dot in the normal movement overlay. I still haven’t finished adding something similar to the unit list, but this is not a big job. Testing the extra movement types and their stats have priority, eye candy can wait.

Well, I'll post it here first, than correct the silly mistakes and add any missing info, so it can go in its own thread.
Modifying movement types and movement costs in Panzer Corps
File structure
In the Panzer Corps\Data folder, there is a file called movement.pzdat. This has the info that the game uses to calculate movement cost. I use MS Excel to edit it, similar to the pzeqp file. And before you start mutilating these files, please make backups. I made a little ‘backup122’ folder and moved all files that I wanted to edit there, including their folder structure.
A little background on how the files are structured: the movement.pzdat file is zero-indexed, meaning movement type numbers for the units in the equipment file (pzeqp) are references to the order of the tables, with 0 as the first one, counting up from there. So if you enter movement type ‘4’ in the equipment file for a certain unit, it uses the fifth table. So far I’ve added extra types beyond the original ones, for a total of 21, I don’t know what the maximum is.
The names for the movement types are listed first, followed by their short name. The names of the movement types are usual formatted as IDS_MOVT_NAME, this IDS_MOVT_NAME references to the strings.pzdat file, so it needs an entry there for the full name as displayed in the game. You can just add these entries at the bottom of the strings.pzdat, just be careful that the IDS_ entry is unique.
Something which is separate from the names displayed in the game are the little icons that show the movement types. These are located in Panzer Corps\UI\movement, and use the same zero-based indexing as in the movement file. So icon ‘5.png’ is displayed when using movement type ‘4’.
Table entries
After the last IDS_MOVT_NAME entry in the movement file, the tables will be read and linked to these name entries in the same order as the entries are listed. From this point, any other info than the actual data for the movement costs should be preceded by the # character to prevent PzC from reading it, just like in the equipment file. To be sure you can just base everything on the existing tables, copying them if necessary, to prevent errors.
Every movement type needs a line of entries for each terrain type, and each line has three entries, one for each possible state of this terrain type (terrain state). Terrain type is for example ‘Swamp’, terrain state can be three things: Dry, Muddy and Frozen. Dry is the ‘normal’ state, Muddy and Frozen are self explanatory.
Important note: Near the end of the list of terrain types, you will come across two entries that can be confusing. It lists ‘Major River’ and ‘River’, but also ‘Major River (feature)’ and ‘River (feature)’. The ‘feature’ means that this is used when the river is used as a sort of road for units that can move on water. Terrain features like roads, railroads and rivers override the underlying terrain type, and are used to calculate cost instead of the underlying terrain type.
Movement costs
Every entry describes the cost of moving into a hex with that particular terrain type/state. There are two basic types: fixed costs and percentage costs. And it is here that I ran into strange problems, I just couldn’t figure out at first what was going on, since my predictions about how some things affected movement were wrong. This is what I found out so far:
Fixed costs are simply a number of points that get subtracted from the units’ movement points, so 1 means each hex costs a single point of movement, 4 means it costs four points of movement to enter it. This explains why some tanks with ‘tracked’ movement can’t actually enter ‘Bocage’ or ‘Swamp’, it costs them 4 but they only have 3 movement! More on this later, let’s go to the percentages first:
Percentage costs
The percentage costs are always negative, because positive numbers are read as fixed costs. The percentage costs are mostly used to ‘block’ certain terrain types. These are set to -200, and make sure the unit cannot enter this terrain normally. Another common value is -100, and this means entering this terrain costs 100% of its movement points, so it can enter the terrain but it will cost a full move.
Lower percentage values can be a bit confusing, because they result in movement rates which are not influenced by how many movement point a unit has. To put it simply: -100 simply means the unit can move a single hex in this terrain, -50 means it can move two hexes, -25 means it can move four hexes, even if the base movement stat is lower.
Example:
Let’s suppose you have a movement cost of -50. How many hexes can units travel across this terrain if they have a movement stat of 4? Answer: 2 hexes.
What if they have 2 move? Answer: 2 hexes.
What if they have 1 move? Answer: 2 hexes.
If the movement cost was -25 all the answers would have been ‘4 hexes’, regardless of the movement stat of the unit (except 0 of course). So if you are not careful in deciding what movement cost you want you can end up with some strange effects.
Fixed costs
The fixed costs are described in the file as integers, meaning you should only enter whole numbers like 1 and 5, not fractions or decimals. But I am a curious person and tried a few things. As it appears, you can actually enter decimal numbers! It seems numbers with a single decimal can be used to calculate movement cost and the result is always rounded down to the nearest integer.
Examples:
An infantry unit has move 3. I’ve changed the cost for certain terrain types to 1.5, so it can travel 3/(1.5)=2 hexes in this type of terrain.
A truck has a base movement of 8. My modified wheeled movement type has ‘0.8’ as cost to move along dry roads. The truck can move 8/(0.

To show how PzC rounds the numbers if decimals are used, if I change the cost into ‘0.9’, the truck can move 8/(0.9)=8.888, which gets rounded down to 8. So when using fractions you should take into account the movement stats of the units involved to get the right effect.
User Interface graphics
To repeat, the little icons in the purchase and unit info screens that show the movement types are located in Panzer Corps\UI\movement, and use the same zero-based indexing as in the movement file. So icon ‘5.png’ is displayed when using movement type ‘4’. I haven’t changed those yet, I just made a new set to match the changes I made.
The biggest problem is trying to show what subtypes of movement a unit uses. I use the word subtypes when I mean variations on a single basic movement type. For example, I made two horse type movements, one for horse riders (cavalry) and one for draught horses (for towed transport).
To show the difference, it would be nice have to be some subtly different icons, but they are very small and whatever I think of isn’t clear enough. Making a whole new set of icons isn’t a valuable investment of my time right now, so any solution will have to wait.
One pet annoyance is the way organic transports are displayed, and for this I am actually making some placeholder graphics. The issue is that standard PzC map movement overlay and unit list icons seem only capable of displaying wheeled or half-tracked transports correctly. The icons that are displayed in the unit list are located in \Panzer Corps\UI (transport0.png & transport1.png), the map overlays in \Panzer Corps\Graphics\Overlays (movetruck.png & movehalftrack.png).
I couldn’t add any more icons or overlays. Since horse transport will be introduced in Soviet Corps, I’m curious if this will be changed.
To side-step this issue, I’ve made a placeholder overlay for all transport units, I simply replaced it by a NATO symbol for transport (logistics) units, a stylized cartwheel that is just as big as the white dot in the normal movement overlay. I still haven’t finished adding something similar to the unit list, but this is not a big job. Testing the extra movement types and their stats have priority, eye candy can wait.
Re: Schwimmpanzer II Mod (Release, 25/6/2014)
Thoughts behind choosing movement types and costs
Amphibious
The most obviously absent type is Amphibious. It would be best if map design and terrain types are tailored for use with an amphibious movement type, so I haven’t experimented with it yet. Ideally, ‘Sea’ should be -200 (impassable) and ‘Shallow Sea’ maybe -100, so they could be launched away from the coast. The land movement costs could be based on tracked movement values.
Rivers and lakes are more difficult, but might be -50, Major rivers -100, as these units are very slow in water and usually take time to prepare for crossing larger bodies of water.
In my opinion, there isn’t really a ‘right or ‘wrong’ way, it all depends on what you want to achieve: some units required a lot of preparation to cross and were very clumsy (Sherman DD, Schwimmpanzer II), others were lighter vehicles that could cross small rivers without much preparation (like Soviet T-38 scout tanks or German Schwimmwagens).
Leg/Foot movement
One thing I dislike is the standard -50 cost for infantry in desert. This means any infantry unit can move two hexes in desert terrain, nullifying the primary advantage of light infantry units. For now I’ve set it to 1, and 1.5 for dunes.
Roads
I have tried to better represent the advantage of roads for movement, but instead of redoing all movement values for units I have decided to keep clear terrain as a benchmark for movement cost and give most movement types a discount for moving along roads.
I’ve put it at 0.8 for most units, so a tank with move 4 can move five hexes along a road and a tank with 5 move gets six hexes. The tilting points for 0.8 are 3 or less (no bonus) and 8 (2 move extra instead of 1). So any unit with move 4 through 7 will get a single extra movement point when on a road. Wheeled vehicles get a bigger movement boost when travelling on roads than tracked vehicles, but have bigger penalties off-road.
Marching infantry on the road gets a bigger bonus, because their base move is lower. I’m currently testing a value of 0.6, meaning HW infantry can move three and light infantry can move five hexes, even if they have move 4. This makes foot infantry more feasible, but I am not sure I like it yet.
Ideas for subtypes
So far I’ve split up several other movement types into subtypes because I wanted more flexibility. Testing and adjusting is still ongoing but I’ll give a few examples of my reasoning.
Towed movement subtypes
One of the obvious issues is the ‘towed’ movement type. In the base game, it is used for everything from small mountain/AT guns that could be manhandled easily, to massive siege guns that were practically immobile without using heavy equipment.
So I’ve split them into three different groups: one type for ‘pack’ guns that can be manhandled and are capable of slow movement through difficult terrain, even mountains. These pack guns usually get a base move stat of 2, similar to heavy infantry but most difficult terrain will cost all movement points. Roads give a small boost, because these wheeled guns can be moved easily across hard surfaces and sometimes had specialized equipment for the crew to tow it manually over greater distances.
The ‘medium’ towed category is basically the standard one, for medium guns that can be manhandled over very short distances. Realistically these could not be moved over longer distances without prime movers but for gameplay reasons I just assume such a unit does have some vehicles, just not enough to be considered motorized.
Another consideration is speed of redeployment. Some gun batteries are light enough to be quickly moved and set up to fire, so to represent this it these towed guns can fire and move in their turn, like in the base game. This medium category can still move through most terrain types, although any difficult conditions will limit movement.
The ‘heavy’ towed category is for guns that are basically impossible to move quickly and cannot be manhandled. For the same gameplay reasons as with medium guns, they can still move on their own on roads and good ground (clear hexes, cities, airports, etc.).
For this category, any moderately difficult terrain will require organic transports, because these guns will not be able to move unless the terrain conditions allow it. They will often not be able to provide direct support because sometimes they have to spend the AI turn mounted up to move even a single hex or risk lagging behind. So these guns require a bit more planning and use of terrain.
Using these three movement subtypes, I can emphasize the main advantages and disadvantages of light and heavy artillery guns in terms of movement. Couple this with different transport options and suddenly there is a lot more tactic involved than simply ‘click to attack and move to the next hex’.
Horse subtypes
I have made two types: one for horse riders (cavalry) and one for draught horses (horse transport). This prevents horse towed artillery from gaining very high mobility, because in reality it would be worse than motorized traction. The differences between the two horse types are very large when it is muddy, for example.
Naval subtypes
Another split is naval movement: here I have followed the unit classes of Capital Ships and Destroyers. While both categories can move freely across sea hexes, Capital Ships get slowed down by shallow seas, straits and ports. If these types are frozen it becomes even more difficult to move through them.
Destroyers have less trouble to move through these terrain types, and can even move on major rivers and lakes, but slowly. The already existing ‘River’ movement type is tweaked to complement these two naval types, to make three types of movement for water-based units.
More hair-splitting
My most recent test have been sets of subtypes of tracked movement. Some tanks were known for good mobility over certain types of terrain due to low ground pressure and excellent traction. Famous examples are the T-34, Churchill and Panther tanks. Other tanks bogged down more quickly, like Shermans and Panzer IVs.
The results are very subtle but I like this solution better than simply giving tracked units more movement point because they are good off-road. And with this system pure speed and cross-country mobility are no longer married together, which might make modding the unit movement stats a bit easier. Although, deciding if a tank should belong to a certain movement subtype might cause sleep loss instead.
So, if I am finally happy with my changes I’ll bring out my set of movement tables, but hopefully this little guide will make modding a little easier.
Thomas (ThvN)
Amphibious
The most obviously absent type is Amphibious. It would be best if map design and terrain types are tailored for use with an amphibious movement type, so I haven’t experimented with it yet. Ideally, ‘Sea’ should be -200 (impassable) and ‘Shallow Sea’ maybe -100, so they could be launched away from the coast. The land movement costs could be based on tracked movement values.
Rivers and lakes are more difficult, but might be -50, Major rivers -100, as these units are very slow in water and usually take time to prepare for crossing larger bodies of water.
In my opinion, there isn’t really a ‘right or ‘wrong’ way, it all depends on what you want to achieve: some units required a lot of preparation to cross and were very clumsy (Sherman DD, Schwimmpanzer II), others were lighter vehicles that could cross small rivers without much preparation (like Soviet T-38 scout tanks or German Schwimmwagens).
Leg/Foot movement
One thing I dislike is the standard -50 cost for infantry in desert. This means any infantry unit can move two hexes in desert terrain, nullifying the primary advantage of light infantry units. For now I’ve set it to 1, and 1.5 for dunes.
Roads
I have tried to better represent the advantage of roads for movement, but instead of redoing all movement values for units I have decided to keep clear terrain as a benchmark for movement cost and give most movement types a discount for moving along roads.
I’ve put it at 0.8 for most units, so a tank with move 4 can move five hexes along a road and a tank with 5 move gets six hexes. The tilting points for 0.8 are 3 or less (no bonus) and 8 (2 move extra instead of 1). So any unit with move 4 through 7 will get a single extra movement point when on a road. Wheeled vehicles get a bigger movement boost when travelling on roads than tracked vehicles, but have bigger penalties off-road.
Marching infantry on the road gets a bigger bonus, because their base move is lower. I’m currently testing a value of 0.6, meaning HW infantry can move three and light infantry can move five hexes, even if they have move 4. This makes foot infantry more feasible, but I am not sure I like it yet.
Ideas for subtypes
So far I’ve split up several other movement types into subtypes because I wanted more flexibility. Testing and adjusting is still ongoing but I’ll give a few examples of my reasoning.
Towed movement subtypes
One of the obvious issues is the ‘towed’ movement type. In the base game, it is used for everything from small mountain/AT guns that could be manhandled easily, to massive siege guns that were practically immobile without using heavy equipment.
So I’ve split them into three different groups: one type for ‘pack’ guns that can be manhandled and are capable of slow movement through difficult terrain, even mountains. These pack guns usually get a base move stat of 2, similar to heavy infantry but most difficult terrain will cost all movement points. Roads give a small boost, because these wheeled guns can be moved easily across hard surfaces and sometimes had specialized equipment for the crew to tow it manually over greater distances.
The ‘medium’ towed category is basically the standard one, for medium guns that can be manhandled over very short distances. Realistically these could not be moved over longer distances without prime movers but for gameplay reasons I just assume such a unit does have some vehicles, just not enough to be considered motorized.
Another consideration is speed of redeployment. Some gun batteries are light enough to be quickly moved and set up to fire, so to represent this it these towed guns can fire and move in their turn, like in the base game. This medium category can still move through most terrain types, although any difficult conditions will limit movement.
The ‘heavy’ towed category is for guns that are basically impossible to move quickly and cannot be manhandled. For the same gameplay reasons as with medium guns, they can still move on their own on roads and good ground (clear hexes, cities, airports, etc.).
For this category, any moderately difficult terrain will require organic transports, because these guns will not be able to move unless the terrain conditions allow it. They will often not be able to provide direct support because sometimes they have to spend the AI turn mounted up to move even a single hex or risk lagging behind. So these guns require a bit more planning and use of terrain.
Using these three movement subtypes, I can emphasize the main advantages and disadvantages of light and heavy artillery guns in terms of movement. Couple this with different transport options and suddenly there is a lot more tactic involved than simply ‘click to attack and move to the next hex’.
Horse subtypes
I have made two types: one for horse riders (cavalry) and one for draught horses (horse transport). This prevents horse towed artillery from gaining very high mobility, because in reality it would be worse than motorized traction. The differences between the two horse types are very large when it is muddy, for example.
Naval subtypes
Another split is naval movement: here I have followed the unit classes of Capital Ships and Destroyers. While both categories can move freely across sea hexes, Capital Ships get slowed down by shallow seas, straits and ports. If these types are frozen it becomes even more difficult to move through them.
Destroyers have less trouble to move through these terrain types, and can even move on major rivers and lakes, but slowly. The already existing ‘River’ movement type is tweaked to complement these two naval types, to make three types of movement for water-based units.
More hair-splitting
My most recent test have been sets of subtypes of tracked movement. Some tanks were known for good mobility over certain types of terrain due to low ground pressure and excellent traction. Famous examples are the T-34, Churchill and Panther tanks. Other tanks bogged down more quickly, like Shermans and Panzer IVs.
The results are very subtle but I like this solution better than simply giving tracked units more movement point because they are good off-road. And with this system pure speed and cross-country mobility are no longer married together, which might make modding the unit movement stats a bit easier. Although, deciding if a tank should belong to a certain movement subtype might cause sleep loss instead.
So, if I am finally happy with my changes I’ll bring out my set of movement tables, but hopefully this little guide will make modding a little easier.
Thomas (ThvN)
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- Lieutenant-General - Do 217E
- Posts: 3231
- Joined: Mon Jul 01, 2013 6:35 am
Re: Schwimmpanzer II Mod (Release, 25/6/2014)
Interesting. I was going to release an update today, but now I might as well not, so we can have the new and improved version including the awesome ability of driving 4 tiles inland without even having a port!ThvN wrote:'Just post it in the Schwimmpanzer forum...'![]()
Well, I'll post it here first, than correct the silly mistakes and add any missing info, so it can go in its own thread.
Modifying movement types and movement costs in Panzer Corps
...
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
Re: Schwimmpanzer II Mod (Release, 25/6/2014)
That is preety cool.
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- Major-General - Jagdtiger
- Posts: 2856
- Joined: Sun Jul 01, 2012 5:32 pm
Re: Schwimmpanzer II Mod (Release, 25/6/2014)
ThvN: Excellent and very informative post about movement types...I wish something could be done relating some special air movement type and/or target type to make that light AA weapons can only target low flying (Tactical) aircraft, and Heavy AA guns only high flying (Strategic) aircraft... Any ideas, someone?
By the way, an annuoncement: I uploaded the renewed unit pack for the Panzer II Schwimmkorper...
Thanks for sharing those interesting movement ideas, and to BNC for uploading the mod!
By the way, an annuoncement: I uploaded the renewed unit pack for the Panzer II Schwimmkorper...
Thanks for sharing those interesting movement ideas, and to BNC for uploading the mod!

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- Lieutenant-General - Do 217E
- Posts: 3231
- Joined: Mon Jul 01, 2013 6:35 am
Re: Schwimmpanzer II Mod (Release, 25/6/2014)
OK, I've uploaded v2 of the mod: https://www.mediafire.com/?yealfcud7fplm6kguille1434 wrote:ThvN: Excellent and very informative post about movement types...I wish something could be done relating some special air movement type and/or target type to make that light AA weapons can only target low flying (Tactical) aircraft, and Heavy AA guns only high flying (Strategic) aircraft... Any ideas, someone?
By the way, an annuoncement: I uploaded the renewed unit pack for the Panzer II Schwimmkorper...
Thanks for sharing those interesting movement ideas, and to BNC for uploading the mod!![]()
The update includes the resized unit graphics, as well as the desert camo, allowing for better use in Afrikakorps. There will ultimately be another version with a fully land/naval Schwimmpanzer, but I'm busy making the Mongol mod at this stage to do so.
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
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- Major-General - Jagdtiger
- Posts: 2856
- Joined: Sun Jul 01, 2012 5:32 pm
Re: Schwimmpanzer II Mod (Last Updated to v2, 11/7/2014)
Thanks for the update, mate! 
