Hi Guys
How can I mod a ranged attack for all AT and TDs? I have tried changing range to 1 hoping that I would end u with units that can fire and not receive retaliation but it doesnt seem to work.
I am looking at the eqipment file for stuff like stugs and brumbar but I do not see any common denominator between them all besides range.
What am I missing?
Modding ranged attack for AT?
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Re: Modding ranged attack for AT?
EDIT: SO I have found that it actually DOES work but ONLY if you start a new mission or DLC so I assume the equipment file is checked only when starting a new mission.
ANOTHER QUESTION: How can I safely add a range 1 AT attack to flak 88 without messing anything?
EDIT2: Scratch that, I saw 88 is basically listed as two units - one under AT and one under AA, problem solved
ANOTHER QUESTION: How can I safely add a range 1 AT attack to flak 88 without messing anything?
EDIT2: Scratch that, I saw 88 is basically listed as two units - one under AT and one under AA, problem solved
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captainjack
- Brigadier-General - 15 cm Nblwf 41

- Posts: 1912
- Joined: Thu Sep 13, 2012 7:42 am
Re: Modding ranged attack for AT?
For the 88 you should be able to edit only the AT version.
If you get an initiative hero when in AA mode you get +1 range for AA but not for AT so they should behave independently.
If you get an initiative hero when in AA mode you get +1 range for AA but not for AT so they should behave independently.
Re: Modding ranged attack for AT?
Keep in mind there is a huge problem with giving units a range of more then 0. Such attacks works in a way that the enemy unit can't fire back if its not directly adjacent to the attacking unit. This happens even if the attacked unit itself has enough range to answer the fire. Basically if you fire with a unit with range of 1 at another unit with range of 1 that is directly adjacent it will fire back but if this unit is one hex away it won't be able to fire back. If you are happy with such behavior then your approach works but it seems kind of wrong to me and give attackers a huge advantage.
Re: Modding ranged attack for AT?
Yes, setting the range to 1 makes a unit much stronger because the opponent can't fire back.
Nevertheless I set the range for all PAK units of all nations =1 (including the AT mode of flaks). For TD units I let it to 0 (but strengthen some of it a little bit).
I made a lot of tests and think it's balanced with other unit types. Before the change killing enemy PAK was too easy and I never used own PAK (OK one time I bought a 8.8 flak because of it's AA ability). But "normal PAK with range =0 is quite useless.
Hint:
If you what to test how well range=1 works for PAK, you can play my campaign "Italia Victor!" I named here in the forum.
Nevertheless I set the range for all PAK units of all nations =1 (including the AT mode of flaks). For TD units I let it to 0 (but strengthen some of it a little bit).
I made a lot of tests and think it's balanced with other unit types. Before the change killing enemy PAK was too easy and I never used own PAK (OK one time I bought a 8.8 flak because of it's AA ability). But "normal PAK with range =0 is quite useless.
Hint:
If you what to test how well range=1 works for PAK, you can play my campaign "Italia Victor!" I named here in the forum.
Re: Modding ranged attack for AT?
@Peterw & Tarrak - I have modified the stats on my AT units to put them more in line with their "historical role" Overall I have changed attack to 1 so simulate weapons firing from concealed positions and ambushing enemy tanks - lets face it, in such situations no combat took place, ambushed forces would usually respond with fire and try to get smoke/covering fire while moving to another position until AT positions are located and shelled.
I agree that this change can unbalance the game BUT I do this for my own use in SP campaign and I RP army composition, so if this is to benefit anyone it is definitely the AI soviet commander
In addition I have added a few small details:
- lowered the GD for AT guns so they become squishy in the open
- increased the CD for AT guns so they become harder to dislodge from their positions
- lowered SA for all 25mm - 50mm AT guns to 1, and 2 for 5cm ones.
- some more balancing to the TDs to take into account I have increased their range to 1 - biggest change was lowering their GD to reflect that most were glass cannons (at least early war) and also lower initiative to take into account they were given a retaliation free attack, they should do worse on he defense if left without support
So far I got to GC '41 with my changes and gotta say they are very enjoyable on Field Marshall. I am sure there will be some balancing issues later on but will tackle it when the issue arises...
I agree that this change can unbalance the game BUT I do this for my own use in SP campaign and I RP army composition, so if this is to benefit anyone it is definitely the AI soviet commander
In addition I have added a few small details:
- lowered the GD for AT guns so they become squishy in the open
- increased the CD for AT guns so they become harder to dislodge from their positions
- lowered SA for all 25mm - 50mm AT guns to 1, and 2 for 5cm ones.
- some more balancing to the TDs to take into account I have increased their range to 1 - biggest change was lowering their GD to reflect that most were glass cannons (at least early war) and also lower initiative to take into account they were given a retaliation free attack, they should do worse on he defense if left without support
So far I got to GC '41 with my changes and gotta say they are very enjoyable on Field Marshall. I am sure there will be some balancing issues later on but will tackle it when the issue arises...


