RE: SPI War in Europe (Full Version)

All Forums >> [New Releases from Matrix Games] >> The Operational Art of War IV >> Mods and Scenarios



Message


larryfulkerson -> RE: SPI War in Europe (5/31/2019 2:59:58 AM)

Here's the link to the 5.1 version of the TOAW database:

http://www.matrixgames.com/forums/tm.asp?m=4431184

EDIT: I see that DON got there first. Good job.




Zovs -> RE: SPI War in Europe (6/17/2019 9:02:05 PM)

BTW.

I have cut & pasted out the elements I wanted from the 5.1 db and put them into my own local db for this scenario.

Today I just finished recoloring the entire counter set (pain in the rumpus but doable) and finished out the German and Italian Navies, plus the German V1 and V2's. Next up is the French, CW, Russian and US Navies and you guessed it more play testing.

I still feel I am short numbers in regards to Aircraft and yet it does feel pretty close to what I want it to feel like, but the raw numbers for forces at start and those reinforcing are most likely off, but the 'production' system kicks in more aircraft and tanks and stuff.

There is only so much I can do about the political system without the scenario going haywire, and hopefully most players will be okay with what I got. Essentially forcing the Phony War on you and limiting both the Germans, French, CW and Russian units from doing ahistorical things such as invading France in Oct. 39.

It plays pretty quick for 301 turn game, at least taking out Poland in 2-3 turns does and then the Phony War. Once I add in the ships, and run it through another set of sanity checks I may be ready for some testers and feedback.

Can't believe I started this back in 2002 and restarted in April of this year and am still working on it...




Zovs -> RE: SPI War in Europe (6/18/2019 2:40:36 PM)

Woot!

I got the German, Italian, Russian and French navies done! I also have all the at start CW navy built, just need to create a few more ships for the reinforcing CW ships an the Royal Navy will be complete.

Next up on the block is the US Navy in the European Theater.

So far its looking good. Just an update.




Zovs -> RE: SPI War in Europe (6/18/2019 4:14:15 PM)

CW (British) are done!

To the USA Navy in the ETO.




cathar1244 -> RE: SPI War in Europe (6/18/2019 6:22:41 PM)

Cool beans, Zovs! You're making a lot more progress on this scen than I am on my map. [;)]




Zovs -> RE: SPI War in Europe (6/18/2019 6:44:03 PM)

Thanks Bill, finally culled the list of US ships for the ETO down to 16, plus one more counter for the Ranger's 73 aircraft.

I'll zip those out tonight and be ready for my first real play test solo as both sides for a 'shake down'.

After that, I'll need some extra eyes and playing on it from other folks.

Question is should I just throw it out there as version 3.0 and then make changes if people find things or just have a few closed play tests and then finalize everything?

I have been working on this for so long I just want to throw 3.0 out there...but over the last month I have kept adding things like V1's and V2's and jets and stuff...all told there is over 3k counters in the thing at 301 turns. Fun stuff...




Zovs -> RE: SPI War in Europe (6/19/2019 12:33:58 AM)

It is finished!

At least to this point and I think its playable.

So my questions about remain. Do I release it as is or wait for some other play testings have gone on?

Also, I have two other options:

Option 1: Include all the graphics that I used to develop this scenario with (it may be me being over intrusive, but I customized the counter colors to work with the terrain I used), the caveat is the size is about 38 megs (I can put it up in my dropbox for others to download).

Option 2: Don't include the graphics that I used to develop this scenario with, the caveat is that its size is 610 kbs without the Word document which I am still writing up.

Thoughts?

Leaving you with a few screen shots of the current state (counters and terrain mods):

The Kriegsmarine:
[img]https://i.imgur.com/X4MtspY.png[/img]

Magiot line:
[img]https://i.imgur.com/9vpvhca.png[/img]

The French (Paris):
[img]https://i.imgur.com/C5oTJij.png[/img]

Great Britain:
[img]https://i.imgur.com/Nv5t6RV.png[/img]

Italy:
[img]https://i.imgur.com/a6MVcCF.png[/img]

Germany took Warsaw on the first turn but the Poles repulsed them and put two corps out of supply!
[img]https://i.imgur.com/ofJHXl7.png[/img]

Also, here is the header:

Complexity: 25912.25
Map: 164x139
Dates: 9/1/1939-6/3/1945
25km, 7 Days/Turn
Units: 1249/2085
Events: 171





cathar1244 -> RE: SPI War in Europe (6/19/2019 9:13:00 AM)

Zovs, looks great. On your map of the UK, watch out for the spelling of "Britain".

I enjoy your map shots. The map I'm making is of a similar, but not the same, scale, and I see where you've had to make decisions about coastlines etc.

I think you should include the graphics.

I think you should playtest with a small group initially, like Mussey has done with Next War: Expanded.

Cheers





Zovs -> RE: SPI War in Europe (6/19/2019 1:01:00 PM)

Thanks Bill!

Fixed the map and added (from my own play testing) a couple of fixes and some CW AAA.




gliz2 -> RE: SPI War in Europe (6/21/2019 1:26:21 PM)

Happy to playtest.

Looks very good mate :)




Magpius -> RE: SPI War in Europe (6/21/2019 10:49:09 PM)

+1 with graphics




Zovs -> RE: SPI War in Europe (7/31/2019 6:43:32 PM)

Well my scenario is "busted" or "broken". After turn 1, massive amounts of all Axis held and controlled rail lines at the start of the scenario are broken.

So far I can't figure out why this is happening.

Steve took a look but so far we are scratching our heads.

Hopefully I can suss it out, it would be a shame to to be able to play this, as it is now after Poland is conquered running 4-6 HQs around the map and repairing rail lines which should never have been broken is not much fun at all.

Also having only 2 exclusion zones is making life difficult for Sweden, Turkey and Spain. If I had at least 3, I'd be set, actually 4 one for Finland and then to give the Soviets a Theater Option to initiate the Winter War.




Curtis Lemay -> RE: SPI War in Europe (7/31/2019 8:31:11 PM)


quote:

ORIGINAL: Zovs

Well my scenario is "busted" or "broken". After turn 1, massive amounts of all Axis held and controlled rail lines at the start of the scenario are broken.


Guerrilla event perhaps?




Zovs -> RE: SPI War in Europe (8/1/2019 10:30:32 AM)

I do have some guerrilla events but they seem ok as far as when they are invoked, thanks for the tip, I’ll make an edit and remove them and see if that fixes it.




Zovs -> RE: SPI War in Europe (8/1/2019 2:48:48 PM)

I fixed it!

Man, it was an event that was linked incorrectly!

For the event 89, Event Activated: Guerrillas 2 it was Activated by event 16, but I had to set it to event 90 (16 had Axis entering a hex, which they did not but still it was triggered for some reason) and event 90 is an event which is activated by event 17 and event 90 removed the Jugoslavenska forces.

Man a tongue twister event lister...lol

No more crazy broken rails!

Going to re play test it with Gary!

Happy day!




Bamilus -> RE: SPI War in Europe (8/1/2019 4:29:10 PM)

Glad you figured it out, scenario looks really cool




coachtrox -> RE: SPI War in Europe (8/7/2019 7:55:57 PM)

Do you have any other playtesters?




Zovs -> RE: SPI War in Europe (8/7/2019 8:32:53 PM)

I have a few, only have feedback from my current friend whom is pbem++ the game with me, it has been rewarding in that we have shaken out the bugs that are now fixed (still need to ride it to 40 and 41 and beyond though).

Unfortunately, I had to add a dreaded house rule since the way TOAW handles air interdiction, the game does not respect units in garrison and units that may be considered 'neutral' at the start of the war, so the house rule is no Air Interdiction until Barbarossa is initiated.

Also, the game currently only handles 2 exclusion zones so I had to 'wire' in a theater option for both sides (Declare war on Turkey and Spain) which revokes the option for the other side and either option (whoever selected it first, i.e. Axis or Allies) then the other side gets control of Turkey and Spain (there is still some issues with this however, with the rail lines getting messed up, so I may need to add a RR repair regiment for Turkey and Spain to cope with that artifice.

Also to simulate the phoney war I have locked down the Western Allies so that France does not invade Germany in 1939, I am still debating the best way to handle this, and may reduce the both the French and CW units TOE (down to 20% for example so they have to "fill up" with replacements. Still on the fence on this one.

Lastly, it's not perfect because TOAW has no political or diplomatic systems. In the original board game both sides had political/diplomatic options such as declaring war and what not and prior to that if a country was neutral you can not enter the hexes with out a declaration of war.

So with all that said, my cup is full, but if your still interested in play testing this monster (but very easy to play) hit me up and I'll update my dropbox with the newer version this week.

Don




Page: <<   < prev  1 [2]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
0.734375