Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

DCG's in V 1.04 beta

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> John Tiller's Campaign Series >> DCG's in V 1.04 beta Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
DCG's in V 1.04 beta - 8/23/2008 1:34:35 PM   
Borst50

 

Posts: 261
Joined: 4/1/2008
Status: offline
Hi Guys,

I have been exploring 1.04 and just have a couple quick questions and a few observations.

Do the optional assualt and visibility rules apply for DCG's> I have been looking around for a toggle switch and cant seem to find one. Its not on the options pulldown menu. Then it hit me..."WHACK!" I guess the optional options apply only to stand alone senarios and PBEM. I am assuming then, that DCG's default to 1.03 assualt and visibility rules. So for those of us whom are intellectually challenged....ok, thats me...if there is a way to make DCG rules optional tell me how to do it. If not, you may wish to consider adding it to DCG's.

I have noticed a couple of small OOB's mistakes for the Germans, but it will not affect game play. For both EF and WF, the Pz IIIF light companies, the HQ platoon is a (2) Pz IIIG, not the F model. As I said, not a big thing.

For the DCG Budpest to Vienna, there is not an option to command tiger tanks in the MCS OOB's. Yes I know the Talonsoft OOB's one can, but for obvious reasons, I prefer the MCS OOB's. I find it a little odd considering the next DCG is Storm on the Reich and that option IS available, and it uses the same MCS OOB's. Still....lurking somewhere in the back of my memory, I seem to remember being able to choose a Panzer Schwere battalion for Budapest to Vienna....but its not there now. If that is so, then I think it should be brought back....and if it never was, it should be added, and I need to have my meds changed.

All in all, great job on the update guys! Thanks for all the hard work!
Post #: 1
RE: DCG's in V 1.04 beta - 8/23/2008 2:04:10 PM   
Warhorse


Posts: 5712
Joined: 5/12/2000
From: Birdsboro, PA, USA
Status: offline
I might be wrong, but I believe that when you initially select the options on, they will remain in effect for DCG's also, unless again unchecked?

Mike


_____________________________

Mike Amos

Meine Ehre heißt Treue
www.cslegion.com

(in reply to Borst50)
Post #: 2
RE: DCG's in V 1.04 beta - 8/23/2008 4:03:11 PM   
Borst50

 

Posts: 261
Joined: 4/1/2008
Status: offline
lol...nevermind..I found the toggle switch...sheesh...hid it on me they did.....right in plain sight!

(in reply to Warhorse)
Post #: 3
RE: DCG's in V 1.04 beta - 8/23/2008 4:04:40 PM   
simovitch


Posts: 5488
Joined: 2/14/2006
Status: offline
Tom, you may want to check your install - the Tiger Battalion is still available under the Talonsoft Heer (not SS) Panzerkorps. Also, you are prompted to set the optional rules for the DCG just like before - just prior to your first battle. The new check boxes are there.

_____________________________

simovitch


(in reply to Borst50)
Post #: 4
RE: DCG's in V 1.04 beta - 8/23/2008 4:08:16 PM   
Borst50

 

Posts: 261
Joined: 4/1/2008
Status: offline
I knew the Talonsoft OOB's had the tiger option, but I really do prefer the MCS OOB's....and as I said...Storm on the reich, has that option under the MCS OOB's.

(in reply to simovitch)
Post #: 5
RE: DCG's in V 1.04 beta - 8/23/2008 8:20:20 PM   
simovitch


Posts: 5488
Joined: 2/14/2006
Status: offline
Using a text editor, this can be fixed by replacing the 6 occurences of the following 3 lines found in Campaign01.oob:

43 06 43 10 B0110338 $(501-505). Schwere Panzer Battalion (VIE)
44 05 44 09 B0110338 $(501-505). Schwere Panzer Battalion (VIE)
44 12 45 05 B0110338 $(501-505). Schwere Panzer Battalion (VIE)

with this single line:

43 01 45 05 B0110007 $(501-505). Schwere Panzer Battalion (VIE -VIb)

This fix will allow the Tiger Bn to appear in any DCG that begins on or after January 1943 using the MCS oobs, and will upgrade to VIb's after August 1944. Jason may want to change this for the final patch (?)

_____________________________

simovitch


(in reply to Borst50)
Post #: 6
RE: DCG's in V 1.04 beta - 8/23/2008 8:29:12 PM   
Borst50

 

Posts: 261
Joined: 4/1/2008
Status: offline
WOW...so cool Rich!!!

I appreciate the response. Thanks my man!

(in reply to simovitch)
Post #: 7
RE: DCG's in V 1.04 beta - 8/23/2008 8:31:06 PM   
Borst50

 

Posts: 261
Joined: 4/1/2008
Status: offline
Ohhhh...but a thought....how will that affect the DCG Big Red One? It starts in Dec 1942.

(in reply to simovitch)
Post #: 8
RE: DCG's in V 1.04 beta - 8/24/2008 11:32:42 AM   
Borst50

 

Posts: 261
Joined: 4/1/2008
Status: offline
I modified the file for the tigers and it works....I now have tigers in all senarios from Jan 43 onwards....however...

What I am seeing are the Talonsoft OOB's for tigers imported into the MCS OOB's. it had none of the little extras like the Escort company, the additional leaders and the neat little Kittenkrads. But the Good news is they do upgrade to VIB's...which are helpful against Stalin tanks. What I would like to do is to have the MCS OOB for tigers, as found in Storm on the Reich, have that available for all DCG's from jan 43 onwards, and have them upgrade to VIB's by Aug 44.....yeah, I know....I'm picky that way.

So if you know what I need to do to accomplish that, please let me know and I will modify my files.

Thanks Rich

(in reply to simovitch)
Post #: 9
RE: DCG's in V 1.04 beta - 8/24/2008 9:45:16 PM   
Borst50

 

Posts: 261
Joined: 4/1/2008
Status: offline
Adding the following line in the campaign01 file, to replace the above post will give the player the MCS OOB's for tigers AND provide the upgrades to VIB's when appropiate.

42 06 45 05 B0110364 $(501-510). Schwere Panzer Battalion (VIE/VIB)

(in reply to Borst50)
Post #: 10
RE: DCG's in V 1.04 beta - 8/25/2008 1:51:10 AM   
Big Ivan


Posts: 1963
Joined: 6/9/2008
From: Mansfield, Ohio USA
Status: offline
Folks,

How does variable visibility work?

Not sure I understand the concept.
Thanks
Big Ivan

(in reply to Borst50)
Post #: 11
RE: DCG's in V 1.04 beta - 8/26/2008 3:58:49 AM   
cw58

 

Posts: 277
Joined: 8/4/2007
From: Hanford, CA, US
Status: offline

quote:

ORIGINAL: Big Ivan

Folks,

How does variable visibility work?

Not sure I understand the concept.
Thanks
Big Ivan


You can find info on visibility on pp. 52-53 of the CS-Manual located in the manuals sub-folder. I believe the 2nd paragraph is the one that pertains to variable visibility.

(in reply to Big Ivan)
Post #: 12
RE: DCG's in V 1.04 beta - 8/26/2008 2:01:53 PM   
Borst50

 

Posts: 261
Joined: 4/1/2008
Status: offline
I am guessing that the "concept" behind the variable visibility is to simulate the transition from day to night, and night to day in battlefield conditions. It affect how far you will spot enemy units and be able to fire on them. In pre 1.03, visibility was usually failry constant during a battle, with full night visibility limited to the adjacent hexes,with the possibility of RS, with highlighted units that fired and used starshells. Now, with optional variable visibility, that will fluxuate dramatically during the transition turns.....turns 6 to 10 or 11 I believe, you'd have to check the read me section of 1.03 update.

(in reply to cw58)
Post #: 13
RE: DCG's in V 1.04 beta - 8/27/2008 11:56:28 PM   
awc

 

Posts: 33
Joined: 9/21/2006
Status: offline
Borst50, I have updated my matrix game files for the tiger tanks, however i have just one question. on the file you gave you say (VIE/VIB). DID YOU MEAN (VIE-VIB)OR WAS A / CORRECT?

(in reply to Borst50)
Post #: 14
RE: DCG's in V 1.04 beta - 8/28/2008 12:16:18 AM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
I fixed the PanzerIIIF issue, and will be available with the 1.04 OFFICIAL UPDATE.

Regarding the Tiger battalion.

Presently there is this organization, but I forgot to include it in the OOBs. It will be available in the 1.04 OFFICIAL UPDATE for all of the MCS organizations. As you can see, it will be available from June 1942 onwards.

It will look like this in the campaign file:

42 06 45 05 B0110364 501. Schwere Panzer Battalion - C (VIE/VIB)


And this is how it is organized:

42 06 45 05 B0110364 6 Schwere Panzer Battalion - C (VIE/VIB)
42 06 45 05 P01316 Panzer Battalion HQ
41 06 45 05 P01407 Major
42 08 43 03 + C0100357 1. Heavy Panzer Company (VIE/Pz.III)
43 04 44 08 + C0100366 1. Heavy Panzer Company (VIE)
44 09 45 05 C0100378 1. Heavy Panzer Company (VIB)
42 08 43 03 + C0100357 2. Heavy Panzer Company (VIE/Pz.III)
43 04 44 09 + C0100366 2. Heavy Panzer Company (VIE)
44 10 45 05 C0100378 2. Heavy Panzer Company (VIB)
42 08 43 03 + C0100357 3. Heavy Panzer Company (VIE/Pz.III)
43 04 44 09 + C0100366 3. Heavy Panzer Company (VIE)
44 10 45 05 C0100378 1. Heavy Panzer Company (VIB)
42 09 43 12 + C0100356 HQ Company
44 01 44 08 + C0100361 HQ Company
44 09 45 05 C0100361 HQ Company
43 04 44 08 + C0100362 Begleit-Kompanie
44 09 45 04 C0100386 Begleit-Kompanie

_____________________________


(in reply to awc)
Post #: 15
RE: DCG's in V 1.04 beta - 8/28/2008 12:21:54 AM   
simovitch


Posts: 5488
Joined: 2/14/2006
Status: offline
quote:

ORIGINAL: awc

Borst50, I have updated my matrix game files for the tiger tanks, however i have just one question. on the file you gave you say (VIE/VIB). DID YOU MEAN (VIE-VIB)OR WAS A / CORRECT?

awc - it doesn't matter which one you use at all, but (VIE/VIB) is probably more consistent with the standard format being used.

EDIT - what Jason said.

< Message edited by simovitch -- 8/28/2008 12:22:43 AM >


_____________________________

simovitch


(in reply to awc)
Post #: 16
RE: DCG's in V 1.04 beta - 8/28/2008 12:28:34 AM   
simovitch


Posts: 5488
Joined: 2/14/2006
Status: offline

quote:

ORIGINAL: Jason Petho

42 06 45 05 B0110364 501. Schwere Panzer Battalion - C (VIE/VIB)


And this is how it is organized:

42 06 45 05 B0110364 6 Schwere Panzer Battalion - C (VIE/VIB)
42 06 45 05 P01316 Panzer Battalion HQ
41 06 45 05 P01407 Major
42 08 43 03 + C0100357 1. Heavy Panzer Company (VIE/Pz.III)
43 04 44 08 + C0100366 1. Heavy Panzer Company (VIE)
44 09 45 05 C0100378 1. Heavy Panzer Company (VIB)
42 08 43 03 + C0100357 2. Heavy Panzer Company (VIE/Pz.III)
43 04 44 09 + C0100366 2. Heavy Panzer Company (VIE)
44 10 45 05 C0100378 2. Heavy Panzer Company (VIB)
42 08 43 03 + C0100357 3. Heavy Panzer Company (VIE/Pz.III)
43 04 44 09 + C0100366 3. Heavy Panzer Company (VIE)
44 10 45 05 C0100378 1. Heavy Panzer Company (VIB)
42 09 43 12 + C0100356 HQ Company
44 01 44 08 + C0100361 HQ Company
44 09 45 05 C0100361 HQ Company
43 04 44 08 + C0100362 Begleit-Kompanie
44 09 45 04 C0100386 Begleit-Kompanie


Jason - with this OOB it seems that only the HQ and a Major is available between June and August 1942. No tanks will appear until August. Why not just make this battalion available 42 08, or is that intended?

_____________________________

simovitch


(in reply to Jason Petho)
Post #: 17
RE: DCG's in V 1.04 beta - 8/28/2008 12:36:18 AM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline

quote:

ORIGINAL: simovitch

Jason - with this OOB it seems that only the HQ and a Major is available between June and August 1942. No tanks will appear until August. Why not just make this battalion available 42 08, or is that intended?


You're correct. Should be August and I changed it accordingly.

Jason Petho


_____________________________


(in reply to simovitch)
Post #: 18
RE: DCG's in V 1.04 beta - 8/28/2008 12:39:45 AM   
Borst50

 

Posts: 261
Joined: 4/1/2008
Status: offline
I was in here and busily tying away with the same info....you guys (Jason and Rich), beat me to the punch...I did a little tweaking to the OOB's and added tigers for 42....so the player does have something to play with.

(in reply to Jason Petho)
Post #: 19
RE: DCG's in V 1.04 beta - 8/28/2008 12:46:14 AM   
Borst50

 

Posts: 261
Joined: 4/1/2008
Status: offline
I would advise you to back up the orginal files if you dont like the OOB....also, anything after the dollar sign really doesnt seem to matter that much. The numerical value you see (501-510), all that does is generate a random designation to your formation....and wont affect play....and you could call it Pete's Tigers, instead of Schwere panzer battalion...it wont affect play but will appear in your OOB that way.

I would have gotten this info posted sooner, but the server timed out on me again!

(in reply to awc)
Post #: 20
RE: DCG's in V 1.04 beta - 8/29/2008 3:52:51 AM   
Borst50

 

Posts: 261
Joined: 4/1/2008
Status: offline
Jason,

Just want to give you the heads up...the upgrade glitch for WF has NOT been fixed. In Big Red One...Jan 43, my Pz Battalion HQ Platoon upgrades from a (2sp) Pz IIIH to a (1sp) Pz IIIJ, with a yellow indicator meaning not at full sterength, and it cannot be rebuilt with replacement points. After checking my review command...there is a slot for the Stabs platoon in the OOB, but NO model number is listed, and it tells me (0) strength (0) experience points, yet an understrength stabs platoon apprears in the game on map. This is the same glitch I reported when 1.03 came out.

This is similar to the 12+ year old Talonsoft glitch for WF panzer regiments upgrading in 44....but that one only affected the Flak panzer units attatched the the regiment.

I checked thru the OOB files and I 'll be dam%^& if I can find it. I am thinking it might be an OOB mistake, like an upgrade was missed somewhere but cant seem to find it. Of course, I also really dont know what I am looking for either...

Just letting you know.

(in reply to Borst50)
Post #: 21
RE: DCG's in V 1.04 beta - 8/29/2008 4:22:48 AM   
simovitch


Posts: 5488
Joined: 2/14/2006
Status: offline
Tom, can you email me all of your campaign files? include campaign.log

Also, I just noticed the use of "Staß Platoon" in the OOB's to represent Stab (staff) Platoon? From high school german I remember the "ß" symbol meaning double-"s". These should just be "Stab" (or "Staff" in english.)

_____________________________

simovitch


(in reply to Borst50)
Post #: 22
RE: DCG's in V 1.04 beta - 8/29/2008 2:10:26 PM   
Borst50

 

Posts: 261
Joined: 4/1/2008
Status: offline
When the glitch happened I trashed the campaign...so the files have been deleted, however....I will duly begin it again and when the glitch happens, I will send you the campaign files....fair enough?

Yes I noticed that as well...but I took German in the 7th grade and I am really rusty...

(in reply to simovitch)
Post #: 23
RE: DCG's in V 1.04 beta - 8/29/2008 3:28:31 PM   
Borst50

 

Posts: 261
Joined: 4/1/2008
Status: offline
Hey Guys, (Jason and Rich),

Started the Big Red One again..and found another glitch that was reported but not fixed. This is the first engagement, in Mid Dec 42.

In addition to the pz Battalion upgrade glitch, this one affects PzGren Companies. Not enough transport....my 28mm AT guns, and 50mm AT guns had to walk. The company came on as reinforcements, already loaded on transport. Some units were illegally loaded, and I am short 2 transport units for my artillery. Its a 7 unit company, but only 5 transport units show up.

(in reply to Borst50)
Post #: 24
RE: DCG's in V 1.04 beta - 8/29/2008 3:32:44 PM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline

quote:

ORIGINAL: Borst50

Hey Guys, (Jason and Rich),

Started the Big Red One again..and found another glitch that was reported but not fixed. This is the first engagement, in Mid Dec 42.

In addition to the pz Battalion upgrade glitch, this one affects PzGren Companies. Not enough transport....my 28mm AT guns, and 50mm AT guns had to walk. The company came on as reinforcements, already loaded on transport. Some units were illegally loaded, and I am short 2 transport units for my artillery. Its a 7 unit company, but only 5 transport units show up.


Most West Front DCG upgrades will be coming with the 1.05 UPDATE.

Jason Petho

_____________________________


(in reply to Borst50)
Post #: 25
RE: DCG's in V 1.04 beta - 8/29/2008 3:41:47 PM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline

quote:

ORIGINAL: Borst50

Hey Guys, (Jason and Rich),

Started the Big Red One again..and found another glitch that was reported but not fixed. This is the first engagement, in Mid Dec 42.

In addition to the pz Battalion upgrade glitch, this one affects PzGren Companies. Not enough transport....my 28mm AT guns, and 50mm AT guns had to walk. The company came on as reinforcements, already loaded on transport. Some units were illegally loaded, and I am short 2 transport units for my artillery. Its a 7 unit company, but only 5 transport units show up.


I think I fixed this now, though.

Jason Petho


_____________________________


(in reply to Borst50)
Post #: 26
RE: DCG's in V 1.04 beta - 8/29/2008 3:50:55 PM   
Borst50

 

Posts: 261
Joined: 4/1/2008
Status: offline
Excellent...I assume it will be available with 1.04 official release?

(in reply to Jason Petho)
Post #: 27
RE: DCG's in V 1.04 beta - 8/29/2008 3:53:39 PM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
Yes, yes it will!

Jason Petho

_____________________________


(in reply to Borst50)
Post #: 28
RE: DCG's in V 1.04 beta - 8/29/2008 5:09:13 PM   
simovitch


Posts: 5488
Joined: 2/14/2006
Status: offline

quote:

ORIGINAL: Borst50
Just want to give you the heads up...the upgrade glitch for WF has NOT been fixed. In Big Red One...Jan 43, my Pz Battalion HQ Platoon upgrades from a (2sp) Pz IIIH to a (1sp) Pz IIIJ, with a yellow indicator meaning not at full sterength, and it cannot be rebuilt with replacement points. After checking my review command...there is a slot for the Stabs platoon in the OOB, but NO model number is listed, and it tells me (0) strength (0) experience points, yet an understrength stabs platoon apprears in the game on map. This is the same glitch I reported when 1.03 came out.


I don't see any errors with the OOB's, other than the "ß" symbol. This symbol may in fact be causing the error (by filling up data placeholders during character encoding ?). Obviously grasping at straws here.

_____________________________

simovitch


(in reply to Borst50)
Post #: 29
RE: DCG's in V 1.04 beta - 8/30/2008 1:03:26 AM   
Big Ivan


Posts: 1963
Joined: 6/9/2008
From: Mansfield, Ohio USA
Status: offline
Thanks CW58 on the location of variable visibility.

I read pages 52/53 but I guess I'm dense.
In 1.04 its included as an optional rule!? Does that relate strictly to dusk/night/dawn or is daylight included?

I figure visibility may change with dusk and dawn but does it mean that when you check the option will day and night also be affected?

Big Ivan

(in reply to simovitch)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> John Tiller's Campaign Series >> DCG's in V 1.04 beta Page: [1] 2   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.078