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RE: GD1938 v3 - 6/3/2017 1:59:10 AM   
basilstaghare

 

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quote:

ORIGINAL: ernieschwitz

quote:

Q: Would you be able to implement the TO&E system for the new version?


Well, yes. It is also present in the GD 1938 v2, game. It is just not forced upon you. You have the choice of designing your own TO&E and then apply it. It will most likely be the same in GD 1938 v3.


Thanks. Yes, I use it in v. 2 and love it. Just wondering if it would be included in v. 3 and it sounds like that is the plan....much appreciated.

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Post #: 31
RE: GD1938 v3 - 6/5/2017 6:48:19 PM   
ernieschwitz

 

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I've got great news for you all.

With the help of Vic, who gave me some pointers after looking at the scenario, we have been able to reduce the waiting periode between turns by a factor 4. So where the Soviet turn took 6:16 to load before, it now loads at 1:37, on my old machine.

The best part, you players will virtually not feel a difference in the scenario. How's that for great :)

Thanks again Vic!

< Message edited by ernieschwitz -- 6/5/2017 6:58:23 PM >

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Post #: 32
RE: GD1938 v3 - 6/6/2017 12:59:06 AM   
Bombur

 

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Got the same results in my 5,5 year old i7-870

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Post #: 33
RE: GD1938 v3 - 6/7/2017 11:28:52 AM   
ernieschwitz

 

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"The Box" as I like to call it, is a new way to select the minor or regime you want to interact with. This is done instead of choosing a hex on the map, which is of the country you wish to interact with.

Drawbacks:
- You need to know some geography.
- You need to know the owner of colonies.
- You have to play with Hex Labels on.

Advantages:
- Faster overview and selection.
- No scrolling through the entire map.

Should we use "the box" approach or "the old" approach, where you select on the map?

EDIT: After some experimenting, I came up with a way to make the player select if they prefer to select on map or in the box. So no need to have one or the other. You get the best of both worlds :)




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< Message edited by ernieschwitz -- 6/7/2017 1:09:35 PM >

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Post #: 34
RE: GD1938 v3 - 6/8/2017 7:26:00 AM   
icym

 

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I have had the opportunity to take a look at the new map and it easily lives up to expectations.

I think of it as GD1938 given room to breathe and that makes a very substantial and welcome difference.

Continuing with the detailed OOBs of its predecessors, this promises to set a new high for ATG WWII scenarios.

Yes, there will be a wait for the finished product. I believe the wait will be well worth it.


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Post #: 35
RE: GD1938 v3 - 6/8/2017 4:38:06 PM   
cpdeyoung


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This very important mod is about to see a new dawn.

Congratulations, your hard work is appreciated.

Chuck

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Post #: 36
RE: GD1938 v3 - 6/9/2017 1:49:24 PM   
Bombur

 

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Renewed my plans to do 1000 SFT´s.

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Post #: 37
RE: GD1938 v3 - 6/11/2017 2:28:07 AM   
ernieschwitz

 

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Some time has passed without me posting an update. Things are going pretty good, and we are making good speed, Bombur and I. However most of the things that are being completed now are not very exciting. Mostly event coding, and StringLists... (If you think a StringList is exciting to look at, maybe you are an accountant? or perhaps you should have been :) ) In any case I thought you might want to take a look at this image. It is a new research that is available to everyone. Germany has it researched at the start of the game.




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Post #: 38
RE: GD1938 v3 - 6/11/2017 2:53:51 AM   
ernieschwitz

 

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Another "new" feature is that Manpower is going to play a significant role in the new version of GD 1938. There are 7 levels of Manpower Policies. Each has the effect of making more manpower available. As the conscription level goes upwards however, there is also a cost that comes with it. To begin with the speed at which free xp is given is slowed down... as training these men becomes gradually harder to do, as well as the quality of the general soldier is assumed to fall, as standard slacken. At the later levels there is also a much more pronounced and dangerous effect. When you reach this point you are pretty much using so much manpower that it is also effecting production, and the levels they had drop, and the cost of increasing production also gets worse.

Different nations start out with different levels of manpower policies... This particular card, shows the Soviet Unions next manpower increase... (Costs not yet decided definately).




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Post #: 39
RE: GD1938 v3 - 6/11/2017 2:19:52 PM   
LJBurstyn

 

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Looks good. BTW I was an accountant before I retired. And StringLists are exciting in what they can accomplish. And during the Viet Nam war I was classed 1-Y by the draft (it still existed then). 1-Y is physically unfit for military service (nearsighted eyes) EXCEPT in case of a National Emergency--so the nation already had Manpower policies so I'm glad to see it included as a card--although a 1% increase seems kind of small.

EDIT> Except I not sure what level is the start of Manpower policies. If the start level is 10% of the population than it is too small...if 20% than it is okay.

< Message edited by LJBurstyn -- 6/11/2017 2:24:30 PM >

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Post #: 40
RE: GD1938 v3 - 6/11/2017 6:36:40 PM   
ernieschwitz

 

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The Soviet Union begins with a Manpower Policy that is level 1, the level before that is level 0, which is what the US starts at, but that is really besides the point I guess. The 1% is an addition to the current amount of the recuritable population. In this case it means that by playing this card the total of the recruitable population is 2,5%. That is 2,5% of all the population of the country.

The levels are as follows:
- 1% (US begins with this)
- 1,5% (USSR, Britain and China begin with this)
- 2,5% (Germany, Italy, Japan and France begin with this)
- 5,0%
- 10%
- 20%
- 25%

While 1-2,5% may seem low, that number includes women, children, people to old to serve, and the otherwise disabled.

In the case of say Germany, that means Approximately 75000 Manpower is what the total armed forces to begin with are. This means that approximately 255000 Manpower is avaiable, and there is a monthly increase of 15300 or so Manpower. 1% of the German population is 320000 approximately. When you increase you your manpower policy, you get the increase as an instant increase to the available manpower. That is if Germany increased policy to III (level 4), then the Manpower they'd gain would be about 800000 manpower.

This all balances pretty well, and gives some very realistic proportions compared to real life.

I hope this answers some questions, if not, ask again :)

EDIT: One more piece of information. If Germany at the present production levels use all it's resources to produce ONLY rifle Is, then 92000 Manpower is used.

< Message edited by ernieschwitz -- 6/11/2017 6:38:50 PM >

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Post #: 41
RE: GD1938 v3 - 6/11/2017 8:38:43 PM   
lion_of_judah


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I know this is beating a dead horse, but will this new version have images to match the nations, such as German for germany, Japanese for Japan and so fourth.

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Post #: 42
RE: GD1938 v3 - 6/11/2017 9:35:12 PM   
ernieschwitz

 

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quote:

ORIGINAL: lion_of_judah

I know this is beating a dead horse, but will this new version have images to match the nations, such as German for germany, Japanese for Japan and so fourth.


It might actually happen. It would be Bombur that would find the images. The goals is to completely remove the Generic SFTs from player nations, but keep them for minors. It is not a top priority though, so it might be something that is done either incrementally, with each update.

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Post #: 43
RE: GD1938 v3 - 6/13/2017 1:54:54 PM   
LJBurstyn

 

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When I said 10% I was referring to men only...When I was researching the population figures for each nation in the European area I ran into an interesting fact. The percentage of the male population at military service age differed (Age=18-30) significantly (5% to 15%).

EDIT>
I used 1940 census figures when available as many of the nations stopped making their census figures public after the war started. In that case I used 1930 data and used growth figures I could find after that date.

< Message edited by LJBurstyn -- 6/13/2017 1:57:33 PM >

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Post #: 44
RE: GD1938 v3 - 6/13/2017 9:29:32 PM   
ernieschwitz

 

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The 10% you are describing fits well with the model I made. 10% is what is called Service by requirement, or something like that. It is exactly 10%, and the fascist countries can get it even before being at war.

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Post #: 45
RE: GD1938 v3 - 6/14/2017 1:40:24 AM   
Bombur

 

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quote:

ORIGINAL: lion_of_judah

I know this is beating a dead horse, but will this new version have images to match the nations, such as German for germany, Japanese for Japan and so fourth.


I think it´s more important to have real SFT´s for each country than different graphics only. Of course, we can make different graphics for infantry and artillery (althought I´m considering to implement custom artillery too), but it´s hard to make a battlecruiser, or a heavy bomber graphic for each nation.

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Post #: 46
RE: GD1938 v3 - 6/14/2017 10:37:07 PM   
ernieschwitz

 

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Time for another update, I think.

One of the things we (Alexandre and I) did not like about GD 1938 v2 was that the Spanish Civil War was not present in the game. Instead there was an option to make Spain Republican at the start of the game. I don't think anyone ever did so. At least I have not heard of it.

So, we decided to make a simulation of the Spanish Civil War in GD 1938 v3. Here is a snapshot of what happens to the Republican forces at the start of the game (results are randomized btw).





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Post #: 47
RE: GD1938 v3 - 6/14/2017 10:40:30 PM   
ernieschwitz

 

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... With the loss of all Soviet forces in Spain, perhaps it is time to send some more. That too is possible, as well as the Germans and Italians can send forces too. The Italians having a lot of forces there, while the Germans have fewer, and the Soviets even fewer to begin with. The numbers I did some research to find out, wasn't quite easy. The simulation, without any help from either side, seems to resolve itself within 6 months. Which is sort of realistic, as the Republicans offered to surrender at that point, in real life, Franco did not accept it though.

But I am blathering too much... back to the Sending of forces. Here is the card for just that.





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Post #: 48
RE: GD1938 v3 - 6/15/2017 3:50:01 PM   
cpdeyoung


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Wonderful!

Chuck

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Post #: 49
RE: GD1938 v3 - 6/19/2017 4:18:31 AM   
ernieschwitz

 

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With a totally new version of GD 1938 some changes are of course to be expected, but some things will also feel familiar. Here is an example of just that. The Discord Card. Yes, it has a new graphic, and it does cost more than the one in GD 1938 v2 (But it is more effective too).




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Post #: 50
RE: GD1938 v3 - 6/19/2017 4:22:56 AM   
ernieschwitz

 

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The results message is a bit more informative than before. For instance you can now see the exact effects of the discord effect (The intelligence operation). In this case Ireland was chosen (not that you can see that from the message, but you choose the country, with the card, so it might be a bit redudant to mention it). A French diplomat has been compromised, and as the card in GD 1938 v2, diplomatic standing for France got less, however the Diplomatic Drift was also affected. Drift in this new version has been increased, so this is a nice by product. Of course you cannot always be sure to succeed, and you might get caught with your hand in the cookie jar! Also it is worth noticing that you now also get the message if you are the countries best friend, or who else is.




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RE: GD1938 v3 - 6/20/2017 12:28:19 AM   
lordlau1

 

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Ernie,

This all looks amazing! I can't wait to test this out.

One question I do have still involves neutral nations and what majors are allowed to do to neutrals, as we have discussed before.

Thanks,

Ed

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Post #: 52
RE: GD1938 v3 - 6/20/2017 2:01:21 AM   
ernieschwitz

 

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quote:

ORIGINAL: lordlau1
This all looks amazing! I can't wait to test this out.


Thanks. :) We are nearing an Alpha. That is the stage where it can be tested internally, by a few trusted people and the design team.

quote:

ORIGINAL: lordlau1
One question I do have still involves neutral nations and what majors are allowed to do to neutrals, as we have discussed before.


Well, Ed, my memory is good, but not as good as it once was. Please remind me again what that was we discussed :)

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Post #: 53
RE: GD1938 v3 - 6/21/2017 4:57:56 PM   
ernieschwitz

 

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Well, while I await Ed's reply, I think I will post something about the diplomatics of the game. The system of most favored nation and the faux regimes is kept (That is regimes that are taken over by the player with the highest diplomatic points). There are however some changes to the system.

First of all, all the values for the minor nations have been recalculated, and they will hopefully be more realistic. Also The diplomatic drift (the speed at which a country becomes more and more trusting towards you) has been increased. One might say that this is a major change, as it will mean countries are going to move faster diplomatically towards being controlled by someone.

This is of course not all. The distance of the minor and the capitol of the regime trying to influence it has been factored in. Japan for instance would have a tougher time influencing Austria, than say Germany. The system introduces a modified when trying to influence, this can be 2, 3 or 4. The value is the distance from the capitol to the minors capitol Squared twice, rounded up.

Now that is not all that has changed. When making a diplomatic action, you are sending envoys to the minor, who will listen to your oppinions, and form it's own. Those will always benefit the regime visiting, but if you are at war with another nation, then their relations suffer too, if they are smaller than you.

Thus in the message below, you can see what happens when Switzerland is influenced by Germany and Germany is at war with France.




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Post #: 54
RE: GD1938 v3 - 6/22/2017 2:54:25 PM   
lordlau1

 

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Ernie,

I was referring to the way minors are attacked and conquered by major nations when they declare war. The most favored nations are then pulled into the war...the problem arises when a country allies with other countries and declares war against the minor for which their allies are then pulled into the war against them...I know house rules are used to avoid that, but is it possible to fix it?

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Post #: 55
RE: GD1938 v3 - 6/22/2017 3:03:26 PM   
ernieschwitz

 

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Ah yes, that.

I noticed how that had become a problem in games with new players, especially. This lead to turns having to be replayed and such. Bad all round.

So I tried to fix it, somewhat. In GD 1938 v2, you had the investigate minor card, which while effective would only tell you who was the best friend (which could be you or an ally) and who would be the second best friend (who could also be you or an ally)... and since going to war against ones allies was bad, it could sometimes happen. Using that DOW card was just too tempting...

OK so I did two things. Here is the first.




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RE: GD1938 v3 - 6/22/2017 3:11:50 PM   
ernieschwitz

 

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The above card will tell you who will defend a minor you are planning to attack. This does not exactly solve anything, but, the coding of it and the DOW card does. They now make a check for if your "defending player" is allied with you. If he is allied, skip to the next player, etc.

The card is 100% accurate. So if you decide that declaring war on Sweden that is your best friend is what you want to do as Germany, and Italy is the second best friend, and you are allied, then woops, that job suddenly goes to France...

I considered a card too that could be used to mark who was playing what regime, that you could use at the start of the game. Basically it would be a click on the regime you are playing type of card, and would save the regime that you were playing too in a variable. Then I'd program the game to not allow allies nor "selves" to be players that you could be defending against. However seeing how many people forgot to play the "Old style victory cards" on turn 1, it would probably not have worked out well.

Here is the DoW card btw. You'll note that it now costs PPs to declare war. I know it might be controversial, but I think it is needed to avoid smaller nations to get DoWed even if there is no gain in it. Of course some of those nations have been combined into others... BeNeLux being an example (Belgium Netherlands and Luxembourg)... Quite a few countries in the South American region have had this treatment too. But countries such as Ireland simply could not find a home.

Also this will simulate the extra preparation that is needed to go to war against anybody.

Here is the aforementioned card.




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Post #: 57
RE: GD1938 v3 - 6/22/2017 3:16:27 PM   
lordlau1

 

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Ernie,

That is a great idea, I support it costing PP's. I think these changes should solve the problems. Thanks!

Ed

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Post #: 58
RE: GD1938 v3 - 6/22/2017 3:31:45 PM   
lion_of_judah


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I didn't know you all were making graphics for this, I was talking about picture images representing each major nation. If images you are thinking about using I have a ton of german, american, British and Soviet images I would be more than happy to send.

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Post #: 59
RE: GD1938 v3 - 6/22/2017 3:33:26 PM   
lion_of_judah


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I hope with a map so huge that ATG will be made to run faster on older computers and not slow them down to a crawl as that would make this unplayable.

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