Country roads and other thoughts

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aaz-vx
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 5
Joined: Thu Dec 26, 2019 2:18 am

Country roads and other thoughts

Post by aaz-vx »

Hello everybody.
I am creating my own modification of the game. Due to lack of time, work is slow and I can’t test some ideas carefully. Therefore, I ask everyone to express their opinion or point out errors that I did not notice.
1) It is planned to add new types of terrain. The main difficulty is the creation of a second type of road (dirt roads). I failed to create another "terrain features". My option is to change the existing terrain features - Railroad, and create new terrain types for the movement of trains (Clear railroad, Forest railroad, Hills railroad and so on). I conducted a little testing - everything works as intended. This will make drawing maps more difficult, but not impossible.
2) The size of most units will be at the "regiment-battalion" level. Hex size - 3 kilometers (affects the movement and range of artillery fire)
3) The radius of view for many units will be 0 (artillery, transport, bombers, heavy tanks and others). In my opinion, this will strengthen the role of recon units and make AI more aggressive in attack. I did some tests on different cards and found no errors.
4) A new class of "heavy artillery" will be created. The goal is to deprive the large caliber of the ability to provide fire support. This class will replace armored trains (18) which are likely to go into the artillery class (4)
5) Overstrength will not be tied to experience (OverstrengthDependsOnExp = 0). This will help make the replenishment process more flexible (the cost of Overstrength will be significantly reduced). Can someone explain to me what the "OverstrengthCost" (not "OverstrengthCostPerPoint") parameter in gamerules.pzdat affects?
It is also planned to ban replenishment during the mission (maximize the value of ScnReplaceCost and ScnReplaceCost)
6) The classes "Recon" and "Anti-Air" will be substantially revised.
This is just a small part of the planned changes. If all this is interesting to anyone, I will write in more detail.
Yrfin
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 818
Joined: Sun Dec 04, 2016 6:47 am
Location: Behind your backs

Re: Country roads and other thoughts

Post by Yrfin »

Sorry pal, but this forum are dead. Nobodys care... :(

BTW, your ideas are looking interesting for me, becoz im still working for improvement Terrain/Movements Types/Multi-switching.
But only for myself. You can see my topics:
viewtopic.php?f=147&t=88133
viewtopic.php?f=147&t=76308
viewtopic.php?f=147&t=79363

PM me if you want discuss.
When im died - I must be a killed.
cw58
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 494
Joined: Thu Sep 24, 2015 9:44 pm

Re: Country roads and other thoughts

Post by cw58 »

Sorry for the late reply but I am interested in seeing your ideas if you would care to post them here.

Regarding your point #4, I'm also trying to tweak heavy artillery. I had already changed the movement of 150mm+ size artillery from 1 to 0. And now I'm testing an idea where even larger artillery (e.g. the 24cm K3) will not have organic transport but instead will have a switched transport. The idea being you have a gun that can shoot or can be switched to truck to move. No more "shoot and scoot" with the big guns. Doing the same with the larger railroad guns.

As to your question about OverstrengthCost and (not OverstrengthCostPerPoint):

# Overstrength cost, in percent of ordinary elite replacements cost
OverstrengthCost 200
OverstrengthCostPerPoint1 100
OverstrengthCostPerPoint2 150
OverstrengthCostPerPoint3 200
OverstrengthCostPerPoint4 250
OverstrengthCostPerPoint5 300

If I am not mistaken, they are actually tied together. When OverstrengthCost is 200, that means adding an overstrength point will cost you 2x (200%) of the normal cost of an elite replacement. The CostPerPoint allows you to further modify that cost on a per point basis; meaning you can make that last overstrength point very expensive. So using the values above, Strength point 11 would cost 2x (value x 200% x 100%). Strength point 12 would cost 3x (value x 200% x 150%). The final strength point (15) would cost 6x (value x 200% x 600%).

I look forward to hearing your ideas, especially about recon and anti-air. :)
aaz-vx
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 5
Joined: Thu Dec 26, 2019 2:18 am

Re: Country roads and other thoughts

Post by aaz-vx »

Hey. Sorry for the long delay in answering.
Yrfin wrote: Sun Feb 16, 2020 9:43 pm BTW, your ideas are looking interesting for me, becoz im still working for improvement Terrain/Movements Types/Multi-switching.
But only for myself. You can see my topics:
Nice to see your interest. As the basis for my movement.pzdat, I used exactly your ideas. So far, much is only in the initial stage. A little later I will try to tidy up and lay out my terrain.pzdat.

cw58 thanks for the clarification on OverstrengthCost.
cw58 wrote: Mon Feb 17, 2020 12:19 am I look forward to hearing your ideas, especially about recon and anti-air. :)
I'll tell you about the changes in the anti-air class. I decided to change the standard approach. Anti-aircraft guns in any mode will remain in their class (5). For example, for 3.7 cm Flak there will be two modes:
1) Attack of air targets.
Range = 1. Soft, Hard Attack - negative values. Air Attack is a positive value.
2) Attack of ground targets.
Range = 0. Soft, Hard Attack - positive values. Air Attack is a negative value.
That is, in the second mode, the unit will be able to protect its neighbors from attacks by enemy aircraft.
For 2 cm Flak there will be only one mode with a negative Air Attack value. This unit can attack enemy aircraft only by protecting neighbors.
cw58
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 494
Joined: Thu Sep 24, 2015 9:44 pm

Re: Country roads and other thoughts

Post by cw58 »

aaz-vx wrote: Sun Feb 23, 2020 3:40 am
I'll tell you about the changes in the anti-air class. I decided to change the standard approach. Anti-aircraft guns in any mode will remain in their class (5). For example, for 3.7 cm Flak there will be two modes:
1) Attack of air targets.
Range = 1. Soft, Hard Attack - negative values. Air Attack is a positive value.
2) Attack of ground targets.
Range = 0. Soft, Hard Attack - positive values. Air Attack is a negative value.
That is, in the second mode, the unit will be able to protect its neighbors from attacks by enemy aircraft.
For 2 cm Flak there will be only one mode with a negative Air Attack value. This unit can attack enemy aircraft only by protecting neighbors.
I have to admit that I've studied many mods and can't remember ever seeing an AA unit with negative air attack values while in AA mode. Have you tested that to see if it will really defend its neighbors? Well, no matter. When I can get around to it, I'll test it myself. Very outside-the-box, I gotta say. Thanks for sharing that. :)
aaz-vx
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 5
Joined: Thu Dec 26, 2019 2:18 am

Re: Country roads and other thoughts

Post by aaz-vx »

Yes, I checked. Everything works as intended. I believe that this will significantly add usefulness to anti-aircraft guns. You also need to tweak the exp.pzdat file to give them an experience bonus.
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