Ormand
Posts: 682
Joined: 2/17/2009 Status: offline
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Wow. What an exchange. Thanks for helping out bobarossa. I was at work all day and an event tonight, so I couldn't, get to this. It looks like I did make the change in the LT part to make airbases unbuildable. I am not sure how this happened. I will take a closer look at it. I have been reworking this mod over the past few weeks (in between travel). I came to the conclusion that for random games "regiments" doesn't make much sense, and I have been working on fixing up "divisions". The reason is that after looking at some data and whatnot, the time scale for a regiment scale game should be of the order 3-5 miles/hex and 3-5 days. Otherwise, stacking limits don't make sense historically. And with small hexes, a time scale of 15 days would mean ridiculous movements. For a division level game, I have settled upon ~15 miles/hex (up to 20) and two week turns. (It is also possible to think about 8-10 miles/hex and one week turns.) The scale is very similar to the old Europa system from Game Designer's Workshop. I reworked the movements to make things compatible, and have been doing testing. Movement is generally further than vanilla ATG. An infantry unit would move six hexes/turn. Over the past two weeks, I have been playing a random game, and checking for bugs. Of which I have found a few. Most were annoying little problems. I have more or less finished one test game, and moving on to another that I am hoping to AAR. Let me say that in general, the system is meant to be scalable. It is set up for divisions at 15 mi/hex, but the very same system would work for corps level units at roughly 30-40 mi/hex and month turns, or regiments at roughly 5 mi/hex and 5 day turns. This is because these units are generally built in components of three: 3 regiments = 1 division, and 3 divisions = 1 corps. So, the SFT's can represent a platoon, company, or a battalion. The main units that would need to be adjusted are artillery. Because their max range is typically 15-20 miles. (production should also be adjusted to make availability of new units realistic as well). I have built in a delay based on the size of the map for the start of the game to give players a chance to get things set up before war starts. In addition, I give players trains and PP based on the size of the map. In divisions, artillery still have a range of two hexes, even though this actually further than realistic ranges. This was a design decision to not embed artillery in a unit and to keep artillery from being in a hex on the front line. This also meant there was no point in having heavy artillery, since the only real difference was range. But, three hexes (45 miles) is unrealistically far. I've tweaked several units, such as cavalry, reduced the cost of MG because I found that in a game I had an acute shortage. I have fixed a few terrains (winter swamp and hedge rows). I also modified the setup to increase pine forests in the north, put in lakes, and forested mountains. I still lack some documentation within the game. Such as the difference between levels, so I am working on this, but this is low priority. I can try to put this up within the next week.
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