Eastern Front 1941-1945 V8.1 for TOAWIV 12/2023
Re: Eastern Front 1941-1945 V6 for TOAWIV 9/2021
We just had a discussion on the Eqp File in the Development Forum a couple months ago. If you have access, you can view it here:
https://www.matrixgames.com/forums/view ... 9&t=316066
https://www.matrixgames.com/forums/view ... 9&t=316066
Re: Eastern Front 1941-1945 V6 for TOAWIV 9/2021
I've learned long ago to save everything after a change is made so I've never run across the problem that is described at the end of that thread. But what is being discussed is a completed scenario for download and use by others if I recall correctly. But then I am feeble brained so I may be wrong.
ne nothi tere te deorsum (don't let the bastards grind you down)
If duct tape doesn't fix it then you are not using enough duct tape.
Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
If duct tape doesn't fix it then you are not using enough duct tape.
Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
Re: Eastern Front 1941-1945 V6 for TOAWIV 9/2021
Where is version 9? I see version 6 on page one. I'll test it without the included eqp file.
Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
SPWW2 & SPMBT scenario creator
Tester for WDS games
Re: Eastern Front 1941-1945 V6 for TOAWIV 9/2021
I think F11 gives you the equipment file that should be in the scenario when in the editor.
ne nothi tere te deorsum (don't let the bastards grind you down)
If duct tape doesn't fix it then you are not using enough duct tape.
Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
If duct tape doesn't fix it then you are not using enough duct tape.
Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
Re: Eastern Front 1941-1945 V6 for TOAWIV 9/2021
The clarification is, I think, held within these two statements:
it is not necessary to include a non standard eqp file with a scenario (with the exception of when a scenario is first saved by the developer)
Save your Custom Equipment Files after every change to the Graphics Override Folder!
it is not necessary to include a non standard eqp file with a scenario (with the exception of when a scenario is first saved by the developer)
Save your Custom Equipment Files after every change to the Graphics Override Folder!
Re: Eastern Front 1941-1945 V6 for TOAWIV 9/2021
the latest published version is V6?
Eastern Front 1941-1945 V7 for TOAWIV 4/2023
Version 7 of Eastern Front 41-45 is ready. Links and attachments at the bottom of this post and in the first post of this thread.
EF is a rather mature scenario when it comes to OOB production and general balance (V1 was designed in 2012..the first version for TOAW4 (V5) was..2019?. The newest, aka V7 is mostly updating 'under the hood' details of the logistics, with the goal of fine tuning the scenario's operational pace. Changes are based on new historical research that focused on the limitations of logistic capabilities of both sides and also efforts taken by modern games such as "DC: Barbarossa" and "Great War in the East 2" to model such issues. All the changes in V7 are essentially transparent to the players and will show their effects in games continuing past 1941 (especially if you are a somewhat overaggressive Axis or Red Army player).
A few good references on logistics for the interested reader:
a book: Operation Barbarossa and Germany's Defeat in the East (D.Stahel)
and a few videos:
East Front Trucks & Horses Logistics
East Front Axis Logistics
Red Army Logistics
One's definition may vary, but in this post 'logistics' represent a wide range of important variables:
- supply rates
- Movement rates
- river crossings
- entrenchment rates
ISSUES in V6
In EF games that continued past 1942 neither sides suffered much from lack of transport, this is not historical, and partially due to:
1) the engine does not consider permanent tanks/trucks breakdowns and the winner of a battle often does not suffer many truck losses (at least for EF, your experience with other scenarios may differ). This makes units move too fast at low supply levels. This can be partially fixed by reducing the truck replacement rates, which were already incrementally lowered for trucks both sides in the second stage of the war in previous versions, but there is an important difference between not having trucks and trucks being assigned/accumulated and the 'used' during an offensive, which is what I am trying to simulate.
2) If the Axis player advances further than historical it is easy to start a runaway process where it gets easier and easier for the Axis to win as the Red Army side suffers penalties, but the Axis gains a rail network that instantaneously moves supplies all the way East to Moscow, Stalingrad and beyond...this is NOT realistic at all, especially as the Axis could not use captured Russian trains and infrastructure. The cost of managing an extended rail/road network (local logistics, supplies, security, administration) and of occupying large cities such as Leningrad or Moscow would and should also be significant. This is less of a problem for the Red Army as it mostly fought on its own grounds.
3) PBEM games showed an excess of replacements for Axis Bridging units, giving the Axis a little too much operational flexibility later in the war.
SOLUTIONS/CHANGES in V7.0
In version 7.0 'logistics' will be a bit harder for both sides, especially in 42-43, when the Axis had to 'demotorize' its infantry units and the Soviet Union production and Lend Lease programs were still ramping up. This will expand on the trend started in earlier versions where Support squads, sink units, overextended penalties and 'refugees events' were introduced to model supply limitations. An obvious effect will be to make offensives a bit shorter and the time between them a bit longer.
1) Certain static Axis garrisons arriving at conquered Russian cities will have slots for trucks and will compete with mobile units for them, acting as extra 'sink units'*
2) A small permanent supply penalty will be incurred by the Axis player if/when Leningrad, Moscow, Stalingrad and Rostov are taken. This should model the strain on longer than historical supply networks and discourage unrealistic 'deep raids' vs the AI (design note: this also compensates for any bonus coming from shared assets now stuck in garrisons)
3) Axis Ferry-Bridging and Rail Repair squads replacements have been reduced. HQs should almost never be used in direct assaults unless success is almost guaranteed AND heavy artillery is needed. The Axis player will have to be careful to avoid unnecessary HQ losses as they will significantly affect the Axis rail repair, supply and river crossing capabilities as the war progresses past Fall 1942. Never use Rail Repair units in combat.
4) Construction squads replacements have been reduced for both sides as well, as they were a little too generous (they increase the speed at which a unit `digs in', but have no intrinsic combat capabilities).
*'Sink Unit': see the PDF and previous posts for details. These are static units with LOW replacements priority. Most sink units are 'not playable' and get eventually withdrawn. They will acquire tanks and trucks when a lot of them are available, usually after combat intense turns that transfer equipment from units into the replacement pool. This approach is more dynamic than just lowering the replacement rates.
A house rule should be introduced so that Garrisons and sink units cannot be "dismounted" (i.e not allowed to hold trucks). But this is an advanced option that maybe not all players know about anyway. If you do know about it..well don't use it .
Minor Changes
- Mariupol is an urban hex again
- some 'distant hexes' were removed around Baku and Murmansk.
- some Red Army units arrive with more rifle squads (they start at about 10% of their TOE) to make them a bit more resilient to Interdiction.
As before move them on rails at your own risk before they fill up, as this is by design.
The latest version is HERE (V7 4/15/2023)
You can find the scenario's PDF HERE
and also at the top of the scenario thread (this is an easy scenario to play, but with a lot of historical details knowing them certainly helps the players).
You do not need an external equipment file.
This will be the scenario options and your replacements/inventory window when the scenario launches.
V7 will probably the last upgrade for a while.
Enjoy!
EF is a rather mature scenario when it comes to OOB production and general balance (V1 was designed in 2012..the first version for TOAW4 (V5) was..2019?. The newest, aka V7 is mostly updating 'under the hood' details of the logistics, with the goal of fine tuning the scenario's operational pace. Changes are based on new historical research that focused on the limitations of logistic capabilities of both sides and also efforts taken by modern games such as "DC: Barbarossa" and "Great War in the East 2" to model such issues. All the changes in V7 are essentially transparent to the players and will show their effects in games continuing past 1941 (especially if you are a somewhat overaggressive Axis or Red Army player).
A few good references on logistics for the interested reader:
a book: Operation Barbarossa and Germany's Defeat in the East (D.Stahel)
and a few videos:
East Front Trucks & Horses Logistics
East Front Axis Logistics
Red Army Logistics
One's definition may vary, but in this post 'logistics' represent a wide range of important variables:
- supply rates
- Movement rates
- river crossings
- entrenchment rates
ISSUES in V6
In EF games that continued past 1942 neither sides suffered much from lack of transport, this is not historical, and partially due to:
1) the engine does not consider permanent tanks/trucks breakdowns and the winner of a battle often does not suffer many truck losses (at least for EF, your experience with other scenarios may differ). This makes units move too fast at low supply levels. This can be partially fixed by reducing the truck replacement rates, which were already incrementally lowered for trucks both sides in the second stage of the war in previous versions, but there is an important difference between not having trucks and trucks being assigned/accumulated and the 'used' during an offensive, which is what I am trying to simulate.
2) If the Axis player advances further than historical it is easy to start a runaway process where it gets easier and easier for the Axis to win as the Red Army side suffers penalties, but the Axis gains a rail network that instantaneously moves supplies all the way East to Moscow, Stalingrad and beyond...this is NOT realistic at all, especially as the Axis could not use captured Russian trains and infrastructure. The cost of managing an extended rail/road network (local logistics, supplies, security, administration) and of occupying large cities such as Leningrad or Moscow would and should also be significant. This is less of a problem for the Red Army as it mostly fought on its own grounds.
3) PBEM games showed an excess of replacements for Axis Bridging units, giving the Axis a little too much operational flexibility later in the war.
SOLUTIONS/CHANGES in V7.0
In version 7.0 'logistics' will be a bit harder for both sides, especially in 42-43, when the Axis had to 'demotorize' its infantry units and the Soviet Union production and Lend Lease programs were still ramping up. This will expand on the trend started in earlier versions where Support squads, sink units, overextended penalties and 'refugees events' were introduced to model supply limitations. An obvious effect will be to make offensives a bit shorter and the time between them a bit longer.
1) Certain static Axis garrisons arriving at conquered Russian cities will have slots for trucks and will compete with mobile units for them, acting as extra 'sink units'*
2) A small permanent supply penalty will be incurred by the Axis player if/when Leningrad, Moscow, Stalingrad and Rostov are taken. This should model the strain on longer than historical supply networks and discourage unrealistic 'deep raids' vs the AI (design note: this also compensates for any bonus coming from shared assets now stuck in garrisons)
3) Axis Ferry-Bridging and Rail Repair squads replacements have been reduced. HQs should almost never be used in direct assaults unless success is almost guaranteed AND heavy artillery is needed. The Axis player will have to be careful to avoid unnecessary HQ losses as they will significantly affect the Axis rail repair, supply and river crossing capabilities as the war progresses past Fall 1942. Never use Rail Repair units in combat.
4) Construction squads replacements have been reduced for both sides as well, as they were a little too generous (they increase the speed at which a unit `digs in', but have no intrinsic combat capabilities).
*'Sink Unit': see the PDF and previous posts for details. These are static units with LOW replacements priority. Most sink units are 'not playable' and get eventually withdrawn. They will acquire tanks and trucks when a lot of them are available, usually after combat intense turns that transfer equipment from units into the replacement pool. This approach is more dynamic than just lowering the replacement rates.
A house rule should be introduced so that Garrisons and sink units cannot be "dismounted" (i.e not allowed to hold trucks). But this is an advanced option that maybe not all players know about anyway. If you do know about it..well don't use it .
Minor Changes
- Mariupol is an urban hex again
- some 'distant hexes' were removed around Baku and Murmansk.
- some Red Army units arrive with more rifle squads (they start at about 10% of their TOE) to make them a bit more resilient to Interdiction.
As before move them on rails at your own risk before they fill up, as this is by design.
The latest version is HERE (V7 4/15/2023)
You can find the scenario's PDF HERE
and also at the top of the scenario thread (this is an easy scenario to play, but with a lot of historical details knowing them certainly helps the players).
You do not need an external equipment file.
This will be the scenario options and your replacements/inventory window when the scenario launches.
V7 will probably the last upgrade for a while.
Enjoy!
- Attachments
-
- Eastern Front 1941-1945.v7.pdf
- (1.55 MiB) Downloaded 52 times
-
- EFV7.zip
- (1.78 MiB) Downloaded 42 times
Last edited by governato on Sun Apr 16, 2023 3:30 pm, edited 1 time in total.
- cathar1244
- Posts: 1195
- Joined: Sat Sep 05, 2009 2:16 am
Re: Eastern Front 1941-1945 V7 for TOAWIV 4/2023
Thank you!
Cheers
Cheers
- IslandInland
- Posts: 1170
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- Contact:
Re: Eastern Front 1941-1945 V7 for TOAWIV 4/2023
Thanks for the new version.
Beta Tester for:
War In The East 2 & Steel Inferno Expansion
War In The West Operation Torch
Strategic Command American Civil War
Strategic Command WWII: War in the Pacific
XXXCorps
1941 Hitler's Dream Scenario for WITE 2
War In The East 2 & Steel Inferno Expansion
War In The West Operation Torch
Strategic Command American Civil War
Strategic Command WWII: War in the Pacific
XXXCorps
1941 Hitler's Dream Scenario for WITE 2
Re: Eastern Front 1941-1945 V7 for TOAWIV 4/2023
Super happy to see a new version of this scenario, I have just launched a new game vs Axis AI.
Thanks a lot for this update
Thanks a lot for this update
Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
Re: Eastern Front 1941-1945 V8 for TOAWIV Looking for a CVD tester.
Looking for a `beta tester' with Color Vision Deficiency to test a new version of EF. Please PM me if interested.
Some news on the new version (v8) I have been working on. Ready sometime in ....August. Maybe!
Working with Cpl GAC on recoloring most of the scenario units. Well, Cpl is doing most of the work and I have been helping a bit. I am excited about his approach that will combine playability with some historical color accuracy. Recoloring will have no effect on the game, but should make certain units (Axis Allies, Panzer, Guard units, Logistics, Air units) will be easier to recognize while also using some historically accurate colors . Some attention has been given to make colors readable for people affected by color blindness.
This addition will require placing a folder in your Graphic Ovveride folder.
Some other changes will affect the Red Army 1941 Mech Corps (so that u even with a skilled/insightful Red Army player most will not last past Fall '41) and minor map edits.
Some news on the new version (v8) I have been working on. Ready sometime in ....August. Maybe!
Working with Cpl GAC on recoloring most of the scenario units. Well, Cpl is doing most of the work and I have been helping a bit. I am excited about his approach that will combine playability with some historical color accuracy. Recoloring will have no effect on the game, but should make certain units (Axis Allies, Panzer, Guard units, Logistics, Air units) will be easier to recognize while also using some historically accurate colors . Some attention has been given to make colors readable for people affected by color blindness.
This addition will require placing a folder in your Graphic Ovveride folder.
Some other changes will affect the Red Army 1941 Mech Corps (so that u even with a skilled/insightful Red Army player most will not last past Fall '41) and minor map edits.
Last edited by governato on Thu Jul 06, 2023 6:55 pm, edited 1 time in total.
- Curtis Lemay
- Posts: 14191
- Joined: Fri Sep 17, 2004 3:12 pm
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Re: Eastern Front 1941-1945 V7 for TOAWIV 4/2023
Has this scenario changed its pronouns?
Re: Eastern Front 1941-1945 V7 for TOAWIV 4/2023
Care to explain?
- rhinobones
- Posts: 2026
- Joined: Sun Feb 17, 2002 10:00 am
Re: Eastern Front 1941-1945 V8
Really like what you fellows are doing with the graphic mods, nice that we have the capability to escape the “stock” colors that comes with the game. That said, historical or not, there are a few color combinations that really don’t have a military ring to them. I wouldn’t use the pink background or gold foreground colors. But that’s just my preference and it shows the beauty of being able to adjust graphics for your own preference. I'll always have the option to use my own color set. Good work, please keep it going.governato wrote: ↑Thu Jul 06, 2023 5:21 pm
Working with Cpl GAC on recoloring most of the scenario units. Well, Cpl is doing most of the work and I have been helping a bit. I am excited about his approach that will combine playability with some historical color accuracy. Recoloring will have no effect on the game, but should make certain units (Axis Allies, Panzer, Guard units, Logistics, Air units) will be easier to recognize while also using some historically accurate colors . Some attention has been given to make colors readable for people affected by color blindness.
Also, I have a pre-NATO Counter Unit folder with an improved ranger/commando icon, also Counter Number files which could make the regiment, division and corps designators more readable. Free to a good home.
Once again, appreciate the work you have done.
Regards, RhinoBones
Colin Wright:
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil
Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil
Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
Re: Eastern Front 1941-1945 V8
Thanks I appreciate the comments and the support!...rhinobones wrote: ↑Fri Jul 07, 2023 12:36 amReally like what you fellows are doing with the graphic mods, nice that we have the capability to escape the “stock” colors that comes with the game. That said, historical or not, there are a few color combinations that really don’t have a military ring to them. I wouldn’t use the pink background or gold foreground colors. But that’s just my preference and it shows the beauty of being able to adjust graphics for your own preference. I'll always have the option to use my own color set. Good work, please keep it going.governato wrote: ↑Thu Jul 06, 2023 5:21 pm
Working with Cpl GAC on recoloring most of the scenario units. Well, Cpl is doing most of the work and I have been helping a bit. I am excited about his approach that will combine playability with some historical color accuracy. Recoloring will have no effect on the game, but should make certain units (Axis Allies, Panzer, Guard units, Logistics, Air units) will be easier to recognize while also using some historically accurate colors . Some attention has been given to make colors readable for people affected by color blindness.
Also, I have a pre-NATO Counter Unit folder with an improved ranger/commando icon, also Counter Number files which could make the regiment, division and corps designators more readable. Free to a good home.
Once again, appreciate the work you have done.
Regards, RhinoBones
So. The men of the Panzerwaffe, are referred to as Panzertruppen (Armoured Troops), were distinguishable by their close fitting black uniforms, known as Panzer wraps. The corps colour of the German Panzertruppe was pink. (from wikipedia).
The link is in the previous post but also HERE. The wikipedia entry also shows the Panzerwaffe flag (which I will not post, but..it's very pink). Surely the Panzers will be easy to spot! It also goes to show that we all have our preferences, but also that the meaning associated with colors and military 'fashion' obviously changed through ages and cultures in surpising ways. I am having fun learning about it.
Cpl GAC will probalby chime in with more historical details when we post the new version.
Re: Eastern Front 1941-1945 V7 for TOAWIV 4/2023
What you see in Governato's image is literally "blue versus red". The German main colors are based on a palette of Prussian blue, and the Soviets are based on a palette of the red in the Hammer & Sickle flag. The other three colors on a counter are combinations of Axis flags, uniforms, etc. The Romanian, Hungarian, Italian and Slovak numbers are all Ukrainian Yellow as a subtle reminder to stop moving them north...
We are trying to temper all that using "Accessible Color Palettes"; WCAG-compliant color schemes help with vision disabilities.
As some of you know, I use the historical panzer grau and pink for Gerry's tanks, the infantry get feld grau and mouse gray, and the Waffen SS get their early camo blouse colors. My preferred colors are probably not WCAG-compliant as it's mostly based on camouflage.
Rhinobones - I believe I use your pre-NATO symbols.
We are trying to temper all that using "Accessible Color Palettes"; WCAG-compliant color schemes help with vision disabilities.
As some of you know, I use the historical panzer grau and pink for Gerry's tanks, the infantry get feld grau and mouse gray, and the Waffen SS get their early camo blouse colors. My preferred colors are probably not WCAG-compliant as it's mostly based on camouflage.
Rhinobones - I believe I use your pre-NATO symbols.
- rhinobones
- Posts: 2026
- Joined: Sun Feb 17, 2002 10:00 am
Re: Eastern Front 1941-1945 V7 for TOAWIV 4/2023
- Attachments
-
- It's a very small change, but it does make the icon more like the conventional field manual special force/ranger unit icon.
- Special Forces Unit ICON.jpg (104.72 KiB) Viewed 971 times
Colin Wright:
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil
Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil
Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
Re: Eastern Front 1941-1945 V8 for TOAWIV Looking for a CVD tester.
Great, your mech corps are annoying in our current V7 game.
Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
Re: Eastern Front 1941-1945 V7 for TOAWIV 4/2023
By the way, in the V7 version, the first turns (1 to 6) the rail repair units are like this:Cpl GAC wrote: ↑Fri Jul 07, 2023 2:19 am What you see in Governato's image is literally "blue versus red". The German main colors are based on a palette of Prussian blue, and the Soviets are based on a palette of the red in the Hammer & Sickle flag. The other three colors on a counter are combinations of Axis flags, uniforms, etc. The Romanian, Hungarian, Italian and Slovak numbers are all Ukrainian Yellow as a subtle reminder to stop moving them north...
We are trying to temper all that using "Accessible Color Palettes"; WCAG-compliant color schemes help with vision disabilities.
Then, starting turn 7, the rail repair units are changing color and are becoming like this:
Any explanation?
Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
Re: Eastern Front 1941-1945 V7 for TOAWIV 4/2023
both ways to answer your question;
- you have a work-in-progress COL file and your computer is reading that new color(s) in the color ID code from your scenario graphics override folder - where it is also reading your map alterations.
and/or
- the Rail Repair and Supply troops share the same color ID# in this scenario and I think that this blue is a good visual identifier; it stands out and there's a history to why that blue and why the symbol is that gray-green.
https://en.wikipedia.org/wiki/Corps_col ... 80%931945) I'm thinking if you look closely the German infantry and armour symbols are also that gray-green.
- you have a work-in-progress COL file and your computer is reading that new color(s) in the color ID code from your scenario graphics override folder - where it is also reading your map alterations.
and/or
- the Rail Repair and Supply troops share the same color ID# in this scenario and I think that this blue is a good visual identifier; it stands out and there's a history to why that blue and why the symbol is that gray-green.
https://en.wikipedia.org/wiki/Corps_col ... 80%931945) I'm thinking if you look closely the German infantry and armour symbols are also that gray-green.