Yes it will be


If you have Equipment file example lines of the story you tell about the Rail Guns it will be interesting!
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Yes it will be
Wow, a lot of information. I will test the camouflage switch in the alpha Barbarossa scenario. It's working there already. I still think it will be useful, specialy for enemy air attacks.guille1434 wrote: ↑Tue Mar 24, 2020 1:09 pm Hello guys:
Some ideas...
He-111Zwilling: The Z-1 heavy glider tug unit would indeed be a redundant unit, but the "what if" Z-2 bomber version would be nice!
Railguns: It would be necessary to test the camouflaged (or "inert") railgun unit switch... Will be used by the player? Would any player find the need to camouflage those important long-range support units? I know it would be a good measure against air attacks, but I think the best use for those units will be for attacking enemy strongpoints or AA units to open a path for air to ground attack units and less so to remain hidden under a camouflage net. Again, I am not against the idea (it is an innovative one!) but I think it would be necessary to test it. In the past my experience was that, when testing new "switches" for units while I was making mod work I found that some switch states looked good in theory but were not practical when tested "in battle".
Another idea I had about "switching" railgun units is the following, may be you find it useful:
In order to differentiate "light" from "heavy" rail artillery units, I planned to add a switch for heavy railguns (I think that guns with more than 8 inch or 21 cm caliber could be considered as "heavy" and the ones with inferior caliber could be classed as "light" --> 15 cm, 17 cm, 20 cm.
The light railroad guns could fire and move in the same turn, just like regular artillery units in the un-modded game where you can move the artillery unit and then fire. May be add a swith to this type of units where:
Light rail guns (20/21 cm caliber or less):
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a) Fire & move switch: Unit can be moved at a reduced speed (say 3-4 hexes and fire) and fire in the same turn.
b) Move switch: Unit cannot fire, just move along railway lines, but at a higher speed (for example 8 hexes): Useful for "strategic" mobility on the battlefield. May be giving them while in this state a low passive attack value to allow a measure of auto-defense if attacked by land units (may be making a special animation wich would add firing troops around the railroad gun when responding to an enemy land attack --> I did just that "special animation" for the Opel Blitz truck, which when attacked, a soldier figure would appear firing out from the cabin lateral window and another figure fires out from the cargo compartment over the cabin roof).
Light rail gun units would be able to give defensive support fire just like any regular artillery unit (they should be classed as Artillery class units).
Heavy rail guns (more than 21 cm caliber):
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On the other hand, "heavy" railroad guns would be switched between a fire state (fire, and not move) and a move state (just move, but at a lower speed than a light railroad gun) ---> This would reflect the longer time it takes to put in and out of battery a heavy gun when compared to a lighter, more mobile one.
Also, it would be interesting to group "heavy" railgun artillery units in a separate unit class (called "Heavy or Siege Artillery"?) apart from regular artillery, to prevent them from making defensive support fire to adjacent attacked land units. Very heavy "land" artillery units could be grouped in this new unit class also, to further differentiate very heavy or siege arty units from light and field artillery units. Also it would be interesting to test giving those units the "lsup" trait to give them the long term supression ability to enemy units, just like strategic bomber units.
Heavy railroad guns (and also very heavy land artillery units): Would be used for long range, harassing fire to attack "strategic" targets, positioned more or less deep behind enemy lines, but not for tactical support defensive fire for friendly adjacent units.
Of course, this light and heavy railgun switch system could be integrated without problem with the camouflaged state railgun switch you designed. This way, any railgun unit would be a "triple switch" unit.
I hope I could explain my idea in a clear, comprehensible way for you to make something useful from it. Sorry for the looong posting!
Cheers and thanks to all for your hard and innovative work!!
I remember this from a Panzer General version. Do you still have this animations for trucks?guille1434 wrote: ↑Tue Mar 24, 2020 1:09 pm I did just that "special animation" for the Opel Blitz truck, which when attacked, a soldier figure would appear firing out from the cabin lateral window and another figure fires out from the cargo compartment over the cabin roof).
Thanks very much Guille!guille1434 wrote: ↑Tue Mar 24, 2020 4:07 pm Phcas:
Obviously, I was inspired by the good old Panzer General to make this "special animation", and of course I have the files, it works like a charm!
Here is the file for you to test...
About multi switch units: I tested three and four state "switchable" units and worked okay... to achieve this, in short, you have to stick to the following rules:
a) First unit has to be "primary"
b) Second unit should be "no purchase" (warning! "chaining" a new switch with a second "nopurchase"trait unit causes the game to crash)
c) Third, fourth, and fifth (?) units switches should not be given the "no purchase" trait, but be made invisible in the purchase screen by giving availability dates out of the mod time frame. In example, I like to use dates from 01.01.1901 to 02.01.1901
Posted the info in Guille's thread:
What will be Russian is great but so far I only see hieroglyphs )))
My Italians break through the (first?) line on turn 15.
Yes, and this is an infantry unit of what year ? )
ОК !