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Re: Test: New movement cost and types
Posted: Mon Apr 10, 2017 7:00 am
by Viking216
much more clear now, thanks!
Re: Test: New movement cost and types
Posted: Thu May 04, 2017 1:51 am
by Viking216
hello my friends, i have made some icons for this movement-mod
i decided to use a colour-scale for fast understanding of the icons:
green - fast, light
yellow - medium
red - heavy, slow, no movement
blue - amphibious, water
lightblue - air
white - special, ski, mountain
i hope you enjoy!
Re: Test: New movement cost and types
Posted: Thu May 04, 2017 3:01 am
by Yrfin
Nice idea, Viking216 !
There is mypack of movements icon, but not complite
And modified file Strings.pzdat (put in Data folder).
Re: Test: New movement cost and types
Posted: Thu May 04, 2017 9:04 am
by Viking216
hello again!
i have made some new strengh-plates for your eastern-front-mod
now they look like helmets
there are 3 types in: german vs soviet, soviet vs german (for you Yrfin) and the original one
also i have made some lightgreen transperent movement counter for better visibility on snowy ground
i hope you enjoy!
Re: Test: New movement cost and types
Posted: Fri May 05, 2017 7:00 pm
by Yrfin
Viking216 wrote:
i have made some new strengh-plates for your eastern-front-mod
Eastern Front: Soviet Storm maded by Akkula, not me
But, thanks anyway.
Viking216 wrote:
also i have made some lightgreen transperent movement counter for better visibility on snowy ground
Thats intresting, but:
1. I think it must include Path file in same color style.
2. Light-green looking better then white at snow, but not looking good with contrast at green Forests

May be try dark-green ?
New version types of movement.
Version 0.07
Add new type of movement:
#34 Helicopter landing
Aircraft can landing only at:
Clear,Countryside,Hills,Mountains,City,Airfield,Port,Fortification,Desert,Dunes,Road.
It can be used for Helicopters.
Im used it for switching flying/landing HQ at Fi-156.

- HQ.jpg (29.39 KiB) Viewed 4561 times
Re: Test: New movement cost and types
Posted: Sat May 06, 2017 1:26 am
by Viking216
Eastern Front: Soviet Storm maded by Akkula, not me
--- i should sleep more often...
Thats intresting, but:
1. I think it must include Path file in same color style.
2. Light-green looking better then white at snow, but not looking good with contrast at green Forests

May be try dark-green?
1- you mean the arrows for movement?
2- should i made it for you in dark green or any other colour?
Re: Test: New movement cost and types
Posted: Thu May 18, 2017 1:01 am
by guille1434
Hello!
Could this icon be suitable for a Parachute Troop movement type?

Re: Test: New movement cost and types
Posted: Fri May 19, 2017 4:25 am
by Viking216
sure...do you want it in any colour based on my icons?
Re: Test: New movement cost and types
Posted: Fri May 19, 2017 5:50 pm
by Yrfin
guille1434 wrote:Hello!
Could this icon be suitable for a Parachute Troop movement type?

Hi guille !
Sure it can be

and thanks for help.
Re: Test: New movement cost and types
Posted: Fri May 19, 2017 7:53 pm
by guille1434
Hello Yrfin! I am glad you liked it...

Also I tried to make something for the "Hidden" move type. It pretends to be some kind of camouflage net, but I don't know, it looks like a multi-pixel blob... Have a look at it...

Re: Test: New movement cost and types
Posted: Fri May 19, 2017 9:21 pm
by Yrfin
guille1434 wrote:Hello Yrfin! I am glad you liked it...

Also I tried to make something for the "Hidden" move type. It pretends to be some kind of camouflage net, but I don't know, it looks like a multi-pixel blob... Have a look at it...

Yep

Ok. I make this type just as it dark figure.
Re: Test: New movement cost and types
Posted: Sat May 20, 2017 9:34 pm
by guille1434
About the hidden or "stealth" movement type icon: What about a soldier figure with a knee on the ground posture or a figure lying flat on the ground?
Re: Test: New movement cost and types
Posted: Sat May 20, 2017 9:53 pm
by Yrfin
guille1434 wrote:About the hidden or "stealth" movement type icon: What about a soldier figure with a knee on the ground posture or a figure lying flat on the ground?
Hidden (stealth) type of movement can be applicable not only to intelligence agents (like Branderburgers or SAS), but also for Recon units.
Armoured Recon unit can be switch to "Hide" stance. So, need something original for this type of movement.
Re: Test: New movement cost and types
Posted: Sat May 20, 2017 10:06 pm
by guille1434
Ok, but I think you should differentiate the stealth move stats for infantry type units (SAS, Brandeburgers, Snipers, all on foot), that the stealth move type from vehicle based units (recon). So, the figure icon should be used for the first (on foot units) type and then, we have to design another icon for stealthy vehicles, in my opinion... After all, trained troops moving on foot are much stealthier than any type of vehicle because they emit almost no noise and they are much smaller, and can hide in a lot of small places that a vehicle cannot...
Re: Test: New movement cost and types
Posted: Sat May 20, 2017 10:18 pm
by Yrfin
guille1434 wrote:Ok, but I think you should differentiate the stealth move stats for infantry type units (SAS, Brandeburgers, Snipers, all on foot), that the stealth move type from vehicle based units (recon). So, the figure icon should be used for the first (on foot units) type and then, we have to design another icon for stealthy vehicles, in my opinion... After all, trained troops moving on foot are much stealthier than any type of vehicle because they emit almost no noise and they are much smaller, and can hide in a lot of small places that a vehicle cannot...
Good suggestion. I must think about different types for "foot hidden" movement or "motorized hidden" movement.
BTW, I think about make Infantry switchable. Def (default) stance and Attack stance. In Attack stance : Ini +1, move +1, but GD/AD decrease.
Your opinion?
Re: Test: New movement cost and types
Posted: Sat May 20, 2017 10:23 pm
by captainjack
guille1434 wrote:troops moving on foot are much stealthier than any type of vehicle
Guderian (admittedly with a pro-mechanisation interest) reckoned that motorised recon was quieter than horses.
But as you say, a good scout on foot can be almost undetectable.
Re: Test: New movement cost and types
Posted: Sun May 21, 2017 12:50 am
by guille1434
I am in no position to argue on General Guderian point of view... After all, I think he should have know a tiny little more about military matters than me...

But, surely thara cannot be a stealthier unit on the battlefield than a small, highly specialized troop unit dedicated to recon missions.
About switchable infantry units... I always thought of giving them a switch, but for defensive stance, for example:
- Switch 1: "normal" state, with the regular stats value
- Switch 2: "defensive" to the last man stand: move = 0 (will not retreat, but surrender) more GD and AD, maybe a little less Attack values (after all, they are firing under cover and not maneuvering much)
The more aggressive (more attack and less defense) state is in my opinion reserved for elite (or fanatical) troops which were reckless in their attacks, suffering more casualties, but causing more effect on enmies... Historically for example, SS troops suffered more casualties than regular Heer troops...
But, thinking it over, why not adding the "banzai!"third switch: More attack (may be initiative?) and and important decrease in defense values, like ordering the unit in a all or nothing, desesperate attack.
So...
- Switch 1: regular infantry values.
- Switch 2: All out attack! (more Initiative, and attack, but not more move, less defense, in my opinion)
- Switch 3: Last stand defense. (This icon should show the infantry figures behind a sandbag parapet cover, similar to the one I made for the AT Guns and uploaded somewhere else, for example)
May be a scheme a little over-complicated for some players' taste, but can be used only for some special type infantry units and not for the common, run of the mill ones...
Just some thoughts...
Re: Test: New movement cost and types
Posted: Sun May 21, 2017 1:07 am
by captainjack
Switchable infantry. There is much sense in there but it could perhaps be simplified a little.
Units are often described as being particularly good on defence or on attack, but rarely both.
Maybe it should be that infantry have only one switch (either to special defence or to special attack) with very few if any able to do the three way switch from attack/defence/normal.
On a related matter, making units better on defence isn't too difficult (apart from whether ini should be adjusted as well), but trying to depict attacking prowess seems harder to get right - +attack is one option, but maybe -defence and/or +ini would be more effective. If you had spear-armed troops, you might go for high attack (and maybe high RoF) but poor defence and low ini, so that if they survived being shot and reached you, you would be in big trouble, but they wouldn't often get that far, but of course there weren't a lot of such units in the mid 1900s.
Re: Test: New movement cost and types
Posted: Mon May 22, 2017 6:22 pm
by Yrfin
captainjack wrote:
Maybe it should be that infantry have only one switch (either to special defence or to special attack) with very few if any able to do the three way switch from attack/defence/normal.
Im agreed with it: 3 way switch infantry too complicated ever for player, and AI cant use it.
But AI can handle with 2 way switch (I make a little test with Def/Att Infantry and Mount/Dismount Cavalry).
So i think more balanced looking like:
for Standart Infantry
1. Def.Stance (default). Standart stats.
- 1 Move (2 Hex on Clear)
(M.b. even leave 3 hex move, but only on Road ? New type of movement: "The MarŅhing Legs" - Boost on Road )
2. Attack stance (switch)
-4GD -8AD, but +1 Ini
Standart move =3.
for Grenadiers/SMG
1. Attack stance (default). Standart stats.
-4GD -8AD, but +1 ini
2. Def stance (switch on Close territory only, like with Hidden type of movement, but without "camo" trait).
"...Last stand defense. This icon should show the figures behind a parapet ..."
Like Fast Entrenchment.
+4GD +8AD
Move 0 Hex, but +1CD.
Re: Test: New movement cost and types
Posted: Mon May 22, 2017 10:13 pm
by Yrfin
guille1434 wrote:Ok, but I think you should differentiate the stealth move stats for infantry type units (SAS, Brandeburgers, Snipers, all on foot), that the stealth move type from vehicle based units (recon). So, the figure icon should be used for the first (on foot units) type and then, we have to design another icon for stealthy vehicles, in my opinion....
Yep youre right, guille. Thanks for hint

Foot unit can hide and move in City/Port, Forests, Hills and other Close Terrian. Still not sure about Countryside.
But Vehicles - only City/Port, Forests, Bocage.
So, next new type of movements.: #Vehicles Hide.