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Ostfront vs. 0.96

 
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Ostfront vs. 0.96 - 4/7/2008 4:50:57 AM   
Captain Cruft


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Ostfront vs. 0.96

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

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

Notes

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

Download link below:

ostfront-096.zip

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

For some early screenshots and exposition go to http://www.matrixgames.com/forums/tm.asp?m=1708005

< Message edited by Captain Cruft -- 5/3/2008 3:37:31 AM >
Post #: 1
RE: Ostfront vs. 0.9 released - 4/7/2008 6:46:42 AM   
gnrss

 

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


< Message edited by gnrss -- 4/7/2008 2:38:18 PM >

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RE: Ostfront vs. 0.9 released - 4/7/2008 8:23:40 PM   
Vorsteher


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

V.


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RE: Ostfront vs. 0.9 released - 4/7/2008 8:27:02 PM   
Captain Cruft


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gnrss,

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

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


< Message edited by Captain Cruft -- 4/7/2008 8:34:22 PM >

(in reply to gnrss)
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RE: Ostfront vs. 0.9 released - 4/7/2008 8:32:39 PM   
Captain Cruft


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Vorsteher,

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

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

The idea of doing it like this is to give players an incentive to fight over every scrap of territory, as was historical.

< Message edited by Captain Cruft -- 4/7/2008 8:44:08 PM >

(in reply to Captain Cruft)
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RE: Ostfront vs. 0.9 released - 4/7/2008 9:18:28 PM   
Captain Cruft


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New Equipment

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

Germans AT Guns:-

75mm PaK40
88m PaK43
128mm PaK44

German Tanks:-

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

German Assault Guns:-

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

German Tank Destroyers:-

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

Soviet AT Guns:-

76mm ATG
57mm ATG
100mm ATG

Soviet Tanks:-

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

Soviet Assault Guns:-

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

Soviet Tank Destroyers:-

SU-85
SU-100

Infantry:-

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

Aircraft:-

Will be as diverse as the AFVs but I have yet to do them ...

(in reply to Captain Cruft)
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RE: Ostfront vs. 0.9 released - 4/8/2008 4:59:12 AM   
gnrss

 

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oh.what a great news again.i think the next version will be perfect.i cant wait for it.

(in reply to Captain Cruft)
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RE: Ostfront vs. 0.9 released - 4/8/2008 5:03:48 AM   
Captain Cruft


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

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

Both of these may be a lot of work. I'm not going to give any more precise timescales but it will be months.

(in reply to gnrss)
Post #: 8
RE: Ostfront vs. 0.9 released - 4/8/2008 7:43:48 AM   
jjdenver

 

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This looks ridiculously good. I hope it gets finished.

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RE: Ostfront vs. 0.9 released - 4/8/2008 8:19:17 AM   
Captain Cruft


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It will be finished. I was kind of hoping that people would play this version and report on findings. It would really help.

< Message edited by Captain Cruft -- 4/8/2008 8:20:30 AM >

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RE: Ostfront vs. 0.9 released - 4/8/2008 8:24:20 AM   
rickier65

 

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Captain Cruft,

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

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

Rick

(in reply to Captain Cruft)
Post #: 11
RE: Ostfront vs. 0.9 released - 4/8/2008 8:48:46 AM   
Captain Cruft


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Well ... I just tried doing that and the upload failed.

(in reply to rickier65)
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RE: Ostfront vs. 0.9 released - 4/8/2008 3:07:21 PM   
BvB


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

_____________________________

Enlisted during Nixon, retired during Clinton then went postal - joined the USPS, then retired from that during Obama.

(in reply to Captain Cruft)
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RE: Ostfront vs. 0.9 released - 4/8/2008 3:42:35 PM   
Azghaf

 

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Hi Captain Cruft,

This is an awesome scenario, but where to start?

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

Cheers

Dave

(in reply to BvB)
Post #: 14
RE: Ostfront vs. 0.9 released - 4/8/2008 6:37:35 PM   
seille

 

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@Captain

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

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

A excel file for the values of all the new SFT´s would be great to get an overview. Costs, hitpoints,
attack/defense values and (important!!) when available. A list like in the manual of War in Russia
(in case somebody can remember).

Scenario sounds really interesting, but i bet it will need a lot of work to balance it. But with all the support here
i´m sure you´ll complete it. Just downloaded it and i´ll take a look at this weekend.

(in reply to Azghaf)
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RE: Ostfront vs. 0.9 released - 4/8/2008 7:26:24 PM   
Captain Cruft


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quote:

ORIGINAL: BvB

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


That's what I did in the end ...

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RE: Ostfront vs. 0.9 released - 4/8/2008 7:29:00 PM   
Captain Cruft


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quote:

ORIGINAL: Azghaf

Hi Captain Cruft,

This is an awesome scenario, but where to start?

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

Cheers

Dave


Thank you Azghaf.

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

< Message edited by Captain Cruft -- 4/8/2008 7:39:16 PM >

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Post #: 17
RE: Ostfront vs. 0.9 released - 4/8/2008 7:35:49 PM   
Captain Cruft


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quote:

ORIGINAL: seille

@Captain

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

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


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

Research is done completely differently from normal. The Research screen is not used and neither are PPs. Basically, with this system the arrival time for each Itemtype is decreased by a random percentage of the player's VP total each turn, using Regimevar counters. However, it is designed so that everything arrives approximately around the historical availability date. Which means that for this time limited test scenario very few new Itemtypes will become available ...

quote:


A excel file for the values of all the new SFT´s would be great to get an overview. Costs, hitpoints, attack/defense values and (important!!) when available. A list like in the manual of War in Russia (in case somebody can remember).


I certainly do remember the table in the WiR manual. That classic game was a large part of my inspiration for this. However, to produce such a table without an export database faciity is a lot of work. So, I will do it, but as part of the documentation, which is the last task on the version 1.0 to-do list.

quote:


Scenario sounds really interesting, but i bet it will need a lot of work to balance it. But with all the support here i´m sure you´ll complete it. Just downloaded it and i´ll take a look at this weekend.


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

< Message edited by Captain Cruft -- 4/8/2008 7:51:39 PM >

(in reply to seille)
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RE: Ostfront vs. 0.9 released - 4/8/2008 8:13:30 PM   
seille

 

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@Captain
Thanks for the fast answers. I was very surprised that i can´t create new units.
What will happen when player lose several units in the same area. This can cause bigger gaps
he can´t close, or ?

In real life the 6th german army was rebuild short after their destruction in early 1943.
With your setup i could not do that. I fear a player could lose to simply by running out of units.
Can this happen ?

Maybe you could introduce something that allows players to rebuild lost units.

(in reply to Captain Cruft)
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RE: Ostfront vs. 0.9 released - 4/8/2008 8:27:44 PM   
Captain Cruft


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

Instead, there will be several answers to the problem:

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

< Message edited by Captain Cruft -- 4/8/2008 8:42:57 PM >

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RE: Ostfront vs. 0.9 released - 4/11/2008 2:59:26 AM   
Captain Cruft


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A small bug and fix ...

The Luftwaffe surprise bonus was persisting through the whole 15 turns. Now it only lasts for 2 as designed.

You don't need to download the whole thing again, just the actual scenario file. Put it in the bin\scenarios folder.

http://cruft.mattybuoy.net/Ostfront-0_9.pt2


< Message edited by Captain Cruft -- 4/11/2008 3:02:37 AM >

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RE: Ostfront vs. 0.9 released - 4/13/2008 12:09:28 AM   
BvB


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Quite an impressive scenario!  Looks like it must have been a huge amount of work for you!  Salute!  Where to I mail you some beer!  Lol...
I have downloaded and been playing this monster from both sides and so far the only tweek I would suggest would be to add more flak or air defense in Romania similar to what the Berlin area already has... otherwise long range Russian planes can easily wipe out the production centers there if based in Crimea and behind Odessa...
Ok, I will get out of your hair for now and go back to fighting against myself in this one... Baron von Beergut

_____________________________

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RE: Ostfront vs. 0.9 released - 4/13/2008 12:51:31 AM   
Captain Cruft


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Thanks for that BvB.

I had already realised that Romania needed more flak so this will be added for 1.0. In the meantime why not put some fighters there? The obsolete Polish jobbies should be OK against unescorted bombers. Or use it to train up the IAR.80s coming of the production line perhaps?

Anyway glad you like it

(in reply to BvB)
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RE: Ostfront vs. 0.9 released - 4/14/2008 11:56:45 PM   
Grymme

 

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Wow, i almost cried when i saw this scenario. It really shows the power this engine has. Awesome

That said, i do have some thoughts.

- Navy units. Not critical for the campaign. But with such a detailed scenario it feels really strange to leave them out. The germans even had some navy units in the black sea. A couple of submarines, some smaller vessels, some transports and of course the mighty romanian and bulgarian navys.
- The finns!!!!!!!!!! At least on the leningrad front. But it would be great if the murmansk front somehow could be modeled.
- is the blue division, the slovakian army and the croatian brigade (i think there was one) modeled? would be great, just for flavor.

awesome job though. I just hope you will find strenght to complete the whole scenario.

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RE: Ostfront vs. 0.9 released - 4/15/2008 12:37:44 AM   
Grymme

 

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Noticed the croats and slovaks now,,, great

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RE: Ostfront vs. 0.9 released - 4/15/2008 9:54:22 AM   
Captain Cruft


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Hi Grymme,

I'm glad you find it awesome. It was (and is) certainly an awesome amount of work making it

Anyway, to answer your questions:

1) Naval - I would really like this to be there but I decided not to do it because a) the generic masterfile naval units are a very poor basis for working from and b) I don't really think you can do naval properly in an IGO-UGO game anyway. Maybe I'm wrong, but trying to work it all out would be almost a separate project in its own right.

2) Finns - Again I am a Finnish fan but without the whole country being included I really can't see the point. Or perhaps just the whole of the Karelian front would do, but one expansion of the map is pretty as much as difficult as another.

If either of these aspects were not marginal then I would have had to do them, but they are, so ...

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RE: Ostfront vs. 0.9 released - 4/15/2008 9:18:23 PM   
Grymme

 

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Oh Captain my captain.

Well, i must disagree.

If you try to modell the conflict in great detail. Then of course great detail has to be put in all aspects of the game.

- regarding the finnish. I can see that extending the map would be to much to ask. However to put up at least the viborg front would really change the dynamic in the north. As is now leningrad has its back free, which is very ahistorical. The Finnish army in this area cant amount to more than less than 10 divisions with supporting units. This cant be a massive adittion.

-regarding the naval units. I can understand that if you want great detail that you dont want to make something half-assed. But it doesnt have to be that big. Neither the russian nor the german navys operating in the area were particularly big. And i dont think you need to change the masterfile.

regarding the russian navy. In september 1939 it had the following OOB.

3 battleships (3 under construction)
3 light cruisers (5 under construction)
42 destroyers (2 under construction)
20 submarines (9 under construction)
some miscellanius ships and transport ships.

These were divided into four fleets (murmansk, sevastopol, leningrad and the asian one). the two later ones consisted mainly of some small number of ligher units.

If we suggest to make it easy for us, we dont change the naval masterfile and assume that no major changes was made during the period from end of 1939 and no construction during the war. Also we assume 3 destroyers/subs as one unit). Also almost no naval units were effectivly produced for the use in the navys during the war.

So in Leningrad and one baltic harbor (libau or ösel)
2 older battleships
2 cruisers
15 destroyers and miscelanius small ships (modelled as 5 units)
9 submarines (modelled as 3 units)
4 transport unit

In Sevastopol
1 modern battleship
1 cruiser
6 destroyers (2 units)
6 submarines (2 units)
2 transports

In Odessa
3 destroyers ( 1 unit)
1 transport unit

_______________________________

German OOB

The German navy was basicly very busy during 1941 and forward and had very limited resourses to put into östersjön.

I think they put in something like this, based in ostprussia.

2 heavy cruisers
2 older battleships
6 cruisers
something like 15 destroyers (5 units)
equal amount of submarines (5 units).
3 transport ship units

1 finnish cruiser unit and 2 finnish destroyer units based in helsinki
1 finnish transport ship unit

on the black sea

The romanian navy consisted of
4 destroyers and misscellanius units (2 units)
3 submarines (1 unit)
2 transport units.


Source: Andra världskriget vol I and III (of VI)
------------------------------------------

This oversight is very casually written, but i think it would add a lot of flavor to the game. I could make som research into the names of the heavy units if you want.

If you dont modell the naval war i think that you might lose out on some small but interesting details in the conflict such as the use of the battleships in the leningrad defense, the evacuations of sevastopol and kerch strait in 1942 (failed) and sevastopol in 1944 (failed). Also there was some combined operations on the östersjön. And there is the question of the supply of a german armygroup in kurland in 1944-45 and subsequent evacuation and the possibility of german- finnish see transports. Maybe not everything went through sweden.

Sincerely


Tomas










(in reply to Captain Cruft)
Post #: 27
RE: Ostfront vs. 0.9 released - 4/15/2008 10:07:35 PM   
Captain Cruft


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Thanks for the info. I was aware of some of that but not all ...

In my defence I will say the following:

Total accuracy has never been my goal. Since AT is not a unit-centric game it would be a bit pointless. What I am mostly trying to achieve is "flavour" or more "immersion" and getting the big picture right.

I find it hard to believe you think that the ship types in the generic masterfile are OK. They are not, and in particular the lack of ability to have damaged units as opposed to simple destruction is a major problem. I can vaguely think of some radical ways around the problems but as I said it would be a lot of work.

The Soviet armies that historically engaged the Finns are not present in the scenario.

----
That said though, please bear in mind that I am only talking about version 1.0 here. There's every chance that these aspects, along with much else, might be incorporated in future versions. It's just not sensible to try and do everything in one go.

(in reply to Grymme)
Post #: 28
RE: Ostfront vs. 0.9 released - 4/17/2008 8:22:48 PM   
Captain Cruft


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I have been doing a bit of spreadsheeting recently, for the air SFTypes.

First fighters. What I hope will be the complete list excepting a few Italian and Lend-Lease odds and ends.



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< Message edited by Captain Cruft -- 4/17/2008 8:23:59 PM >

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RE: Ostfront vs. 0.9 released - 4/17/2008 8:24:10 PM   
Captain Cruft


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Secondly, bombers. Again excepting Italians and Lend-Lease.



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< Message edited by Captain Cruft -- 4/17/2008 8:25:40 PM >

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