Fall Grün (Full Version)

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Arkady -> Fall Grün (11/14/2007 9:34:52 PM)

UPDATE
Scenario was released!
http://fallgrun.googlepages.com/


Inspired by Vic's tutorials about scenario creations I juststart work on Fall Grün scenario

Fall Grün (Case Green) was a German plan for an aggressive war against Czechoslovakia. The first draft of the plan was made in late 1937, with new versions coming as the military situation and requirements changed. The final version scheduled the attack to September 28, 1938, but as France and Great Britain were reluctant to go into war for the sake of Czechoslovakia and expressed political will to avoid it at all costs, the execution of the plan was postponed and later, after the Munich Conference that took place on September 30, 1938, the plan was completely abandoned.

I assume that Czechoslovakia reject Munich Agreement and Germans launched offensive on October 1st, 1938.

Full historical OOB from 1938 will be created (involved units only), no production except supply/pp and map cover Bohemia, Moravia and western part of Slovakia.
Poland and Hungary are neutrals.

Here is the first picture (click for full version)
[image]http://arkady.cz/temp/Fallgrun_t.jpg[/image]

Now I'm working on map (almost done), city picture (I want exact picture of each city) and units (SFT should be with correct pictures too)




Montbrun -> RE: Fall Grün (11/14/2007 9:40:58 PM)

May I suggest:

http://www.orbat.com/site/ww2/drleo/037_czechoslovakia/__czechoslovakia.html

and

http://www.orbat.com/site/ww2/drleo/037_czechoslovakia/_czech-army.html




Arkady -> RE: Fall Grün (11/14/2007 9:58:55 PM)

thanks, I already got oob fro czechoslovakian army

german oob was hard one, fortunately I found it on Feldgrau.net forum
http://www.feldgrau.net/phpBB2/viewtopic.php?t=14504&postorder=asc&start=0&sid=ae17a41e43273ca8231b3db1425c35e5





Erik Rutins -> RE: Fall Grün (11/15/2007 12:01:31 AM)

Very cool, Arkady, I look forward to playing this one.




EricSilver_MatrixForum -> RE: Fall Grün (11/15/2007 1:40:27 AM)

Thanks for the effort, Arkady, I'll play your scenario for sure.

[;)]




Arkady -> RE: Fall Grün (11/15/2007 10:55:45 AM)

Map is done.

For now I made all changes only in scenario with disconected masterfile
I believe that I should step back and create my own masterfile first.




Arkady -> RE: Fall Grün (11/16/2007 11:39:12 PM)

Czechoslovakian OOB finished

I omit III.Army and two divisions from High Command reserve dislocated in Slovakia

I scaled units as regiments with command structure High Command->Army->Corps/Border Area
No division level HQs
It seems to me that level density is too high but stack values and combat power is not high, maybe it will work

Next step is German Army

There will be no research but I need diverse some technological advantage
German Fighters are level II (Czechs only level I)
No dive bombers for czechoslovakian army
Light Tanks level I & II for both armies (level I = PzI and Pz II for Germans and tankettes vz.33 for Czechs; level II = Pz III and Pz IV for Germans and Lt-34 adn Lt-35 for Czechs)

And finally some screenshot (click for full version)
[image]http://arkady.cz/temp/fg_1_t.jpg[/image]






Bombur -> RE: Fall Grün (11/18/2007 10:22:06 PM)

-Do you plan to create customized aicraft (Ju-87 and Me-109 for Germans, Avia B534 for Czechs and so on)?




Arkady -> RE: Fall Grün (11/20/2007 10:47:09 AM)

I will use generic SFTypes (light tank I, light tank II, fighter II, dive bomber I) but with adjusted images (correct types for czechoslovakian army)

But create historic masterfile with WWII SFTypes names and tech tree is another idea in my mind...but Fall Grün project is priority now.


German OOB ready, now I need add Luftwaffe units and than I will made corrections and comabt testing




Arkady -> RE: Fall Grün (11/20/2007 10:47:11 AM)

I'll post another screenshot tomorrow




Arkady -> RE: Fall Grün (11/20/2007 10:47:12 AM)

I hate my company firewall




Arkady -> RE: Fall Grün (11/22/2007 5:17:08 PM)

One day late [8D]

Almost done, I hired two beta testers and hard work just begun...tweaking [;)]

and promised screenshots (click for full version)
German 33rd Infatry Regiment from 13.Infatry Division (mot.)
[image]http://arkady.cz/temp/FG_GermanOOB_t.jpg[/image]

Czech 4th Dragoon Regiment from 4th Fast Division
[image]http://arkady.cz/temp/FG_CzechOOB_t.jpg[/image]


German panzers trying breakthrough border fortifications
[image]http://arkady.cz/temp/FG_Combat_t.jpg[/image]




Arkady -> RE: Fall Grün (11/22/2007 8:13:50 PM)

If anything can go wrong, it will

For some strange reason at the start of AI turn it will show "Index out of bounds" error
If I click continue, AI processing steps reach 13000 and still counting
I'm curious now if there si some limit on number of units and subunits in scenario




rickier65 -> RE: Fall Grün (11/22/2007 10:45:17 PM)


quote:

ORIGINAL: Arkady

If anything can go wrong, it will

For some strange reason at the start of AI turn it will show "Index out of bounds" error
If I click continue, AI processing steps reach 13000 and still counting
I'm curious now if there si some limit on number of units and subunits in scenario



I was messing with the editor, setting up some tests, and had this same thing happen. But I only had 3 or 4 units. I had been messing with events, so I suspected I had simply messed up an event. So it might not have anything do to with the number of units, rather it might be associated with an event that didn't complete crorrectly.

Rick




Arkady -> RE: Fall Grün (11/23/2007 1:56:17 AM)

I solved the problem (see Support forum) and continue testing

It is 4th day of war, I crush German attempt to advance to Moravia from south and north, I lost Bratislava though
There is a stalemate in southern Bohemia, Germans now advancing through Böhmerwald

Large enemy forces breakthrough through Labe(Elbe) river valley from Dresden and reaching Bohemian Plateau north west of Prague
Losses are terrible on both sides
I'll need evacuate rest of my airforces (click for full version)
[image]http://arkady.cz/temp/fg_aar1_t.jpg[/image]

I'll probably need tweak down number of artillery for both sides




Matto -> RE: Fall Grün (11/25/2007 1:14:00 PM)

I tested scenario for both sides ... now is Arkady working on some changes and balancing oob ...




Erik Rutins -> RE: Fall Grün (11/25/2007 3:04:40 PM)

Looking forward to it!




Arkady -> RE: Fall Grün (11/27/2007 2:24:28 PM)

Although AI behaviour is below my expectations, without scripting is probably hard to achive more historical style of play.

I have one "big" problem though.
German AI run out of supplies within 6-8 turns. There is surplus production of supplies so I have few theories what happened.

- four level organization with supply flow from up to down is too much for AI to handle correctly (Supreme HQ receive all supplies -> Army HQs -> Corps HQs -> combat units)

- AI transfer all trucks from HQs to combat units and do not have enough transfer capacity to move supplies from Supreme HQ through chain of command

- AI change production to PP and do not switch it back...

I believe in theory #2 and my question is, how to prevent AI to strip HQs of transport capacity.

Another question is artillery, both horse-drawn and motorised, AI move it in first line and it can be easily destroyed. I'll read carefully Vic's tutorial about AI editing to fing way how to prevent it.




Arkady -> RE: Fall Grün (11/27/2007 2:35:03 PM)

153) AI mobilize % defenders (default=20)
This % of units of the AI in a defensive situation will be mobilized

154) AI mobilize % attacker (default=50)
Same as 153 but then for the AI in an offensive situation.

maybe those two rulevars can help with trucks transfered to infantry regiments ?




Erik Rutins -> RE: Fall Grün (11/27/2007 8:40:14 PM)


quote:

ORIGINAL: Arkady
I have one "big" problem though.
German AI run out of supplies within 6-8 turns. There is surplus production of supplies so I have few theories what happened.
- four level organization with supply flow from up to down is too much for AI to handle correctly (Supreme HQ receive all supplies -> Army HQs -> Corps HQs -> combat units)


Are you running 1.02b (to be release as 1.02 Official later today)? I believe that one fixed a four level HQ issue.




Vic -> RE: Fall Grün (11/27/2007 9:03:44 PM)

@Arkady,

The AI always aims for a 2 HQ basic structure. 1 HQ to catch production and its suborinates to command regular units.

You might want to try simplifying the chain of command with like OKW HQ and Corps HQs only and see if it handles stuff better.

I will have to play your scenario myself to give a better analysis.

kind regards,
Vic




Westheim -> RE: Fall Grün (11/29/2007 8:59:41 PM)

While the first screenshots you posted featured the standard AT graphics, the pictures in the AAR thread now show those of a map mod. Now, I don't know a single bit about the game's editor (just played around with setting up a map and the river draw tool got the better of me), so will it still be possible to play this campaign with "just" the standard graphics installed? [&:]




PDiFolco -> RE: Fall Grün (11/29/2007 11:29:55 PM)

Why that ? The map mod is so much nicer [:)] !
Well, to do as you want you have to change the masterfile, if the scenario kept the standard-but-mapmodder masterfile from Nick69, back to the standard one - that's just changing a file name somewhere, very easy.
But if the scenario is not linked to a masterfile, it's not really easy, you'd have to change  all the sprites/graphics for each terrain by hand...




Westheim -> RE: Fall Grün (11/30/2007 7:43:56 AM)


quote:

ORIGINAL: PDiFolco

Why that ? The map mod is so much nicer [:)] !


No, it's not ... [8|] Terrain might look more realistic, but I really hate how rivers, roads and cities look. The first two are barely visible and the cities just look cheap and all the same, it seems.

Well, time (or Arkady) will tell. [:(]




MrMox -> RE: Fall Grün (11/30/2007 11:19:49 AM)

quote:

ORIGINAL: Westheim
No, it's not ... [8|] Terrain might look more realistic, but I really hate how rivers, roads and cities look. The first two are barely visible and the cities just look cheap and all the same, it seems.


Not that I've tried it but wouldn't it be possible to just replace the graphics you dislike with the originals? Otherwise you can easily change the color of e.g. roads to something that stands out a bit more.




Arkady -> RE: Fall Grün (11/30/2007 5:48:23 PM)

I changed terrain graphics, now I'm using part of Nick69's mod.
Default masterfikle is disconnected, all changes was made directly into my scenario.

I like the look of the mod but as you point out, different people have different feels about it.
There are two ways how to change look of the scenario after I'll release it.

You can edit scenario and point landscape types to original files or you can overwrite files in the pack with original grapahic files.

The second way is probably easier, I describe what files you should change for roads/rivers and cities in readme file for scenario.




Arkady -> RE: Fall Grün (11/30/2007 5:48:23 PM)

My corporate firewall sometimes triple my posts...[:@]


Release date for the scenario is no later than December 10th. It is a absolute deadline that can not be postponed [8D]




Arkady -> RE: Fall Grün (11/30/2007 5:48:24 PM)

triple post [:o]

is there any way how to delete own posts...or maybe some check in script for duplicate (in my case triplicate) posts in short intervals




Arkady -> RE: Fall Grün (12/3/2007 4:40:07 PM)

I've one question...probably to Vic

How game engine handle letters from non-english alphabets ?

I use original Czech town names, with carons and acute accents, as my system uses proper encoding I can see names correctly.
Question is what happen in english only Windows, are those letter omitted ?

So instead of "České Budějovice" or "Příbram" you will see " esk Bud jovice" and "P bram" ?

Or should I play it safe and change names to simple "Ceske Budejovice" or "Pribram" ?




Arkady -> RE: Fall Grün (12/3/2007 4:40:08 PM)

Scenario is ready for release

I'm creating readme file and instructions.




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