Ostfront vs. 0.96

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Captain Cruft
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Ostfront vs. 0.96

Post by Captain Cruft »

Ostfront vs. 0.96

This is a fully functional Eastern Front 1941 campaign game, ending on the 7th January 1942. There are many fixes and enhancements to the earlier 0.9 test release, as well as several new units and graphics.

There is some basic documentation included in the zip, and the graphics files are now self-contained, so you can over-write the terrain and/or icons with whatever you fancy.

Notes

The scenario does not work with the AI.
The scenario is very large and complex.
The scenario is very different from the standard AT game, and there is more micro-management.
The download file is about 27mb.

Download link below:

ostfront-096.zip

Simply unzip the file into the bin folder of your AT installation.

For some early screenshots and exposition go to tm.asp?m=1708005
gnrss
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RE: Ostfront vs. 0.9 released

Post by gnrss »

hi.Captain Cruft.what a great mod you have made.than you.i love this mod very much and wait for the next official vesion.
but would you mind change graphics of your mod to be compatible with Nick69's real graphic mod?that is also a great mod like yours.the beta 0.9 can't exist with that mod.[&o]
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Vorsteher
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RE: Ostfront vs. 0.9 released

Post by Vorsteher »

You write new units come as reinforces.
With new models (T34/85 etc,. ) too ?

V.
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Captain Cruft
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RE: Ostfront vs. 0.9 released

Post by Captain Cruft »

gnrss,

Glad you like it. However, the scenario is designed to work with the default graphics set. My focus has been on gameplay not how it looks.

That said, what I will do for version 1.0 is to make the graphics completely self-contained so you can replace the files without affecting anything else. This version uses a hybrid of the default graphics and its own, which is not ideal. It's just something I really didn't think about in the rush to do everything else.
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Captain Cruft
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RE: Ostfront vs. 0.9 released

Post by Captain Cruft »

Vorsteher,

Yes reinforcements do sometimes have new equipment, but in this version which ends in September 1941 the T-34/85 is not present obviously. The Soviet Tank Brigades that arrive in this period have the T-34 m.41.

New equipment also becomes available for production at various dates via the research system. This is not something the player can control directly, but the more VPs you have the quicker things will appear. The only things that I think might appear in this version are the Soviet 76mm AT Gun and T-60 light tank, towards the end of the game.

The idea of doing it like this is to give players an incentive to fight over every scrap of territory, as was historical.
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Captain Cruft
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RE: Ostfront vs. 0.9 released

Post by Captain Cruft »

New Equipment

Here is a list of new equipment that will become available over the course of the war.

Germans AT Guns:-

75mm PaK40
88m PaK43
128mm PaK44

German Tanks:-

Pz-III 50mm/60
Pz-III 75mm/24
Pz-IV 75mm/48
Panther
Tiger
Tiger II

German Assault Guns:-

StuG III 75mm/48
StuG III 105mm/42
StuG IV 75mm/48
StuIG-33
Brummbaer

German Tank Destroyers:-

Marder I
Marder II
Marder III
Nashorn
Elefant
JPz-IV 75mm/48
JPz-IV 75mm/70
Hetzer
Jagdpanther
Jagdtiger

Soviet AT Guns:-

76mm ATG
57mm ATG
100mm ATG

Soviet Tanks:-

T-60
T-70
T-34 m.42
T-34 m.43
T-34/85
KV-1 m.41
KV-1s
KV-85
IS-2

Soviet Assault Guns:-

SU-76
SU-122
SU-152
ISU-122
ISU-152

Soviet Tank Destroyers:-

SU-85
SU-100

Infantry:-

German and Soviet Rifle get one upgrade per year, so 41, 42, 43, 44.
The more specialised types e.g Paras, Mountain get a single upgrade in 43.
Axis Minor get a single upgrade in 44.

Aircraft:-

Will be as diverse as the AFVs but I have yet to do them ...
gnrss
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RE: Ostfront vs. 0.9 released

Post by gnrss »

oh.what a great news again.i think the next version will be perfect.i cant wait for it.
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Captain Cruft
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RE: Ostfront vs. 0.9 released

Post by Captain Cruft »

Version 1.0 is some time away. There are two things that need doing:

1) Corrections due to play-testing.
2) Full-war database and event coding.

Both of these may be a lot of work. I'm not going to give any more precise timescales but it will be months.
jjdenver
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RE: Ostfront vs. 0.9 released

Post by jjdenver »

This looks ridiculously good. I hope it gets finished.
AARS:
CEAW-BJR Mod 2009:
tm.asp?m=2101447
AT-WW1:
tm.asp?m=1705427
AT-GPW:
tm.asp?m=1649732
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Captain Cruft
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RE: Ostfront vs. 0.9 released

Post by Captain Cruft »

It will be finished. I was kind of hoping that people would play this version and report on findings. It would really help.
rickier65
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RE: Ostfront vs. 0.9 released

Post by rickier65 »

Captain Cruft,

How about posting it in the sandbox on the community site, http://www.advancedtactics.org/

Thats where a lot of folks go for downloads, and the sandbox is really fther for folks to get testing/feedback before finalzing there mods.

Rick
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Captain Cruft
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RE: Ostfront vs. 0.9 released

Post by Captain Cruft »

Well ... I just tried doing that and the upload failed.
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BvB
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RE: Ostfront vs. 0.9 released

Post by BvB »

Since it is too large for uploading to their site, maybe just post your link to it there?
Enlisted during Nixon, retired during Clinton then went postal - joined the USPS, then retired from that during Obama.
Azghaf
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RE: Ostfront vs. 0.9 released

Post by Azghaf »

Hi Captain Cruft,
 
This is an awesome scenario, but where to start?
 
I'll start play testing it this week.  BTW the download from your link works without any problems.
 
Cheers
 
Dave
seille
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RE: Ostfront vs. 0.9 released

Post by seille »

@Captain
 
You wrote new stuff arrive in units.
Means i get fixed reenforcements like in "africa" scenario or can i still produce things ?
 
Pls write more detailled how this will work. Is the scenario production based or more a arrival of
complete units.
And i can speed up arrival of better equipment by controlling more VP´s ? Sounds interesting.
 
A excel file for the values of all the new SFT´s would be great to get an overview. Costs, hitpoints,
attack/defense values and (important!!) when available. A list like in the manual of War in Russia
(in case somebody can remember).
 
Scenario sounds really interesting, but i bet it will need a lot of work to balance it. But with all the support here
i´m sure you´ll complete it. Just downloaded it and i´ll take a look at this weekend.
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Captain Cruft
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RE: Ostfront vs. 0.9 released

Post by Captain Cruft »

ORIGINAL: BvB

Since it is too large for uploading to their site, maybe just post your link to it there?

That's what I did in the end ...
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Captain Cruft
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RE: Ostfront vs. 0.9 released

Post by Captain Cruft »

ORIGINAL: Azghaf

Hi Captain Cruft,

This is an awesome scenario, but where to start?

I'll start play testing it this week. BTW the download from your link works without any problems.

Cheers

Dave

Thank you Azghaf.

I would advise starting by advancing the Germans at the Russians ... [;)] The production side can mostly be left alone to start with, more important is getting the reinforcements forward from T2 onwards. Use Strategic Transfer via the rail network to propel them towards the front, then re-assign their HQs to something sensible.
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Captain Cruft
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RE: Ostfront vs. 0.9 released

Post by Captain Cruft »

ORIGINAL: seille

@Captain

You wrote new stuff arrive in units.
Means i get fixed reenforcements like in "africa" scenario or can i still produce things ?

Pls write more detailled how this will work. Is the scenario production based or more a arrival of
complete units.
And i can speed up arrival of better equipment by controlling more VP´s ? Sounds interesting.

There is lots of production, with many many different factory types. There are also lots (for the Soviets, LOTS) of reinforcements. The main difference from normal is you cannot make new units, and all the units provided have real historical names (except for the air forces, which are generic). The idea is to have something like a conventional OOB, but of course the TOE (what the units contain) remains completely up to the player.

Research is done completely differently from normal. The Research screen is not used and neither are PPs. Basically, with this system the arrival time for each Itemtype is decreased by a random percentage of the player's VP total each turn, using Regimevar counters. However, it is designed so that everything arrives approximately around the historical availability date. Which means that for this time limited test scenario very few new Itemtypes will become available ...
A excel file for the values of all the new SFT´s would be great to get an overview. Costs, hitpoints, attack/defense values and (important!!) when available. A list like in the manual of War in Russia (in case somebody can remember).

I certainly do remember the table in the WiR manual. That classic game was a large part of my inspiration for this. However, to produce such a table without an export database faciity is a lot of work. So, I will do it, but as part of the documentation, which is the last task on the version 1.0 to-do list.
Scenario sounds really interesting, but i bet it will need a lot of work to balance it. But with all the support here i´m sure you´ll complete it. Just downloaded it and i´ll take a look at this weekend.

Thank you. My own initial testing has been quite positive, but that doesn't really say much. Any comments good or bad will be useful.
seille
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RE: Ostfront vs. 0.9 released

Post by seille »

@Captain
Thanks for the fast answers. I was very surprised that i can´t create new units.
What will happen when player lose several units in the same area. This can cause bigger gaps
he can´t close, or ?
 
In real life the 6th german army was rebuild short after their destruction in early 1943.
With your setup i could not do that. I fear a player could lose to simply by running out of units.
Can this happen ?
 
Maybe you could introduce something that allows players to rebuild lost units.
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Captain Cruft
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RE: Ostfront vs. 0.9 released

Post by Captain Cruft »

That is a very good point, which I have thought about a bit ... Unfortunately, there is no way to keep track of the units on the map so re-building lost units is impossible.

Instead, there will be several answers to the problem:

1) Players will continue to receive reinforcements throughout the game, but later on these will just appear as nearly empty "shells" and so will need filling up from production.
2) ActionCards will appear under various circumstances allowing the player to create more units.
3) Using rail transfer it is possible to shift forces over large distances in a single turn, provided you have enough Trains. So reserves can be despatched to any "hole in the front" very quickly.
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