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Public Beta 1.02 updated to subversion G - 12/21/2015 2:22:40 PM   
Vic


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Hi all,

This is an updated version of the manual PUBLIC BETA patch. subversion G. The previous version was already stable, but since we fixed some final things we'd like you to give this one a spin as well before making it the official beta.

Please do report in this thread if you have installed and running the v1.02g without any issues.

If you are uncomfortable installing files manually or your anti-virus software is not playing ball please wait till the patch goes gold.

If not keep reading...

Install instructions

1. Download the ZIP: http://www.vrdesigns.nl/privatepatch/Barbarossa_Public_Beta_Patch_102g.zip

2. Find your game directory.

3. Rename your existing Barbarossa.exe to something like Barbarossa_backup.exe

4. Rename your BarbScenarios directory to something like BarbScenarios_backup

5. Unzip the zip downloaded in step 1 and copy the contents inside your game directory.

6. Start the game and verify you have v1.02g in the left-top corner of the main menu

note: That save games are fully compatible between all versions in circulation.

note2: That if you are playing PBEM++ both players should install this public beta for the PBEM++ fix to have effect.

note3: Only the items below noted with (E) should kick in with older saved files, for the other fixes to kickin you'd need a fresh start.

Changelist 1.02 subversion G

High and Extreme fatigue levels given dynamic tool tips in Daily Logs detailing units affected and their current fatigue levels

Captured fortification bug causing fortifications to disappear once taken fixed

All Siege Artillery Messages now show in Aide de Camp report (apart from civilian casualties caused ones which are in the relevant Daily Theatre Log)

Fixed bug which was causing excessive Siege Artillery delays. Things will run smoother now.

Changelist 1.02 subversion F

(E) Fixed yet another and hopefully last issue with the tooltips.

Changelist 1.02 subversion E

(E) Fixed some minor issues with the ?-mark tooltips

(E) Extra info on AP available for unit in unit selection popup for combat

Hitler Interference can no longer occur on the first campaign turn

Chief of Staff renamed (pool of ten possibles given more realistic names)

Soviet Reinforcements (bottom tab and Change Orders card) properly sorted

A number of German language corrections

Extent of Summer mud conditions (July) toned down

Changelist 1.02
Here follows the whole list of fixes already present in the initial 1.02 upload...

New

Report showing all cards played during game for review purposes

Report showing all decisions from previous turn to enable review

Dynamic tool tips displayed in a different colour

Page showing full breakdown of score & calculation of victory conditions at game end (PDF’s)

(E) AI has improved aglorithms to detect encriclements threats, opportunties and escape them more timely.

(E) Faulty code causing rare AI crashes in special circumstances has been fixed.

(E) Attempted to fix Korean/Japanese Windows with non-English language issue.



Changed

K.K Rokossvky replaced as commander of 54th Army with Maj.Gen R.I Chepurin

SS Panzer Div Reich renamed to SS Mot Div Reich

% trigger chances of ‘Captured Trucks’ events lowered to spread them out more

Add text to highlight Soviet Exhort Victory card is for Following turn only

Pressure from Above decision trigger changed to take into account both ObdH and Hitler’s relationship levels (previously only Obdh).

PP system overhauled and any negative amounts (eg. from theatre violations) now subtract from any positive amounts and you can be left with zero PP

Reverse sorting order on PG Summary report

Updated Report Status! script to be faster

Added GAR to minor Soviet garrison names

Easy mode tweaked. There is now a 75% chance of any Soviet AI fortification not appearing. The initial Soviet Shock penalty has been increased from 50 to 70% and tapers off at a slower rate of -5 per round instead of -10%

Normal AI mode tweaked. There is now a 50% chance of any Soviet AI fortifications not appearing (previously they all did).

Updated Map names to their correct form. River Neiman to Nieman, River Donetz to Donets, River Chopr to Choper, Pawlograd to Pavlograd, Kriwojrog to Krivirog, Melitipol to Melitopol, Dunaburg to Daugavpils, Kurman to Dshankoi

Soviet Reorganise card base cost increased from 15 to 20 PP

Finnish HQ’s can no longer be evacuated by Air

The loss of a German HQ will result in it being automatically resurrected the following turn but you’ll take a -30 PP hit as a result (doesn’t apply if HQ evacuated)

Soviet Demand Power card cost increased from 30 to 40 PP

Soviet Admit Crisis card cost increased from 10 to 15 PP

Redid Soviet Reinforcement schedule for Central front (less bunched and more spread out over time) & updated briefing notes

Pripet Marshes hexes 37:40, 32:42, 34:41, 31:45 are now alligator infested swamps instead of plains.

AGN starting line-up reconfigured. Memel territory expanded one hex.


Fixed

When all Soviet Marshals are used (pool empty) the relevant ‘change marshal’ cards are now properly disabled

Replace Tsarist card now gives historical marshal type with Historical Option ON

‘Release Tsarist’ card renamed ‘Release Marshal’ & cost increase per use now working correctly.

Release Marshal/Dismiss Marshal/Firing Squad! Soviet cards now disable properly once replacement pool of Marshals emptied & any PP’s refunded

Couple of typos in end of game PDF’s

Change SFT pic for German 50mm PAK ATG (was showing 37mm PAK)

Rail Conversion bug where Mud conditions were being incorrectly reported

Fixed several errors when PG HQ evacuated by air and awaiting redeployment

Removed extra, misleading, text from Daily Log Game - Objectives

Fixed a few inconsistencies when evacuating HQ’s by air

Winter decision series bug preventing triggering under certain circumstances

Minor bug preventing Soviet AI force being properly randomised at start (not if historical option chosen

Corrected German texts throughout game;

Armeegruppe to Heeresgruppe, Panzergruppes to Panzergruppen, Nördwarts to Nord, Ostzone to Ostfront, Göebels to Goebbels, Von to von, Friekorps to Freikorps, Lastwagens to Lastwagen, herr to Herr, Reichsfuhrer to Reichsführer, hamplemann to Hamplemann, verrücht to verrückte, Aussentellen to Aussenstellen, Grossdeustchland to Groosdeutschland, GenLt. Pflugbebeil to Gen.Lt Pflugbeil
Franz Halder demoted from Feldmarschall to Generaloberst (Gen.Oberst)

Highlighted items like Kommandante = Oberbefehlshaber have been omitted as non-german speakers would struggle here. It's also possible I missed a few outliers as there is a lot of text in the game.

(E) PBEM++ specific bug preventing a number of german game functions from working correctly.


Testing
Feel free to give feedback in this thread!

Almost there. This should be the final subversion before going gold with 1.02. This weekend can still be used for a test run :)


Best wishes,

Vic and Cameron



< Message edited by Vic -- 1/8/2016 10:50:41 AM >


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Post #: 1
RE: Public Beta 1.02 - 12/21/2015 2:49:15 PM   
Franciscus


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Many thanks !!

An early Christmas gift !!

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RE: Public Beta 1.02 - 12/21/2015 3:12:19 PM   
Santini

 

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quote:

Report showing all decisions from previous turn to enable review


Could we have a report showing all decisions from all turns?

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Post #: 3
RE: Public Beta 1.02 - 12/21/2015 3:14:56 PM   
Speedysteve

 

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quote:

ORIGINAL: BrotherJayne

quote:

Report showing all decisions from previous turn to enable review


Could we have a report showing all decisions from all turns?


I believe they stated it would be too long a list/big a task to add efficiently in game

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Post #: 4
RE: Public Beta 1.02 - 12/21/2015 3:46:13 PM   
Vic


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Before thanking for gifts. Remember that the status of this patch is PUBLIC BETA.

We think it should be stable, but as with any BETA there is a reason why we call it BETA :)

best wishes,
Vic

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RE: Public Beta 1.02 - 12/21/2015 4:05:56 PM   
Franciscus


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quote:

ORIGINAL: Vic

Before thanking for gifts. Remember that the status of this patch is PUBLIC BETA.

We think it should be stable, but as with any BETA there is a reason why we call it BETA :)

best wishes,
Vic


yes, of course.

Aplied and playing on an ongoing campaign (not in the mood to restart again ), and will report if any bug happens

Thanks

(PS: I guess the changes to the Normal AI and Easy mode do not apply to an ongoing campaign ? Anyhow thanks for thinking in the more handicapped players, like me )

< Message edited by Franciscus -- 12/21/2015 5:07:46 PM >


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RE: Public Beta 1.02 - 12/21/2015 4:12:49 PM   
Vic


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I noted with an (E) what kicks is in if you are playing a game started with a version lower than v1.02.

@Franciscus
Not a lot if you continue an old game, but you could see some sudden AI relocation and different play style. Anyway you'd be testing overall stability of the new code.

best wishes,
Vic

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RE: Public Beta 1.02 - 12/21/2015 6:26:38 PM   
Franciscus


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Hi

So I started a fresh campaign as germans with 1.02...

A quickie: On the map and city list Dunaburg has now the Latvian correct name, Daugavpils. Kaunas also, not Kaunus. That's ok, I guess

But the "Select Route AGN" decision still has Kaunus, and the second option with Dunaburg (eg, "Kaunus-Dunaburg-Luga line").

Regards

< Message edited by Franciscus -- 12/21/2015 7:27:07 PM >


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RE: Public Beta 1.02 - 12/21/2015 7:10:08 PM   
Philippeatbay


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Many places in the game would have been called different things by Germans and Russians.

In a perfect world everything would have two sets of place names, depending on which side you were playing.

Apart from the issues of text name searches and disrupting event logic, I think it is absolutely appropriate that the Germans would refer to Duenaburg by its German rather than Latvian name. (What's more problematic is if the Soviets talk about events concerning these places by using the German names, and I'm sure that happens as well).

Sometimes it's better to keep Emerson's hobgoblin in the bottle, and this is probably one of them.




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RE: Public Beta 1.02 - 12/21/2015 8:36:41 PM   
Remmes


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Don't know if this is intended or not, but it appears that it is much harder to win a battle playing as the Germans with 1.02. In the opening turn if you attack a Soviet division one on one, you fail to make them retreat. In 1.01 it would invariably lead to the Soviets being bounced from the hex. This is on 'Easy' setting. In this example the Soviet 5 Inf. div. withstood single attacks by 18 Mot, 14 Mot and was finally bounced when attacked by 7 Pz. The outcome of battles seems to be more randomized. Although this is a theatre violation attack, it happens in the Bialystok area as well.




Attachment (1)

< Message edited by Ramses -- 12/21/2015 9:56:09 PM >

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RE: Public Beta 1.02 - 12/21/2015 9:35:41 PM   
Speedysteve

 

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Hmm. Interesting. Haven't played a new game yet but you're right normally a 1:1 attack at game start should lead to a retreat 9:10

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RE: Public Beta 1.02 - OOB units list - 12/21/2015 10:32:47 PM   
governato

 

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I'd like the option to sort units shown in the OOB section clicking on some of their properties. Which of the motorized infantry Divs has the lowest readiness? Which one suffered the largest losses? Which ones have high morale? This addition would reduce counter shuffling/micromanaging, as it 'd allow the player to quickly highlight the stronger units to assign resources to, or those in need of a refit.

In game terms surely my or an army staff would know such things... without me having to go through the stats of each division as of now, as they are ordered based on their ID... which is not useful when one has 77 infantry divisions to worry about...:)

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RE: Public Beta 1.02 - 12/21/2015 10:54:39 PM   
Franciscus


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quote:

ORIGINAL: Ramses

Don't know if this is intended or not, but it appears that it is much harder to win a battle playing as the Germans with 1.02. In the opening turn if you attack a Soviet division one on one, you fail to make them retreat. In 1.01 it would invariably lead to the Soviets being bounced from the hex. This is on 'Easy' setting. In this example the Soviet 5 Inf. div. withstood single attacks by 18 Mot, 14 Mot and was finally bounced when attacked by 7 Pz. The outcome of battles seems to be more randomized. Although this is a theatre violation attack, it happens in the Bialystok area as well.





First impressions only of 1.02, but you may have a point. With 1:1 odds I am not seeing retreats, only with significant numerical/concentric advantages...

Maybe the "blitzkrieg" bonus is not being applied in pratice ?

Regards

< Message edited by Franciscus -- 12/21/2015 11:55:15 PM >


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RE: Public Beta 1.02 - 12/21/2015 11:47:50 PM   
Michael T


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Is it happening most of the time or just on certain units?

If you attack 10 1:1's out in the open on 22nd June what happens?

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RE: Public Beta 1.02 - 12/21/2015 11:53:52 PM   
Michael T


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With 1.0 and 1.01 its like speedy says. 9 out of 10. I haven't tried 1.02 yet.

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RE: Public Beta 1.02 - 12/22/2015 12:10:37 AM   
Michael T


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Just did one 10 attack sample with 1.02. Result 10:0 So no apparent problem with that test.

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RE: Public Beta 1.02 - 12/22/2015 12:40:27 AM   
Flaviusx


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Ramses, try those attacks again with the PG HQ within 2 hexes of the units. I think that's the problem here. The HQ bonus on turn 1 is a big deal, it will literally double your combat power if within 2 hexes.

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RE: Public Beta 1.02 - 12/22/2015 2:02:48 AM   
WingedIncubus


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Duly reporting grammar German mistakes from your corrections, coming from posters on a forum I am member in and were quite a few people are interested in purchasing this gem.

quote:

Sicherhietspolizei to Sicherhietspolzei (Sicherheitspolizei), hamplemann to Hamplemann (Hampelmann), Grossdeustchland to Groosdeutschland (Großdeutschland)


< Message edited by Drakken -- 12/22/2015 3:04:40 AM >

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RE: Public Beta 1.02 - 12/22/2015 2:03:17 AM   
WingedIncubus


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Double post.

< Message edited by Drakken -- 12/22/2015 3:03:41 AM >

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RE: Public Beta 1.02 - 12/22/2015 6:11:14 AM   
Vic


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The Soviet RFTMS tab is not properly sorted either. Seems to be due to the same problem as with the 'Change Orders' card.

Cameron will get on it when he's back after the merry season. In the meantime the effects of the slower arrivals in center can still be tested.

Thanks for reporting!

Best,
Vic

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RE: Public Beta 1.02 - 12/22/2015 8:25:28 AM   
Remmes


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A couple of single attacks with 14 Mot. on 33 Inf. with hq 2 hexes away.

Turn 1 : no retreat
Turn 2 : no retreat
Turn 3 : no retreat
Turn 4 : no retreat
Turn 5 : no retreat
Turn 6 : no retreat
Turn 7 : no retreat
Turn 8 : retreat
Turn 9 : no retreat
Turn 10 : no retreat

When the hq is moved one hex closer it forces no retreats from the Soviets in 10 tries. No noticeable hq bonus in this case.




Attachment (1)

< Message edited by Ramses -- 12/22/2015 9:26:14 AM >

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RE: Public Beta 1.02 - 12/22/2015 11:26:51 AM   
Vic


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Hi,

There are a lot of factors in play concerning combat.

Whats the ammount of AP the 14th Mot has left when making its attack?

Best wishes,
Vic

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RE: Public Beta 1.02 - 12/22/2015 12:18:17 PM   
Flaviusx


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I recreated this combat and it doesn't work for me either, mostly I think because of lack of APs. The motorized division has to do a lot of marching to get there. And the Soviet division is fresh and untouched.

You can go one to one with those in the open...but only if your division is also fresh. It takes most of your APs to push it back. So a single German infantry division starting next to a Soviet in the open one can do the job, but will be unable to do more than that. Any marching will nix the attack. (Partial exception here: Soviet tank divisions. Those things are fragile and can be slapped around with impunity.)

All this being said, the first turn somehow feels harder in this beta. Can't do as much for some reason. Maybe it is just my imagination. Could you check and make sure the shock penalty is being applied correctly on the Sovs?

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RE: Public Beta 1.02 - 12/22/2015 12:45:13 PM   
Remmes


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quote:

ORIGINAL: Vic

Hi,

There are a lot of factors in play concerning combat.

Whats the ammount of AP the 14th Mot has left when making its attack?

Best wishes,
Vic


14 Mot. has 70 Ap's left when starting its attack. This is the first turn from the campaign and i restarted it 10 times to see the outcome. To me it feels like the Germans have lost some of their punch in the latest build.



< Message edited by Ramses -- 12/22/2015 1:46:13 PM >

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RE: Public Beta 1.02 - 12/22/2015 12:52:11 PM   
Remmes


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quote:

ORIGINAL: Flaviusx

So a single German infantry division starting next to a Soviet in the open one can do the job, but will be unable to do more than that.


My second test supports your thesis. I tried 10 single attacks with 17 Inf. on 113 Inf. The 17th starts right next to the 113th and is much more succesful in its single attacks.

Turn 1 : retreat
Turn 2 : no retreat
Turn 3 : retreat
Turn 4 : no retreat
Turn 5 : retreat
Turn 6 : retreat
Turn 7 : retreat
Turn 8 : retreat
Turn 9 : retreat
Turn 10 :retreat

Maybe the Germans are bleeding too many ap's for movement in the first turn? The 14th in the first example is a motorized div. and the terrain is not too harsh.




Attachment (1)

< Message edited by Ramses -- 12/22/2015 1:55:47 PM >

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RE: Public Beta 1.02 - 12/22/2015 1:50:35 PM   
Vic


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There is quite a different with attacking with 140AP, 100AP or 70AP.

Especially because the first 2 combat rounds will not be very usefull for the attacker.

Best wishes,
Vic

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RE: Public Beta 1.02 - 12/22/2015 3:50:30 PM   
budd


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maybe thats why i'm not advancing far, i hardly ever do 1:1 attacks, I'm always worried about the AP penalty if i fail.

Why do i get decisions to move my FSB and airfields backwards?

Just for fun how about a report sheet with all the dates when the towns and cities were taken historically, just so we can compare. I don't remember the dates and don't want to dig out my books.is there a single internet source with a list of the dates the germans captured so and so.

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RE: Public Beta 1.02 - 12/22/2015 4:44:21 PM   
Zort

 

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Two things I have noticed as playing the Germans(among the many other comments so far), 1. The Sovs will mount a major drive with inf thru the Pripyat Marches, seems supply doesn't matter much. 2. The Sovs don't seem to have the "panic" feeling that I see in most games of this campaign. The Germans run out of gas at Minsk and the sovs set up at the river.

Couple of things I would like to be able to do, 1. Transfer German inf divisions between armies. 2. The German Army Group boundaries make it easy for the sovs to play the game mechanic of not worrying about the germans crossing that boundary line. I.E. in the marshes there are lots of inf in AGC that could be used to counter the sov drive thru the marshes but with a loss of many pp's. Or let the german reinforcement army be assigned to AGS also. Wonder if there was a way to make the marshes boundary more flexible, or make the marshes, unless on a road/rr line, zero supply so it is basically an unplayable area.

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RE: Public Beta 1.02 - 12/22/2015 9:58:54 PM   
ryan1488

 

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quote:

ORIGINAL: Zort

Two things I have noticed as playing the Germans(among the many other comments so far), 1. The Sovs will mount a major drive with inf thru the Pripyat Marches, seems supply doesn't matter much. 2. The Sovs don't seem to have the "panic" feeling that I see in most games of this campaign. The Germans run out of gas at Minsk and the sovs set up at the river.

Couple of things I would like to be able to do, 1. Transfer German inf divisions between armies. 2. The German Army Group boundaries make it easy for the sovs to play the game mechanic of not worrying about the germans crossing that boundary line. I.E. in the marshes there are lots of inf in AGC that could be used to counter the sov drive thru the marshes but with a loss of many pp's. Or let the german reinforcement army be assigned to AGS also. Wonder if there was a way to make the marshes boundary more flexible, or make the marshes, unless on a road/rr line, zero supply so it is basically an unplayable area.




this absolutely drives me insane! the soviets conveniently plop an army along a theatre border in the swamps, i eat up half the game trying to root them out without incurring any pp loss.

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RE: Public Beta 1.02 - 12/23/2015 2:38:07 AM   
mannerheim4

 

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quote:

ORIGINAL: Zort

Two things I have noticed as playing the Germans(among the many other comments so far), 1. The Sovs will mount a major drive with inf thru the Pripyat Marches, seems supply doesn't matter much. 2. The Sovs don't seem to have the "panic" feeling that I see in most games of this campaign. The Germans run out of gas at Minsk and the sovs set up at the river.

Couple of things I would like to be able to do, 1. Transfer German inf divisions between armies. 2. The German Army Group boundaries make it easy for the sovs to play the game mechanic of not worrying about the germans crossing that boundary line. I.E. in the marshes there are lots of inf in AGC that could be used to counter the sov drive thru the marshes but with a loss of many pp's. Or let the german reinforcement army be assigned to AGS also. Wonder if there was a way to make the marshes boundary more flexible, or make the marshes, unless on a road/rr line, zero supply so it is basically an unplayable area.


Lots of good comments.

I agree with the Soviets too strong in the Pripyat Marshes. I suppose they must eat the alligators there, because I can surround a unit for quite awhile and it still remains difficult to kill off. The "panic" feeling is lacking because very few units do more than retreat unless surrounded with no retreat avenues. I am surprised that you cannot transfer divisions, this was quite common and was often the cause of friction between the Panzer leaders and the Infantry (think Guderian vs Kluge). That would have been a good opportunity for a 'decision' to be made.


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