Looking for help in updating World at War (Full Version)

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tweber -> Looking for help in updating World at War (11/13/2007 7:26:22 AM)

I am working on re-doing the current World at War scenario in the bank. I was interested in combining some of the events from both the Pacific and European War scenarios. I also wanted to tailor the unit set to fit the scale (artillery with a range of 2 can currently shoot across Belgium. There seemed to be some interest in working on scenarios so I thought I would see if there are any volunteers. What I need right now is:

- Running combat sim on the units to test relative strengths. I have put together a small test scenario. Before you start, select combat sim. I am looking to run the 6 land types against eachother and the 4 naval types against eachother. I also want to run air against each of the land types and against fighters. I have also attached a spreadsheet to record the results. The key that I am looking for is the cost effectiveness of units (e.g., if armor is 2x infantry, is it 2x as good). Looking for help in running the tests and also any thoughts on unit adjustments.

- Developing an OOB. I set up another sheet in the spreadsheet to come up with an OOB. I got data from Wikipedia on the German attack on Poland, that part is filled in. I need to figure out how much to give all the other powers.

Appreciate any help. PM if you have questions. Thanks.





Vic -> RE: Looking for help in updating World at War (11/13/2007 10:43:00 AM)

i might... might... no promises.. add world looping option to the map in v1.1




tweber -> RE: Looking for help in updating World at War (11/13/2007 2:54:52 PM)

I came up with some events that allow for limited cross map transfers (basically 4 exec add areas).  But, this would be nice.  What I really would like is too be able to reduce readiness and change weather color for a slot.





Barthheart -> RE: Looking for help in updating World at War (11/13/2007 3:45:20 PM)

Hey Tom,

I'll try to help . How do I use the .pt2 file you posted?

I'll look into the OOB's as well.

Vance




tweber -> RE: Looking for help in updating World at War (11/13/2007 3:58:17 PM)

To use, open and run like a regular game.  But before you do, enable combat sim by going to the save menu and toggling combat sim on.  The first round will run the sim.  Combat will be repeated 200 times and the average scores will be recorded.  I want to tune the units so their cost effectiveness is roughly similar across a range of terrains (on average, armor should be 2x as effective as infantry but might be 2.5 x effective in plain terrain and only 1.5 effective in rough terrain).




Barthheart -> RE: Looking for help in updating World at War (11/13/2007 4:10:29 PM)

OK, will give it a go.

For some OOB info try here:

http://orbat.com/site/ww2/drleo/000_admin/000oob.htm





alaric318 -> RE: Looking for help in updating World at War (11/13/2007 10:20:39 PM)

greetings, i am on the work for a napoleonic scenario, some pictures taken from american civil war tom's map, nearly completed, for an oob my best way to do it is to give units to "army groups" and make it mathematical perfect, maybe second world war is my speciality, i have done and played much of world war 2 scenarios, better in my oppinion is to base the order of battle on generals, the Advanced Tactics system that favors with experience system and staff research level better commands favor to include this type of Order Of Battle, to overall maybe will be as follow, it is my oppinion and i do have plans to make a scenario from diplomacy scenario on world war 2...

OOB... maybe each command can have 1 artillery, 2/3 infantry, 1 engineer, 1 air fleet and one or two armor, i prefer to give more armor to russia and germany, so each command will be 7/8 units on base,

commands... 12 for germany, 3 for italy, 5 for france, 6 for united kingdom, 7 for united states, 9 for russia, 5 for japan, (for japan including of course his enormeus manchukuo, manchuria army and the units that make amphibious assaults on china's shore, i think on two beachhead them make, i think)

allies will have more production, russia and united states on his own are power houses of production and united kingdom remember that included all commonwealth nations, india, australia and canada, in esence, for the germans can give more experience, that is tweak the experience system to allow the germans to achieve high experience levels from his attacks on allied minors and france, on operation barbarossa on june 22, 1941 there are 3 millions of germans more or less veterans, and this is 2/3 of all german army power.

you can name the commands as you want or, as i usually do, name the command after the most relevant commanders, that can be...

germany...(12 Commands)
Rommel, Manstein, Rundstedt(army group south), Guderian, Von Leeb (army group north), Von Bock (army group center), Kleist, Model, Manteufel, Kesselring, Hoepner, Hoth.

Italy... (3 Commands)
Graziany, Garibaldy, Messe

Japan... (5 Commands)
Yamamoto, Hata(armor forces), Yamashita, Umezu, Terauchi.

United Kingdom... (6 Commands)
Montgomery, Alexander, O'Connor, Auchinleck, Wavell, Cunningham.
(commonwealth forces must be done apart)

United States... (7 Commands)
Eisenhower, Patton, Bradley, Collins, Hodges, Devers (or Clark), McArthur.

Russia... (9 Commands)
usually russia must enjoy production advantages to simulate his enormeous industry advantage, it can be easily set with peoples modifiers, maybe 1.5 for production to germany and 2-1 for russia.
Zukhov, Koniev, Timoshenko, Rotsmistrov(5th tank guards army at kursk, against SS of Hausser), buddeny, voroshilov, Vatutin, rokossovsky, eremenko.

france... (5 Commands)
De Gaulle, Weygand, Georges, Billote, Gamellyn.

to setup the fleets will be other design, usually i set 3-2 advantage from japan+germany+italy versus UK royal navy, and 3-2 UK royal navy+United states, aside france and russian fleet.

just my 2 cents, hope it helps,

with best regards,

alarick.




Barthheart -> RE: Looking for help in updating World at War (11/14/2007 6:16:11 PM)

Hi Tom,

OK here is the spread sheet with all the combat sim data. Interesting if mind numbing exercise. [;)]

A few comments:

1.Spreadsheet has areas for Plain/Light Forest/Fortifications and scenario has Plains/Light Forests/Heavy Forests. I put heavy forest info in Fort area.

2.Art never damaged attacking non-art/AA units. I think Art should have some defense against these units. Even if overrun and Art unit could turn the guns on the attackers, especially at the hex scale of this scenario.

3.I think Tac Air should be more effective against vehicles than Inf. I think most tac air was used for point attacks rather than mass killing.

4.I think Strat Bomber should be more effective against inf than vehicles for the opposite of above.

5.CV¡¦s should have some defence, even if empty, against aircraft attacks. They had plenty of AA on them that increased over the war.

6.Subs should do more against un-escorted Capital ships.

7.maybe Subs should do less damage against other subs. These meeting are rare and basically deck gun matches.

8.Naval air should maybe be broken up into SBD, TBD and Fighters. And these should be thought of as much smaller units than their land based brothers. Not sure how many air units a CV can carry... forgot to check.

9.Not sure how you wanted the Air vs Ftr section done but I did airstrikes with each type. Reported is the Ftr(defence) loss / Attacker Loss. I left out the HQ losses.

Hope this helps,

Vance




tweber -> RE: Looking for help in updating World at War (11/14/2007 8:19:19 PM)

Thanks, this is really great stuff.

Haven't yet had a chance to study the result but the suggestions are helpful. 

I will try to come out with an update in a few days.  I am currently coding events and setting up the oobs.




rowdied1 -> RE: Looking for help in updating World at War (11/15/2007 8:44:59 PM)

Hello Tweber,

Are you using the existing world map? I'm currently trying to port the World In Flames board map into AT and your more than welcome to use it. The map would be 60 by 200 or close to it. I tried using world maps from google searches but never found anything I liked plus you can directly port each hex from the WIF map into AT.
I must say, I love this and the unlimited combinations you can dream up for a game. I'm a big War in Russia fan and have dreamed about a combined west and east scenario using the WIR engine and this is a close as it gets. 




tweber -> RE: Looking for help in updating World at War (11/15/2007 10:30:04 PM)

I am using the same map which is also roughly 60 by 200 if I remember correctly.  I have played WIF and thought about using different scales for Europe and the rest of the world but the join was difficult.  Also, doing the off map boxes is tricky.  If you send me a note, I can show you what I have right now.  Also, feel free to send me your map.




rowdied1 -> RE: Looking for help in updating World at War (11/20/2007 8:01:47 PM)

Sorry I haven't replied, real life pulled me away. I haven't come close to finishing the map and accidentally messed up the one I was working on so I have to start all over again. I wasn't going to worry about the off map places and use North America as the split between east and west, so that we have a united Europe. I always dreamed about Panzers in china meeting up with the Japanese. Anyways, I'm working on the map again this week and will hopefully have something by the weekend to show you. It would be nice if we had a wrap-around map though.




tweber -> RE: Looking for help in updating World at War (11/20/2007 8:58:48 PM)

I have the map done and am populating the order of battle.  I am using a different scale for Europe so there will be more playing space without having to do an enormous map.  The map is big btw (220 by 70).




von altair -> RE: Looking for help in updating World at War (11/22/2007 7:16:51 AM)

Please add AI in it. It's great scenario, but it would be even better with
AI and chance to play it against AI (even bad and slow one)




tweber -> RE: Looking for help in updating World at War (11/23/2007 1:52:37 AM)

I plan on allowing AI.




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