Unit editor?

Post new mods and scenarios here.

Moderator: Ronald Wendt

Post Reply
AngrySwan
Posts: 435
Joined: Thu Oct 03, 2013 4:21 pm

Unit editor?

Post by AngrySwan »

Do you plan to have a unit editor for the game? (to change units statistics)

Some of the old Panzer General series have unit editors with a possibility to modify units and that is the reason why some of these 20 year old games are still popular and have gamer communities.

The art of war is simple and esay to understand but fighting a war is hard.
User avatar
Ronald Wendt
Posts: 1880
Joined: Mon Jun 08, 2009 6:09 am
Contact:

RE: Unit editor?

Post by Ronald Wendt »

Hello,
ORIGINAL: Marechal

Do you plan to have a unit editor for the game? (to change units statistics)

Some of the old Panzer General series have unit editors with a possibility to modify units and that is the reason why some of these 20 year old games are still popular and have gamer communities.


we agree,this is a nice feature, esp. for modders. We will put this demand on our list, but it will be a long time until it will make it into the engine, so do not expect anything like it soon.

Regards,
AngrySwan
Posts: 435
Joined: Thu Oct 03, 2013 4:21 pm

RE: Unit editor?

Post by AngrySwan »

Thanks. Take your time, I also need some more time to learn how to beat the Bolsheviks properly.

What units I had in mind:
- German cavalry (maybe with an option "cannot be purchased, only if given in the scenario", they had some units but not too many)
- 88 Flak in antitank role also functioning as artillery, but no AD ability. The current 88 would remain as an AD unit.
- Halftrack riders for the most advanced armies. They would have a halftrack icon only.
- Unless limited by the game engine, more minor nations including German elite units from Western and Eastern Europe and Russian anti-communist forces. Also forces of minor Allied nations - Free French etc. and Soviet equipped Eastern European forces.

After you tune up the game engine, there is unlimited potential for creating units and missions.

... and I have not seen the Ships in action yet.
The art of war is simple and esay to understand but fighting a war is hard.
User avatar
Ronald Wendt
Posts: 1880
Joined: Mon Jun 08, 2009 6:09 am
Contact:

RE: Unit editor?

Post by Ronald Wendt »

Hello Marechal,

ORIGINAL: Marechal
- German cavalry (maybe with an option "cannot be purchased, only if given in the scenario", they had some units but not too many)

Actually this will be in the 1.04 update exactly the way you described it. Germanys' 1. CavDiv will be part of the core troops of AGC then. See the picture below. [:)]
ORIGINAL: Marechal
- 88 Flak in antitank role also functioning as artillery, but no AD ability. The current 88 would remain as an AD unit.

The 8.8 in an active antitank role in our scale is not plausible. I can imagine the 8.8 damaging approaching tanks, but i cannot think of it hunting evading tanks on that distance.
The artillery part could be added we will give it a thought.

ORIGINAL: Marechal
- Halftrack riders for the most advanced armies. They would have a halftrack icon only.

I am not sure i understand this right. Currently you can equip units with halftracks, at least German and Soviet units. Do you seek another kind of unit ?

ORIGINAL: Marechal
- Unless limited by the game engine, more minor nations including German elite units from Western and Eastern Europe and Russian anti-communist forces. Also forces of minor Allied nations - Free French etc. and Soviet equipped Eastern European forces.

New nations and units are easy to inlcude. If you name the units that you miss on the Eastern Front, we will be happy to inlcude them (i think you mean certain regiments that were recruited from e.g. Belgium and the like ?)
But did you try and have a look at the editor ? You can place units of any nation under a flag. This means if you build a scenario you could even have German units on the Soviet side. So including e.g. Belgium units on the German side is already possible. Only downside is they will not have the looks such units had atm.
ORIGINAL: Marechal
... and I have not seen the Ships in action yet.
True, while the structure for ships is there, its not filled with equipment so far. There were few battles on the Eastern Front that included ships/amphibous operations. Still this is on our list.

In general the equipment/units available will be expanded in 1.04 and in future updates.

Regards,


Image
Attachments
GermanCavalry.jpg
GermanCavalry.jpg (9.55 KiB) Viewed 688 times
AngrySwan
Posts: 435
Joined: Thu Oct 03, 2013 4:21 pm

RE: Unit editor?

Post by AngrySwan »

Hello Ronald,

Some mods of Panzer General II have "panzergrenadier units" that have a SdKfz251 icon and are defined as "armored infantry" and are stronger than ordinary soldiers.
In this game it may not be necessary since a unit can have attachments that change the stats, and giving halftracks to all infantry will wreck the budget even in the easy mode, so only the best divisions will get them. I guess we can forget about this one.

Antitank 88 with active role and only one action point? It could stand behind infantry and hit a tank nearby (with a range of 2) but after that it would have exhausted its action points and could not hunt tanks. Or, if it moves, it is on the transport by the end of its move and will suffer punishment if caught. This 88 could also serve in artillery role fighting for a city taken in several moves. It would have its limits because it needs protection from infantry and support from other units and would be a little bit more powerful in ground combat than the current one but not too strong. (unless I have missed something else in the game).

Glad to see 1st cavalry. I meant units from Belgium and elsewhere in Western Europe as well as the Baltic legionaries (Waffen-Grenadier divisions 15 and 19 for Latvia and 20 for Estonia).
I will take a look at the editor we have so far, maybe that can help.

A German commander would only see ships in 1940 while invading Norway, and a what-if invasion of Malta if we ever get to what-if scenarios. Ships could have low priority now.

Regards,
Marechal
The art of war is simple and esay to understand but fighting a war is hard.
User avatar
AceDuceTrey
Posts: 100
Joined: Sun Aug 14, 2011 4:06 pm

RE: Unit editor?

Post by AceDuceTrey »

Being able to modify unit stats is critical in advancing this game to one of the best ever. You have also introduced a critical attribute: "giving units action points" that have tremendous potential for representing realistic operational concepts. For example: Battalions could keep their 2 APs with a one mobile/"standard" attack. Bdes and Rgts could be given 3 APs and have a choice of an initial 2AP deliberate/"set piece" attack (with X1.5 attack strength), or move and perform a mobile (X1) attack. Divs could be given 4 APs and have a choice of an initial 3AP deliberate attack (with X2 attack strength) or move and perform a mobile attack. Note that this give the various sized units their normal strength ratios: Bns Str 5X1=5;Rgts Str 7X1.5=10.5;Bdes Str 10X1.5=15;Divs Str 15X2=30. Recap'ing: For deliberate attacks Divs, Bdes, Rgts, and Bns would commit 6, 3, 2 and 1 Bn equivalents ,respectively.

Also when using action points, in IGOUGO games it's possible to allow players to gain/loose the battlefield initiative. This can be achieved by causing units acted upon by the enemy to loose one or more of their next "phasing" turn AP(s) depending on how many times the were forced to take action, up to their maximum allowance.
User avatar
Ronald Wendt
Posts: 1880
Joined: Mon Jun 08, 2009 6:09 am
Contact:

RE: Unit editor?

Post by Ronald Wendt »

Hello AceDuceTrey,
ORIGINAL: AceDuceTrey

Being able to modify unit stats is critical in advancing this game to one of the best ever. You have also introduced a critical attribute: "giving units action points" that have tremendous potential for representing realistic operational concepts. For example: Battalions could keep their 2 APs with a one mobile/"standard" attack. Bdes and Rgts could be given 3 APs and have a choice of an initial 2AP deliberate/"set piece" attack (with X1.5 attack strength), or move and perform a mobile (X1) attack. Divs could be given 4 APs and have a choice of an initial 3AP deliberate attack (with X2 attack strength) or move and perform a mobile attack. Note that this give the various sized units their normal strength ratios: Bns Str 5X1=5;Rgts Str 7X1.5=10.5;Bdes Str 10X1.5=15;Divs Str 15X2=30. Recap'ing: For deliberate attacks Divs, Bdes, Rgts, and Bns would commit 6, 3, 2 and 1 Bn equivalents ,respectively.

Also when using action points, in IGOUGO games it's possible to allow players to gain/loose the battlefield initiative. This can be achieved by causing units acted upon by the enemy to loose one or more of their next "phasing" turn AP(s) depending on how many times the were forced to take action, up to their maximum allowance.

this sounds interesting without any promise we will give this some thought.

Thanks for the ideas.

Regards,
mllange
Posts: 529
Joined: Sat Feb 05, 2005 1:35 am

RE: Unit editor?

Post by mllange »

It would be fun to mod in some additional Western Allies forces (British, American, etc.) to allow for some 1944-45 action, etc.
There's a simple answer to every complex question - and it's wrong.
-Umberto Eco
Post Reply

Return to “Mods and Scenarios”