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Re: Test: New movement cost and types
Posted: Mon May 22, 2017 10:56 pm
by guille1434
Ok Yrfin!
Two matters:
- New Move Types: I think we should start to think about a new movement type: Wheeled Tank. As I am about to upload a new icon for the Soviet BT-5 fast tank, with two switches, the regular tracked tank unit, and the "wheeled" one (maybe with "reconmove" trait?), because this tank could move very fast on its wheels after the crew uninstalled the track from around them, but only on hard surfaces. This new move type should allow the unit to be very fast on dry roads, but to be very slow and clumsy on mud roads and on any type of terrain, except of main roads, cities, ports, may be airfields... Those BT-5 wheels were very hard and narrow, so, the tank moved on wheels, it should have a fairly high ground pressure value. Here, I attach a possible icon for this new movement type...
About switchable infantry: I like the two-switch infantry units, with Heavy Weapons Inf units biased to defensive duties (with its "defensive" switch), and the Light Infantry (or just regular) units biased to attack ("Attack" switch) duties. But I think that -4GD -8AD is a little excessive... It's ok if the unit with such stats usually fire first while making an attack, but you have to bear in mind that the unit will remain in that state, with those stats, during the enemy's turn, and as such I think it would very vulnerable to any type of attack... So, you attack and conquer a new position, only to see that unit wiped out by one air attack and one land units counterattack. Testing should be made to check the values... I think it is Ok to decrease defense values, but the number you propose, in my opinion seem to be a little excessive...
Some more brain-food...

Re: Test: New movement cost and types
Posted: Tue May 23, 2017 6:02 pm
by Yrfin
guille1434 wrote:
- New Move Types: I think we should start to think about a new movement type: Wheeled Tank.
Hi guille !
I am glad to see your new icons as always

Like you wish I make new type of movements for Track/Wheeled Tanks (BT series: BT 2/5/7).
#36 Wheel Tank
In Wheel Stance this unit can move only on Road/City/Port (I think it must be Move 9 in scale GC - 72 km/h). Muddy/Snow: - 20 %.
In Track Stance - it can be Light Tank Movement (#22 Light/Swim Tank). Move 6-7 in scale GC -53 km/h. Trait "reconmove" of coz IMHO.
Version 0.08
Also add new type of movements
#35 Vehicles Hide
Recon Vehicles can Switch/Move to Hide Stance only in City/Port/Forest/Bocage.
And i think about add Tank Ambush type of Movements.?
Any suggestion
May be make it on Countryside too ?
Movement.pzdat -> place to Data folder
String.pzdat -> place to Data folder
Icons from Movement Folder -> place to UI/movement Folder.
And don't forget make a copy original files before !
Re: Test: New movement cost and types
Posted: Wed Jul 05, 2017 6:35 pm
by Yrfin
A little boost for Alphine/Paratroops.
Now Alphine/Paratroops can move 4 hex on Dry Road (with standart Move 3).
Version 0.09
Re: Test: New movement cost and types
Posted: Sun Sep 17, 2017 12:08 am
by Yrfin
Future update you can see in topic "[Test] New equipment File (with Switchable Units)".
http://www.slitherine.com/forum/viewtop ... 63#p676560
Re: [Test] New movement cost and types
Posted: Thu Nov 09, 2017 6:26 pm
by Yrfin
Version 0.10
Few minor changes in Light Cars (4x4 and Swimm).
Now Light Cars (4x4) with Type of Movements #14 and Swimm Car with Type of Momements #15 have a same Movements (except Terrain with "Water" (Rivers/Lake etc)).
Thanks guille for inspiration

Re: [Test] New movement cost and types
Posted: Thu Nov 09, 2017 8:03 pm
by guille1434
Thanks Yrfin for the update!

The unit's movement aspect of this game is very important to give said units some unique capacities. May be you saw it, but I made a new small icon for the 4x4 Car move type... It looks more like an armored car than a civil automobile, may be you find some use for it...

Re: [Test] New movement cost and types
Posted: Sat Nov 18, 2017 5:53 pm
by Yrfin
Version 0.11
Few minor changes in #32 Foot Hiding and #35 Vehicle Hiding (Now worked in Countryside/Port).
Thanks guille for movement #14 icon

Re: [Test] New movement cost and types
Posted: Sat Nov 18, 2017 9:04 pm
by guille1434
Thanks also to you for the update on thi all-important mod!

Re: [v1.0] Enchantment Movements Mod by Yrfin (EMMY)
Posted: Tue Nov 28, 2017 8:15 pm
by Yrfin
Re: [v1.0] Enchanced Movements Mod by Yrfin (EMMY)
Posted: Tue Dec 12, 2017 3:15 pm
by Yrfin
update 1.01.
- Correct Movement # 14 (4x4) icon from Guille.
- minor fixed in String.pzdat
- can be used with GME. Place EMMY Folder to Mod Folder and use GME for activate.
Re: [v1.03] Enchanced Movements Mod by Yrfin (EMMY)
Posted: Tue Apr 03, 2018 3:14 pm
by Yrfin
update 1.03
- Swamp movements changed.
- Paratroop Type of Movement #33 renamed to Leg Special and can be used with SpecialTroops like SAS Ranger Commando Partisan.
- Add #37 Underwater Track
(move only : Road/City/Clear/Water)
Re: [v1.04] Enchanced Movements Mod by Yrfin (EMMY)
Posted: Thu Apr 12, 2018 7:56 pm
by Yrfin
guille1434 wrote:
- Coastal naval movement: For low freeboard small coastal and riverine craft (gunboats, ferries, coastal freighters, pontoons, etc...) which can sail over rivers and quieter coastal waters, but not on open seas.
- Shallow naval movement: For low draught ships (destroyers, light cruisers, may be escort carriers...) which can go over shallow and deep seas (they can sail to waters where heavy ships can't).
- Deep Naval movement: For heavy, deep draught ships (carriers, heavy cruisers, battleships, etc...) which can only sail over deep water and cannot go over shallow, confined waters.
With ideas from Guille im make EMMY 1.04 (Sea Movements Extended).
#38 Naval Deep Sea
#39 Naval Shallow Sea
#6 Naval renamed to Naval All Sea. And changed.
#12 River - Changed.
Any question ?
Re: [v1.04] Enchanced Movements Mod by Yrfin (EMMY)
Posted: Thu Apr 12, 2018 9:40 pm
by captainjack
If I ever finish off my current project I intend to apply your movement mods to this. I have one serious question and one less serious one.
Serious question first
Commandos should really be coastal raiders, so I was thinking of giving them stats like paratroopers but instead of allowing paradropping, giving them a switch to river boat for getting to and from targets. Ideally when ground troops they would also be able to fight from river hexes and on rivers like bridge engineers but not allow other units to cross them. Do your current move types allow this or could you add one?
Less serious
Camel move
I'm currently working on desert scenarios, I keep thinking that it would be nice to have camel move - mostly the same as horses but not affected by dunes and rough desert.
Oxen
Slow (probably 2 move) but move almost completely unaffected by terrain. Perfect for Balkan campaigns when you need to move those heavy guns and have no vehicles or fuel.
Re: [v1.04] Enchanced Movements Mod by Yrfin (EMMY)
Posted: Fri Apr 13, 2018 4:43 pm
by Yrfin
captainjack wrote:
Commandos should really be coastal raiders, so I was thinking of giving them stats like paratroopers but instead of allowing paradropping, giving them a switch to river boat for getting to and from targets. Ideally when ground troops they would also be able to fight from river hexes and on rivers like bridge engineers but not allow other units to cross them. Do your current move types allow this or could you add one?
Im use #16 Swimm leg
Can move Shallow Sea/Rivers
captainjack wrote:
Camel move
I'm currently working on desert scenarios, I keep thinking that it would be nice to have camel move - mostly the same as horses but not affected by dunes and rough desert.
Oxen
Slow (probably 2 move) but move almost completely unaffected by terrain. Perfect for Balkan campaigns when you need to move those heavy guns and have no vehicles or fuel.
Im not Big expert at Camels

Not sure about "not affected by dunes and rough desert".
For Oxen you can use #25 Horse Drawn.
May be Oxen movement almost completely unaffected by terrain (without cargo), but pulled Heavy Gun - not.
Re: [v1.04] Enchanced Movements Mod by Yrfin (EMMY)
Posted: Fri Apr 13, 2018 4:58 pm
by guille1434
Thanks Yrfin for the updates... You continue providing valuable stuff for my project...
About animal traction... I'm not a zoologist but it is a good idea in my opinion to make a "camel move" type to be made like cavalry move but more efficient in desert and dunes terrain types. I think I remember to have read that camels had bigger "feet" (meaning a bigger contact surface with the terrain) which gave those creatures a better movement over sand or soft surfaces (same effect for vehicles using "fatter" balloon tyres over sandy surfaces). The downside is, of course, we don´t have any camel icons!!
On the other hand, I cannot say anything about oxen. I suppose they are stronger creatures than horses, but anyone can use more horses to compensate that when pulling some heavy cargo, so, it looks like something as an overkill to include also oxen besides the horses as transport type units.
Just an opinion...

Re: [v1.04] Enchanced Movements Mod by Yrfin (EMMY)
Posted: Fri Apr 13, 2018 9:09 pm
by captainjack
Thanks for the commments. The swim/leg move sounds like what I was after for the commandos
As for the animals, I was guessing about camels, and oxen as slow horses with heavier pulling capacity sounds about right.
Re: [v1.04] Enchanced Movements Mod by Yrfin (EMMY)
Posted: Sat Apr 14, 2018 4:59 pm
by Yrfin
Im going to re-read Friedrich von Mellenthin "Panzer Battles: A Study of the Employment of Armor in the Second World War", about Rommel's Camels

PS. "we don´t have any camel icons!" (c) Guille
Re: [v1.04] Enchanced Movements Mod by Yrfin (EMMY)
Posted: Fri Jun 01, 2018 4:11 pm
by Wolfram1951
Good work and idea!
Re: [v1.04] Enchanced Movements Mod by Yrfin (EMMY)
Posted: Thu Aug 30, 2018 7:35 am
by zakblood
2nd account has been banned as well, for reasons please see
viewtopic.php?f=147&t=79363&start=20
Re: [v1.04] Enchanced Movements Mod by Yrfin (EMMY)
Posted: Sun Sep 09, 2018 12:14 pm
by zakblood
topic closed and locked