[v1.04] Enchanced Movements Mod by Yrfin (EMMY)
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- 1st Lieutenant - 15 cm sFH 18
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[v1.04] Enchanced Movements Mod by Yrfin (EMMY)
Hi All !
I was inspired ideas about improvements cost of movements and types of movements in game.
So, i desided to make enchanced movements.pzdat (compatible with all mode (vanilla, DLC and so).
Major changes:
1. Changes in Countryside (Farmland) type of territory. Its Hard to Move in this type of terrain...
2. Frozen lake/rivers: its dangerous to cross frozen Rivers ...
3. Landing aircrafts/Navy aircraft movements/Hiding movements and more... (about +23 additional Types of Movements in PzC ...)
4.Changes in Cost of movements for All types of territories.
You can do:
1. download EMMY 1.0..zip, 2. make a copy your movement.pzdat and string.pzdat in Folder Panzer Corps/Data.
3. unzip downloaded EMMY 1.0..zip,
4. copy movement.pzdat file to Data Folder of Panzer Corps (Panzer Corps/Data).
5. copy string.pzdat to Data folder of Panzer Corps (Panzer Corps/Data).
6. Icons from downloaded Movement Folder -> place to Panzer Corps/UI/movement Folder.
or
1. Place unpacked Folder EMMY 1.0.. to Mod Folder and use GME for activate.
And don't forget make a copy original files before !
You can use this Mod with All Campaign (Vanilla/GC and other Mod) but only for 13 standart Type of Movements.
.
If you want use +23 additional Types of Movements then you are need edit you're e-file or use my [Test] Equipment File.
http://www.slitherine.com/forum/viewtop ... 47&t=79363
File movement_info (Excel format) contains info about changed Movements : Red color).
Good luck !
I was inspired ideas about improvements cost of movements and types of movements in game.
So, i desided to make enchanced movements.pzdat (compatible with all mode (vanilla, DLC and so).
Major changes:
1. Changes in Countryside (Farmland) type of territory. Its Hard to Move in this type of terrain...
2. Frozen lake/rivers: its dangerous to cross frozen Rivers ...
3. Landing aircrafts/Navy aircraft movements/Hiding movements and more... (about +23 additional Types of Movements in PzC ...)
4.Changes in Cost of movements for All types of territories.
You can do:
1. download EMMY 1.0..zip, 2. make a copy your movement.pzdat and string.pzdat in Folder Panzer Corps/Data.
3. unzip downloaded EMMY 1.0..zip,
4. copy movement.pzdat file to Data Folder of Panzer Corps (Panzer Corps/Data).
5. copy string.pzdat to Data folder of Panzer Corps (Panzer Corps/Data).
6. Icons from downloaded Movement Folder -> place to Panzer Corps/UI/movement Folder.
or
1. Place unpacked Folder EMMY 1.0.. to Mod Folder and use GME for activate.
And don't forget make a copy original files before !
You can use this Mod with All Campaign (Vanilla/GC and other Mod) but only for 13 standart Type of Movements.
.
If you want use +23 additional Types of Movements then you are need edit you're e-file or use my [Test] Equipment File.
http://www.slitherine.com/forum/viewtop ... 47&t=79363
File movement_info (Excel format) contains info about changed Movements : Red color).
Good luck !
Last edited by Yrfin on Thu Apr 12, 2018 8:06 pm, edited 21 times in total.
When im died - I must be a killed.
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- Major-General - Jagdtiger
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Re: Test: New movement cost and types
Thanks Yrfin for sharing the file! There is a lot of interesting new concepts in it... There are some new mov. types that are self-explanatory (for example, Heavy Tanks) but there are others that I think it would be a good thing to comment on them... Could you please give some examples about the use of some of the new movements types you have devised?
Thanks!!
Thanks!!
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Re: Test: New movement cost and types
Hi, guille !
A little explanation for new types of movements.
#14 Car Extra (All-Wheel)
for units (4x4, 6x6) like:
GAZ-67B Comm
Studebaker US6
SdKfz 222
Willys Jeep
and others
#15 Swimcar
for units like Schwimmwagen
#16 Swimleg
#17 Swimboat
#20 Swim Truck
#21 Swim half-track
for switchable sturmtroopers/marines with sturmboat
#18 Airfield
for switchable mobile airfields
#19 Airland
For switchable airplans
#22 Swim Tank
T-40,T-37A,T-38, Sherman DD
#23 Tank Extra
for T-34
#24 Tank Heavy
for all Heavy Tanks
#25 Horse-drawn
for Horse Wagon
A little explanation for new types of movements.
#14 Car Extra (All-Wheel)
for units (4x4, 6x6) like:
GAZ-67B Comm
Studebaker US6
SdKfz 222
Willys Jeep
and others
#15 Swimcar
for units like Schwimmwagen
#16 Swimleg
#17 Swimboat
#20 Swim Truck
#21 Swim half-track
for switchable sturmtroopers/marines with sturmboat
#18 Airfield
for switchable mobile airfields
#19 Airland
For switchable airplans
#22 Swim Tank
T-40,T-37A,T-38, Sherman DD
#23 Tank Extra
for T-34
#24 Tank Heavy
for all Heavy Tanks
#25 Horse-drawn
for Horse Wagon
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- Major-General - Jagdtiger
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Re: Test: New movement cost and types
Thanks, man! It is now much more clear! I think you should include a small txt file with this explanation in the download for your new movement file.
Excellent ideas here... For example High Mountains terrain slowing down air units movement... (may be add a new air movement type: High Flying Aircraft for high altitude recon aircraft like Ju-86P and R, and in this case those aircraft could escape from regular air-movement interceptors by flying over high mountains... Just an idea)
Excellent ideas here... For example High Mountains terrain slowing down air units movement... (may be add a new air movement type: High Flying Aircraft for high altitude recon aircraft like Ju-86P and R, and in this case those aircraft could escape from regular air-movement interceptors by flying over high mountains... Just an idea)
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Re: Test: New movement cost and types
Thanx for ideas, guille !
I mean about new air movement type: High Flying Aircraft for high altitude recon aircraft like Ju-86P.
Its clear and doable.
I can name it like # Mountain Air
But..
I have Ju 86E (old bomber) in my e-file, but never think about use it (except Spain'37 maybe).
In reality, long-range, high altitude Ju 86P-2/R-1 (recon) was very rare unit (about 40 pcs).
So, i dont think what somebody will be use Ju 86P-2/R1 in action in PzC.
(Except Intenso82 in RoW, maybe )
And for do it, we must make limitation in movements for ALL other airplanes (99,9 %)
But you inspired me about usage restriction for over mountain air-movement. Its can be trick for slow, low altitude, but very maneuverable old bi-plane, like I-153, used in Russia 1942 (Caucasus mountains).
It can be fun, escape from nasty Bf 109 between mountains
And it can be used in custom mods like RoW, but not in vanilla.
I mean about new air movement type: High Flying Aircraft for high altitude recon aircraft like Ju-86P.
Its clear and doable.
I can name it like # Mountain Air
But..
I have Ju 86E (old bomber) in my e-file, but never think about use it (except Spain'37 maybe).
In reality, long-range, high altitude Ju 86P-2/R-1 (recon) was very rare unit (about 40 pcs).
So, i dont think what somebody will be use Ju 86P-2/R1 in action in PzC.
(Except Intenso82 in RoW, maybe )
And for do it, we must make limitation in movements for ALL other airplanes (99,9 %)
But you inspired me about usage restriction for over mountain air-movement. Its can be trick for slow, low altitude, but very maneuverable old bi-plane, like I-153, used in Russia 1942 (Caucasus mountains).
It can be fun, escape from nasty Bf 109 between mountains
And it can be used in custom mods like RoW, but not in vanilla.
Last edited by Yrfin on Sun Mar 12, 2017 6:33 pm, edited 1 time in total.
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Re: Test: New movement cost and types
New version 0.01
Add new types of movements :
#26 Naval Mines
#27 Pontoon Bridge
Add new types of movements :
#26 Naval Mines
#27 Pontoon Bridge
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Re: Test: New movement cost and types
Version 0.02
Fixed half-tracks (no penalty in city)
Fixed swimms units.
Airplanes can't fly over High Mountains.
Add new types of movements :
#28 Navy Air
#29 Air Sea land
for Navy Aircrafts (recon and torpedos planes)
Fixed half-tracks (no penalty in city)
Fixed swimms units.
Airplanes can't fly over High Mountains.
Add new types of movements :
#28 Navy Air
#29 Air Sea land
for Navy Aircrafts (recon and torpedos planes)
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Re: Test: New movement cost and types
Version 0.03
Fix few freeze territory movements.
Fix SwimmLeg movements for Sea territory.
Add #30 Mountain Air
(no penalty for flying over Mountain).
For very high altitude aircraft (like Ju 86P)
and for very low altitude, but very maneuverable bi-plane aircrafts (like Soviet I-153, Norwegian
Gladiator and so)
Fix few freeze territory movements.
Fix SwimmLeg movements for Sea territory.
Add #30 Mountain Air
(no penalty for flying over Mountain).
For very high altitude aircraft (like Ju 86P)
and for very low altitude, but very maneuverable bi-plane aircrafts (like Soviet I-153, Norwegian
Gladiator and so)
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- Major-General - Jagdtiger
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Re: Test: New movement cost and types
Thanks for the update!
Just another idea, that may be interesting for you... or not...
Some time ago, I was thinking it would de desirable to be able to have maritime patrol bombers in the game (for example, the Fw-200), but how to implement them? Those type of aircraft usually had specialized ship detection radar, so they should have good spotting range over water but not over land (that kind of radar of that era could not detect small targets, like land vehicles, over non water surfaces, because of clutter)... How to implement them? Just to give them good spotting values would turn them into very good sea AND land recon aircraft, and that was not the idea. So... The multiple movement types and the switch function came to the rescue... The inspiration finally came from Yrfin's work, as posted here... And then, all pieces of the puzzle fell in place...
The maritime patrol bomber would have two switch states: on one state it would have good spotting range (say, 4 or 5 hexes) but its movement type would only allow it to fly over sea hexes. Moreover,if you want to limit its ability to look from coastal hexes into land hexes, it can even be limited to move only over deep sea hexes... So, when using its search radar it could only be flown over the sea... Also, that limit the use of its radar over coastal or confined waters, as it was in the real case, where the radar could not pick targets accurately if they were in very convoluted coastlines (like fjords) or places where there are a lot of islands and straits between them (ships could navigate through them with less risk of being detected). In case you want to ferry the aircraft over land to another spot on the map, you switch the unit to its second state, in which it can fly over any surface (may be also limiting somewhat its flight ability over high mountains, after all maritime patrol aircraft were not capable of very high altitude flight) but you give the unit a "normal" spotting range of, say, two hexes...
I hope I could explain the idea in an understandable way. I think this idea gives an interesting in-game function to a specialized type of aircraft, without making such units much over-powered...
Greetings!
Just another idea, that may be interesting for you... or not...
Some time ago, I was thinking it would de desirable to be able to have maritime patrol bombers in the game (for example, the Fw-200), but how to implement them? Those type of aircraft usually had specialized ship detection radar, so they should have good spotting range over water but not over land (that kind of radar of that era could not detect small targets, like land vehicles, over non water surfaces, because of clutter)... How to implement them? Just to give them good spotting values would turn them into very good sea AND land recon aircraft, and that was not the idea. So... The multiple movement types and the switch function came to the rescue... The inspiration finally came from Yrfin's work, as posted here... And then, all pieces of the puzzle fell in place...
The maritime patrol bomber would have two switch states: on one state it would have good spotting range (say, 4 or 5 hexes) but its movement type would only allow it to fly over sea hexes. Moreover,if you want to limit its ability to look from coastal hexes into land hexes, it can even be limited to move only over deep sea hexes... So, when using its search radar it could only be flown over the sea... Also, that limit the use of its radar over coastal or confined waters, as it was in the real case, where the radar could not pick targets accurately if they were in very convoluted coastlines (like fjords) or places where there are a lot of islands and straits between them (ships could navigate through them with less risk of being detected). In case you want to ferry the aircraft over land to another spot on the map, you switch the unit to its second state, in which it can fly over any surface (may be also limiting somewhat its flight ability over high mountains, after all maritime patrol aircraft were not capable of very high altitude flight) but you give the unit a "normal" spotting range of, say, two hexes...
I hope I could explain the idea in an understandable way. I think this idea gives an interesting in-game function to a specialized type of aircraft, without making such units much over-powered...
Greetings!
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Re: Test: New movement cost and types
Hi, guille !guille1434 wrote:And then, all pieces of the puzzle fell in place...
Im glad what your puzzle was solved
Thanks for ideas, it exactly like Im use it for all of my Navy aircrafts (Recon and Torpedo):
Germany: Ar 196A-2, Bv 138A-6, He 115B-1, Do 24T-1,He 111H-4 Torpedo, Ju 88A-17 Torpedo
UK: Beaufighter Mk.VIC, Swordfish Mk.I Torpedo, Anson Mk. I, Hudson Mk.I, Sunderland Mk.V
US: PBY Catalina
Soviet: MBR-2
Netherlands: Fokker T.VIII-W
So, thanks Intenso82 for wonderful idea about airlanding.
Last edited by Yrfin on Wed Mar 15, 2017 8:26 pm, edited 1 time in total.
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Re: Test: New movement cost and types
Welcome)Yrfin wrote:So, thanks Intenso82 for wonderful idea about airlanding.
One more.
Сan use the torpedo-bomb/naval recon mode over the sea -> land-mode (in airfield near sea hex) -> on airfield change to usual bomb mode. And fly over all map.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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Re: Test: New movement cost and types
Exactly.Intenso82 wrote:Welcome)Yrfin wrote:So, thanks Intenso82 for wonderful idea about airlanding.
One more.
Сan use the torpedo-bomb/naval recon mode over the sea -> land-mode (in airfield near sea hex) -> on airfield change to usual bomb mode. And fly over all map.
But I use also Port for sea-landing.
And fly over all map ... looking overpowered for sea bird
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Re: Test: New movement cost and types
I read your post about movement in the PzC II forums and had to try this out for myself. So far I'm enjoying it quite a bit, especially the importance of roads and planes having to consider the path to their target to avoid mountains.
Just wanted to be sure though, none of the new move types do anything without an edited equipment file right? I've edited my own too much to consider swapping it out, but are there any changes you've made to yours you might be able to post here? In particular, have you tweaked the movement allowance of any towed guns?
One other thing. Countryside is more difficult than clear, which I like, and Alpine now has unrestricted movement in Forest, which I like. But they now move easier through woods and hills than through farmland. Not sure Countryside should be difficult for light troops.
Just wanted to be sure though, none of the new move types do anything without an edited equipment file right? I've edited my own too much to consider swapping it out, but are there any changes you've made to yours you might be able to post here? In particular, have you tweaked the movement allowance of any towed guns?
One other thing. Countryside is more difficult than clear, which I like, and Alpine now has unrestricted movement in Forest, which I like. But they now move easier through woods and hills than through farmland. Not sure Countryside should be difficult for light troops.
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Re: Test: New movement cost and types
Hi !Kolaris wrote:I read your post about movement in the PzC II forums and had to try this out for myself. So far I'm enjoying it quite a bit, especially the importance of roads and planes having to consider the path to their target to avoid mountains.
Just wanted to be sure though, none of the new move types do anything without an edited equipment file right? I've edited my own too much to consider swapping it out, but are there any changes you've made to yours you might be able to post here? In particular, have you tweaked the movement allowance of any towed guns?
One other thing. Countryside is more difficult than clear, which I like, and Alpine now has unrestricted movement in Forest, which I like. But they now move easier through woods and hills than through farmla nd. Not sure Countryside should be difficult for light troops.
I am glad that you are interested in types and cost of movement, coz most of players don't pay attention to it and don't understand how it is important in a game. So im trying to modify movement, to add new types of movement and to make it more realistic.
As i said in first post - its experimental, but everybody can try. Any suggestion are welcomed.
As for adding new types of movements, youre right: its necessary to modify the equipment file, to add the new movement icons and to edit few files too.
I have changed the few movements for light towed guns (2 cm - 7.5 cm) AT/AA/Field: increased move +1 (move 2).
Also i have increased the movements for almost all recon units (+2) and reduced for pull half/truck (-1). All fast light tanks also increased the movement +1 (move 6).
And about Countryside.
In default movement.pzdat, ALL movements on Countryside was made equal Clear. It absolutely nonsense, coz it my vision Countryside its much more difficult to movements for all mechanized units, and a little difficult for legs units .
Its was my first (and main) idea: to change the Countryside movement.
So, youre right about legs troops : i will correct Countryside movement to 1 (same as Clear) for all Legs Units (Ski, Bridge, Alphine, Inf). I will upload new version tomorrow after test.
Also i will add info file for compare changes with original movement.pzdat.
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Re: Test: New movement cost and types
I think I'll try 2 movement for lighter guns, that will certainly give them a niche next to the larger calibers.
Another issue with countryside: towed guns have -50% movement, which means that with only 1 movement they can cross 2 countryside tiles.
Another issue with countryside: towed guns have -50% movement, which means that with only 1 movement they can cross 2 countryside tiles.
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Re: Test: New movement cost and types
My NbWf.Div (15-30 cm) have Move 2 also.Kolaris wrote:I think I'll try 2 movement for lighter guns, that will certainly give them a niche next to the larger calibers.
Another issue with countryside: towed guns have -50% movement, which means that with only 1 movement they can cross 2 countryside tiles.
Fix countryside towed guns: set to -100% movement at countryside.
Also fix balance ordinary and swimm transport. Both have same movements now (except water of coz).
Version 0.04
Add #31 Heavy Gun movement
Move 1 only for City, Port, Airport, Fortification and Road (only for Dry and Frozen), Clear (Dry).
Can be used for 15 cm Arty and heavy AA (8.8 ).
For 17 cm and more Arty Im still use switch mode with move 0.
Info file for compare changes with original movement.pzdat:
Last edited by Yrfin on Sat Apr 01, 2017 9:18 pm, edited 3 times in total.
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Re: Test: New movement cost and types
Many thanks! Look forward to testing it.
Though I've noticed the movement file isn't refreshed on starting a new campaign scenario like the equipment file is. Oh well.
I think the 251/1 has found a sweet spot here, since I normally never considered it an option. But with the Opel Blitz, infantry that go off-road are slowed down by their transports, which is a very interesting dynamic.
Though I've noticed the movement file isn't refreshed on starting a new campaign scenario like the equipment file is. Oh well.
I think the 251/1 has found a sweet spot here, since I normally never considered it an option. But with the Opel Blitz, infantry that go off-road are slowed down by their transports, which is a very interesting dynamic.
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Re: Test: New movement cost and types
Version 0.05
Many changes in cost of movements all units for Muddy/Frozen terrain.
Add #32 Hiding
Unit with this type of movement must have trait "camo" and can move 1 only in:
Bocage, Forest, Thick Forest, Hills, Mountains, Jungle.
Its can be used for switchable units like Gebirgsjäger, Fallschjäger, for example.
Also for AT guns too (ambush mode).
Add #33 Paratroop
Movements same like Gebirgsjäger, except Mountains. Info file
Many changes in cost of movements all units for Muddy/Frozen terrain.
Add #32 Hiding
Unit with this type of movement must have trait "camo" and can move 1 only in:
Bocage, Forest, Thick Forest, Hills, Mountains, Jungle.
Its can be used for switchable units like Gebirgsjäger, Fallschjäger, for example.
Also for AT guns too (ambush mode).
Add #33 Paratroop
Movements same like Gebirgsjäger, except Mountains. Info file
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Re: Test: New movement cost and types
hello my friend!
i miss helicopters, missles (for modern warfare)
can anyone please do some icons for this mod?
please some explainations how it works: (with examples please)
swim leg???
swim boat???
air land (aircraft landed on ground?)
naval air (can only fly over ocean?)
air sealand (aircraft landed on sea like PBY Catalina?)
Many thanks! keep on doing your fantastic work!
i miss helicopters, missles (for modern warfare)
can anyone please do some icons for this mod?
please some explainations how it works: (with examples please)
swim leg???
swim boat???
air land (aircraft landed on ground?)
naval air (can only fly over ocean?)
air sealand (aircraft landed on sea like PBY Catalina?)
Many thanks! keep on doing your fantastic work!
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Re: Test: New movement cost and types
You can have helicopter with missile strike.Viking216 wrote:i miss helicopters, missles (for modern warfare)
You can ask guille1434 or Akkula about icons for this, if he would.Viking216 wrote:can anyone please do some icons for this mod?
1. # 16 Swim leg & # 17 Swim boatViking216 wrote: please some explainations how it works: (with examples please)
swim leg???
swim boat???
This types of movements can be used for switchable units like SturmPionieer/Assault Team or so.
SturmPionieer
With this type of movement (# 16 Swim leg) unit can cross rivers and attack for one movement.
SturmPionieer can also switch to Sturmboat (movements type # 17 Swim boat) and can move only on rivers.
Exactly.Viking216 wrote: air land (aircraft landed on ground?)
naval air (can only fly over ocean?)
air sealand (aircraft landed on sea like PBY Catalina?)
# 19 Airland
Aircraft can land only at Airfield (for reload).
#28 Naval Air
Aircraft can fly only over Port, Shallow Sea, Sea.
#29 Air sealand
Aircraft can land only at Port, Shallow Sea, Sea. (for reload).
Version 0.06
Thanks.Viking216 wrote: Many thanks! keep on doing your fantastic work!
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