unofficial EFILE_GuP 0.2.1 (2018-11-14)

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lvjtn
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unofficial EFILE_GuP 0.2.1 (2018-11-14)

Post by lvjtn »

EFILE GuP
Image

version: 0.2.1

last modified: aug 14, 2018

this is an unofficial small efile inspired by the "girls und panzer" anime. some of the gui elements are copyrighted materials, so it won't be ever part of the official repository. this mod contains purely tactilas scenarios, mostly the sensha-dō battles of the ōarai girls high school

instalation: just download this package from my site, and unpack it into the main $opengen folder


---the original post----

so folks,

here you are my proposal

1. nations: nine schools so far

Code: Select all

* Sides
Side 1
Side 2

* Nations
All Schools
Kuromorimine
Pravda
St. Gloriana
Saunders
Anzio
BC Freedom
Maginot
Oarai
Chi-Ha Tan
Image

2. equipments (everything in tank class):

Code: Select all

Vehicle –– School
Pz III Ausf. J –– school#1
Pz V Panther Ausf. G –– school#1
Pz VI B Tiger II –– school#1
Pz VI E Tiger I –– school#1
Pz VIII Maus –– school#1
Jagdpz IV/70 (V) –– school#1
Jagdpanther –– school#1
Ferdinand –– school#1
Jagdtiger –– school#1
KV-2 –– school#2
T-34/76 –– school#2
T-34/85 –– school#2
IS-2 –– school#2
Matilda II –– school#3
Churchill VII –– school#3
Crusader I –– school#3
M4 Sherman –– school#4
M4A1(76) Sherman –– school#4
M4A4 Sherman Firefly VC –– school#4
M4A6 Sherman –– school#4
C.V. 33 –– school#5
M13/40 –– school#5
Semovente 75/18 –– school#5
P26/40 –– school#5
AMR 35 ZT-1 –– school#6
AMR 35 ZT-2 –– school#6
Renault R 35 –– school#6
M22 Locust –– school#6
Somua S 35 –– school#7
Char B1 bis –– school#7
Pz IV Ausf. D –– school#8
Ft-17 –– school#7
Renault R 35 –– school#7
Renault R 40 –– school#7
Char B1 bis –– school#8
Pz IV Ausf. F2 –– school#8
Pz IV Ausf. H –– school#8
Pz 38(t) –– school#8
Hetzer –– school#8
StuG III Ausf. F –– school#8
Type 89B I-Go –– school#8
M3 Lee –– school#8
VK 4501 Tiger P –– school#8
Type 3 Chi-Nu –– school#8
3. stats:

everything should be calculated from scratch. i don't trust any existing efiles

- sa, aa, na, ad = 0
- ha: armor penetration (mm) from 500m divided by ??
- gd: average armor thickness divided by ??
- cd, rdm: ??

as this mod is not batallion or company based efile but a unit based tactical mod, one hex should be max. 500m, maybe shorter, one turn should be 5-15 minutes (depending on hex size), and resupply should be completely disabled. so:

- ammo=actual ammo (pc)
- fuel = max fuel (l)
- speed = max speed (km/h) divided by ??
- init: ??

- spats and tankettes with only mg or without turret (ft-17, c.v. 33, ?) should have "no overrun" and lower init
- fast units should have +init and phased movement

any idea, comment, feedback, opinion are welcome!
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Re: unofficial EFILE_GuP 0.2.1 (2018-11-14)

Post by lvjtn »

(written in june 2015):

there are 44 units, finished five stats for each units and collected more data (e.g. penetration)

a) stats

price = ??
fuel = $op_range / 4 + 153
ammo = $round / 2 + 5
movement = $speed * 8 / 25 + 2

range = missing (probably 1-3)
init = missing ??
spot = 3
bombsize = 0

ha = missing (based on armor penetration at 500 m with regular ammo)
sa = 0
aa = 0
na = 0

gd = (($armor_min * 0.25 + $armor_max * 0.75) / 12 + $speed / $lowest_speed + 2 + $low_profile + $sloped) * 0.75 + $lxf_gd * 0.25
ad = 0
cd = missing ??
rdm = missing ??

movement method == heavy (0) when weights > 45 t else it is track (1)

--------------

b) $vars

$armor_max = maximum armor thicknes (mm)
$armor_min = minimum armor thicknes (mm)
$lowest_speed = 8: lowest speed of the array (ft-17) (km/h)
$low_profile == 1 when heights < 2.25 m
$lxf_gd = gd value in efile_lxf
$op_range = maximum operational range on road (km)
$round = ammunition of main gun (piece)
$sloped == 1 when hull front angle > 45
$speed = speed on road (km/h)

---------------

c) abilities:

- support fire to all
- single fire support == on when ammo =< 25
- recon skill == on when move >= 15 and weights < 15 t
- overrun == disable when no turret or main gun is mg or $speed < 20 km/h

---------------
Aleksandr wrote:if the resupply will be eliminated, you'd need a lots of fuel
thanks for the hint. now the min($fuel / $move)=9.2 (m22 locust) and max($fuel / $move)=37.9 (ft-17), avg($fuel / $move)=15.4

it means scenarios should be 12-18 turn long

---------------

finished the terrainex.txt (easy, using only two movement methods)

Code: Select all

*N=terrain, base-entrench, initiative-cap, supply-factor, allow-bridge, avoid-mech-landing
[terrain-data]
0=clear,           0,             99,        %0,          0,            0
1=building,        2,              2,        %0,          0,            0
2=facility,        1,             99,        %0,          0,            0
3=forest,          2,              3,        %0,          0,            0
4=scrub,           1,              4,        %0,          0,            0
5=hill,            1,              4,        %0,          0,            0
6=mountain,        1,              2,        %0,          0,            0
7=sand,            0,             99,        %0,          0,            0
8=swamp,           0,              2,        %0,          1,            0
9=ocean,           0,              2,        %0,          0,            0
10=river,          0,              3,        %0,          1,            0
11=fortification,  4,              4,        %0,          0,            0
12=port,           1,              3,        %0,          0,            0
13=stream,         0,             99,        %0,          1,            0
14=escarpment,     0,              1,        %0,          0,            0
15=impassable,     0,              2,        %0,          0,            0
16=rough,          1,              5,        %0,          0,            0
17=rubble,         3,              4,        %0,          0,            0
18=shallow,        0,              2,        %0,          1,            0

* Cost to enter terrain, each movement method and ground condition (dry/frozen/mud)
*          Clr,Town,AirP,Frst,Scrb,Hill,Mntn,Sand,Swmp,Ocen, Riv,Fort,Port,Strm,Esca,ImRi,Roug, Rub,Shal
[terrain-cost]
#0  *Heavy
@0 dry   = 002, 002, 002, 004, 003, 004, 255, 002, 255, 255, 255, 002, 002, 004, 255, 255, 004, 005, 255
@1 frozen= 003, 002, 002, 005, 004, 005, 255, 002, 006, 255, 004, 002, 002, 003, 255, 255, 005, 006, 255
@2 mud   = 006, 003, 003, 254, 006, 006, 255, 002, 255, 255, 255, 003, 003, 006, 255, 255, 006, 254, 255

#1  *Track
@0 dry   = 002, 002, 002, 005, 004, 004, 254, 002, 006, 255, 254, 002, 002, 003, 255, 255, 004, 005, 255
@1 frozen= 003, 002, 002, 006, 005, 005, 254, 002, 005, 255, 004, 002, 002, 003, 255, 255, 005, 006, 255
@2 mud   = 005, 003, 003, 254, 006, 006, 255, 002, 255, 255, 255, 003, 003, 005, 255, 255, 006, 254, 255

#2  *(NU)
@0 dry   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255

#3  *(NU)
@0 dry   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255

#4  *(NU)
@0 dry   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255

#5  *(NU)
@0 dry   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255

#6  *(NU)
@0 dry   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255

#7  *(NU)
@0 dry   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255

#8  *(NU)
@0 dry   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255

#9  *(NU)
@0 dry   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255

#10 *(NU)
@0 dry   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255

#11 *(NU)
@0 dry   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255

#12 *(NU)
@0 dry   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255

#13 *(NU)
@0 dry   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255

#14 *(NU)
@0 dry   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud   = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255

* Roads/Rails modifiers to enter terrain, each movement method and ground condition (dry/frozen/mud)
*           Hvy, Trk,(NU),(NU),(NU),(NU),(NU),(NU),(NU),(NU),(NU),(NU),(NU),(NU),(NU)
[roads-cost]
@0 dry   =  001, 001, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen=  001, 001, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud   =  002, 002, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255

[rails-cost]
@0 dry   =  002, 002, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen=  002, 002, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud   =  003, 003, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
---------------
Aleksandr wrote:Do you use the doubled movements and costs so that the fractions are possible, similarly to what's used in Gix's and your efiles?
that's more complicated :)

first of all, gup battlefields are smaller, one hex is 200-500mm wide, so at least x4 multiplier would be reasonable. of course, fuel can't be larger than 254, so it's impossible

secondly: tanks in most efiles have 3 =< move =< 7, which is absolutely unrealistic. even a mouse was faster than infantry. at the same time, the movement cost =1 for clear in most efiles, which is also unrealistic. so i decided to use a more or less complicated formula, which gives move=15 for pz iii j, move=16 for pz iv d, move = 14 for tiger b, move = 17 for panther g and move = 6 for maus, but movement cost=1 is available for roads only, clear costs 2 movement points, etc. there are minor differences between heavy and track methods (e.g. tiger can't cross "dry" river w/o bridge or enter a swamp hex), but the point is that average tanks can move 7-9 hexes on clear w/o roads, while low speed tanks like maus only three hexes, otoh fast speed locust 11 hexes
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Re: unofficial EFILE_GuP 0.2.1 (2018-11-14)

Post by lvjtn »

(written in june 2015):

stats and scenarios work, so the basic concept is viable. however, i haven't found yet the battlemaps, and i'm thinking about reworking terrain types and default tiles a bit (e.g. city -> impassable building / dense city, airfield -> passable urban area / sparse city)

does anybody want to join? :)

a few more rules/settings:

- all units are in rcn class renamed to "panzer", because that's the only class which force ai to recon the map
- heavy tanks have disabled recon skill ability
- ai is always aggressive, the flag tank is msu and defensive
- the entire core is always removed after each scenarios and a new one is provided. that's the only way i can emulate the "kill is not a kill, all tanks are repaired after the battles" sensha-do rule
- the new core is not deployed, so player can purchase some attachments (1-3 depending on cash)
- only miho's pz iv has a leader, but any of the friendly and enemy tanks can get one
- team anglerfish is always the flag tank of oarai (unrealistic, but type 89 is only a bad joke)
- third scenario (against anzio) combines the manga and anime line-ups to be more challenging
- 1 turn represents 15 min, bv=12 turn (3 hours), v=16, tv=20 (5 hours)

anyway, the scenarios are extremly hard to win, players should create ambush again and again. although the point is that opengen is ready to emulate tactical scenarios
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Re: unofficial EFILE_GuP 0.2.1 (2018-11-14)

Post by lvjtn »

(written in june 2017):

released version 0.2

- added the new tiles 2.0
- added the missing portraits
- removed one unused school (i won't create the tankathlon scenarios, they aren't so exciting, imo), but added the selection university

now the efile is ready to cover the epic battle of the "gup der film" movie, however, creating a map for this scenario would be a bit difficult, and i should complete the stats too

though the recent film and the final series aren't covered by this efile (i miss mostly the maps of the battles, the vehicles are available), i consider this efile finished. it was an experimental project to check how deeply opengen can be hacked, and the answer is: almost completely :) thanks, Luis :bow

click on the "efile gup" icon in my signature to get this unofficial efile and enjoy!
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