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Small bugs in v3.2. Fixed in v3.3.

 
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Small bugs in v3.2. Fixed in v3.3. - 12/3/2013 11:42:12 PM   
governato

 

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There a two small known bugs in v3.2:

- A rail link is missing in Tula blocking rail movement South to North through the hex. rail movement North to South is fine. (Tx to Telumar for spotting this)

- Mud penalties in Spring 1944 end one turn too early for the Red Army: turn 148 vs 149 for the Axis. For fairness the Red army should refrain from attacking during turn 149.

That's all...both bugs have been fixed in v3.3!



< Message edited by governato -- 12/4/2013 12:42:48 AM >

(in reply to PRUSSIAN TOM)
Post #: 91
EF 41-45. v3.3 available. - 12/3/2013 11:51:32 PM   
governato

 

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I have posted a new version of EF 41-45 in the original opening post, as a few PBEM games continued well into Summer of 1944, providing invaluable feedback (thanks Mike, Stefan, Ed and Carlos!) Changes mostly affect the second half of the game and try to emphasize the strain on logistics felt by the Red Army once West of the Dnepr - Smolensk - Riga line, that were not sufficiently modeled in the game. These improvement effectively mirror the changes in v3.2 that tried to better describe the strain on logistic felt by the Wehrmacht in the late Summer/Fall of 1941.



Changes in v3.3 - November 2013.



- increased tank attrition losses for the Red Army in 43-44
- The Brandenburg Regiment now can reconstitute
- small increase in German Heavy Rifle and Support squads arriving in '44-'45 (Rifle squads mostly arrive as reinforcements in low proficiency units)
- 1% supply penalty if the Red Army activates the extra 'Kursk Front' option, to better simulate the additional strain on logistics
- AAA lethality increased by 5%
- changes to Red Army Summer 44 offensive TO: shock reduced to 102%, but added +5% supply bonus for 3 turns. This is to encourage the Red Army to take an operational pause and maximize the supply benefit representing the stockpiling of Fuel and ammunition depots.
- the Moscow - Leningrad 'highway' has been downgraded to road.
- Loss of Budapest will trigger a small Air Shock Penalty for the Luftwaffe
- Axis supply slightly improved in 44+, Red Army supply slightly decreased.
- Axis mud turns penalties decreased in 1944+ to simulate better road network in Romania and Bielorussia.
- Some Red Army units will withdraw off map after liberating Budapest and Bucharest, to simulate campaigns in Yugoslavia and Austria against already off map OKH units.
- the terrain West of Lvov made more difficult after new information from Google maps and a discussion on the WITE forum. This change will slow down AGS a bit during the first turn.

VPs have been rebalanced to better reflect the late stages of the war. This is a substantial change that I think will positively influence the way people play past turn 100.

- Losses VP penalty increased. This will hopefully force both sides, but especially the Red Army, to have some operational pauses in 43-44, in order to increase supply and decrease infantry losses.
- Some VPs are awarded to the Axis player during the late stages of the war. Now the Red Army needs to capture Berlin earlier than historical in order to gain an 'overwhelming victory'.

These two changes should present an interesting and realistic challenge to the Red Army player: push hard irregardless of losses in order to conquer Berlin and East Europe already in 1944, but then risk to suffer so many losses that the post war recovery will be endangered due to lack of manpower (W.Dunn Jr. books were useful here, especially "Stalin's Keys to Victory: The Rebirth of the Red Army"). Note that taking Berlin still triggers a 'Sudden Death' for the Axis, and an automatic Red Army victory.


< Message edited by governato -- 12/4/2013 1:00:48 AM >

(in reply to governato)
Post #: 92
RE: EF 41-45. v3.3 available. - 12/4/2013 4:00:00 PM   
PRUSSIAN TOM

 

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Thanks, big guy; you East Front scenario is teriffic! You manage to get the entire war into a playable format without it becoming a monster. Don't get me wrong, I like monsters, too. But a scenarios where the Germans and Russians can duke it out from 41-45 (on corps scale) are in short supply.

There are some out, but yours has the right "feel," something that is not really easy to pin down, but includes playability, realism, play balance, and excitement generated while playing.

I'm sure there is Germans word for it...something like, "derawesomekreiiggamenundfarfenugen."

(Apologies to all German nationals; my command of your language is nil, but it offers the opportunity to express complex concepts in one word. No intent to offend or stereotype; I wish we could do that in English (e.g. realpolitik try to explain that in one or two words in (English) to a college level history class)).

In English, the best I can do is say, "Great scenario; it's a blast to play. Thanks for creating it, and keeping it updated."

(in reply to governato)
Post #: 93
RE: EF 41-45. v3.3 available. - 12/4/2013 6:30:20 PM   
Telumar


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quote:

ORIGINAL: PRUSSIAN TOM
There are some out, but yours has the right "feel," something that is not really easy to pin down, but includes playability, realism, play balance, and excitement generated while playing.

I'm sure there is Germans word for it...something like, "derawesomekreiiggamenundfarfenugen."




What about "eierlegende Wollmilchsau"..

And yes, really, this scenario has indeed the right feel and all that it needs to qualify for a 'classic', i can only recommend it! Wakes memories of Gary Grigsby's old masterpiece "War in Russia".

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Post #: 94
RE: EF 41-45. v3.3 available. - 12/4/2013 6:31:56 PM   
governato

 

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quote:

ORIGINAL: PRUSSIAN TOM

Thanks, big guy; you East Front scenario is teriffic! You manage to get the entire war into a playable format without it becoming a monster. Don't get me wrong, I like monsters, too. But a scenarios where the Germans and Russians can duke it out from 41-45 (on corps scale) are in short supply.

There are some out, but yours has the right "feel," something that is not really easy to pin down, but includes playability, realism, play balance, and excitement generated while playing.

I'm sure there is Germans word for it...something like, "derawesomekreiiggamenundfarfenugen."

(Apologies to all German nationals; my command of your language is nil, but it offers the opportunity to express complex concepts in one word. No intent to offend or stereotype; I wish we could do that in English (e.g. realpolitik try to explain that in one or two words in (English) to a college level history class)).

In English, the best I can do is say, "Great scenario; it's a blast to play. Thanks for creating it, and keeping it updated."


Thanks Tom! I am glad you like it. EF becomes a bit of a monster eventually , but only if you play past turn 100 or so :).

Plese feel free (this applies to other fellow gamers!) to send me an end of turn or two from your games if you get a chance. It's feedback from players, both experts and novice that really helps improving the game. PBEM games going past the blizzard are especially useful.

(in reply to PRUSSIAN TOM)
Post #: 95
RE: EF 41-45. v3.3 available. - 12/4/2013 10:12:16 PM   
Telumar


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quote:

ORIGINAL: governato


- changes to Red Army Summer 44 offensive TO: shock reduced to 102%, but added +5% supply bonus for 3 turns. This is to encourage the Red Army to take an operational pause and maximize the supply benefit representing the stockpiling of Fuel and ammunition depots.



+1

As I'm not an advocate of lavish shock levels to force historical results i did something similar in Anzio 2km. No shock, but increased force supply level (accumulated supplies released for offensive) that drops back over time to normal.

In a Typhoon style situation this could even be followed by a drop of supply levels for several turns to simulate overextension, exhaustion (of men and material) and depletion of supplies. Ideally this would fall together with the onset of blizzard weather (pestilence, lowered supply radius, small negative shock) and coincide with a Soviet counteroffensive as a recipe for desaster. I once had this idea for FitE to make the German player think twice about a November offensive in Russia. Nevermind, drifting OT.

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RE: Eastern Front 1941-1945 Scenario Notes: Calculating... - 12/24/2013 7:01:16 AM   
clark_x_zhang

 

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Hi Governato,
Can you by any chance explain what's the relationship between the rail repair percentage shown in "unit report" and the chance of success in rail repair?

Thanks for your help,
Clark

(in reply to governato)
Post #: 97
RE: Eastern Front 1941-1945 Scenario Notes: Calculating... - 12/24/2013 3:04:02 PM   
Oberst_Klink

 

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quote:

ORIGINAL: clark_x_zhang

Hi Governato,
Can you by any chance explain what's the relationship between the rail repair percentage shown in "unit report" and the chance of success in rail repair?

Thanks for your help,
Clark

The answer lies here:

12.5 Railroad Repair (Advanced Rules)
Units with a Rail Repair Capability can repair broken
railroads. The attempt will consume the unit’s entire movement
allowance. The chance of success is equal to the unit’s rail repair
capability.
Units with a Rail Repair Capability will automatically
attempt to repair damaged Railroads in their location at the end
of their Turn, if they have not been given orders to do anything
else. Automatic Railroad Repair: In most Scenarios, both forces have
an Automatic Railroad Repair Capability. The default value is 1
location per Turn, which is repaired when the game performs
Automatic Bookkeeping. This is in addition to the Railroad Repair
Capability of any units on the map. The Automatic Rail Repair
function is reasonably intelligent; it attempts to recreate destroyed
supply nets from supply sources, and will tend to occur
near Supply Points and deployed Railroad Repair units.


Klink, Oberst

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(in reply to clark_x_zhang)
Post #: 98
Eastern Front 1941-1945 Update to v3.4 4/2014 - 4/13/2014 11:24:28 PM   
governato

 

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I updated the scenario to version 3.4 in the main post of the thread.

This version includes several changes that improve on the realism of operations at the end of the 1941 Barbarossa campaign (slightly favoring the Red Army) and the nature of Axis replacements during the late stages of the game (favoring the Axis). This version also provides an incentive for the Axis player to continue Barbarossa 'till late Fall 41, with the goal of capturing Moscow before Winter.

Overall the scenario is now balanced and realistic over the whole 200+ turns, meaning that a strong Axis player and a smart, but less experienced Red Army opponent, should expect a fun and realistic game. The next version of the scenario will be posted after the TOAW v3.5 patch will be made available.

As usual, players of all level are encouraged to send me comments and saved turns!



CHANGES IN VERSION 3.4

1) MAJOR: Added a Red Army 'Moscow T24' in Moscow. If the Axis destroys this unit by capturing Moscow, there is a global 30% chance for a Red Army 'sudden death'. The unit automatically withdraws on turn 24. Design note: it is doubtful if the Soviet government would have collapsed after the loss of Moscow (as Hitler and OKH believed at the time). But it is generally agreed by historians that the chances would have been higher earlier in the war. Most importantly, this event gives the Axis player a strong incentive to push on until late in the season and discourages players from digging in due to historical insight. This change should lead to more historical campaigns and a more dramatic 'blizzard'. Note: after turn 24 the Sudden Death chance for capturing Moscow remains 10% as in previous versions.

2) MAJOR: Production of Axis Mounted and Motorcycle squads slowed down significantly after Spring 43 (Turn 100). These squads get replaced with an equivalent number of AT+Heavy Infantry squads that arrive as replacements. This change reflects the historical TOEs of many German units in the second part of the war, as the Werhmacht shifted to a defensive posture, and adds significant fire power to about 3000 squads, at the expense of units' recon capabilites.

3) MAJOR: Added 3000 Axis construction squads in 43+. These additional squads (representing Hiwis, or foreign POW troops) will help Axis units to entrench faster in the late stages of the war. Historically more than one million Russian POW were (usually forcefully) enlisted in the Werhmacht. Similar to Red Army reinforcement units, one Hiwis unit will arrive in Vitbesk (SW Ukraine) in Summer 43 and needs to be manually disbanded by the Axis player. This requires the Whermacht to hold South Ukraine to represent access to local manpower.

4) Map: more difficult terrain in the Leningrad area. Changes to rail lines in the Murmansk area. Increased supply rate from Baku.

5) Red Army shock penalty in Fall 41 and Spring 42 decreased to 50% from 40%. (100% means no penalty). This change makes it easier to
defend during mud turns and reflects the difficulty of mounting offensive operations during the rain season. Axis has a similar bonus
in 44/45, introduced in version 3.3.

6) Negative weather Air shocks in Fall 41, affecting both sides.

7) Axis decrease ZOC cost stays at 90% until end of game to reflect the tactical prowess of the Werhmacht at the tactical level.

8) AA lethality increased +5%

9) Red Army Air Shock set to 95% in 1943 90% in 1944, and to 85% in 1945. This is done to offset the unrealistic high proficiency of Red
Army air units late in the game.

10) Red army 'Attrition Losses' unit arrives earlier, at Turn 13, with a higher priority for replacements. This will increase Red Army tank
losses in Summer/Fall 1941.

11) Added 76mm AA slots to Red Army Garrison units. Removed AA trucks slots from Red Army Garrisons. (Stahel's book 'Typhoon' mentions
that Moscow had formidable AAA defences)

12) Increased by +10% readiness/supply for 1st Shock Army, Western 10th, Bryansk 60th, 61st armies. This will make them a bit stronger
for the Winter offensive.

13) Slots for some AA trucks added to TOE of Red Army cadres and Support units (supply, RR).

14) Small changes to a few Red Army air units TOEs, to increase their chances of reconstituting.

15) Some naval units removed: Kriegsmarine unit removed. Baltic Fleet turned into static AA+artillery unit in Leningrad (they only provided
gamey recon capabilities). Volga river flottilla removed.

16) Increase proficiency of Kiev M.D Formation/Infantry +5% This will make progress of AGS a bit harder in the earlier stages of Barbarossa.

17) Totenkopf unit size changed to division (-)

18) Axis Air Transport capabilities end in January 1945.

19) Proficiency of some Axis Garrisons increased +5%

20) More Soviet Mounted Rifle Squads arrive early, but less produced overall.


< Message edited by governato -- 4/14/2014 3:56:37 AM >

(in reply to Oberst_Klink)
Post #: 99
RE: Eastern Front 1941-1945 Scenario. V3.4 4/2014 - 4/24/2014 5:14:00 AM   
shimerian

 

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Governato,
A simple question on the OOB at the start of the scenario.

Please pardon me if you've answered this before. I've read through your posts and if you mentioned it before, I missed it, in which case I feel foolish.

But with your operational scale being primarily corps and army units, why do you include several separate panzer division units along with their corps parent units? An example in AGN would be the separate unit "1st Panzer Division" adjacent to the "41st Panzer Corps." Several sources list the 1st Panzer Division as part of the 41st Panzer Corps.

There are a few other examples of separate panzer divisions in your OOB.
Thanks for your efforts. I look forward to your reply.

< Message edited by shimerian -- 4/24/2014 6:15:06 AM >

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Post #: 100
RE: Eastern Front 1941-1945 Scenario. V3.4 4/2014 - 4/24/2014 7:06:03 AM   
governato

 

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It's a good question!

Axis Panzer Korps had a variable number of divisions attached. In the game a Motorized Korps represents 1 Motorized+1 Panzer Division+assorted battalions (1 Flak+1Pioneers+1 Construction+1Nebelwerfer+2 Artillery) . The extra Panzer divisions are then represented as separate units. These separate units give the Axis an extra degree of flexibility, to represent the proficiency of the Wehrmacht. Usually the divisions that have a separate counter are those that distinguished themselves at some point or the other of the campaign (1st panzer was considered an elite unit, for example). Also, as a reference: an Infantry Korps TOE is: three divisions+ 1 Pioneer Btlns+1 Stug Btln+2 Constructions Btlns+1 Hvy Flak + 1 Light Flak +3 Arty Btlns.

Red army units do the same, with a 1941 army representing 6 Infantry divisions, 2 Art Rgts +1 Mrt Rgt+1Rkt Btln+1 AT Rgt+ 1 AA rgt+1 Sapper btln +1 Constr Btln+1 TK Btln+Tank Bgde 1941-1942, as these Red Army units get destroyed (or disbanded) new units arrive with a more modern TOE, for example a Guard Army represents 9 Infantry Divisions+1 Late Tank Corps 3 Arty Rgts+3Mrt Rgts+2 Hvy Rkt Rgts+ 2 AT Rgt +3 AA Rgts+3 Sapper Rgt+2 Constr Rgt+1 Hvy SU+1 SU Light+1 Hvy TK Rgt (yes they are powerful units).

As a result, through reinforcements, withdrawals and disbandments (for the Red Army) the OOB and TOEs of both sides reflects precisely the total number of divisions, brigades, regiments (Red Army) and battalions (Axis) as it changed through the years. The system required some abstractions, but it works pretty well.

< Message edited by governato -- 4/24/2014 8:09:20 AM >

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Post #: 101
RE: Eastern Front 1941-1945 Scenario. V3.4 4/2014 - 12/26/2014 8:21:20 PM   
governato

 

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Just a quick report on `East Front 41-45' since the last update was in April. As usual the scenario description and links for download are on the first post of this thread.

- v3.4 Feedback from several PBEM shows that the game plays well into 1942, with the Wehrmacht making a strong come back. I do not plan an update until the TOAW patch comes out. From PBEM feedback of v3.0 and 3.2, v3.4 toned down the Red Army in 44/45 and tweaked the Wehrmacht in 43-45 so I am waiting for feedback from games extending into 43 and later to see how they go. The next official TOAW patch will introduce realistic penalties for units receiving low supply which could be used to penalize the side on the offensive if necessary.

Overall I am happy with the balance between the speed at which the Axis and the Red Army recover readiness (driven by the supply rate and the
number of Support squads in HQs) and units achieve fortified status (the scenario entrenchment factor and the number of Construction
squads) and how this shifts through the campaign. These two quantities (readiness recovery and speed of fortification) set the pace of offensives and are crucial to model a long scenario where the initiative changes hands several times.


Here is a few suggestions for the players, based on PBEM feedback.

- The most historical outcome is usually achieved when the most experienced player plays the Axis. The Red Army player has a few turns to catch up on the scenario or the game mechanics.

- EF 41-45 is a long game. A few common mistake the Axis player makes are:

- to go all out in 41 without any operational pause. EF 41-45 is designed to penalize such a strategy. On the other hand well played Axis side that stopped the offensive to fortify in late 41 still has a good chance to deliver a strong blow in 42 and cripple the Red Army. if not win outright (depending on the Red Army player's skills).

1) Add HQs to non essential direct attacks. This leads to Support Squads losses. This is BAD and by design, to represent staff and logistics losses wich are very slowly replaced. Keep HQs in support role and out of harm's way.

2) run his units into the ground (supply 1%/readiness 33%). This
increase their losses to an unsustainable level and allows the Red
Army to counterattack. This is particularly true in Blizzard 1941. Low supply units fortify very slowly.

- Similarly, the Red Army needs to strike a balance between preserving the army (the light red counters that do not come back) and fighting
forward to preserve industry output and avoid Sudden Death. This is by design and represent the strain on Red Army staff/logistics in
1941. The Red Army gets more Support squads, but not enough if too many Red Army HQs get destroyed in Summer 41.

- Red Army formation go into reorganization very often in 41-42. This is by design and represent the loss of C&C (the historical accounts mention Front commanders not knowing where their ARMIES were. Oftentimes STAVKA will no be able to move crucial units in time to react from a fluid front situation. `Reorg' is in my opinion one of the best features of TOAW.

- the TOs that show up mid game and give support units TO THE OTHER SIDE are there to give some help to the AI or a very un-experienced player.

Alright this is all for now! As usual, send me END of TURNS files if you have any.

(in reply to governato)
Post #: 102
RE: Eastern Front 1941-1945 Scenario. V3.4 4/2014 - 12/26/2014 9:58:55 PM   
Michael T


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Thanks Fabio, I will put this on my 'must try' list

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Post #: 103
RE: Eastern Front 1941-1945 Scenario. V3.4 4/2014 - 2/24/2015 11:55:17 PM   
governato

 

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I was waiting for the new patch before putting out a new version of EF, but since there is no clear deadline for that, I may work on a small update in the next month or two.
Any suggestions/grievances from recent games?

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Post #: 104
RE: Eastern Front 1941-1945 Scenario. V3.6 - 5/6/2015 7:47:11 AM   
governato

 

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I have a new version of the scenario (v3.6) that is only available on request before (wink wink) a general release at some point in the future.
Mostly some changes to logistics in 1942. Send me a PM or an email if you 'd like to give it a spin.

[edit: v3.6 was the version included in the latest (3.4.1.9) patch].

< Message edited by governato -- 11/15/2015 5:39:50 PM >

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Eastern Front 1941-1945 Scenario v4 - 11/16/2015 2:18:07 AM   
governato

 

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Version 4 posted. This version supersedes the one distributed with patch 3.4.1.9.

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Post #: 106
RE: Eastern Front 1941-1945 Scenario v4 - 11/22/2015 11:00:54 AM   
demyansk


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This reads well, is this a two player only?

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Post #: 107
RE: Eastern Front 1941-1945 Scenario v4 - 11/22/2015 3:24:50 PM   
governato

 

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quote:

ORIGINAL: demjansk

This reads well, is this a two player only?


The PO has been implemented for both sides, with different PO tracks and various PO only events. It works well, within the usual limitations of TOAWs
scripted AI. Section 6 of the manual has a few suggestions. If you are an experienced player I suggest playing the Red Army in 1941 and then switching sides.

(in reply to demyansk)
Post #: 108
RE: Eastern Front 1941-1945 Scenario v4 - 11/24/2015 8:43:52 PM   
Rasputitsa


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Thank you for a great scenario, this has to be the best scale to play the Eastern Front, if you want to have a real life as well.

The detail in your documentation is outstanding and very much appreciated.

I have used an older .bmp map mod by Damezzi from way back, as it is clearer than the .png maps available and noticed some hexes with duplicated terrain, not sure if it is significant.





Hexes 39,26 - 40,24 - 41,25 have both light woods and forest graphics, although only the light woods are shown in the pop-up for each hex. Not sure which terrain type was intended for each hex, or whether it has an effect in the game. There are several hexes around the map which have the same duplication effect.

This will become a favourite scenario, whilst beginning to get back into TOAW and rediscovering its great features, which put many newer games to shame.

Attachment (1)

< Message edited by Rasputitsa -- 11/24/2015 9:52:47 PM >


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(in reply to governato)
Post #: 109
RE: Eastern Front 1941-1945 Scenario v4 - 11/24/2015 9:56:19 PM   
governato

 

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quote:

ORIGINAL: Rasputitsa

Thank you for a great scenario, this has to be the best scale to play the Eastern Front, if you want to have a real life as well.

The detail in your documentation is outstanding and very much appreciated.

I have used an older .bmp map mod by Damezzi from way back, as it is clearer than the .png maps available and noticed some hexes with duplicated terrain, not sure if it is significant.





Hexes 39,26 - 40,24 - 41,25 have both light woods and forest graphics, although only the light woods are shown in the pop-up for each hex. Not sure which terrain type was intended for each hex, or whether it has an effect in the game. There are several hexes around the map which have the same duplication effect.

This will become a favourite scenario, whilst beginning to get back into TOAW and rediscovering its great features, which put many newer games to shame.


why, thanks for the compliments and for liking the scenario.

- double terrain: the impact is minimal as the game picks the 'light woods' consistently which is what is wanted, but thanks for pointing it out. Will fix it in a future upgrade.

- send me any end of turn if you happen to have them. A revision of the AT losses was sorely needed (and probably true for many other Russian scenarios as it is due to the engine choices... `ogar' is looking into it as well, but there are several ways to skin a cat..I mean blow a tank.

I am not sure about having a RL! But this scale surely helps going past Summer '41...I am currently past turn 100 with 'Cfant' and it took one+ year in real life to get to Spring 43..but it was worthy it...(says Stavka!).

OK gotta go now, I have another artillery barrage and deep battle exploit to unleash ..;).
I will post a screen capture soon!

< Message edited by governato -- 11/25/2015 2:13:44 AM >

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Post #: 110
RE: Eastern Front 1941-1945 Scenario v4 - 11/8/2017 1:20:55 PM   
JapLance


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Links in the opening post are not working. Could someone attach v4 of this scenario or point me to a working download site? Rugged Defense has only v3.2.

Thanks in advance.

< Message edited by JapLance -- 11/8/2017 1:21:15 PM >


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Post #: 111
RE: Eastern Front 1941-1945 Scenario v4 - 11/11/2017 4:19:15 PM   
governato

 

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I just fixed the links in the main entry. PM me if they do not work..or if you play the scenario and you have any comments :)

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Post #: 112
RE: Eastern Front 1941-1945 Scenario v4 - 11/13/2017 2:22:52 PM   
JapLance


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quote:

ORIGINAL: governato

I just fixed the links in the main entry. PM me if they do not work..or if you play the scenario and you have any comments :)


Thank you, very appreciated.

I just played a couple of turns. So far so good.

As a question, the units in the Murmansk front were released in turn 2, while the rest of Finnish Army is still locked in turn 3. Is this intended?

EDIT: just read in the PDF that Finnish Units are activated in turn 4. Still one Finnish unit is unlocked in turn 2 in the Petsamo region.

< Message edited by JapLance -- 11/13/2017 2:38:08 PM >


_____________________________

Greetings from Spain.

(in reply to governato)
Post #: 113
RE: Eastern Front 1941-1945 Scenario v4 - 11/13/2017 4:00:43 PM   
governato

 

Posts: 855
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Yeah, *some* Finnish units activate later, to reflect the political constraints of their government which was hesitant to attack Leningrad unless it was about to fall. Also, automatic (AI) air attacks may activate them...

I am working on a version for TOAWIV that is based on the one you are playing. The main change is a TOAWIV feature to stop units being to active at very low supply levels.

(in reply to JapLance)
Post #: 114
RE: Eastern Front 1941-1945 Scenario v4 - 11/13/2017 4:08:54 PM   
governato

 

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deleted post.

< Message edited by governato -- 11/13/2017 4:09:23 PM >

(in reply to demyansk)
Post #: 115
RE: Eastern Front 1941-1945 Scenario v4 - 12/4/2017 1:38:45 PM   
sanderz

 

Posts: 832
Joined: 1/8/2009
From: Devon, England
Status: offline

quote:

O

I am working on a version for TOAWIV that is based on the one you are playing. The main change is a TOAWIV feature to stop units being to active at very low supply levels.



hi
am looking forward to the release for IV - is there a eta?

also, do you know how playable the III version is in TOAWIV i.e. will it give a decent game or is stuff broken?

thanks

(in reply to governato)
Post #: 116
RE: Eastern Front 1941-1945 Scenario v4 - 12/5/2017 6:34:01 AM   
governato

 

Posts: 855
Joined: 5/6/2011
From: Seattle, WA
Status: offline

quote:

ORIGINAL: sanderz


quote:

O

I am working on a version for TOAWIV that is based on the one you are playing. The main change is a TOAWIV feature to stop units being to active at very low supply levels.



hi
am looking forward to the release for IV - is there a eta?

also, do you know how playable the III version is in TOAWIV i.e. will it give a decent game or is stuff broken?

thanks


v4 of EF41-45 for TOAW4 is HERE

the version with the game is 3.6 and should work fine with nothing broken. It was tested for T4.

(in reply to sanderz)
Post #: 117
RE: Eastern Front 1941-1945 Scenario v4 - 12/5/2017 8:47:20 PM   
sanderz

 

Posts: 832
Joined: 1/8/2009
From: Devon, England
Status: offline

quote:

ORIGINAL: governato


quote:

ORIGINAL: sanderz


quote:

O

I am working on a version for TOAWIV that is based on the one you are playing. The main change is a TOAWIV feature to stop units being to active at very low supply levels.



hi
am looking forward to the release for IV - is there a eta?

also, do you know how playable the III version is in TOAWIV i.e. will it give a decent game or is stuff broken?

thanks


v4 of EF41-45 for TOAW4 is HERE

thanks for this

cheers

the version with the game is 3.6 and should work fine with nothing broken. It was tested for T4.


(in reply to governato)
Post #: 118
RE: Eastern Front 1941-1945 Scenario v4 - 12/5/2017 8:53:42 PM   
sanderz

 

Posts: 832
Joined: 1/8/2009
From: Devon, England
Status: offline
quick question

there's an .eqp file but it has .NO added to it - is this file needed? Should i change the name by removing the .NO?

thanks

(in reply to sanderz)
Post #: 119
RE: Eastern Front 1941-1945 Scenario v4 - 12/5/2017 9:09:03 PM   
governato

 

Posts: 855
Joined: 5/6/2011
From: Seattle, WA
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quote:

ORIGINAL: sanderz

quick question

there's an .eqp file but it has .NO added to it - is this file needed? Should i change the name by removing the .NO?

thanks


yeah remove the NO

(in reply to sanderz)
Post #: 120
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