Parameter Data Tables
Unleashed
The HPS Campaign eckmuhl/Talonsoft
Battleground
Parameter Data Table (.pdt) File
Updated, February, 14th, 2007
A detailed account for scenario developers of the Main.pdt files in the
Campaign eckmuhl ® main folders. The examples are taken from Waterloo (red)
and Borodino (blue). Where there is no difference, the data is shown in black.
Line numbers are given throughout, and are identical.
This pdt is copyright HPS or Talonsoft® and is part quoted for educational
purposes. HPS, Campaign Eckmuhl, Battleground and Talonsoft are registered
trademarks.
Line 1: File version number
version number 7
can be used with version eckmuhl 1.06, wagram 1.03, russia 1.03
version number 9
can be used with version eckmuhl 1.10, wagram 1.04, russia 1.05
Some older .pdt files exist with version number 1 or 2, they will not be
explained here.
Line 2: Title
The
Battle of Wagram, 1809
Line 3: First side
ZERO
is French
0
Or :
ONE is Austrian
1
This line is important for the Victory points award.
Line 4: Time and visibility data
Dawn (hour &
minute)
Dusk
(hour & minute)
Length of dusk in hours
Visibility at dusk
There
appears to be no parameter for visibility at night, that is always 1 hex.
5 0
19 0 1
4
Line 5: Minutes per turn
dawn, day &
dusk
night.
15 60
Line 6: Stacking data
Maximum stacking in
1-man strengths;
artillery stacking factor (max of 16x25=400, or 20% of infantry,
ie. divide strength by 5)
cavalry stacking factor (ie. divide by 2)
maximum
units in hex
counter factor for artillery
counter factor for cavalry
number of men in one point of strength (25).
2000
125 2
8 2
1 25
Line 7: Strengths for breaking down units
Determines
breakdown of formations into skirmishers and extended lines.
The first number
is the skirmisher factor
The second number is cavalry factor.
(The higher the number, the
lower the skirmisher strength).
The third and fourth numbers relate to extended
line (in number of men).
The last number is the minimum number of cannon
at which to change to extended line.
6
4 900
600 4
Line 8: Command radius:
Brigade radius:
Austrian; French; Allied nation 1, Allied nation 2.
Division radius: Austrian; French;
Allied nation 1, Allied nation 2.
It is not clear which allied nation are n°1 and n°2
2 3 2 2
4 6
4 4
Line 9: Fatigue data:
Fatigue caused by: Fire; Loss;
Melee; Maximum fatigue;
chance of recovery in: Day; Night.
1 1 2 900 25 75
Line 10: Movement allowance data:
Movement allowances
for: infantry; cavalry;
artillery; supply
wagons.
12 16
12
10
Lines 11 onwards: Movement costs:
The columns below are
for: infantry (line); infantry (column); cavalry; artillery; supply
wagons.
1. Terrain Types:
The first part is for terrain types. Here 0
means no movement is possible. Here follows the order of terrain types. The
order is the same as the order of the checksum values in the map
file.
|
Infantry
in line |
Infantry
in column |
cavalry |
artillery |
supply
wagons |
11. Blocked |
0 |
0 |
0 |
0 |
0 |
12. Clear |
3 |
2 |
2 |
2 |
3 |
13. Water |
0 |
0 |
0 |
0 |
0 |
14. Forest |
5 |
4 |
6 |
8 |
8 |
15. Orchard |
4 |
3 |
4 |
6 |
6 |
16. Marsh |
5 |
4 |
8 |
0 |
0 |
17. Building |
3 |
2 |
2 |
2 |
3 |
18. Chateau |
3 |
2 |
2 |
2 |
3 |
19. Village |
4 |
2 |
4 |
4 |
4 |
20. Rough |
4 |
3 |
6 |
0 |
0 |
21. Field |
3 |
3 |
3 |
3 |
3 |
2. Hexsides:
This second part is for
hexsides; Here 0
means no movement is possible, sometimes in the sense that no benefit is
gained. Thus infantry in line cannot use road movement, and default to the
underlying terrain type. Here follows the order of hexsides. The order
is the same as the order of the checksum values in the map
file.
|
Infantry
in line |
Infantry
in column |
cavalry |
artillery |
supply
wagons |
22. Path |
0 |
2 |
2 |
2 |
2 |
23. Road |
0 |
1 |
1 |
1 |
2 |
24. Pike |
0 |
1 |
1 |
1 |
1 |
25. Railroad (ACW) |
0 |
2 |
2 |
2 |
2 |
26. Stream |
1 |
1 |
2 |
2 |
2 |
27. Creek |
0 |
0 |
0 |
0 |
0 |
28. Hedge |
1 |
1 |
2 |
2 |
2 |
29. (low) Wall |
2 |
2 |
4 |
6 |
6 |
30. Embankment |
2 |
2 |
4 |
0 |
0 |
31. High Wall |
0 |
0 |
0 |
0 |
0 |
32. Gate |
1 |
1 |
2 |
2 |
2 |
33. Fort |
2 |
2 |
4 |
6 |
6 |
34. Up elevation |
1 |
1 |
1 |
2 |
2 |
Line 35: Change movement point costs (changing face)
infantry;
cavalry;
artillery
2 2
3
Line 36: Change movement point costs (about face)
infantry;
cavalry; artillery
4 6
4
Line 37: Rearward movement additional cost (infantry
in line)
1
Lines 38 & 39: Ammunition loss values
Loss
probability(n/base): base; Austrian; French; Allied nation n°1; Allied
nation n°2
24 1 1 1 1
Artillery ammo loss: Allied; French; Allied
nation n°1; Allied nation n°2.
3 3 3 3
Lines 40 onwards: Weapon Effectiveness Table
Each effectiveness
value is paired with a positional number ahead of it. The number before each
value is the position of the last such value (eg. at the start of row A,
positional values 1 2 3 6 means that there are 1 1 1 3
places for values (ie. added together = 6). Expanded, the values in their
places would look like the following:
8 6 5 4 4 4 ...etc.
So
it is not a positional table as laid out. The -1 indicates the end of the
table. The table is extensible to allow further ranges, and is ended by the
"$" below. One could therefore add a new type "Z", or J, etc. (Only
a simple value table is shown).
A 1 8 2 6 3 5 6
4 7 3 9 2 18 1 -1
B
1 8 2 6 4 4 5 3 8 2
15 1 -1
C 1 8 2 6
3 4 7 2 12 1 -1
D 1 12
2 8 3 4 7 2 12 1 -1
M 1 6 2 3 -1
R
1 4 2 3 3 2 5 1
-1
Special weapons values and how they work :
(not present in all napoleonic titles)
a- no bayonnet values
put a "-" sign after the fire value.
No bayonnet values melle at 1/3 strenght.
exemple :
R- 1 4 2 3 3 1 -1
b- indirect fire ability for howitzers
(in wagram and soon in other titles)
add a "+" sign after the weapon type
H+ 1 10 2 8 5 6 7 3 11 2 15 1 -1
In the Unit Info area you will see a notation of: (I)
This means that the unit can fire indirect. You use the ALT key while firing
the unit to get it to fire indirect.
You wont have a choice of the unit that gets hit. And there is a chance it
can scatter up to 2 hexes in any direction from the intended target hex.
Line 46: End of the above table ($)
$
Line 47: Fire results modifiers
Enfilade modifier; Cavalry
modifier; unused value
20 20
10
Line 48: Terrain fire modifiers
Order:
blocked; clear;
water; forest; orchard;
marsh; building; chateau;
village; rough; field.
0
0
0
-10
0
0
-20 0
-20
-10
0
Line 49: Hexside fire modifiers
Order:
Path / Road / Pike / Railroad / Stream / Creek / Hedge / (low) Wall / Embankment
/ High Wall / Gate / Fort / Up elevation
0 0 0 0 0 0 -10 -20 -10 -40 -40 -20
Line 50: Elevation fire modifier
-10
Line 51: Leader Casualty Values
Probability (n/base):
base; Allied: fire wound; fire kill; melee wound; melee kill; melee
capture; French: etc; Allied nation n°1: Allied
nation n°2:etc.
100 2 3 3 4 5 2 3 3 4 5 2 3 3 4 5 2 3 3 4 5
Line 52: Terrain Elevations (meters)
Order: blocked;
clear; water; forest; orchard; marsh; building; chateau; village; rough;
field; height of a man.
0
0 0 15 5 0 20 20 10 0 2
2Line 53: Breastwork
construction
The possibility of
constructing breastworks is available in C1776 and in American Civil War
games. But it exists in the Campaign Eckmuhl program, though not activated.
order :
Probability of breastwork construction, breastwork
movement point cost, breastwork combat modifier.
6 1
-10
Line 54: Golden morale
This
value is added to a unit's morale value, when making morale check, and when
the unit's effectiveness value is preceded by a minus "-"
sign in the .oob file.
4
Line 55: Artillery ammunition from reinforcement
This
is the number of artillery ammunition points that are added to the player's
artillery ammunition total when an artillery unit enters the game as
reinforcement.
Order : Austrian, French, Allied nation n°1, Allied nation n°2.
8 8 8 8Line
56: Fire factor for infantry firing in column formation
Order
: Austrian, French, Allied nation n°1, Allied
nation n°2.
The fire value is divided by this number when the firing unit is in column.
3 3 3 3
Line 57: Artillery combat values
Artillery combat values. For combat
(20) and melee (80)
- Melee value : each
defending Artillery gun has a melee strength per gun given by this Artillery
Melee value.
- Artillery
fire values are based on the number of guns times this value in addition to
the normal fire value modifiers
20
80
Line 58: Line disorder value
Probability of disordering a
moving unit in line formation.
10
10
Line
59: ??
Bridge damage value.
If this value is nonzero, then random bridge damage can occur in the
scenario.
0
Line 60: Weather data
1
1806 12 08 11 30 25 25 125 75
-25 0 LightRain
Weather
may change during the course of a scenario.
1806 12 08
= the date when the weather change is taking effect. here : 8th december 1806
11 30 = the hour when the weather change is taking effect. here : 11:30 (note
: do not use 08 to display 8:00 for exemple, use 8 00
25 = probability of weather change occuring in percentage
25 = visibility range in hexes
125 = move cost. here 125% of normal cost
75 = artillery fire modificator
-25 = attack value modificator
0 = flags. If = 1, no cavalry charges allowed. If = 0, charges are
allowed.
Light Rain = name of current weather. It seems any name can be given (snow,
fog, etc.)
It
seems that weather can only be changed during day turns, and have no effect on
dawn and night turns
Line 61: ??
0
Line 62: cavalry charge factor
3
this is the factor that affects
charging cavalry combat values. The highest, the better cavalry performs in
melee.
Line 63: cavalry charge multiple
4
this is the
number of hexes a cavalry charging may move during its
charge after its first melee.
Line 64: disordered movement factor
2 3
This is the movement points penalty
disordered units are taking. 2 3 means a disordered unit will have
2/3rd of its movement points. 1 4 means it will have a quarter (1/4) of its
movement points, 1 2 (1/2) half, and so on.
TO TOP OF
PAGE