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Do incapacitations count as a soldier's kills?

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Berger

Rep: 28.4
votes: 4


PostPosted: Tue Mar 24, 2020 1:39 pm Post subject: Realistic Tank Speed Mod Reply with quote

Improve tank speed to realistic values. Mod made by Scnellemeyer.
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dvphimself

Rep: 12.2
votes: 2


PostPosted: Sun Mar 29, 2020 9:04 pm Post subject: Re: Realistic Tank Speed Mod Reply with quote

This is fantastic, thanks for the work!

In regards to editing vehicle data in GtC, would it be possible to remove difficult terrain checks for a particular vehicle? None of the British Shermans in this game have prongs/Rhino blades. Several dozen were produced in-situ out of tank traps from the landings on the 6th, and over a 1000 more would be delivered to British tanks. They were installed primarily on Sherman Vs and M10s. Having one of these vehicle types, or a variant of one, be able to clear hedgerows (persistant like a shellhole) would be a great addition to the gameplay.

I understand that playing up the persistent issue of the Bocage is at the heart of the theme with GtC, but a very relevant note about Rhinos and Hedge Clearing:
While prongs were produced for Sherman, Cromwell, Stuart pattern tanks, the Churchill was deemed capable enough of bursting through hedgerows that additional support in that regard was deemed unnecessary. But, in GtC, the Churchills track on hedges maybe the most (I assume they just incur the most checks going so slowly).

Would this be a couple of lines of editing or something entirely larger?


*******************Sergeant Darling's Victoria Cross******************
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Pete

Rep: 118.1
votes: 12


PostPosted: Mon Mar 30, 2020 4:18 pm Post subject: Re: Realistic Tank Speed Mod Reply with quote

What you have to do , in a nutshell: edit the elements file to make hedges impassable for armor but passable for another 'move type'. "Truck" is the only one available (mostly). You then code a number of tanks as 'truck'. Now trucks will move through hedges but tanks can't. If you set the 'crush to' element to another element passable by tanks, tanks will then be able to pass through crushed hedges.
This is from memory but I have not verified it before typing this.


Dulce Bellum Inexpertis
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dvphimself

Rep: 12.2
votes: 2


PostPosted: Mon Apr 06, 2020 4:46 pm Post subject: Re: Realistic Tank Speed Mod Reply with quote

Pete wrote (View Post):
What you have to do , in a nutshell: edit the elements file to make hedges impassable for armor but passable for another 'move type'. "Truck" is the only one available (mostly). You then code a number of tanks as 'truck'. Now trucks will move through hedges but tanks can't. If you set the 'crush to' element to another element passable by tanks, tanks will then be able to pass through crushed hedges.
This is from memory but I have not verified it before typing this.


Wow Pete this would be an excellent method. Thanks for the ideas.
I think I maybe used 3 Lloyd lorries in my last entire campaign, so not much would be messed up at all.
Funnies feature quite prominently in CC5- as a Canadian myself, I love a good AVRE. Even if the loader has to reach outside the vehicle to load new dustbin bombs into the main turret Sad. I'd love if a more complete list of funnies were available to the royal scots in GtC

When I first got GtC, i was quickly dissapointed to see that the only funnies remaining are crocodiles (without their trailers of fuel, dissapointingly). The Royal Scotts not only had an array of funnies at their disposal, they were  making more from salvaged metal as they went on. After hedge-clearers, the Funny that is most important @Epsom would be the Bobbin carpet layers. If you've ever had a tank list 'Mired' or 'Yellow Immobilized', you've probably cursed the game for withholding carpet laying tanks!


*******************Sergeant Darling's Victoria Cross******************
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