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RE: Historical Map & ORBAT Mod

 
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RE: Historical Map & ORBAT Mod - 1/13/2020 7:14:31 AM   
aspqrz02

 

Posts: 1024
Joined: 7/20/2004
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Yep, typo, will correct. Probably not the only one like that!

Phil McGregor

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Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
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Email: aspqrz@tpg.com.au

(in reply to Lascar)
Post #: 31
RE: Historical Map & ORBAT Mod - 1/19/2020 7:10:06 AM   
Meteor2


Posts: 429
Joined: 7/20/2009
From: Germany
Status: offline
When you have to look at special formations, OOB or locations the following link may help, too.

www.lexikon-der-wehrmacht.de





(in reply to Lascar)
Post #: 32
RE: Historical Map & ORBAT Mod - 1/20/2020 6:57:29 AM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
Looks interesting! If you make a folder with the same name as the mod you can use any modded art you want. Very cool and look forward to your progress!


< Message edited by Tanaka -- 1/20/2020 7:10:03 AM >


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Post #: 33
RE: Historical Map & ORBAT Mod - 1/31/2020 4:05:10 PM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
Status: offline
Wait till he has to debug and balance it. He will lose his mind.......

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Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to Lascar)
Post #: 34
RE: Historical Map & ORBAT Mod - 1/31/2020 4:15:34 PM   
PanzerMike


Posts: 888
Joined: 4/30/2006
Status: offline
Well, let the man try. The editor is there for a reason . It is a brave effort.

I am also making a mod (besides the graphics). I am just not touching the units, just the map. No more, no less. And even then the changes are minor in nature (unless a revamp of the Benelux is considered major...). Not moving everything around or changing railroads drastically. Do not want to touch the scripts either. So, not very ambitious at all.

Maybe I will never publish it and just keep it my fun little project.

(in reply to AlvaroSousa)
Post #: 35
RE: Historical Map & ORBAT Mod - 1/31/2020 4:48:37 PM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
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BTW I tested dumping a custom image into the directory and it works.

So maybe you are dumping the image into the 1939 Scenario and NOT your own scenario directory. Which is where you have to put the modded images for the editor to work.

So it is working in the editor.

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to PanzerMike)
Post #: 36
RE: Historical Map & ORBAT Mod - 1/31/2020 6:15:41 PM   
PanzerMike


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So you say, but not on my end :-(

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Post #: 37
RE: Historical Map & ORBAT Mod - 1/31/2020 9:27:11 PM   
aspqrz02

 

Posts: 1024
Joined: 7/20/2004
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Quite possible re the debugging.

Balance is a more vexed issue ... the physical, economic and resource factors place constraints on all sides, I hope, so 'Victory' will relate to how long the Axis lasts ...

8 MAY 45 = Historical End

Before that date: Allied Victory
After that date: Axis Victory

'Balance' will be, I think, in hand tailoring the cost of units, their actual strength, and whether they are available at all rather than having them much the same for all sides.

So, for example, if the Germans want to build Strategic Bombers, given their historical economic, production and technological limitations, they will take FAR longer to build and cost FAR more than Allied ones ... and probably have different range and attack factors.

Since I am still working on the final book of my Kickstarter I am, as I said, doing this in my copious free time ... ROTFL.

Phil McGregor

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Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
----------------------------------------------
Email: aspqrz@tpg.com.au

(in reply to AlvaroSousa)
Post #: 38
RE: Historical Map & ORBAT Mod - 2/2/2020 7:30:01 PM   
Rand6897

 

Posts: 79
Joined: 2/26/2015
Status: offline


aspqrz02,

I downloaded your mod and I am about to go into April, 1940. I'm playing hotseat to get a feel for the game, only played a couple turns with the published game (I like more units). First time through I was able to take out Poland on the first turn. I used the infantry to open up holes then attacked Warsaw with Mechanized and Pz. I started over with a loose rule that units reasonably burn their operational points in a more uniform fashion. Infantry units could use a couple points but combat motorized units would then have to burn an proportionate number of their operational points (similar to OTOW time stamp). Warsaw fell on turn two.

I was going to go after Denmark in the fall but weather was wet or cold every turn since the start of October, let Sitzkrieg commence. The French and Brits, have fleshed out their units while the German units absorbed replacements, all immediately put some additional assets into production prior to focusing on existing units. The Soviets are just bringing at start units to full strength. Same for Italy but not making much progress due to oil deprivation (I guess).

When I play hotseat like I don't spend much time carefully analyzing unit placement or production needs, this allows for ample mistakes in allocation of resources. I also try to consider historical conditions.

The Germans are waiting on the Danish boarder and northern ports waiting for the weather to clear so they can secure their northern flank.

Thanks for your efforts with this mod.

(in reply to aspqrz02)
Post #: 39
RE: Historical Map & ORBAT Mod - 2/8/2020 3:13:04 PM   
Rand6897

 

Posts: 79
Joined: 2/26/2015
Status: offline

The weather cleared on the first turn of May, 1940. The Germans had no difficulty taking Denmark but struggled to take The Netherlands and Belgium. The next two turns turned into a slug fest going against the entrenched French units. I set the French on 'Hold' and it would take five rounds of combat to dislodge a unit. I tried a couple different strategies but the Germans were lucky to take two hexes a turn, granted I had three Luftwaffe units staged to cover the invasion of Norway.

Eventually France would fall but having all the additional units wasn't going to help the Germans because of the single unit stacking limit. I still like your mod but I am making some changes. I increased the build time, especially for ground units. Large corps have been increased to 300, small corps 240 days, divisions are at 180 (I believe) except for marines (300). Calvary and Soviet units are 30 days faster. I also reduced ZoC to one additional movement point.










Attachment (1)

(in reply to Rand6897)
Post #: 40
RE: Historical Map & ORBAT Mod - 2/28/2020 7:00:32 AM   
PanzerMike


Posts: 888
Joined: 4/30/2006
Status: offline
Phil, check this out:
https://www.matrixgames.com/forums/tm.asp?m=4768155

(in reply to Rand6897)
Post #: 41
RE: Historical Map & ORBAT Mod - 3/16/2020 12:51:31 AM   
Rand6897

 

Posts: 79
Joined: 2/26/2015
Status: offline
I really enjoy your mod but I seem to have a problem with air units attacking naval units at sea. I just reinstalled your mod to ensure I hadn't screwed something up. On the first turn I moved all the German navy, divided into a couple task forces plus the sub, towards the SE coast of England. One TF was interdicted, that seems fine. I then relocated the RAF to within range of the fleet, set them all on full support and naval attack. Cycled through axis turn to get to allied turn 2. Not a single air unit was able to attack the fleet.
1] The weather is clear in all hexes.
2] The counters show up on the map and I can left click and get recon report.
3] When I select an air unit the in range fleets don't light up in red and when I right click on fleet nothing. I don't get a Failed to Locate message.
4] The only surface fleets that may be targeted are those on a coastal hex.
5] Subs in open water are also untouchable by air units
6] The stock game seems to work fine.

Any idea what might be going on?
Thanks for your time and work developing this mod.

(in reply to PanzerMike)
Post #: 42
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