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(game-module "panzer"
(title "Panzer")
(blurb "base module for tactical-level WWII, Eastern Front")
(variants
(world-seen true)
(see-all false)
(world-size (80 40 25000))
(real-time (0 0 0))
("Capture the Town" capture-the-town
(true
(add town start-with 1)
(add u* point-value 0)
(add town point-value 1)
))
("Minefields" minefields
(true
;; if this is enabled, the AI gets confused...
(table independent-density
(minefield clear 500)
(minefield woods 100)
)
))
("Rougher" rougher
(true
(add t* elevation-max 1000)
))
("Night" night
(true
(world (day-length 144))
(set initial-day-part 72) ; midnight
))
)
)
(terrain-type water (image-name "water") (char ".")
(help "open water"))
(terrain-type swamp (char "=")
(help "water, mud and thick vegetation - nearly impassable"))
(terrain-type gully (char "&")
(help ""))
(terrain-type woods (image-name "forest") (char "%")
(help "hinders visibility and combat"))
(terrain-type slope (image-name "goldenrod") (char "/")
(help ""))
(terrain-type clear (image-name "khaki") (char "+")
(help "open flat ground"))
(terrain-type thick-forest (image-name "forest")
(subtype border)
(help "impassable to both wheeled and tracked vehicles"))
(terrain-type stream (image-name "water")
(subtype connection) (subtype-x river-x)
(help ""))
(terrain-type road
(subtype connection) (subtype-x road-x)
(help "faster travel for vehicles"))
(add (water swamp) liquid true)
(define cell-t* (water swamp gully woods slope clear))
;;; Ground is what doesn't require swimming.
(define ground (swamp gully clear woods slope))
;;; Vehicles require solid ground.
(define solid (gully clear woods slope))
;;; Wheeled vehicles can't deal with woods.
(define drivable (gully clear slope))
(add t* elevation-min 100)
(add t* elevation-max 300)
(area (cell-width 400))
(add clear river-chance 5.00)
;;; Definitions of all the unit types.
;;; Random gen should do these in clumps?
(unit-type town (image-name "town20"))
(unit-type block)
(unit-type minefield)
(unit-type cmdpost (name "command post") (image-name "cmd-post")
(acp-per-turn 1))
(add (town block minefield) speed 0)
;;; Russian unit types.
(unit-type rmg (name "MG")
(help "Russian 12.7mm machine gun"))
(unit-type r45 (name "45mm AT")
(help "Russian 45mm anti-tank"))
(unit-type r57 (name "57mm AT")
(help "Russian 57mm anti-tank"))
(unit-type r76at (name "76mm AT")
(help "Russian 76mm anti-tank"))
(unit-type r122 (name "122mm AT")
(help "Russian 122mm anti-tank - has a long reach"))
(unit-type r76h (name "76mm H")
(help "Russian 76mm howitzer"))
(unit-type r82m (name "82mm M (Mot)")
(help "Russian motorized 82mm mortar"))
(unit-type r82 (name "82mm M")
(help "Russian 82mm mortar"))
(unit-type r120 (name "120mm M(r)")
(help "Russian 120mm mortar - a powerful long-range hitter"))
(define r-arty (rmg r45 r57 r76at r76h r122 r82m r82 r120))
(add r-arty generic-name "arty")
(add (r45 r57 r76at r122) image-name "pz-at")
(add rmg image-name "pz-flak")
(add r76h image-name "pz-how")
(add (r82 r82m r120) image-name "pz-mortar")
(add r-arty acp-per-turn 1)
(add r-arty speed 0)
(add (r82m r82) speed 2.00)
(add r-arty acp-to-fire 1)
(add r-arty range ( 6 3 4 5 10 20 12 12 20))
(unit-type rengrs (name "engineers(r)") (image-name "engr"))
(unit-type rrecon (name "recon(r)") (image-name "inf-plt"))
(unit-type rrifle (name "rifle(r)") (image-name "inf-plt"))
(unit-type rguard (name "guards(r)") (image-name "inf-plt"))
(unit-type rsmg (name "submachinegun(r)") (image-name "inf-plt"))
(define r-inf (rengrs rrecon rrifle rguard rsmg))
(add r-inf generic-name "inf")
(add r-inf acp-per-turn 2)
(unit-type rcav (name "cavalry") (image-name "cavalry")
(acp-per-turn 6))
(unit-type rwag (name "wagon(r)") (generic-name "wagon"))
(unit-type rtruck (name "truck(r)") (generic-name "truck"))
(unit-type rhalf (name "halftrack(r)") (generic-name "halftrack"))
(define r-transport (rwag rtruck rhalf))
(add r-transport acp-per-turn (6 24 20))
(unit-type su-152 (name "SU-152") (image-name "su-152"))
(unit-type su-76 (name "SU-76") (image-name "su-76"))
(unit-type su-85 (name "SU-85") (image-name "su-85"))
(unit-type su-100 (name "SU-100") (image-name "su-100"))
(unit-type jsu-122 (name "JSU-122") (image-name "jsu-122"))
(define r-td (su-152 su-76 su-85 su-100 jsu-122))
(add r-td generic-name "TD")
(add r-td acp-per-turn (14 18 22 16 14))
(add r-td acp-min (-14 -18 -22 -16 -14))
(add r-td acp-to-fire (14 18 22 16 14))
(add r-td range (10 5 8 8 10))
(unit-type kv85 (name "KV85") (image-name "kv85")
(help "Early heavy tank"))
(unit-type t34 (name "T-34c") (image-name "t-34c")
(help "The most common type of Russian tank"))
(unit-type t34/85 (name "T-34/85") (image-name "t-34-85")
(help "A better T-34"))
(unit-type js2 (name "JS II") (image-name "js-2")
(help "Heaviest Russian tank, but slow"))
(define r-tank (kv85 t34 t34/85 js2))
(add r-tank generic-name "tank")
(add r-tank acp-per-turn (20 22 22 16))
(add r-tank acp-min (-20 -22 -22 -16))
(add r-tank acp-to-fire (20 22 22 16))
(add r-tank range ( 8 6 8 8))
(define r-wheeled (rwag rtruck))
(define r-tracked (append rhalf r-td r-tank))
(define r-vehicle (append r-wheeled r-tracked))
(define r-armored (append rhalf r-td r-tank))
(define russian (append r-arty r-inf rcav r-transport r-td r-tank))
(add russian possible-sides "russian")
;;; German unit types.
(unit-type g50 (name "50mm AT")
(help ""))
(unit-type g75 (name "75mm AT")
(help ""))
(unit-type g88 (name "88mm AT")
(help "German 88mm anti-tank"))
(unit-type g20 (name "20mm F")
(help "German 20mm flak"))
(unit-type g20q (name "20mmQUAD F")
(help "German 20mm quad flak"))
(unit-type g75h (name "75mm H")
(help ""))
(unit-type g150 (name "150mm H")
(help "German 150mm howitzer - hard-hitting but shortish range"))
(unit-type g81 (name "81mm M")
(help ""))
(unit-type g120 (name "120mm M(g)")
(help ""))
(define g-arty (g50 g75 g88 g20 g20q g75h g150 g81 g120))
(add g-arty generic-name "arty")
(add (g50 g75 g88) image-name "pz-at")
(add (g75h g150) image-name "pz-how")
(add (g20 g20q) image-name "pz-flak")
(add (g81 g120) image-name "pz-mortar")
(add g-arty acp-per-turn 1)
(add g-arty speed 0)
(add g-arty acp-to-fire 1)
(add g-arty range ( 5 6 20 10 10 12 12 12 20))
(unit-type gengrs (name "engineers(g)") (image-name "engr"))
(unit-type gsec (name "security(g)") (image-name "inf-plt"))
(unit-type grifle (name "rifle(g)") (image-name "inf-plt"))
(unit-type gsmg (name "submachinegun(g)") (image-name "inf-plt"))
(define g-inf (gengrs gsec grifle gsmg))
(add g-inf generic-name "inf")
(add g-inf acp-per-turn 2)
(unit-type gwag (name "wagon(g)") (generic-name "wagon"))
(unit-type gtruck (name "truck(g)") (generic-name "truck"))
(unit-type ghalf (name "halftrack(g)") (generic-name "halftrack"))
(define g-transport (gwag gtruck ghalf))
(add (rwag gwag) image-name "wagon")
(add (rtruck gtruck) image-name "truck")
(add (rhalf ghalf) image-name "halftrack")
(add g-transport acp-per-turn (6 24 20))
(unit-type sdkfz/1 (name "SdKfz 234/1") (image-name "sdkfz-234-1")
(help "Weak, but fastest unit in the game"))
(unit-type puma (name "Puma"))
(unit-type sdkfz/4 (name "SdKfz 234/4") (image-name "sdkfz-234-4"))
(define g-car (sdkfz/1 puma sdkfz/4))
(add g-car generic-name "car")
(add g-car acp-per-turn (32 28 28))
(add g-car acp-min (-32 -28 -28))
(add g-car acp-to-fire (32 28 28))
(add g-car range ( 2 6 13))
(unit-type maultier (name "Maultier")
(help "Second-deadliest in the game, but very vulnerable"))
(unit-type wespe (name "Wespe")
(help "Longest range in the game, but vulnerable"))
(unit-type hummel (name "Hummel")
(help "Deadliest unit in the game, but vulnerable"))
(define g-spa (maultier wespe hummel))
(add g-spa generic-name "SPA")
(add g-spa acp-per-turn (20 16 16))
(add g-spa acp-min (-20 -16 -16))
(add g-spa acp-to-fire (20 16 16))
(add g-spa range (12 32 24))
(unit-type gw38 (name "Gw 38"))
(unit-type wirbelwind (name "Wirbelwind"))
(unit-type stuh42 (name "Stu H 42"))
(unit-type marder3 (name "Marder III"))
(unit-type stug3 (name "StuG III"))
(unit-type hetzer (name "Hetzer"))
(unit-type nashorn (name "Nashorn")
(help "Longer-range TD"))
(unit-type jgdpz4 (name "Jgd Pz IV"))
(unit-type jgdpz5 (name "Jgd Pz V"))
(unit-type jgdpz6 (name "Jgd Pz VI"))
(define ww wirbelwind)
(define g-td (gw38 ww stuh42 marder3 stug3 hetzer nashorn jgdpz4 jgdpz5 jgdpz6))
(add g-td generic-name "TD")
(add g-td acp-per-turn (12 16 16 16 16 12 16 16 18 10))
(add g-td acp-min (-12 -16 -16 -16 -16 -12 -16 -16 -18 -10))
(add g-td acp-to-fire (12 16 16 16 16 12 16 16 18 10))
(add g-td range (12 10 12 8 8 8 20 12 12 12))
(unit-type lynx (name "Lynx")
(help "Weak but speedy"))
(unit-type pz4 (name "PzKpfw IV") (image-name "pz-4")
(help "Most common type of Panzer"))
(unit-type panther (name "Panther")
(help "All-around best tank"))
(unit-type tiger1 (name "Tiger I") (image-name "tiger-1")
(help "Powerful but slow tank"))
(unit-type tiger2 (name "Tiger II") (image-name "tiger-2"))
(define g-tank (lynx pz4 panther tiger1 tiger2))
(add g-tank generic-name "tank")
(add g-tank acp-per-turn (20 16 20 16 12))
(add g-tank acp-min (-20 -16 -20 -16 -12))
(add g-tank acp-to-fire (20 16 20 16 12))
(add g-tank range ( 4 8 12 10 12))
(define g-wheeled (append gwag gtruck g-car))
(define g-tracked (append ghalf g-spa g-td g-tank))
(define g-vehicle (append g-wheeled g-tracked))
(define g-armored (append ghalf g-car g-spa g-td g-tank))
(define german (append g-arty g-inf g-transport g-car g-spa g-td g-tank))
(add german possible-sides "german")
;;; Non-side-specific type lists.
(define arty (append r-arty g-arty))
(define inf (append r-inf g-inf))
(define engrs (rengrs gengrs))
(define transport (append r-transport g-transport))
(define wheeled (append r-wheeled g-wheeled))
(define tracked (append r-tracked g-tracked))
(define vehicle (append r-vehicle g-vehicle))
(define armored (append r-armored g-armored))
;;; What happens to tanks that get wrecked.
(unit-type wreck (image-name "tank-wrecked") (acp-per-turn 0))
;;; Wrecks don't belong to either side.
(add wreck possible-sides "independent")
(add wreck assign-number false)
;; This should be the end of type definitions.
;;; Static relationships.
(table vanishes-on
(u* water true)
(vehicle swamp true)
)
;; Normal stacking is 4 in a hex.
(add ground capacity 4)
(table unit-size-in-terrain
(u* solid 1)
((block town) ground 4) ; towns and blocks fill entire hex
)
;; Towns can have a higher concentration of units.
(add town capacity 8)
;; Trucks, tanks, etc can carry one infantry or artillery unit.
(add vehicle capacity 1)
(table unit-size-as-occupant
(u* u* 99) ; can't be occupants usually
(r-arty r-vehicle 1)
(r-inf r-vehicle 1)
(g-arty g-vehicle 1)
(g-inf g-vehicle 1)
(arty town 1)
(inf town 1)
(vehicle town 1)
)
;;; Vision.
;; No secret towns, although ownership might be unknown.
(add town already-seen 100)
;; Everybody sees everything up to about 2 km or so.
;; (Every unit has *somebody* with binoculars!)
(add u* vision-range 8)
;; No binoculars (or even eyes) for these types though.
(add (block minefield wreck) vision-range -1)
(table vision-night-effect
;; No time to study vague shapes in the dark, so night vision
;; greatly curtailed.
(u* t* 25)
;; (should have some types, like CPs, less affected?)
)
;; Everybody is line-of-sight.
(add u* vision-bend 0)
(table eye-height
;; Everybody can at least stand up to look around.
(u* t* 2)
;; One can stand on top of a vehicle to see further.
(vehicle t* 4)
)
;; Trees go up to about 20m in height.
(add (woods thick-forest) thickness 20)
;; Unit types are not always easy to distinguish.
(table see-mistake-chance
(u* r-tank 50.00)
(u* g-td 50.00)
(u* g-spa 50.00)
(u* g-tank 50.00)
)
(table looks-like
;; Types are most likely to look like types in the same class.
(r-tank r-tank 20)
(g-spa g-spa 20)
(g-td g-td 20)
(g-tank g-tank 20)
;; Tracked types are less likely, but still possible.
(r-tracked r-tracked 10)
(rhalf u* 0)
(g-tracked g-tracked 10)
(ghalf u* 0)
)
;;; Actions.
(table acp-night-effect
(vehicle t* 50)
(vehicle road 75)
)
;;; Movement parameters.
(table mp-to-enter-terrain
(u* t* 1)
(u* slope 2)
(u* road 0)
(u* water 99)
(vehicle swamp 99)
)
(table mp-to-leave-terrain
(u* t* 1)
(wheeled gully 20)
(tracked gully 3)
(u* road 0)
)
(table mp-to-traverse
(u* road 1)
)
(table mp-to-enter-zoc
(u* u* -1)
(u* wreck 10)
; (u* minefield 20)
)
;; Need high cost of entry, takes entire turn, including transport's acp.
(table ferry-on-entry
(r-transport r-arty over-all)
(g-transport g-arty over-all)
)
;;; Combat parameters.
(table acp-to-attack
(u* u* 2) ; for now
;; Nobody can attack a block or wreck...
(u* (block wreck) 0)
;; ...except for engrs trying to remove one.
(engrs (block wreck) 1)
)
(table acp-to-defend
(u* u* 2) ; for now
)
;; In general, hp of 2 is healthy, 1 is crippled, 0 is dead or disappeared.
(add u* hp-max 2)
;; Towns are not indestructible, but you'd have to work at it.
(add town hp-max 500)
(add minefield hp-max 1)
;; Trucks and wagons pretty much evaporate in this sort
;; of combat.
(add transport hp-max 1)
;; However, armored equipment can absorb more punishment.
(add armored hp-max 4)
;; ...but not halftracks.
(add (rhalf ghalf) hp-max 2)
(table hit-chance
;; By default, don't allow combat.
(u* u* 0)
;; Minefields almost always hit.
(minefield u* 90)
;; But they're unlikely to catch engineers by surprise.
(minefield engrs 20)
(r-arty u* 100)
(r-arty g-inf 50)
(r-inf u* 100)
(r-inf g-armored 50)
(r-td u* 100)
(r-td g-inf 50)
(r-tank u* 100)
(r-tank g-inf (50 40 50 60))
(g-arty u* 100)
(g-inf u* 100)
(g-inf r-tank 10)
(g-car u* 70)
(g-car r-inf 30)
(g-spa u* 100)
(g-spa r-inf 50)
(g-td u* 100)
(g-td r-inf 40)
(g-tank u* 100)
(g-tank r-inf 40)
;; Nobody can do anything to a burning wreck.
(u* wreck 0)
;; Only engineers can clear minefields.
(u* minefield 0)
(engrs minefield 20)
)
(table damage
(u* u* 0)
(minefield u* 1)
(r-arty u* 1)
(r-inf u* 1)
((rcav rhalf) u* 1)
(r-td u* 2)
(su-152 u* 2)
(r-tank u* 1)
(g-arty u* 1)
(g-inf u* 1)
(g-car u* 1)
(g-spa u* 1)
(g-spa r-inf 1d2+1)
(wespe u* 1d2+2)
(hummel u* 2d2+2)
(g-td u* 1)
(g-tank u* 1)
;; Heavy tanks are more deadly when they connect
((js2 tiger1 tiger2) u* 2)
;; Nobody can do anything to a burning wreck.
(u* wreck 0)
;; Only engineers can clear minefields.
(u* minefield 0)
(engrs minefield 1)
)
(table occupant-combat
;; Artillery can't be used from inside trucks etc.
(arty transport 0)
;; (perhaps allow MGs and mortars to fire from halftracks?)
)
(add arty fire-angle-max 100)
(add g-spa fire-angle-max 75)
(add g-td fire-angle-max 25)
(add g-tank fire-angle-max 25)
(add r-tank fire-angle-max 25)
(table weapon-height
(u* t* 0)
(vehicle t* 2)
)
(table body-height
(u* t* 2)
;; Infantry eats dirt. :-)
(inf t* 0)
)
;;; Units eventually bounce back.
(add u* hp-recovery 0.50)
;;; Wrecked armored vehicles continue to be exist.
(add armored wrecked-type wreck)
;;; Towns are easy to capture, that's why they should be protected.
(table capture-chance
(u* town 100)
)
;; Minefields clobber any unit trying to pass over them.
(add minefield acp-to-detonate 1)
(add minefield hp-per-detonation 0)
(table detonation-damage-at (minefield u* 1))
;; All games will have exactly one Russian and one German side.
(set side-library '(
((name "Russia") (noun "Russian") (adjective "Russian") (class "russian")
(color "red") (emblem-name "soviet-star") (names-locked true))
((name "Germany") (noun "German") (adjective "German") (class "german")
(color "gray") (emblem-name "german-cross") (names-locked true))
))
(set sides-min 2)
(set sides-max 2)
;;; The following sets up a simple game, for testing;
;;; usually this module should be used in a more-or-less
;;; preset scenario.
(set alt-blob-height 1000)
(set alt-blob-size 100)
(set alt-smoothing 10)
(add cell-t* alt-percentile-min ( 0 5 10 5 90 5))
(add cell-t* alt-percentile-max ( 5 10 15 95 95 100))
(add cell-t* wet-percentile-min ( 0 50 0 90 0 0))
(add cell-t* wet-percentile-max (100 100 50 100 100 100))
(set edge-terrain clear)
;;; This is sort of a "sampler" OB, not particularly realistic.
(add (g75 r76at) start-with 2)
(add (g150 r122) start-with 1)
(add rrifle start-with 4)
(add grifle start-with 4)
(add rtruck start-with 6)
(add gtruck start-with 6)
(add (t34 su-76 su-85 su-152) start-with (8 2 2 2))
(add (pz4 panther tiger1 wespe hummel) start-with (4 2 1 1 1))
(set country-radius-min 5)
(set country-separation-min 25)
(set country-separation-max 30)
(table road-chance
(town town 100)
)
(table road-into-chance
(t* t* 100)
(t* gully 20)
(gully t* 20)
(t* water 10)
(water water 0)
)
(add town road-to-edge-chance 100)
(set edge-road-density 400)
(add town spur-chance 100)
(add town spur-range 8)
(add u* point-value 1)
(set advantage-max 3)
(scorekeeper (do last-side-wins))
(game-module (instructions "Move fast or die!"))
(game-module (design-notes (
"Turns represent about 10 minutes each, cells are about 250m across."
""
"make shooting be LOS for armor, specify alts for artillery."
""
)))
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