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RE: 1942 test! - 7/2/2015 1:24:02 PM   
wodin


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I'd imagine at 500m hex it would have to be Coy scale? I haven't seen any WW2 wargame actaully using that hex scale..well none I cna recall anyway. I do agree really at the scale of unit FC uses then WW2 really needs to be around 200m.

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RE: 1942 test! - 7/2/2015 2:21:08 PM   
CapnDarwin


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Wodin, our plan is to use 250m hexes for WW2 era fights and also any infantry heavy conflicts with the Southern Storm game engine.

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Post #: 32
RE: 1942 test! - 7/2/2015 2:33:51 PM   
Tazak

 

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quote:

ORIGINAL: Capn Darwin

Wodin, our plan is to use 250m hexes for WW2 era fights and also any infantry heavy conflicts with the Southern Storm game engine.


are you dropping the entire engine down to 250m hexes or some way of changing between 250m & 500m hexes?

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RE: 1942 test! - 7/2/2015 2:54:38 PM   
Mad Russian


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The plan is that there will be two scales. One for WW2 and infantry centric battles (250 meters per hex) and a scale for the longer ranged modern weapons systems (500 meters per hex). Now, having said that, testing could prove that this is a great plan or a not so great plan. We'll just have to see how it turns out when we get there.

Good Hunting.

MR

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Post #: 34
RE: 1942 test! - 7/2/2015 3:10:51 PM   
KEYSTONE0795


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quote:

ORIGINAL: wodin

I'd imagine at 500m hex it would have to be Coy scale? I haven't seen any WW2 wargame actaully using that hex scale..well none I cna recall anyway. I do agree really at the scale of unit FC uses then WW2 really needs to be around 200m.


Multi-man publishing's GTS series is a WW2 series that uses company units at 500 meters per hex. Very good system.

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RE: 1942 test! - 7/2/2015 5:30:05 PM   
kipanderson

 

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Hi,

Well... I hope we will be able to use 500m for WWII. Clearly we are into “each to their own...” but at the tactical level, in wargame terms, I always go for true tactical games.

The semi-operational feel is the magic in Flashpoint for me.. :).

All the best,
Kip.


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RE: 1942 test! - 7/2/2015 5:41:53 PM   
Tazak

 

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quote:

ORIGINAL: Mad Russian

The plan is that there will be two scales. One for WW2 and infantry centric battles (250 meters per hex) and a scale for the longer ranged modern weapons systems (500 meters per hex). Now, having said that, testing could prove that this is a great plan or a not so great plan. We'll just have to see how it turns out when we get there.

Good Hunting.

MR


That would be very cool, if it is technically (code wise) possible, it'll be very nice to be able to switch scale for different battles in a campaign - 1 battle your leading a armour heavy battalion size group while the next battle your leading a dismounted infantry coy in a 'recon in force' mission

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Post #: 37
RE: 1942 test! - 7/2/2015 5:47:43 PM   
governato

 

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I think molotov_billy effort is great and I have offered some behind the scenes support ;).

It is possible that the best WWII scenarios to be developed at 500m/hex would be later in the war (engagements distance was higher) with lots of exploiting tanks and artillery preparation...umm so difficult to find. I think the true fun/value will be in testing a slower/clumsier C&C and arty support.
Also, having an idea of what an historical scenario outcome should be very helpful.

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Post #: 38
RE: 1942 test! - 7/2/2015 7:00:44 PM   
kipanderson

 

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Governato,

“I think the true fun/value will be in testing a slower/clumsier C&C and arty support.”

Exactly so.. !

In wargame terms “operational..” means, to me, you issue the orders and then wait nervously for the results to come in. But don’t do the actual fighting. i.e. place the actual AT guns, put covering fire on a building and storm it in a certain way most appropriate to the circumstances.

In fact I am thinking of using Flashpoint as one form of operational layer for Combat Mission.

But operational games, with all their “running in mud..” feel are themselves incredible fun and create their own tension and immersion. I would love to see operational games use 1 : 50000 or in the case of Flashpoint 1 : 25000 style, topographical maps. Rather than the “satellite picture..” style. Although the maps in Flashpoint are themselves wonderful things.. I agree.

All the best,
Kip.

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Post #: 39
RE: 1942 test! - 7/2/2015 7:36:44 PM   
jungelsj_slith

 

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quote:

ORIGINAL: wodin

I'd imagine at 500m hex it would have to be Coy scale? I haven't seen any WW2 wargame actaully using that hex scale..well none I cna recall anyway. I do agree really at the scale of unit FC uses then WW2 really needs to be around 200m.


Yes, it's company scale @ 500m, with the exception of a few heavy weapons platoons etc (If you were referring to the mod that is.)

Makes sense to me at least, in that a company tended to be the smallest unit that moved independantly - not a lot of platoons did their own thing without radios etc.

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Post #: 40
RE: 1942 test! - 7/2/2015 7:52:24 PM   
wodin


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Tactical is really Platoon and below..Coy and Battalion I'd class as grand Tactical after that it's Operational then Grand Strategy.

I love anything tactical and sill enjoy Grand Tactical..and I will buy operational but it has to be very very good. Grand Strat not keen at all.


quote:

ORIGINAL: kipanderson

Hi,

Well... I hope we will be able to use 500m for WWII. Clearly we are into “each to their own...” but at the tactical level, in wargame terms, I always go for true tactical games.

The semi-operational feel is the magic in Flashpoint for me.. :).

All the best,
Kip.





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Post #: 41
RE: 1942 test! - 7/20/2015 5:25:11 AM   
governato

 

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Any news on this cool project?

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RE: 1942 test! - 7/20/2015 8:04:26 PM   
jungelsj_slith

 

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Hey - yep, still working on it. I'm looking at 1943 Kursk for the next test - some weapons with longer ranges. Trying to do more work on the scenario itself this time - building a map etc. Probably a couple of scenarios in the southern front of operation citadel, lots of weapon variety there.

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Post #: 43
RE: 1942 test! - 7/20/2015 9:13:19 PM   
sullafelix

 

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I believe I moved everything correctly for the scenario, but I am getting this. " Error reading units from save file ".

I am running 2.03a.

Thanks for any help.

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Post #: 44
RE: 1942 test! - 7/20/2015 10:16:31 PM   
CapnDarwin


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sulla05, the current game version is 2.09. Many fixes and new map art have happened from 2.09. My guess is the 2.03a exe can't read something new or changed since then. I would update and try again.

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Post #: 45
RE: 1942 test! - 7/20/2015 11:09:52 PM   
sullafelix

 

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Thank you very much.

I ran the updater and the scenarion ran fine.



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Post #: 46
RE: 1942 test! - 7/20/2015 11:59:13 PM   
CapnDarwin


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Excellent!


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Post #: 47
RE: 1942 test! - 9/10/2015 12:34:29 PM   
kipanderson

 

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Molotov_billy, hi,

just to let you know that there is still many a devoted fan waiting for the next outing of your mod..; ).

Will be a cracker.. after a few long years when not much new turned up in wargames, not that appealed to me, in the last couple of years we have been spoilt by the quality of the new stuff out there and now some just around the corner.

All the best,
Kip.



< Message edited by kipanderson -- 9/10/2015 1:35:05 PM >

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Post #: 48
RE: 1942 test! - 11/13/2015 7:48:00 PM   
demyansk


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Oh yeah, looks like I want to try and help out,

where do i place the file?

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Post #: 49
RE: 1942 test! - 11/14/2015 8:12:53 PM   
Phoenix100

 

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Kursk 43, Billy. Can't wait. How is it progressing? Would love to put together a Prokhorovka map for this system, except I know nothing about this system (having only played it). Which bit of Kursk are you mapping?

Peter

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Post #: 50
RE: 1942 test! - 4/24/2016 1:43:54 AM   
jungelsj_slith

 

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Long break from this, started to work on it again. Unfortunately, latest update seems like it prevents anything from before 1946?

So if I try to build a scenario from my ww2 data files, none of it is available to place.

Is this a new change, or am I forgetting some workaround I was previously doing?

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Post #: 51
RE: 1942 test! - 4/24/2016 2:19:51 AM   
CapnDarwin


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Molotov_billy, that looks like an issue on our end when Rob fixed a bug with the date control for the 2.0.11.x beta. I'll get with him Monday and see if we can undo that hardstop at 1/1/1946. Sorry for the problem.

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Post #: 52
RE: 1942 test! - 4/24/2016 3:23:02 AM   
jungelsj_slith

 

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Awesome! Thank you sir

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Post #: 53
RE: 1942 test! - 4/24/2016 4:17:32 PM   
governato

 

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quote:

ORIGINAL: molotov_billy

Long break from this, started to work on it again.



Excited about this project restarting!

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Post #: 54
RE: 1942 test! - 4/24/2016 7:10:18 PM   
kipanderson

 

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Hi,

yup.. great stuff. Will be a lot of fun.

All the best,
Kip.

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Post #: 55
RE: 1942 test! - 4/29/2016 7:35:58 PM   
jungelsj_slith

 

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quote:

ORIGINAL: Capn Darwin

Molotov_billy, that looks like an issue on our end when Rob fixed a bug with the date control for the 2.0.11.x beta. I'll get with him Monday and see if we can undo that hardstop at 1/1/1946. Sorry for the problem.


Hey Capn!

Saw this in the latest build -
"We fixed the calendar control to show properly in the Scenario Editor. A recent tool update changed some settings on us. "

Is this the 1946 bug? Downloaded the beta and gave it a try, still getting the pop back to 1946 if I try to put in anything earlier.


mod news - I've got a pretty rough map of a first day scenario for LSSAH on the Kursk southern front. Hexdraw w/ the earlier flashpoint tileset. Will jump into the OOB and scenario editing next.

If the rough scenario is fun, then I can go and actually make the map pretty etc.

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Post #: 56
RE: 1942 test! - 4/29/2016 8:19:31 PM   
CapnDarwin


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No, that fix reset the date control. 11.5 will have the fix.

_____________________________

OTS is looking forward to Southern Storm getting released!

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Post #: 57
RE: 1942 test! - 4/30/2016 1:55:57 AM   
jungelsj_slith

 

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quote:

ORIGINAL: Capn Darwin

No, that fix reset the date control. 11.5 will have the fix.


Danke!

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Post #: 58
RE: 1942 test! - 6/17/2016 4:47:18 PM   
governato

 

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quote:

ORIGINAL: molotov_billy


quote:

ORIGINAL: Capn Darwin

No, that fix reset the date control. 11.5 will have the fix.


Danke!


Any news on this project? has the bug been fixed? Tx!

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Post #: 59
RE: 1942 test! - 6/17/2016 7:04:32 PM   
jungelsj_slith

 

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quote:

ORIGINAL: governato


quote:

ORIGINAL: molotov_billy


quote:

ORIGINAL: Capn Darwin

No, that fix reset the date control. 11.5 will have the fix.


Danke!


Any news on this project? has the bug been fixed? Tx!


Hi governato. Yes, bug is fixed and I've been doing some work, mostly testing various things. Mostly database tweaking of units and weapons to make lethality appropriate for the time period. Built a rough day 1 Kursk map (LSSAH.)

The big hiccup with Kursk unfortunately is with how the AI is dealing with defense. The AI is very appropriate for the original concept of the game, but I think for a ww2 mod (specifically kursk,) it is far too aggressive and I haven't found a way to get units to stay in their prepared positions. Better explained at the end of this thread - http://www.matrixgames.com/forums/tm.asp?m=3427305&mpage=3

There's an attachment in there with a small test scenario if you want to look. The only solution I can think of is to make copies of units in the database which all have a movement speed of zero - not exactly an ideal solution to the problem.

So I'm on the fence in terms of scenarios - I'm leaning now more towards a market garden scenario, where the battle was pretty fluid and both sides attacked and shifted around. With objectives on or near various bridges, the AI should behave appropriately. I'll do a test for that next.

Also doing some sound editing, which is fun.

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