Movement types guide?

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Mark50
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 398
Joined: Sun Dec 04, 2011 10:56 pm

Movement types guide?

Post by Mark50 »

I was thinking to add some new movement types and I have some questions:

1. firstly, what is the hardcoded limit for the movement entries? Could there be more than the existing 13 (0 to 12) from the game?
2. if yes, are there any side effects of adding new movement types (as opposed to editing existing ones)? Like some information not showing, some data not being read by the engine and so on.
3. could someone please help me make sense of the numbers mentioned in movement.pzdat? For example what is the difference between -100 and -200? Are these percentages? If they are than what is the point of -200%?
Also, are the small positive numbers like 1, 2, 3 representing bonuses or penalties? I`m guessing that they`re penalties and that they subtract from the movement value of the unit as it is mentioned in movement.pzdat. But what happens if the penalty number is higher than or equal to the number the unit has for movement? Does this mean the unit can`t access that hex type at all?
ThvN
Panzer Corps Moderator
Panzer Corps Moderator
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Re: Movement types guide?

Post by ThvN »

Mark50 wrote:I was thinking to add some new movement types and I have some questions:
Hello Mark50, a while ago I started modding movement types, made some posts on it (viewtopic.php?f=147&t=50707#p479524 ), but other obligations put it on the backburner for a while. Nevertheless, it has a lot of info you might find useful.
1. firstly, what is the hardcoded limit for the movement entries? Could there be more than the existing 13 (0 to 12) from the game?
You can add more, I was curious myself how many could be added as well and the last version I tested had 50 movement types.
2. if yes, are there any side effects of adding new movement types (as opposed to editing existing ones)? Like some information not showing, some data not being read by the engine and so on.
One typo and all entries from that point on can have weird effects, so it needs to be entered with perfect formatting. Any new types will need strings (text entries) and extra icons and to work properly, I think my posts cover those issues fairly well, but if any questions remain just ask.
3. could someone please help me make sense of the numbers mentioned in movement.pzdat? For example what is the difference between -100 and -200? Are these percentages? If they are than what is the point of -200%? Also, are the small positive numbers like 1, 2, 3 representing bonuses or penalties? I`m guessing that they`re penalties and that they subtract from the movement value of the unit as it is mentioned in movement.pzdat. But what happens if the penalty number is higher than or equal to the number the unit has for movement? Does this mean the unit can`t access that hex type at all?
You are correct: -100/-200 etc. are percentages, -100 means all movement points are necessary to enter this terrain type, -200 means the unit can't enter this terrain type. It is necessary to restrict naval units to sea hexes, for example.

Small numbers are fixed costs, simply the amount of movement points necessary to enter this hex. If the number is higher the unit cannot enter this terrain type. This is noticable in the game with the Matilda II or the Maus tanks: they have 3 move but Bocage costs 4 points for 'tracked' type, so they cannot enter Bocage terrain, it is too expensive for them.

Strangely I noticed that decimal numbers can be used although all stock entries are whole numbers, making very fine tweaking a reality... This is also why I'm slow with it, it turned out a lot more is possible than I originally thought.
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