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RE: FITE MOD 2010

 
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RE: FITE MOD 2010 - 5/1/2010 5:12:41 AM   
Panama


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quote:

ORIGINAL: morleron1


quote:

ORIGINAL: larryfulkerson

quote:

ORIGINAL: Karri
I guess you could combine some of the german air units...they are considerably smaller than the soviet ones.

Yes, Soviet air units typically number in the hundreds of aircraft and German squadrons are about 42 assigned. I say "assigned" instead of authorized because most German squadrons operate at less than authorized strength. That's a good idea.

Another thing we might do is eliminate the partisans. That way we could do away with the MP and security units.

And another thing: we don't need the garrison units until late in the game when the Soviets are pressing toward Berlin. Maybe we could invent an event trigger thing to make the garrison unit appear in the threatened hex(s) just before it's needed. This scheme may need more events than we have so we may need to have ALL the garrison units appear when the first threatened hex is threatened, so that only one event is needed.

And do we really need the Italians to be represented? Do we need the Slavic units?


One thing to consider is that amalgamating the German air units would, I suspect, limit the German ability to project airpower in the interdiction mode, if nothing else. I tend to keep almost all of my German bomber units on interdiction and move them around as needed to inhibit Soviet movement in areas that I consider important. However, it is rare that I will leave some area totally denuded of interdicting units as it's hard to tell where the Soviets may be coming from and it's nice to be able to hold up the rail movement of units from Gorki to Kiev without leaving the Soviets with a free hand around, say, Leningrad and Finland. That said, if we could make significant gains in others areas of the game by making this change I'd support it. My main concern is that the Axis player may end up having a useful weapon, albeit one over which he doesn't have full control so far as effects are concerned, removed or restricted without some offsetting gain in another area.


There's really no reason to bother with the Axis air units. That force has more than enough unit spaces available. Heck, you could take away the Swedes and/or Turks if you really wanted unit slots.

quote:

ORIGINAL: morleron1
So far as removing the Axis MP units, with the thought that this will make it impossible for the Axis player to use them as spearhead units I'd suggest holding off on that until 3.4 comes out so that we can evaluate whether or not Ralph has solved the "ant unit problem".


The ant problem's solution has already been explained. It has only to do with the little trick of a very small unit attacking with a mass of artillery against a larger unit. That's about the extent of it. You know, to be honest there never was a problem with small units being in a scenario. The problem was with people's opponents. Some go on and on about an 'ant unit' problem when it was a people problem. It could have been solved by communication. Also, if someone has a problem with a scenario simply because it has alot of small units change it and put it out there. If you look at most significant battles there are many, many 'ant' units.

quote:

ORIGINAL: morleron1
Another possibility would be to establish a house rule along the lines of "No MP unit or Security Division unit may be voluntarily moved forward of the main battle area."


The Germans actually did use the Security divisions in combat, on purpose. What they didn't do was send MP and Corp/Army/Army Group HQ into the hinterlands ahead of the army. Nor did they use them to close a pocket. Manstein was not seen running through the woods chasing down partisans. I don't think any of his staff was either. Now if someone said they saw Patton doing this I wouldn't be a bit surprised.

quote:

ORIGINAL: morleron1

So far as the Italians are concerned I suppose it depends on whether or not we come up with changes to FiTE that make the Axis side viable into 1942. It was only the presence of Italian, Romanian, Slovakian, etc. units that allowed Fall Blau to get as far as it did. Without those types to guard the flanks there will not be enough German units to adequately handle that task, while at the same time opening them up to the type of disaster which ultimately befell the Wehrmacht. I know we're not talking about removing the Romanians but I think the point still stands.


I don't see any point for removing any Axis minors. They need all the help they can get.

Too bad there's no way to delay reconstitution in a scenario to something more reasonable.

Replacement 9.1.8 When units are Reconstituted, there is a one to four week delay in their appearance.

Forming, getting the pieces together and training a division to fight as even a somewhat cohesive unit takes alot longer than one to four weeks unless an existing unit was given the destroyed unit's number.

(in reply to morleron1)
Post #: 31
RE: FITE MOD 2010 - 5/1/2010 5:28:12 AM   
morleron1


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I just finished uploading the results of a project that I've been working on for a couple of months: mods to the Buzz mods for FiTE.  The files - FITE Rons mod v1.1.1.eqp and FITE Rons mod v1.1.1.sce are the game files.  I've also uploaded the notes that I've made as I went through this process "FITE Notes" (which also incorporate the original Buzz mods house rules - which remain unchanged).  Those are available in both Open Office and M$ Word formats (the Open Office version is native).  Bear in mind that this project is on-going, though that may change depending on what goes on here.  If our combined efforts come up with a better result I will be the first to cheer.  If anyone does decide to either playtest these mods or simply load them up in the editor and look through them I am definitely interested in your comments and observations.  As I'm just getting used to the Event Editor I won't be at all surprised if I've inadvertently hammered something there.  I've tried to avoid mucking about with the original events, instead adding my own if possible so as to lessen the chances of contaminating the original.

Have fun,
Ron
P.S.  Thanks to Larry Fulkerson for making the file upload space available.
P.P.S. Here's the link to the files: http://www.mediafire.com/?sharekey=d47f0a15d1c4feb0ab1eab3e9fa335caccd431c9e6d81d20

< Message edited by morleron1 -- 5/1/2010 5:04:16 PM >


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(in reply to Panama)
Post #: 32
RE: FITE MOD 2010 - 5/1/2010 5:39:53 AM   
Panama


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quote:

ORIGINAL: morleron1

I just finished uploading the results of a project that I've been working on for a couple of months: mods to the Buzz mods for FiTE.  The files - FITE Rons mod v1.1.1.eqp and FITE Rons mod v1.1.1.sce are the game files.  I've also uploaded the notes that I've made as I went through this process "FITE Notes" (which also incorporate the original Buzz mods house rules - which remain unchanged).  Those are available in both Open Office and M$ Word formats (the Open Office version is native).  Bear in mind that this project is on-going, though that may change depending on what goes on here.  If our combined efforts come up with a better result I will be the first to cheer.  If anyone does decide to either playtest these mods or simply load them up in the editor and look through them I am definitely interested in your comments and observations.  As I'm just getting used to the Event Editor I won't be at all surprised if I've inadvertently hammered something there.  I've tried to avoid mucking about with the original events, instead adding my own if possible so as to lessen the chances of contaminating the original.

Have fun,
Ron
P.S.  Thanks to Larry Fulkerson for making the file upload space available.



Is there a linkage for this?

(in reply to morleron1)
Post #: 33
RE: FITE MOD 2010 - 5/1/2010 5:44:32 AM   
morleron1


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See the link in Larry's original post regarding the upload space. Sorry, it's getting late and my brain is about to quit for the day.

I've now edited the post in which I made the announcement to include the link to the files.

< Message edited by morleron1 -- 5/1/2010 5:05:37 PM >


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Post #: 34
RE: FITE MOD 2010 - 5/1/2010 5:57:20 AM   
morleron1


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Hi Panama,
Thanks for clarifying how the partisans work. I have to agree with you about getting rid of them if that is the case - that would at least free up a few slots for the Soviet OOB. I think you and I are largely on the same wavelength regarding the "ant" issue. While I didn't mention them specifically in my OP I have the same issues with using German Corps and Army HQs as combat units as you have. So far as I can recall I think the only time those type of HQs got into combat was in North Africa where the Afrika Corps HQ nearly got over-run during one of the battles - Gazala I think. F.W. von Mellenthin makes mention of it in his memoirs - he didn't seem any too thrilled about the incident. That said, some players will still do their utmost to squeeze through every little crack in search of victory and it seems that making their "ant tactics" less effective would be a big step toward eliminating one source of frustration that folks seem to have with TOAW. Thanks for the clarification about the German use of the Security Divisions as general combat units - I'd thought that was the case, but couldn't quickly find any references so I included them in my original suggestion for a house rule.

I agree about the Axis minor allies. One of the things I like about the Buzz mods is the changes he made to the equipment file to break out their infantry components so that he could set separate replacement rates for them. The Finns in particular are brittle because of their low replacement rate - 25 infantry squads per turn, IIRC - which makes it difficult for them to mount a sustained offensive without significant aid in the form of German combat units.

I can see removing the Swedes from the OOB but it seems to me that the Turks should stay, at least through 1942. IIRC, the Soviets left significant forces along their border with Turkey for fear that German success might make them want to get in on the action. I doubt that there was much danger from that quarter after 1943 but, again, the Buzz mods (and I think the original FiTE 5.0) allows for the Germans to try to bully the Turks into joining in on the fun, which acts to inject some uncertainty into the Soviet player's otherwise near-perfect hindsight.

I've probably forgotten something that I meant to say here but it's after midnight here and I'm going to go turn into a pumpkin. See you tomorrow, or rather later today.

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Post #: 35
RE: FITE MOD 2010 - 5/1/2010 7:00:13 AM   
larryfulkerson


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The FITE-MOD shared folder can be found here:

http://www.mediafire.com/?sharekey=d47f0a15d1c4feb0ab1eab3e9fa335caccd431c9e6d81d20

Here's a small html file that will allow people to upload their files to the shared folder:
http://www.mediafire.com/file/zmfdhq2jmn1/script to upload files to shared folder.html

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Post #: 36
RE: FITE MOD 2010 - 5/1/2010 3:20:36 PM   
Panama


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Either this is a very popular scenario or there are a handful of very crazy FitE'ophiles. I've seen several people modify parts of this scenario to make it 'work' better. There are a lot of man hours put into it. This is not counting the huge amount of time the original designers must have burned.

I quite agree that unless this thing is fun to play then it's not worth the effort. The greatest challenge is to make it fun and historically accurate at the same time.

(in reply to larryfulkerson)
Post #: 37
RE: FITE MOD 2010 - 5/1/2010 4:58:22 PM   
Curtis Lemay


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quote:

ORIGINAL: Panama

Too bad there's no way to delay reconstitution in a scenario to something more reasonable.

Replacement 9.1.8 When units are Reconstituted, there is a one to four week delay in their appearance.

Forming, getting the pieces together and training a division to fight as even a somewhat cohesive unit takes alot longer than one to four weeks unless an existing unit was given the destroyed unit's number.


But elimination in TOAW doesn't represent the complete annihilation of the unit - after all, only the forward combat elements are usually modeled. It only represents a temporary loss of "cohesion" - the ability to function as a effective unit. Units can recover that relatively quickly.

(in reply to Panama)
Post #: 38
RE: FITE MOD 2010 - 5/1/2010 5:01:38 PM   
morleron1


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quote:

ORIGINAL: larryfulkerson

quote:

ORIGINAL: Karri
Well, the problems is that one camp wants it historical and the other wants it playable. Personally I think that history has to give way to gameplay.

I'm pretty sure we're doing this ( changes to FITE )to improve the gameplay. So anything that tends to give historical results is a bonus and not the goal in my opinion. So I'm in favor of changes that improve game play also.


I think that to some extent we can do both. As was pointed out in the FiTE Opinions thread that Bibbo began a couple of years ago the big problem seems to be that the Soviet player has more-or-less perfect knowledge of what happened historically and what works in the game. This has resulted in the development of the Russian strategy of simply retreating immediately and establishing a two-deep defensive line that is just beyond where the Germans can realistically expect to be able to get reasonable supply levels. Since the mechanics of the TOAW game engine make it virtually impossible to create a breakthrough of such a line: the Soviet player may have to retreat but he should be able to avoid a German breakthrough on a scale large enough to be dangerous.

It seems to me that at least a partial solution to this problem to remove as many of the original FiTE "house rules" which limited the options available to the Axis player as possible. As I've mentioned in our private correspondence I think that the single best feature of the Buzz mods is the removal of limitations on what can be done with the Finns - including limits on how many German units can be sent to that front. This change means that the Soviet player can no longer safely strip every unit from the Finnish front for use elsewhere as the Finns are now capable of doing damage to Soviets. While some may, rightly, decry this as being an ahistorical option this change goes a long way toward re-introducing the uncertainty which confronted the Soviet high command in WWII. This is a case of using an option which was not available in reality to produce a more realistic result in the game.

It seems to me that allowing the Turks to join in the fun (as a Theater Option in the Buzz mods does) is another way of forcing the Soviet player to have to pay attention to other areas of the front and not be able to simply pile all of his units in front of the German drive on Moscow. Perhaps what we need to concentrate on is figuring out ways to eliminate the advantage of hindsight that the Soviet player has in the original FiTE. While it would definitely be non-historical allowing the German player an option to "declare peace" with the British and thus free up a lot of units and resources for use on the Eastern Front could be worked out. I would think that an Axis player taking advantage of such an option would need to achieve a higher level of victory or have some other sort of penalty attached. As Panama has mentioned in relation to the "ant problem" the difficulty is not so much how TOAW works as how players act - so we need to figure out how to change the way the Soviet player typically reacts to the German invasion.

As always, the above is simply my opinion and I will deny ever having written it if quizzed about it.

Ron

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Post #: 39
RE: FITE MOD 2010 - 5/1/2010 5:09:51 PM   
morleron1


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quote:

ORIGINAL: Panama

Either this is a very popular scenario or there are a handful of very crazy FitE'ophiles. I've seen several people modify parts of this scenario to make it 'work' better. There are a lot of man hours put into it. This is not counting the huge amount of time the original designers must have burned.

I quite agree that unless this thing is fun to play then it's not worth the effort. The greatest challenge is to make it fun and historically accurate at the same time.


Hey, what's the point of having a hobby if one can't get totally carried away with it and devote seemingly ridiculous amounts of time to its pursuit? You are correct, though, in that it would be great if we can come up with a set of changes that makes the FiTE scenario more playable.

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Post #: 40
RE: FITE MOD 2010 - 5/1/2010 5:14:14 PM   
Curtis Lemay


Posts: 5714
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quote:

ORIGINAL: Panama

quote:

ORIGINAL: morleron1
So far as removing the Axis MP units, with the thought that this will make it impossible for the Axis player to use them as spearhead units I'd suggest holding off on that until 3.4 comes out so that we can evaluate whether or not Ralph has solved the "ant unit problem".


The ant problem's solution has already been explained. It has only to do with the little trick of a very small unit attacking with a mass of artillery against a larger unit. That's about the extent of it.


Actually, a little more than that has been addressed. In addition to making ants far less useful in attacks, there is a new ability of retreating defenders to try to RBC any blocking enemy units (so ants are less useful in blocking retreats), and the RBC code has been revised to make it harder for very small units to not RBC.

There's nothing that specifically would prevent an MP unit from leading a spearhead, though (if you don't count the increased risk of being overrun). But there are things designers can do to try to somewhat restrict their use to the rear. (Foot movement, no recon elements, low prof, etc.).

(in reply to Panama)
Post #: 41
RE: FITE MOD 2010 - 5/1/2010 6:51:58 PM   
Panama


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quote:

ORIGINAL: Curtis Lemay


quote:

ORIGINAL: Panama

Too bad there's no way to delay reconstitution in a scenario to something more reasonable.

Replacement 9.1.8 When units are Reconstituted, there is a one to four week delay in their appearance.

Forming, getting the pieces together and training a division to fight as even a somewhat cohesive unit takes alot longer than one to four weeks unless an existing unit was given the destroyed unit's number.


But elimination in TOAW doesn't represent the complete annihilation of the unit - after all, only the forward combat elements are usually modeled. It only represents a temporary loss of "cohesion" - the ability to function as a effective unit. Units can recover that relatively quickly.


When I have a unit encircled and my combat report shows the defending unit as having lost everything, in other words, the on hand column and the lost column are the same, do you mean to tell me this is not fact? That in every case the encircled unit has survived and simply needs a large number of replacements? If that's true then accept my apologies for my misunderstanding.

(in reply to Curtis Lemay)
Post #: 42
RE: FITE MOD 2010 - 5/1/2010 7:19:50 PM   
Panama


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quote:

ORIGINAL: morleron1
I think that to some extent we can do both. As was pointed out in the FiTE Opinions thread that Bibbo began a couple of years ago the big problem seems to be that the Soviet player has more-or-less perfect knowledge of what happened historically and what works in the game. This has resulted in the development of the Russian strategy of simply retreating immediately and establishing a two-deep defensive line that is just beyond where the Germans can realistically expect to be able to get reasonable supply levels. Since the mechanics of the TOAW game engine make it virtually impossible to create a breakthrough of such a line: the Soviet player may have to retreat but he should be able to avoid a German breakthrough on a scale large enough to be dangerous.


I would like to point out that this retreat tactic worked very well in the SPI boardgame, War in the East. The more things change the more they stay the same. The result was the same too. After 1941 there were no Axis offensives.

To be honest, how long do you think the Bolshevik government would have lasted if they had simply abandoned so much of Russia without a fight?

quote:

ORIGINAL: morleron1
It seems to me that at least a partial solution to this problem to remove as many of the original FiTE "house rules" which limited the options available to the Axis player as possible. As I've mentioned in our private correspondence I think that the single best feature of the Buzz mods is the removal of limitations on what can be done with the Finns - including limits on how many German units can be sent to that front. This change means that the Soviet player can no longer safely strip every unit from the Finnish front for use elsewhere as the Finns are now capable of doing damage to Soviets. While some may, rightly, decry this as being an ahistorical option this change goes a long way toward re-introducing the uncertainty which confronted the Soviet high command in WWII. This is a case of using an option which was not available in reality to produce a more realistic result in the game.


This was a political consideration for the Finns. The Finns had recently been liberated from Russian occupation, as it were. They had just gone through a war that they lost. I'd leave the Finns the way they are and deny the Soviets the ability to invade southern Finland until after 1943.

quote:

ORIGINAL: morleron1
It seems to me that allowing the Turks to join in the fun (as a Theater Option in the Buzz mods does) is another way of forcing the Soviet player to have to pay attention to other areas of the front and not be able to simply pile all of his units in front of the German drive on Moscow. Perhaps what we need to concentrate on is figuring out ways to eliminate the advantage of hindsight that the Soviet player has in the original FiTE. While it would definitely be non-historical allowing the German player an option to "declare peace" with the British and thus free up a lot of units and resources for use on the Eastern Front could be worked out. I would think that an Axis player taking advantage of such an option would need to achieve a higher level of victory or have some other sort of penalty attached. As Panama has mentioned in relation to the "ant problem" the difficulty is not so much how TOAW works as how players act - so we need to figure out how to change the way the Soviet player typically reacts to the German invasion


The Turks (as Ottoman vassals) had fought a war against Italy, another against The Balkan League, against the Entente (WWI), fought a civil war and fought a war against the Greeks. All in a 14 year span! I really don't think they could be confident in gaining enough popular support to go to war yet again and still maintain political power. Personally I wouldn't even bother with a Turk/Swede option.

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Post #: 43
RE: FITE MOD 2010 - 5/1/2010 7:47:35 PM   
Panama


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I forgot to mention something. Stripping the Finnish front of Soviet units. This front was considered by the Soviets as a quiet front. 'Divisions' had no more strength than a regiment in most cases. They knew the Finns weren't going to advance beyond where they already had. This would make stripping this area seem a historic move by the Soviet player in FitE.

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Post #: 44
RE: FITE MOD 2010 - 5/2/2010 3:05:01 AM   
Curtis Lemay


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quote:

ORIGINAL: Panama

When I have a unit encircled and my combat report shows the defending unit as having lost everything, in other words, the on hand column and the lost column are the same, do you mean to tell me this is not fact? That in every case the encircled unit has survived and simply needs a large number of replacements? If that's true then accept my apologies for my misunderstanding.


Game-wise there's no difference whether the unit was surrounded or not when eliminated. Elimination represents the unit being unable to continue to function as a cohesive combat unit. Total annihilation is not modeled. Units usually evaporate long before all equipment has been destroyed.

After all, only the frontline combat elements are usually modeled. A division may have 18,000 men in it, yet be modeled by about 400 squads or so. I sometimes try to account for this a bit by modeling some of those rear-area elements. But the game is not designed to handle it, so it can't address all the issues that total annihilation would encompass.

(in reply to Panama)
Post #: 45
RE: FITE MOD 2010 - 5/2/2010 4:13:42 AM   
Panama


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quote:

ORIGINAL: Curtis Lemay


quote:

ORIGINAL: Panama

When I have a unit encircled and my combat report shows the defending unit as having lost everything, in other words, the on hand column and the lost column are the same, do you mean to tell me this is not fact? That in every case the encircled unit has survived and simply needs a large number of replacements? If that's true then accept my apologies for my misunderstanding.


Game-wise there's no difference whether the unit was surrounded or not when eliminated. Elimination represents the unit being unable to continue to function as a cohesive combat unit. Total annihilation is not modeled. Units usually evaporate long before all equipment has been destroyed.

After all, only the frontline combat elements are usually modeled. A division may have 18,000 men in it, yet be modeled by about 400 squads or so. I sometimes try to account for this a bit by modeling some of those rear-area elements. But the game is not designed to handle it, so it can't address all the issues that total annihilation would encompass.


Divisions can be reduced to battalion size and still function as a cohesive combat unit. But I guess the line has to be drawn someplace. I still feel four weeks is far too short of a time. But that's simply my opinion. Thanks for your side of it.

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Post #: 46
RE: FITE MOD 2010 - 5/2/2010 6:49:12 AM   
sPzAbt653


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I'll add that a unit will reconstitute when there are replacements available. In some scenarios the replacement rate is low enough to delay reconstitution. And I think that replacements first go to on map units, and if there are any left over they go to units eligible for reconstitution.

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Post #: 47
RE: FITE MOD 2010 - 5/2/2010 11:20:49 AM   
desert


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Is the ability to choose which units reconstitute in the wish list?

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Post #: 48
RE: FITE MOD 2010 - 5/2/2010 12:14:44 PM   
larryfulkerson


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quote:

ORIGINAL: desert
Is the ability to choose which units reconstitute in the wish list?

IIRC the scenario designer can choose which ones reconstitute and can also set the priority of each unit to receive reinforcements or replacements of equipment. And he/she can stipulate where the reconstituting units re-appear in the game. Cool stuff.

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Post #: 49
RE: FITE MOD 2010 - 5/2/2010 2:41:00 PM   
desert


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Sorry, I meant in-game.

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Post #: 50
RE: FITE MOD 2010 - 5/2/2010 2:51:26 PM   
Panama


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Larry you are a genius. You've just given me a great idea.

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Post #: 51
RE: FITE MOD 2010 - 5/2/2010 7:26:50 PM   
Curtis Lemay


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quote:

ORIGINAL: Panama

Divisions can be reduced to battalion size and still function as a cohesive combat unit. But I guess the line has to be drawn someplace. I still feel four weeks is far too short of a time. But that's simply my opinion. Thanks for your side of it.


I was just describing how the game works. For reconstitution there really is no consideration taken for whether the unit evaporated in the front lines or was isolated in a pocket. The term itself sort of speaks to this: "reconstitute" instead of "rebuild". Reconstitute means the unit was routed into scattered pieces that later were gathered back together into an effective unit.

I thought I was clear before, but if not, note that I'm not happy with this either. Getting a division trapped behind enemy lines and annihilated should be much worse than just decimating the frontline combat elements of it. Yet the game just isn't designed to address that. In fact, few games are. As I said, I usually make an effort in my designs to try to address it as best I can (by modeling some of the rear area stuff). But it's never very satisfactory. It would be nice if it could be addressed by the game itself. But it's a can of worms.

It would mean that, of those 18,000 men in the division, the 14,000 in the rear would have to be modeled in the game to have some significant effect without making them function as frontline combat troops. The 4,000 combat troops would have to be dependent upon them - unlike now.

I remember how it was handled in SPI's War in the East. German divisions were two step. The full strength division had a strength of 6. It could be reduced to a cadre with a strength of 1. But, in production terms, the cadre cost 4 PP and lots of time to make, while restoring the cadre to full strength only cost 2 PP and little time. So, divisions could be quickly and cheaply rebuilt after being reduced. But, if the cadre was destroyed, then there was a heavy cost in time and material. Yet 83% of the unit's strength was achieved with only 33% of the cost - the remaining 17% was achieved with 67% of the cost. The cadre obviously didn't model the combat elements. It modeled C&C, logistical, and intel elements and such.

This is what's missing in TOAW. We just have the combat elements, and they function more or less independent of the invisible structural elements. For that reason, there's insufficent payoff for successfully pocketing the enemy. And that makes a difference in game play.

(in reply to Panama)
Post #: 52
RE: FITE MOD 2010 - 5/7/2010 6:21:49 PM   
morleron1


Posts: 97
Joined: 12/29/2006
Status: offline
I've just uploaded a new version of my FITE mods.  This version corrects some errors that had made their way into the event list.  The events deal with the Axis Theater option to allow an early Finnish start and the Soviet Theater Option to invade Iran.  Anyone who has begun playing with the earlier version of the scenario should be OK if you do not use either of the two options mentioned above.  If you want to use them you'll need to restart the game after downloading the file.  NOTE: this version "FITE Rons Mod v1.1.2" uses the same equipment file as the earlier version.  Simply rename the equipment file to match the scenario file name. 

The files can be found here: http://www.mediafire.com/?sharekey=d47f0a15d1c4feb0ab1eab3e9fa335caccd431c9e6d81d20.

As always, please let me know if you discover any problems with my mods.  I hope that there is nothing major, but as few have ever played to the far side of turn 150 (in the original, let alone any of the modded versions) there may be something lurking.

Have fun,
Ron

P.S. Found one more problem in event chain. Uploaded new versions of scenario and equipment files. New version is 1.1.3. Remind me to just hit myself with a hammer the next time I fiddle with the event editor. It would be quicker and probably less painful.

< Message edited by morleron1 -- 5/8/2010 12:51:23 AM >


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Post #: 53
RE: FITE MOD 2010 - 5/12/2010 8:28:08 PM   
morleron1


Posts: 97
Joined: 12/29/2006
Status: offline
Hi folks,
   Well, as some of you may have discovered, the versions of "FiTE Rons Mod" that I've uploaded over the past several days will not run under version 3.2.  It seems that running 3.4 as a beta tester is a two-edged sword when it comes to scenario editing.  There are a lot of nice things that have changed, particularly about the game play, but scenario saves using 3.4 aren't loadable in 3.2.  Fogger discovered this a couple of days ago and notified me of the problem.  However, all is not lost as Ralph (may the God of Wargaming bless him and his progeny) provided a function to save scenarios in 3.2 format by simply pressing the F8 key.  So I've done that and have uploaded the TOAW 3.2 version of FITE Rons Mod v1.1.3.  The new filename is "FITE Rons Mod v1.1.3_3.2.sce" and is up on Larry's Mediafire site.  I have had no luck getting the equipment file to upload, but it's the same as previously.  I don't know if an equipment file saved under 3.4 will work under 3.2.  If it doesn't feel free to send me an email and I'll send you the 3.2 version of the equipment file.
   I apologize for any inconvenience this may have caused anyone - it's part of learning about v3.4 (or so I'll tell myself).
   The files for both versions are at: http://www.mediafire.com/?sharekey=d47f0a15d1c4feb0ab1eab3e9fa335caccd431c9e6d81d20.

Happy gaming,
Ron


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(in reply to morleron1)
Post #: 54
RE: FITE MOD 2010 - 5/12/2010 10:31:12 PM   
larryfulkerson


Posts: 16880
Joined: 4/17/2005
From: Tucson, AZ, USA, Earth, Solar System
Status: online
Thanks for all your efforts Ron dude.


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Post #: 55
RE: FITE MOD 2010 - 5/13/2010 1:33:47 AM   
ralphtrick

 

Posts: 4447
Joined: 7/27/2003
From: Colorado Springs
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quote:

ORIGINAL: morleron1
I don't know if an equipment file saved under 3.4 will work under 3.2.  If it doesn't feel free to send me an email and I'll send you the 3.2 version of the equipment file.

I don't think they changed any between versions.

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Post #: 56
RE: FITE MOD 2010 - 5/13/2010 4:00:27 AM   
morleron1


Posts: 97
Joined: 12/29/2006
Status: offline

quote:

ORIGINAL: ralphtrick

quote:

ORIGINAL: morleron1
I don't know if an equipment file saved under 3.4 will work under 3.2.  If it doesn't feel free to send me an email and I'll send you the 3.2 version of the equipment file.

I don't think they changed any between versions.


Thank you, sir. That should make things a little easier from now on. I think I'll do a little experimenting to confirm this.

We're having some fun now!!

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Post #: 57
RE: FITE MOD 2010 - 5/13/2010 4:16:34 AM   
ralphtrick

 

Posts: 4447
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You need to either remove the _ from the eqp file name, or add them to the actual scenario title inside TOAW. I ignore the actual file name when looking up the eqp file.

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TOAW III Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.

(in reply to morleron1)
Post #: 58
RE: FITE MOD 2010 - 5/13/2010 4:14:42 PM   
morleron1


Posts: 97
Joined: 12/29/2006
Status: offline

quote:

ORIGINAL: ralphtrick

You need to either remove the _ from the eqp file name, or add them to the actual scenario title inside TOAW. I ignore the actual file name when looking up the eqp file.


Hi Ralph,
The equipment file is given the name with the underscores in the scenario. I've tested it by putting the 3.2 equipment file in a folder under "Graphics" and when I open the scenario I do not get a "Using wrong equipment file" error. Thanks for pointing this out, though, as it's the sort of thing that I'm apt to forget in the wee hours of the morning.

I can hardly wait until 3.4 is made official. It's going to be good...that's what a little guy in a bar told me anyway.

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Post #: 59
RE: FITE MOD 2010 - 5/31/2010 1:18:03 PM   
morleron1


Posts: 97
Joined: 12/29/2006
Status: offline
OK, in my continuing attempt to make FITE a better scenario I've now uploaded a new version to Larry's Mediafire file site.  It is version 1.1.5.  The previous 1.1.3 equipment file will work fine with this new version, all you need to do is to rename the file so that it matches the scenario file.  I will be uploading a version that will run under TOAW 3.2 a little later today.  The version that is now on Mediafire will run under 3.4 which I'm really looking forward to.  This latest version has a cleaned up event subsystem.  I went back to the events that were originally part of the Buzz mods package and went through the whole thing to make sure events were properly linked.  Ralph, may he and his issue be blessed unto the seventh generation,  made some modifications to the TOAW Scenario Viewer that he and Andy Edmiston wrote so that it would work with 3.4 scenarios - which made it much easier to go through the events.  As always, comments are welcome.

Have fun,
Ron
P.S. The 3.2 version of the latest FITE scenario is now up on Mediafire. For some reason I cannot get the equipment files (for either version) to upload to the site. The old versions of the equipment file will work fine with the new scenarios. All that needs to be done is to rename the equipment file to match the scenario. If you need the equipment file please contact me via email and I'll be happy to send you the file(s). My email address is: morleron@yahoo.com.

< Message edited by morleron1 -- 5/31/2010 2:34:51 PM >


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Post #: 60
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