RE: GD1938 v3 (Full Version)

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ernieschwitz -> RE: GD1938 v3 (7/14/2017 11:13:20 PM)

Time for another update. This one showing that I am not the only one doing all the work. Bombur is pulling his share too. Below are the new subformation types, that represent the fighter Is in the game. Not just one subformation but 7!...

This treatment is so far only been done to the aircrafts (fighters) but will be done to most everything in the game. Currently we have some 450 different types of formations a unit can be composed of. That is quite alot.

The picture text was alas not the best after editing, so for those who have trouble making it out they are from left to right:

P-26 (US)
I-15 (USSR)
D-510 (France)
Ki-10 (Japan)
Gladiator (Britain)
Fiat CR-32 (Italy)

And finally the Generic Fighter 1 represented by the Polish PZL.P11.

[image]local://upfiles/32858/FCE5D8913AC8420396C988B45002C92A.jpg[/image]




basilstaghare -> RE: GD1938 v3 (7/19/2017 11:02:56 AM)

Very, very nice. Your attention to detail, such as shown above, makes all the difference in immersion and "flavor." Very well done!




ernieschwitz -> RE: GD1938 v3 (7/20/2017 4:27:25 AM)

So, what have we been working on recently. Well Bombur has been working on Subformation types. That is the units that the counters are made up of. We are also experimenting a bit with different values in combat than in GD 1938 v2. The reason of course being that distances are smaller, so there must be more room for maneuvers, and thus the surrounding of units, in quick blitz.

... But that is not what this update is about.

Instead I am going to reveal to you that I am almost done with putting in leaders in GD 1938 v3. I decided early on that I wanted there to be at least one leader pr. frontline HQ, for each nation, plus 1 or 2 at the start of the game. To give some scale to this, the country with the least HQs like this to start out with has 5, the one with the most has 21.

Also it would be desirable to get a few new leaders every year. I chose to make that number be somewhere proportional to the countries inhabitants, as well as to how many HQs they start out with. If I had stuck only to inhabitants, then China would have way too many leaders. On the other hand if I chose only to look at the number of HQs at start, a nation like USA would have very very few leaders along the line. In the end a compromise seemed most fair.

So I ended up making some 280 leaders. Took some time, as you could imagine. Originally I did not think that leaders would make it into the scenario, until some time after Beta. But they have.

[image]local://upfiles/32858/73E3AF014F7F478EB3364EC1462D5EE9.jpg[/image]




ernieschwitz -> RE: GD1938 v3 (7/20/2017 4:46:22 AM)

I realize that most of you probably don't exactly know how leaders function, so I thought I'd give a small crash course.

Below you will see too similar leaders, both from the Wehrmacht, so they are Germans. Both are in command of a 40 staff HQ. Good old Otto Grün, that some may remember from GD 1938 v2, has a staff rating of 25. So has the more well known Feodor von Bock. What does that mean?

It means that they will give full bonuses to HQs the size of 25 Staff and below. The bonuses they give are equal to the numbers under their Staff value. So Grün would give a +23% combat bonus to the units under his command, while von Bock would give even more, that is +34%. Also each gives a Morale bonus, also shown below the combat rating.

So basically you might say that von Bock is a superior general to Grün. Not so fast, both have cards, that can be played, and that may also influence your choice of commander, for your HQs. Also there is this, a small surprise addition that I have been planning: Officers can now level up, and become better. A level 2 Otto Grün might well be better than a level 1 Feodor von Bock.

What happens if the Staff they are commanding is above the value of their capacity (STAFF Stat). In that case only staff members below that number get the bonus. The ones above get no extra bonus.

So how do we compare an officer with say Staff 40 and 10% combat bonus, to a staff 20 with 20% bonus. Well one way of looking at it is to multiply the two numbers together, to see what is higher. That is if they are both manning a HQ that is as high as they can command. In the above case, 20x20 is the same as 40x10. So, if the staff they are commanding in the HQ is below 40, the best bet is to use the one with 20% bonus.

That, was a short tutorial.

Of course things may not always be as clear cut as in this case. ...
[image]local://upfiles/32858/AF454FF87B3C483DB0ABB278175B7600.jpg[/image]




ernieschwitz -> RE: GD1938 v3 (7/25/2017 3:09:32 AM)

I managed to finish all code for officers since last time. Officers can now die and get wounded. If they do get wounded you will have to find another commander for that HQ, but at least they will come back, after some time.

Another thing that is now in GD 1938 v3 is a the ability to build complexes. Before these were known as factories, well, somehow that did not encapsulate what they exactly were, that is: A collection of more than one factory. Also with the new name comes other stuff, and new graphics.

Below you see a city that produces only supply (Milan), Southwest of Venice is a Supply complex, and just north of Genoa is an Industrial Complex. The difference between a city that produces supply and a complex that does so, is that the complexes are not urban landscapes. That would make combat there the same as if it were on plains, in this case.

The Industrial complex, is a new kind of "factory", in that it can produce planes, vehicles as well as guns. In other words, most everything a city could, just not supplies, ships, PPs and the like. Of course not shown is also the good old shipyards...

[image]local://upfiles/32858/5A7546E86009457DBA1D73D6348DAD33.jpg[/image]




ernieschwitz -> RE: GD1938 v3 (7/30/2017 6:19:08 PM)

Well, it's raining it's pouring... the old man is snoring...

That's right, we got rain, snow and clear weather working in GD 1938 v3. It looks good, I think.

One thing of note is that we've gone from an internal hex, to an external one. What does that mean? It means that the plains no longer overlap the other terrain, and the other terrain overlaps it. The reason being that it was simply easier to see what kind of terrain was which. Hopefully it doesn't detract too much from the overall look of things ...

Here is a screenshot of India / Indochina and parts of China, showing all three kinds of weather. Also note that the color of mountains has changed. They seemed more in line with what we are trying to produce than what we had before.



[image]local://upfiles/32858/A8D1E540648C48DB8CC34C5815FF28DA.jpg[/image]




ernieschwitz -> RE: GD1938 v3 (7/30/2017 7:20:28 PM)

Oh, and good news, btw, something that might interest you all.

We are still in Alpha (the version where only internal playtesting is done), but pretty sure (i think) we will be in Beta (the version where some people will get to playtest). After that, we will move onto an Open Beta, which in practice means, yes, there will be some bugs and glitches, but the game is open for all.

At the moment I lack doing a few action cards, and I expect Bombur lacks quite a few SFTs, but, he has been pressing for a playtest, so I think that we can make one, before he finishes.

So, there you have it. Or rather, soon you will have it :)





Bombur -> RE: GD1938 v3 (8/2/2017 10:03:54 PM)

We already have 510 SFT´s (some of them are only graphics). I´m almost done with AFV´s.




lion_of_judah -> RE: GD1938 v3 (8/6/2017 6:22:03 PM)

this is really looking good. Cannot wait to play




ernieschwitz -> RE: GD1938 v3 (11/15/2017 5:58:49 PM)

I apologize for the long wait, without any word from me. I have been taking a small break (2½ months) from coding and adding stuff. However Bombur has used this time to customize almost every SFT there is. I have resumed some of my work, but due to real world commitments, things will take a little more time than I had hoped.

Currently Bombur is working on more costumization, while I am figuring out 3-4 events that may or may not be added before a testrun, and typing some 280 bios for the officers that get to be available during the game.

Wishing you all could see the great results we've pulled together, but, I want the game to be near perfect when launched, cause if not, people are going to have invested alot of time in taking turns, just to have to redo them again = bad for everyone.

Some shouts of encouragement would be nice, but are not required :)




ironduke1955 -> RE: GD1938 v3 (11/15/2017 6:32:30 PM)

Go team GD1938 v3[:)]




ernieschwitz -> RE: GD1938 v3 (11/15/2017 8:39:35 PM)


quote:

ORIGINAL: ironduke1955

Go team GD1938 v3[:)]


That's the spirit! :)




icym -> RE: GD1938 v3 (11/16/2017 1:00:49 AM)

Appreciation to both you and Bombur for your commitment and hard work in developing what promises to set a new high-water mark in ATG mods. Great work!




ArmouredLion -> RE: GD1938 v3 (11/16/2017 2:13:16 AM)

To my taste, and I'm not stroking you in jest, ATG, plus the 1938 mod, is by far the most entertaining and fun WW2 game I have come across in several decades of gaming... and V3 will no doubt be superduperfragelisticexpialidocious!




cpdeyoung -> RE: GD1938 v3 (11/16/2017 4:19:38 AM)

We have missed you, but your goal of a well tested game on release is so important.

As Armoured Lion says this is the best thing going and I am excited about the work you both are doing.

Chuck




Bombur -> RE: GD1938 v3 (11/17/2017 1:34:05 PM)

705 SFT´s and more are coming......




lion_of_judah -> RE: GD1938 v3 (11/18/2017 3:01:43 AM)

my only ever criticism of this scenario has been the sft images. Not very realistic to have British WWI looking units for German or anyone else so I hope this is finally resolved.




ernieschwitz -> RE: GD1938 v3 (11/18/2017 2:28:52 PM)

Some concerns have been raised by Bombur, as to how slow the scenario is between turns (that is waiting for the next regime to start). Even with no autosave after each turn, it is slow. One solution could be to remove entirely the TO&E function. This could speed up things by up to (but probably less than) 50%.

What are your thougts?




ArmouredLion -> RE: GD1938 v3 (11/18/2017 2:59:46 PM)

I'd be fine without TOE's for a 50% speed up. What are the round about times between turns?




ernieschwitz -> RE: GD1938 v3 (11/18/2017 3:19:12 PM)

Not having tested it recently, but should be about the same now as before, which is up to 2 minutes, as I wrote in an earlier post.




LJBurstyn -> RE: GD1938 v3 (11/18/2017 3:31:25 PM)

Personally I can wait if TOE is included. It takes a lot of the micromanagement out of the game...(reinforcements auto to units being the biggest factor).




ernieschwitz -> RE: GD1938 v3 (11/18/2017 3:35:47 PM)

I think I could make TO&E and option, but then it would be an option for all players need to agree on, before the game starts.




lion_of_judah -> RE: GD1938 v3 (11/18/2017 3:43:12 PM)

I suggest leaving in TO&E because without it, it in my opinion is unplayable. I do not have the time nor want to micromanage every single unit. I'm not bothered by 2 minutes between turns




ArmouredLion -> RE: GD1938 v3 (11/18/2017 4:07:04 PM)

2 mins isn't a killer at all.




ernieschwitz -> RE: GD1938 v3 (11/27/2017 4:58:19 PM)

All the German officer Bios are now done. Here is a list of the officer names for that country, along with the year they become available. 1938 is the start year.

1938
von Bock
von Rundstedt
von Brauchitsch
von Leeb
Fleck
von Berendt
Fischer
von Kayser
Grün
von Kaupisch
von Bergmann
Keitel

1939
Volkmann
List
von Reichenau
von Weichs
Blaskowitz
von Kluge
von Küchler
von Manstein
von Witzleben

1940
Guderian
von Kleist
Halder
von Falkenhorst

1941
Rommel

1942
Model
Paulus

1943
Henrici
Kesselring

1944
Hausser
Hörnlein
Recknagel

1945
Grasser

Remember that they can improve in their stats. So what is not the best at first may become so later. For instance Fischer might be better than Rommel when Rommel does become available, but that might just be because Rommel has yet to improve his stats (level up), and Fischer has improved (leveled up). So you might want to exchange Rommel for Fischer although it initially might be worse.




lion_of_judah -> RE: GD1938 v3 (11/29/2017 2:42:46 PM)

So was TO&E left in




lion_of_judah -> RE: GD1938 v3 (11/29/2017 2:44:03 PM)

I also hope the one year factory build is removed as that made no sense and keeps one from building up her armed forces. I hope that has changed




ernieschwitz -> RE: GD1938 v3 (11/29/2017 2:52:37 PM)

So far, I haven't disabled the TO&E, so it will stay in for now.

I also haven't made a yearly Factory limit.

The original limit had some purposes though. Firstly the Factories made the hex they were built in Urban, and it remained Urban the rest of the game. That wasn't a good thing. Eventually because people built many factories, the whole country could be urban, which to be honest is quite unrealistic, and has a large influence on Combat. Secondly the whole spamming the map with factories detracted from how it looked, so there was an artistic choice there.

New factories will be able to produce anything (except for ships and troops). Ships will be built in shipyards, that can also be built. Those new factories, are on a bigger map, so the artistic troubles are less. Also made it so that the building of a factory does not cause the hex to become Urban. (something that wasn't really possible without major changes in version 2).







lion_of_judah -> RE: GD1938 v3 (11/29/2017 2:54:47 PM)

then if the imaginary one year factory build wasn't there, why then could I not build more than one aircraft, tank or gun factory but once a year. I hope this has changed because if not, then whats the point of playing this.




ernieschwitz -> RE: GD1938 v3 (11/29/2017 4:11:03 PM)

Try re-reading what I wrote :)

There is no factory limit in v3.




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