RE: Ostfront 2 (Full Version)

All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios



Message


Captain Cruft -> RE: Ostfront 2 (10/25/2013 6:09:24 PM)

Truck:-

[image]local://upfiles/11369/4AA00593294D497C86B27EBD1E715250.jpg[/image]




Captain Cruft -> RE: Ostfront 2 (10/25/2013 6:11:42 PM)

The costs in Metals and Land will need to be tweaked, this is just to give the concept.

Larger Cities will have more extensive factories with the ability to produce heavy stuff like tanks, guns & planes, and for infantry there will probably be large "bootcamps" in various places.




Jeffrey H. -> RE: Ostfront 2 (10/25/2013 8:33:42 PM)

quote:

ORIGINAL: Captain Cruft

No it's what Towns produce. This is then used by Cities and Factories to make things. Basically it's another abstracted resource like Raw and Oil which is the output of the countryside. It is supposed to represent a combination of manpower, food, horses and what you might call "comfort".

There will be a lot of Towns on the map. I decided that having to micro-manage the production of them all was way too much so they are all NoHQ/Autoprod.

Landpower may also affect things like morale and partisan effects. That's a way off though. I need to get the map done before thinking about how everything ties together.


Excellent concept, I totally agree about the micro-management. I really like your morale concept too. Fingers crossed on the eventual release.

Can I be first in line to playtest ?




Captain Cruft -> RE: Ostfront 2 (10/25/2013 10:09:16 PM)


quote:

ORIGINAL: Jeffrey H.

quote:

ORIGINAL: Captain Cruft

No it's what Towns produce. This is then used by Cities and Factories to make things. Basically it's another abstracted resource like Raw and Oil which is the output of the countryside. It is supposed to represent a combination of manpower, food, horses and what you might call "comfort".

There will be a lot of Towns on the map. I decided that having to micro-manage the production of them all was way too much so they are all NoHQ/Autoprod.

Landpower may also affect things like morale and partisan effects. That's a way off though. I need to get the map done before thinking about how everything ties together.


Excellent concept, I totally agree about the micro-management. I really like your morale concept too. Fingers crossed on the eventual release.

Can I be first in line to playtest ?



As long as you don't mind playing me ;-)

It will be a long time before it's ready.




Jeffrey H. -> RE: Ostfront 2 (10/26/2013 5:38:12 PM)


quote:

ORIGINAL: Captain Cruft


quote:

ORIGINAL: Jeffrey H.

quote:

ORIGINAL: Captain Cruft

No it's what Towns produce. This is then used by Cities and Factories to make things. Basically it's another abstracted resource like Raw and Oil which is the output of the countryside. It is supposed to represent a combination of manpower, food, horses and what you might call "comfort".

There will be a lot of Towns on the map. I decided that having to micro-manage the production of them all was way too much so they are all NoHQ/Autoprod.

Landpower may also affect things like morale and partisan effects. That's a way off though. I need to get the map done before thinking about how everything ties together.


Excellent concept, I totally agree about the micro-management. I really like your morale concept too. Fingers crossed on the eventual release.

Can I be first in line to playtest ?



As long as you don't mind playing me ;-)

It will be a long time before it's ready.



No problem, maybe I can help with something ?





Captain Cruft -> RE: Ostfront 2 (10/26/2013 5:41:31 PM)

Thanks, but I have all the information I need. It's basically just a massive data entry task, and there is only file so it's difficult to share that with anyone.

What I will do is post the map on the Scenario Bank when it's finished. Sometime next week I should think.




Captain Cruft -> RE: Ostfront 2 (10/28/2013 9:56:21 PM)

Putting the Towns on is very time-consuming. I guess I am about 50% of the way through now.

The Caucasus has some interesting place names.

A prize for anyone who can guess what the dollar sign means.

[image]local://upfiles/11369/D18B78E236454F7EB700113F4A1094B3.jpg[/image]




Jeffrey H. -> RE: Ostfront 2 (10/29/2013 3:14:13 AM)

I'm guessing a port ?




Captain Cruft -> RE: Ostfront 2 (10/29/2013 2:02:19 PM)

It is a port, but that's not it. There will be 5 towns or cities with dollars, and 3 are not ports. One is up in the north west, one is in the Urals and the other 3 in the Caucasus.




Captain Cruft -> RE: Ostfront 2 (11/6/2013 11:52:14 PM)

Update

I am still working on this every day. However I seriously under-estimated how long it would take to put the Towns on the map. It's a fiddly process since because of the long place names and sheer density of settlement I am having to use manual labels instead of automatic ones, and I can only tolerate doing a little bit each day because of the lack of moving between fields with the keyboard in the editor.

As I said, once the map is done (this is the critical path item) I will post it to the Scenariobank and then can get on with the fun part of actually making the scenario. In fact I have already started doing this in small chunks (event coding mostly).

These are the features thrashed out so far:-

Land (previously Landpower) - the utility of the countryside. Every Town on the map matters, but there will also be significant off-map locations representing the various countries in German Occupied Europe and the Asian part of the Soviet Union.

Comfort - units get small randomised morale bonuses for being in a town (or other meaningful location e.g. a fortified hex or airfield).

Research - this will be date-based, but with the possibility of accelerating items using action cards. Based on stringlists.

As to the dollar signs, these signify Lend-Lease entry points. The picture below shows the three in the Caucasus that represent the Persian Corridor. There will also be a point in the Urals for Pacific/Vladivostok and another "up north" for the Arctic Convoys.

[image]local://upfiles/11369/BB2FD9A7198D466ABDF88AC05AD38AAA.jpg[/image]




Captain Cruft -> RE: Ostfront 2 (11/7/2013 12:02:00 AM)

Here's what the strategic map looks like in-game now.

PPs are not produced anywhere but will be granted every turn on a randomised basis (Soviets get more).

[image]local://upfiles/11369/3341CFA71AEB4E9C84AED7B4224FDFA6.jpg[/image]




GrumpyMel -> RE: Ostfront 2 (11/7/2013 3:44:13 PM)

Wow! Great work on the map. Looks like a ton of work went into it.




Captain Cruft -> RE: Ostfront 2 (11/7/2013 5:43:52 PM)

It has and still is :-)




Jeffrey H. -> RE: Ostfront 2 (11/7/2013 7:01:18 PM)

Well "hats off" for the effort. One thing seems a little odd is the amount of map east of the Leningrad-Moscow-Stalingrad 'datum'. Interesting but do you envision a specific purpose for that territory ?




Captain Cruft -> RE: Ostfront 2 (11/7/2013 10:04:12 PM)

Well the Soviets will be able to evacuate factories to the Urals, and it's only fair that the Germans have a theoretical chance to invade and/or bomb those areas. The Urals is also a more realistic entry point for "Siberian reinforcements" and Pacific Lend-Lease than points further west.




Josh -> RE: Ostfront 2 (11/8/2013 10:22:08 AM)

Wow, that's massive indeed. Almost leaves me speechless [:)]
Randomised PP's you say? is that totally randomized or are there some variables involved? Like a base PP production plus some added bonusses based on captured territory, captured towns and ports, destroyed enemy units and so on.




Captain Cruft -> RE: Ostfront 2 (11/8/2013 12:52:16 PM)

Each side will get a base amount of PPs per turn. Right now GE gets 0-5 PPs per turn and SO gets 0-8. The main thing PPs will be used for is creating units, and the Soviets will need to do a lot more of this. However neither side will be able to create HQs, these will start on map or arrive as reinforcements.

I may introduce bonus PPs for certain events, something like the DCCB system, but that is not something I have worked out yet. My aim is to get the basic game infrastructure up and running first and to have a full 4 year game playable on that basis.




Captain Cruft -> RE: Ostfront 2 (11/8/2013 9:55:19 PM)

Josh,

This is nothing like as big as Grymme's Fire in the East scenario. I also hope to keep the micro-management to a minimum, for example by abstracting partisans.




Captain Cruft -> RE: Ostfront 2 (11/8/2013 10:22:10 PM)

This is what the date-based Research basically looks like.

What it means is that in approximately August 1944 the Jagdpanther will become available for production. At that time a message will be shown to the player. The actual date of arrival is randomised, and (when I've worked out how to do it) will be able to be accelerated using Action Cards, although not by more than a month or two.

[image]local://upfiles/11369/2ABE001F211044C09ADB3C859EC23210.jpg[/image]




Captain Cruft -> RE: Ostfront 2 (11/14/2013 11:13:01 PM)

I have finished the Moscow area. Unfortunately I had to abbreviate several town names, but there was just no room to do otherwise.

[image]local://upfiles/11369/B2228610698B464B97B8DB1608F64C7B.jpg[/image]




ANTONIOr -> RE: Ostfront 2 (11/15/2013 12:14:26 AM)

wow captain [X(]

thank you for your effort ,it s gonna be a serious "wargame" , as such those in war academies [:D]

can t wait ...[:)]





Captain Cruft -> RE: Ostfront 2 (11/15/2013 12:34:33 AM)

The Berlin area (without hex outlines).

[image]local://upfiles/11369/2B7905A4DF244EA799EC01FC0A2CA044.jpg[/image]




Captain Cruft -> RE: Ostfront 2 (11/15/2013 12:37:10 AM)

quote:

ORIGINAL: ANTONIOr

wow captain [X(]

thank you for your effort ,it s gonna be a serious "wargame" , as such those in war academies [:D]

can t wait ...[:)]




Thank you.

I can't wait either, but it will be a long time before I have something playable. Work and domesticity intervene constantly ;-)




Captain Cruft -> RE: Ostfront 2 (11/17/2013 6:18:51 PM)

I am finally seeing the light at the end of the tunnel with putting the towns on. However, alongside this I am developing the movecosts matrix, as below. This is based on 4 day turns.

[image]local://upfiles/11369/E7EF92CA5AA64E0D9B2898E3120C9846.jpg[/image]




Captain Cruft -> RE: Ostfront 2 (11/18/2013 5:39:54 PM)

Finally all the Towns are on the map. Not a task I would ever want to repeat but it's done.

I now just need to give the whole map a careful check over for things like missing bridges and superfluous river hex-sides, then I can package it up for the Scenariobank.




Jeffrey H. -> RE: Ostfront 2 (11/18/2013 6:31:37 PM)


quote:

ORIGINAL: Captain Cruft

I am finally seeing the light at the end of the tunnel with putting the towns on. However, alongside this I am developing the movecosts matrix, as below. This is based on 4 day turns.

[image]local://upfiles/11369/E7EF92CA5AA64E0D9B2898E3120C9846.jpg[/image]


I did some searching for systained march rates and found this old WWII era Time magazine article...

"...The Germans announced last week that infantry forces had for 16 days advanced at the rate of 22 miles a day. This was extraordinary speed.

The U.S. Army considers 14 miles a day good speed, 16 miles exceptional. There have been few more spectacular marches. During the siege of Gergovia, Caesar's men marched 50 miles in one day, fought a battle, marched back next day; but that one was an overnight stunt. Napoleon's crack Imperial Guard marched 33 miles a day for 13 days in the campaign against Prussia, 1806. World's record for sustained marching belongs to Alexander, who after the Battle..."

So lets say 14 miles/day with 4 day turns would net out at 56 miles. So with 10 odd mile hexes, it's looking like infantry can move around 5 to 6 hexes. IS that about what you were aiming for ?






Captain Cruft -> RE: Ostfront 2 (11/18/2013 7:53:21 PM)

It's not really as scientific as that. Basically the maximum speed possible is 50 miles per day (20 hexes per turn), as reflected in the WHL-F rate in Clear (which should read as 5 not 6). Everything else is then scaled down relative to that.

Thanks for those numbers though, they will certainly help with setting the INF rates.

Everything is subject to change and it will be ages before I get to testing this stuff out. The production system has to go on first. I just wanted to get the Movement Group names attached to the LandscapeTypes before releasing the map.




Captain Cruft -> RE: Ostfront 2 (11/18/2013 11:07:59 PM)

OK the map is now up on the Scenariobank.

http://advancedtactics.org/scenario.php?nr=195




LazyBoy -> RE: Ostfront 2 (11/19/2013 12:17:28 AM)

Download map.

That's an amazing map, beautiful graphics.[&o]




Captain Cruft -> RE: Ostfront 2 (11/19/2013 9:31:47 AM)

Thanks [:)]

Most of the graphics are just the standard Alt.Gfx stuff. I just modified the rail and rivers to differentiate between the different types.




Page: <<   < prev  1 [2] 3 4 5   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
1.406738