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RE: GD1938 v3 - 11/29/2017 5:07:38 PM   
LJBurstyn

 

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The best way to limit the overbuilding of factories is to control the distance between them...and/or to include population in the control of how many factories to build--after all without people a factory is useless. And since these factories are really factory complexes it should take a lot of people to man and supply the factory so it can build things. And if possible the building of a factory should take TIME--this might be done by making the factory complete but totally damaged (and not allowing engineers to reduce the damage during the building).

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RE: GD1938 v3 - 11/29/2017 5:36:45 PM   
ernieschwitz

 

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Definately interesting points there Larry. You have inspired me to maybe make some changes. At the very least I can see some merits to your ideas. :)

< Message edited by ernieschwitz -- 11/29/2017 5:37:19 PM >

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RE: GD1938 v3 - 11/29/2017 5:53:36 PM   
ernieschwitz

 

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Funny thing, I originally thought I might allow them only to be built on hexes next to cities, or in suburban areas. Never made it to the game though.

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RE: GD1938 v3 - 11/29/2017 8:14:07 PM   
lion_of_judah


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oh, well that would be the reason then :)

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RE: GD1938 v3 - 11/29/2017 8:15:05 PM   
Twotribes


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I don't understand the desire to prevent factories? EVERY nation improved their industrial base with new factories DURING the war including Germany while getting bombed.

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RE: GD1938 v3 - 11/29/2017 8:32:36 PM   
ernieschwitz

 

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True, they all improved with factories. All I assume were built in the cities, or very near them. After all, you wouldn't want to use precious resources by commuting people. The building of factories however allows them to be built anywhere... (that is flat). Even the Soviets when moving people and factories, made new cities, where they went.

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RE: GD1938 v3 - 11/30/2017 1:32:01 PM   
LJBurstyn

 

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In fact there is a good reason to limit factory complexes...the biggest being resources (people and materials)..and the second being time...factory complexes take time to build (you don't build a factory complex in a single month). A single large factory took two months to build during WWII so a complex would take even longer. Almost all factories were built near cities because that was where the people lived...Only very special factories (Manhattan comes to mind) were built away from populated areas. (Manhattan=Nuclear Bombs).

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Post #: 127
RE: GD1938 v3 - 12/4/2017 11:18:46 PM   
ernieschwitz

 

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We've begun preliminary playtesting.

These games are more of a balancing and bugspotting thing, so don't feel left out if you haven't been asked. Restarts are expected to be many and often. So not actual gaming for the most part. Game isn't completely finished yet either.

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Post #: 128
RE: GD1938 v3 - 3/30/2018 4:18:27 PM   
lion_of_judah


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very quiet, no news or nothing. So how is this coming along or is this new Scenario dead also?

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Post #: 129
RE: GD1938 v3 - 3/30/2018 7:45:07 PM   
LJBurstyn

 

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Still in play testing. Some discussions on balancing going on and still experimenting with that. But to get balancing you have to have several games to lessen the impact of the players (some very good vs not so good at that side)....example: I consider myself an excellent defense player but not so good at offense. If I am playing a side that should be on offense I will not do as good as someone who is good at offense. But if I am playing defense against a good offense player they will have their hands full.

Some suggestions have been made and hopefully a few may be implemented in part...some were rejected (boo hoo--for good logical reasons). The game designers should be the ones to answer detailed questions....but in my opinion this will be as good as GD1938 earlier versions--or even better.

I DEFINITELY like the map.

< Message edited by LJBurstyn -- 3/30/2018 7:46:25 PM >

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RE: GD1938 v3 - 3/30/2018 8:03:15 PM   
lion_of_judah


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It seems like it will be a pretty good scenario, but I'm not so crazy about the map, but that's just me.

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RE: GD1938 v3 - 3/31/2018 7:05:20 PM   
ernieschwitz

 

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quote:

very quiet, no news or nothing. So how is this coming along or is this new Scenario dead also?


You are right, no news, atm. Mostly because we are working away on making it ready for everyone to enjoy. Beta testers are working and providing feedback, and bugs are being discovered and corrected.

The code for this is more complex than anything that I have ever done before, not to mention there is a lot more of it. Takes time to do it right.

So not dead. (also? I think I have published anything I started...)

< Message edited by ernieschwitz -- 3/31/2018 7:07:57 PM >

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RE: GD1938 v3 - 4/1/2018 12:22:56 AM   
Bombur

 

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My old i7-870 Lynnfield is doing just ok running GD 1938v3. The game is very impressive. ernie made lots of new events. It´s possible some balance is needed, however, but as a whole it´s the best WW2 simulation we have.

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RE: GD1938 v3 - 4/1/2018 5:06:12 AM   
LJBurstyn

 

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Making a map of the whole world that fits on a flat surface is EXTREMELY difficult. If you use longitude and latitude equally, Greenland, northern Russia, and Antarctic end up being HUGE...much larger than they really are. If you use some other maps places become disconnected when they aren't. The best maps of Earth are three dimensional but that is VERY hard to make into a playable computer map...we could display it but using it would be very intensive in RAM not to mention computer processing power.

When I worked for SSPO (Strategic Systems Project Office)...it was difficult to plan strategic strikes because we had to take the shape of the Earth into consideration and the magnetic poles.

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RE: GD1938 v3 - 5/24/2018 4:56:45 PM   
lion_of_judah


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knock, knock.....hello...... what's the latest update on this or is this going the way of that Civil war one....just curious

< Message edited by lion_of_judah -- 5/24/2018 4:57:33 PM >

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RE: GD1938 v3 - 5/24/2018 5:02:29 PM   
lion_of_judah


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would be nice if the individuals who are working on this would give updates at least once a week, even two maybe...

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Post #: 136
RE: GD1938 v3 - 5/25/2018 1:22:38 AM   
ernieschwitz

 

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I'll give a little snippet right now. But first some data.

There are presently:

168 events
60 cards
2360 units on the map
807 SFTs (types of equipment)
33 stringlist of data
236 research fields
45 different location types
284 unique leaders
and the map is 72312 hexes in all

and it is still growing.



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Post #: 137
RE: GD1938 v3 - 5/25/2018 1:27:41 AM   
ernieschwitz

 

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In this snippet I am going to present a Card for you all. It allows Germany to trade with the USSR. Germany lacks oil production, which can be bad when you want to have lots of planes and tanks, or for that matter run a blitzkrieg. So somehow the Germans need to get this oil. Well, luckily there is this card.

For 5 Political points that the Soviet Union gets, the Germans receive 2500 oil. Here is a picture of the card.




Attachment (1)

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RE: GD1938 v3 - 5/25/2018 1:29:38 AM   
ernieschwitz

 

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quote:

ORIGINAL: lion_of_judah
would be nice if the individuals who are working on this would give updates at least once a week, even two maybe...


I won't make any promises to make an update at fixed intervals. I'll try and make them happen more often, and I admit that I've been caught up in other stuff, including coding.

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Post #: 139
RE: GD1938 v3 - 5/25/2018 3:16:57 AM   
lion_of_judah


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was curious if Southern Russia is more important than any other front on the Russian front because the oil in the caucuses should be one of the major objectives in my opinion. If it is not, then why because the Romanian and Hungarian oil fields would not meet the needs of Germany, but the caucuses would.

< Message edited by lion_of_judah -- 5/25/2018 3:19:04 AM >

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RE: GD1938 v3 - 5/25/2018 3:20:04 AM   
lion_of_judah


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thank you, it's just nice to know what is going on with this.

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RE: GD1938 v3 - 5/26/2018 4:52:45 PM   
ernieschwitz

 

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quote:

was curious if Southern Russia is more important than any other front on the Russian front because the oil in the caucuses should be one of the major objectives in my opinion. If it is not, then why because the Romanian and Hungarian oil fields would not meet the needs of Germany, but the caucuses would.


Slow down. We have only just recently gone into the phase where we are looking at victory conditions, and balance. That being said Bombur came up with some, I think, very promising Victory Conditions, which I then refined, and are now being tested. As for Balance, Japan seems to be balanced just right, when it comes to oil and usage.

That being said there still are a lot of moving wheels that can be adjusted, before a version is sent out. We are trying to get it just right. While no-one has said of the current version that it is bad or terrible it could still need improvements.

Oh, and now you mentioned the Caucasus here is a picture of it, as it looks on the map currently.




Attachment (1)

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RE: GD1938 v3 - 6/4/2018 12:40:03 AM   
ernieschwitz

 

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Some of you that have been following the AAR which Cpdeyoung is playing against Bombur might have noticed the large amounts of tanks that have been available to the Chinese. These are mostly not from the Chinese production, but from the Soviets. However the Soviets are not allied with the Chinese, so how is this done?

By action card!

The Soviets get a card called Operation Zet (pictured below). This was an actual Soviet operation, that was a transfer of equipment and "volunteers" to the Chinese during the early part of their war with China. The Soviets in this game too get that as an option, from the game's beginning.

In the earlier versions (and the one they are playing) the Soviets could transfer most any unit, as long as it was under 45 Power Points in value (the number on the counter, basically), and was in Alma Ata. The unit would then arrive in Lanchow, Urumchi or Kashgar depending which of those was available, in that order. The units would be manned by Chinese as well.

As you have probably noted there are quite a few heavy tanks in the Chinese field army. That is because Cpdeyoung used the card to transfer that kind of equipment. Something we had not anticipated... and probably one of the reasons for the stalemate in that war. As a consequence the card has changed.

Before it could be played each turn, now only every other turn. So if you used it the previous turn, you won't get it back the next turn, but first the turn after that. The amount of Power points have been set to 40 or lower, instead of 45, and the types of armored units that can be transferred has been limited to BT-7 types and armoured units that weight 50 or less. Transporting heavy equipment fast to China would have been hard anyway, but these lighter/faster vehicles might not have been a trouble transporting in on trucks, which they did i reality.

Here is the card:




Attachment (1)

< Message edited by ernieschwitz -- 6/4/2018 1:46:28 AM >

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RE: GD1938 v3 - 6/4/2018 3:29:12 PM   
LJBurstyn

 

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The every other turn has proved to be a problem for the USA/China transfers as they pass thru the French. This means that double the PP to send US equipment to China 2 for the Americans and 2 for the French. Also the turns don't match up so equipment can stay in Hanoi for more than 1 turn as the French move before the Americans.

Noticed big difference in supplying China via cards...every other turn sure cuts the amount sent to China.

EDIT> Perhaps I should not have posted this here...too late..can't unpost.

< Message edited by LJBurstyn -- 6/4/2018 3:30:53 PM >

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RE: GD1938 v3 - 6/4/2018 5:23:50 PM   
ernieschwitz

 

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Well, you have now.

Too bad, would have made a seperate post about the other cards helping China out.

Notice though they too have changed with the latest version. But I am getting ahead of myself.

There are 3 more cards that are worth discussing, when it comes to helping out China with material. Those are Burma Road, Hanoi Railroad and Ship to Hanoi.

Burma Road: The card allows shipping material to China, from Mandalay to Kunming in China. 40 Power points can be shipped every turn. However the route is not ideal for armor so units containing them cannot be selected (In earlier versions they could). The card appears each turn (instead of with a one turn delay).

Hanoi Railroad: The card allows the shipping of material from Hanoi (surpise!) to Kunming. It is available every turn (in earlier versions only every other turn). It is the way the French (and sometimes the US) can help the Chinese. 40 Power Points can be sent each turn (instead of a one turn delay).

Ship to Hanoi: Is the last of these cards. It can be played by the US, and sends materials to Hanoi, from San Francisco. 40 power points can be sent. The card when played, will first be available 2 turns later (instead of a delay of 1 turn). It is a long trip after all, and the US doesn't want to be caught supplying the Chinese with weapons, hence the middle man, that is needed (the French). 40 Power points can be sent.

That concludes this short introduction. No picture (cause Larry spoiled the surprise :P ).

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RE: GD1938 v3 - 6/6/2018 8:55:59 AM   
ernieschwitz

 

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Another new feature of GD1938 v3 will be the addition of ways to increase the output of mines, oil wells and supply centers/complexes. There are three levels of increases. Each increase is 10%. So they are 10%, 20% and 30%.

These increases are done by researching a strategic research and there is a research category for each of the three types of supply producing sites. These are Mining, Refining and Excavation. Some of these require a certain year to have been reached to be able to research them. The upgrade to each mine, oil well and supply center/complex is automatic.

Here is a picture of the first upgrade to the mines: Strat - Mining I.




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RE: GD1938 v3 - 6/8/2018 9:15:28 PM   
GrizzlyKt


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hi any news on releasing this please

< Message edited by GrizzlyKt -- 6/8/2018 10:12:32 PM >

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RE: GD1938 v3 - 6/9/2018 1:43:32 AM   
ernieschwitz

 

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quote:

hi any news on releasing this please


I cannot give a specific date.

What I can give you is a what is missing: That is officer profiles for the British, Americans and Chinese, and the manual is still incomplete. Currently play testing is focused on balancing and finding minor bugs. I think all the major bugs have been found.

Thanks for showing interest. It makes me want to do things even faster :)



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Post #: 148
RE: GD1938 v3 - 6/18/2018 2:29:51 PM   
ernieschwitz

 

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Like in GD1938 version 2, that is available for download already, and has been played a lot, diplomacy plays a major role in GD1938 version 3, as it should.

Feedback from some players indicated that they were not completely satisfied with the lack of overview that was present in version 2. That you had to use the card Investigate minor a lot to find out what was going on. Early on we heard those who expressed this dissatisfaction. Thus every turn, as part of the messages you receive you get a report on all the minor nations.

Each minor has a section, and that section looks like the picture below.

You read the report like this. First there is the name of the Minor. We can take Ireland as an example. The nation who has the most diplomatic points at the moment (or Irelands best friend) is the country mentioned in ( ) after the name of it. So in this case France. Next there is the Status of Ireland, which is your current diplomatic points for that minor (higher is better). The drift is mentioned below that which is the number of diplomatic points you gain each turn you play. Finally there is the stability, which is an evaluation of how likely a coup is to happen in that Minor.

The report isn't dynamic, but whenever you take an action that could affect your standing, drift, or the minors stability, you will get a message about it. So now there is a complete overview of the diplomacy for all nations.






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RE: GD1938 v3 - 6/25/2018 3:31:21 PM   
ernieschwitz

 

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Time again for an update (or Lion of Judah will come after me!) ;)

This time it is something that even most of the testers haven't heard about yet. Some 10 days ago I added what you can see in this little screenshot.




It is a way to track who is winning.

There are some inbuilt victory conditions, but I'd rather not, in this update mention what those are. Just know that the Axis, Communists and Allies each can win, according to those... but there is nothing preventing a player to play on beyond the point of the announcement of a victor.

Let's go over what this actually says. Starting by looking at Germany. First there is an account of how many Victory Points that Germany has (138), then there is a percentage number, which is the amount of starting "own peopled" territory that is owned. In Germany's case this is 100% (note that for China it's only 48%). Finally it says how the people you have feel about this... Once this number goes below 50% then it becomes "Broken", which will play a role in how Victory is determined too. Finally there will be a dash ( -) where it says if the nation is Active, which means it is part of the War.

Below it all is the Axis, Communist and Allied Victory Points. The first number mentioned is the amount of victory points that active regimes in each faction has. The second number is the total amount of victory points that the faction has in total.

Now, these can all be used to determine which player is the winner, either by going with the games victory conditions, or by playing until the settings you want are achieved.

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< Message edited by ernieschwitz -- 6/25/2018 3:41:29 PM >

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