Range 1 for Tanks

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leerm02
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 5
Joined: Sat Jun 30, 2018 4:20 pm

Range 1 for Tanks

Post by leerm02 »

Okay, so I'm not going to beat around the bush: I hate the way armor assaults work in this game. Straight up hate it.

The easiest way that I found to possibly fix the issue is to go through the equipment editor and change the range value on all tanks from 0 to 1. Sounds simple, right? That way inf can still assault them in appropriate terrain and have it work out, but you don't have these ridiculous scenarios where sixty tanks just can't do anything meaningful to ten guys in a copse of trees (unless by meaningful you mean die, in which case: yeah, they will do a lot of that.)

I can't for the life of me figure out how to actually make that change though. I think that the "equipment" file only works on some very limited part of the campaign or something? Every DLC has a different equipment file maybe? Maybe I'm not even changing the actual values on the equipment file? I'm honestly not sure. I just got the gold edition of the game and this tiny little detail has made the whole thing borderline unplayable for me.

Ugh.

Any help would be appreciated. Seriously. :-(
Shoughie
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 55
Joined: Fri Jan 11, 2013 5:36 pm

Re: Range 1 for Tanks

Post by Shoughie »

Every DLC uses the same equipment file. Depending on the program your using to modify it you need to change the range in just that file. Range is the 8th value in the table and is 0 for every unit except for artillery, anti-air, and capital ships. Hope that helps.
guille1434
Major-General - Jagdtiger
Major-General - Jagdtiger
Posts: 2856
Joined: Sun Jul 01, 2012 5:32 pm

Re: Range 1 for Tanks

Post by guille1434 »

Hello Leerm... The game program will use the equipment file present in the DLC subfolder you re currently playing, or if none is found there, will look for the same-named file present in the "global" Data file present in the game directory. Then, you can change the values present inside the equipment file opening that file using an excel type software (I use a very old Excel 2003 and works like a charm).

Greetings and happy modding! :-)
cw58
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 487
Joined: Thu Sep 24, 2015 9:44 pm

Re: Range 1 for Tanks

Post by cw58 »

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I like to use the free program "Open Office" but any spreadsheet program should work.
dalfrede
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1493
Joined: Wed Mar 15, 2017 7:48 pm

Re: Range 1 for Tanks

Post by dalfrede »

The question is with R=1 will infantry and/or other tanks shoot back?
It may break the game.

If you put an Equip file in the data folder of a DLC or a Mod, that equip file will work for that one campaign without affecting others.
There comes a time on every project when it is time to shoot the engineer and ship the damn thing.
captainjack
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1912
Joined: Thu Sep 13, 2012 7:42 am

Re: Range 1 for Tanks

Post by captainjack »

Units don't fire back when attacked by units with range 1 or more so range 1 tanks may well become too powerful, especially if they can be awarded range heroes I can see a case for giving some tanks with very powerful guns a switch to 1 range, maybe with reduced attack stats (eg SA passive only and RoF set at something like 5 to 8 (50 - 80%) and move 1 or 2 as it takes time to set up a real lonv range shot and you're likely to be less effective.

With respect to the original post, recently I increased all tank gd and ad by 2 and cd by 1 as an experiment and it makes a useful diffrence for early war tanks which now pose quite a threat to infantry in the open but doesn't break game balance. Note that my AT have +2 initiative so are a little more powerful already, but I'm still toying with +1ha for all AT guns and SPAT to rebalance. So maybe try adjusting combat stats if range is causing too many problems.
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