RE: Ostfront 2 (Full Version)

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Jeffrey H. -> RE: Ostfront 2 (12/6/2013 7:10:27 PM)


quote:

ORIGINAL: Captain Cruft

ironduke555,

I have decided not to have Ammo as a separate item. Instead the various arty SFTypes will suffer a range of readiness penalties for moving and firing, and also consume more Supply than in the stock game.


He does bring up a good point about the time span of a turn and the abstraction of artillery barrages within a single game turn.

I've never really sorted these types of problems out in my own head.

Same issues with aircraft and naval usage.





Captain Cruft -> RE: Ostfront 2 (12/6/2013 8:08:58 PM)

Thanks for the support on my concept [:)]

Yes the whole time thing is difficult. I think the thing to do is forget about it (apart from land movement) and just try to make it feel right with nothing too over-powered.




Jeffrey H. -> RE: Ostfront 2 (12/7/2013 3:43:05 AM)


quote:

ORIGINAL: Captain Cruft

Thanks for the support on my concept [:)]

Yes the whole time thing is difficult. I think the thing to do is forget about it (apart from land movement) and just try to make it feel right with nothing too over-powered.


Well, along those lines maybe the Russians should have a more powerful barrage capability but a bigger AP hit when moved or strat transferred.

Simple but effective overall ?




Captain Cruft -> RE: Ostfront 2 (12/7/2013 5:12:34 PM)

That's pretty much what I was thinking.




Jeffrey H. -> RE: Ostfront 2 (12/12/2013 6:33:01 PM)

Now I'm thinking that the notion of 3 supply commodities; "supply", "ammo" and "fuel" does begin to make sense.




Captain Cruft -> RE: Ostfront 2 (12/13/2013 5:17:17 PM)

Well it wouldn't be hard to add it in but for "version 1" I won't. Then I can take another look after playing it a bit.




Captain Cruft -> RE: Ostfront 2 (12/14/2013 5:03:30 PM)

Update

I am still working on this every day, and remain very motivated. There is a glimmer of light at the end of the tunnel now, but it will still be a while before anything is ready to play.

The main thing I have been doing recently is a total revamp of the production system. There would have been far too many factories for players to manage under the original scheme. So I have now automated about 90% of the system and introduced a new Item called Industry which is produced by Cities and consumes Land & Resources. As a result the number of factories has been drastically reduced. These will be all be on map but in special invulnerable hexes.

Most immediately I have been doing the Finnish armaments industry (yes there was one), the output of which you can see in the HQ unit below.

Finnish Trains and Trucks are cool since they use Land to move, i.e. they burn wood.

[image]local://upfiles/11369/6BF96C29A3744505B087DDCDC1F2D445.jpg[/image]




Captain Cruft -> RE: Ostfront 2 (12/14/2013 5:07:23 PM)

Here is most of Finland's industry.

The grey hexes cannot be moved into by any units. Production output can escape though.

The unit with a flag in Tampere is a size 2 Arm. Industry counter. I have expanded on the idea of having counters to represent factories on the map. However only the Soviet ones will be transportable.

[image]local://upfiles/11369/0964BE4FBA524EF9B373D6C7192B15C0.jpg[/image]




Captain Cruft -> RE: Ostfront 2 (12/14/2013 5:11:50 PM)

Part of the German heartland. There will be more factories (for tanks and planes) so the number will probably expand by a factor of three, but I think this will be manageable.

In general, players will only need to think about hexes with red labels, which are all near the map edges.

[image]local://upfiles/11369/964986D9C16A4E18ADCCC2699333CE4C.jpg[/image]




Captain Cruft -> RE: Ostfront 2 (12/14/2013 5:19:45 PM)

Leningrad.

Every City on both sides produces Recruits and Wagons automatically. Recruits can be upgraded to full Rifle or Infantry once they have trained up to 40 experience.

[image]local://upfiles/11369/05F1DDBA6AB8461896B330D65BE7AD8E.jpg[/image]




Captain Cruft -> RE: Ostfront 2 (12/14/2013 5:22:05 PM)

Trains will not be soft targets. They will have serious defence values, though I have not actually done this yet.

[image]local://upfiles/11369/802F3098B7EE497CA7CCF4811A625C13.jpg[/image]




Captain Cruft -> RE: Ostfront 2 (12/14/2013 5:25:39 PM)

Wagons on the other hand will not be fearsome at all.

I really like this photo as it shows the reality for most of the German army. Not much Blitzkrieg going on ...

[image]local://upfiles/11369/18CA61223B714287A98410C566600381.jpg[/image]




Captain Cruft -> RE: Ostfront 2 (12/21/2013 6:42:57 PM)

I am still in the midst of doing the production system. After this putting the starting OOB on the map will seem like a breeze ...

Current efforts are directed at making SFType, ItemType, ResField & Stringlist definitions for the large number of German halftrack variants, one of which is below. This is very nice chrome, but the main point is that German player will be faced with the interesting choice of whether to produce a relatively small number of these toys or churn out a much larger number of boring trucks.

[image]local://upfiles/11369/A261007BF6FE41D49C4BAA2B8BEF7630.jpg[/image]




Captain Cruft -> RE: Ostfront 2 (12/21/2013 6:46:28 PM)

This vehicle is a bit of a dark horse. The gun is much more powerful than you would think.

[image]local://upfiles/11369/B16B4D4A91254BE0B43755AA004ABC27.jpg[/image]




Captain Cruft -> RE: Ostfront 2 (12/21/2013 6:50:22 PM)

For the Soviets, while this gun arrives very late it can eat German tanks for breakfast.

[image]local://upfiles/11369/D840049F38EF4A88AA6B22A4A392CEC5.jpg[/image]




Captain Cruft -> RE: Ostfront 2 (12/22/2013 5:41:57 PM)

Working on the German tanks now.

[image]local://upfiles/11369/2133AE2CB1C3445AA0E251FCD23437BF.jpg[/image]




Captain Cruft -> RE: Ostfront 2 (12/23/2013 11:01:53 PM)

Not far from completing the German AFVs now.

[image]local://upfiles/11369/BBDF34F469604CBEAFB54F09DCF2AE70.jpg[/image]




Captain Cruft -> RE: Ostfront 2 (12/23/2013 11:04:06 PM)

The Production Overview is greatly simplified compared to previously.

[image]local://upfiles/11369/3FC0EA63373541A0928068AF2DBFA122.jpg[/image]




Captain Cruft -> RE: Ostfront 2 (12/23/2013 11:12:33 PM)

Kubelwagens will be available, and will be able to tow light guns as well as transport a few troops.

[image]local://upfiles/11369/35DB7D2AED7742FCA3A287C90C457AAA.jpg[/image]




Captain Cruft -> RE: Ostfront 2 (12/23/2013 11:14:34 PM)

The Soviet equivalent.

[image]local://upfiles/11369/8E0E7A1848CE425FABEB0C395C82CB8D.jpg[/image]




Jonathan Pollard -> RE: Ostfront 2 (12/24/2013 12:17:37 AM)


quote:

ORIGINAL: Captain Cruft

Not far from completing the German AFVs now.

[image]local://upfiles/11369/BBDF34F469604CBEAFB54F09DCF2AE70.jpg[/image]

How variable is the estimated 4307 arrival time and can it be speeded up through added research? Historically the first 8 Hummels entered service in March of 1943 followed by 46 in April.
http://www.achtungpanzer.com/hummel.htm




Captain Cruft -> RE: Ostfront 2 (12/24/2013 9:12:20 AM)

I will check all the dates later. Right now I am just getting everything defined.

Please don't nitpick. In fact I would prefer it if you ("Jonathan Pollard") did not post on this thread again. It affects my motivation, negatively.

Thank you.




lion_of_judah -> RE: Ostfront 2 (12/24/2013 11:50:51 PM)

really liking the way you have detailed production. looking forward to playing this




Captain Cruft -> RE: Ostfront 2 (12/27/2013 4:22:09 PM)

Thanks.

In addition to the things you can choose to produce, there will be a bunch of other stuff either on map at start or which arrives at random (in small numbers).

For example, there will be a number of these stupendous heavy tanks on map at the start.

[image]local://upfiles/11369/348352B0475140B08062AB1096E64DE2.jpg[/image]




Captain Cruft -> RE: Ostfront 2 (12/27/2013 4:23:29 PM)

More usefully, some of these will arrive in 1943, but the German player will not be able to make them.

[image]local://upfiles/11369/E18B31E2C51A42CB8263032FFCE09BB7.jpg[/image]




Captain Cruft -> RE: Ostfront 2 (12/27/2013 4:27:56 PM)

Another one.

[image]local://upfiles/11369/A9407724E8B74C7BB87D99CFCF46F0C6.jpg[/image]




Captain Cruft -> RE: Ostfront 2 (12/27/2013 4:30:08 PM)

And another.

[image]local://upfiles/11369/8772B91F48464881ADF2182AC76080DC.jpg[/image]




Captain Cruft -> RE: Ostfront 2 (12/27/2013 4:42:17 PM)

Status

Here is a summary of where I am at now. As you can see there is still a lot to do.

Map - done.
Supply System and Rail Network - done.
Land Production System - complete except for Hungary and Romania.
Non-producable Land SFTypes - AFVs are done, guns and heavy weapons are to do.
Air Production System - to do.
Non-producable Air SFTypes - to do.

German exports to Axis Minors - to do.
Lend-Lease - to do.
Factory Evacuations - to do.
Infantry System (this is not production based) - mostly to do.

Tank and Aircraft Refits - to do.
Weather System - to do.
Weather Graphics - to do.
Partisan Effects - to do.
Politics and Events - mostly to do.
Starting OOB - to do.
SFType Tweaking - to do.

General Purpose (i.e. non-Political) Action Cards - to do.

The items in bold are essential, the others not so much. In particular I can imagine Politics and Events being something which starts out basic in the first release and then evolves over time.




Captain Cruft -> RE: Ostfront 2 (12/27/2013 4:52:49 PM)

Production output excluding Lend-Lease is at least 2:1 in favour of Soviets.

Here is sample German output for turn 1. There is a random element which means that every turn will be a bit different.

[image]local://upfiles/11369/16ABC2F8377145CC8D94D374495698F7.jpg[/image]




Captain Cruft -> RE: Ostfront 2 (12/27/2013 4:55:13 PM)

Soviet, excluding trucks and tractors.

[image]local://upfiles/11369/49906B902C6D4FA3B4A0F0B7BA18AFC5.jpg[/image]




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