Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: GD1938 v3

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> RE: GD1938 v3 Page: <<   < prev  2 3 [4] 5 6   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: GD1938 v3 - 7/14/2017 11:13:20 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
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.




Attachment (1)

(in reply to ernieschwitz)
Post #: 91
RE: GD1938 v3 - 7/19/2017 11:02:56 AM   
basilstaghare

 

Posts: 173
Joined: 7/5/2015
Status: offline
Very, very nice. Your attention to detail, such as shown above, makes all the difference in immersion and "flavor." Very well done!

(in reply to ernieschwitz)
Post #: 92
RE: GD1938 v3 - 7/20/2017 4:27:25 AM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
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.




Attachment (1)

(in reply to basilstaghare)
Post #: 93
RE: GD1938 v3 - 7/20/2017 4:46:22 AM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
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. ...



Attachment (1)

(in reply to ernieschwitz)
Post #: 94
RE: GD1938 v3 - 7/25/2017 3:09:32 AM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
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...




Attachment (1)

(in reply to ernieschwitz)
Post #: 95
RE: GD1938 v3 - 7/30/2017 6:19:08 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
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.






Attachment (1)

(in reply to ernieschwitz)
Post #: 96
RE: GD1938 v3 - 7/30/2017 7:20:28 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
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 :)


(in reply to ernieschwitz)
Post #: 97
RE: GD1938 v3 - 8/2/2017 10:03:54 PM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
We already have 510 SFT´s (some of them are only graphics). I´m almost done with AFV´s.

(in reply to ernieschwitz)
Post #: 98
RE: GD1938 v3 - 8/6/2017 6:22:03 PM   
lion_of_judah


Posts: 2113
Joined: 1/8/2007
Status: offline
this is really looking good. Cannot wait to play

(in reply to Bombur)
Post #: 99
RE: GD1938 v3 - 11/15/2017 5:58:49 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
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 :)

(in reply to lion_of_judah)
Post #: 100
RE: GD1938 v3 - 11/15/2017 6:32:30 PM   
ironduke1955


Posts: 2037
Joined: 5/17/2006
From: UK
Status: offline
Go team GD1938 v3

(in reply to ernieschwitz)
Post #: 101
RE: GD1938 v3 - 11/15/2017 8:39:35 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline

quote:

ORIGINAL: ironduke1955

Go team GD1938 v3


That's the spirit! :)

(in reply to ironduke1955)
Post #: 102
RE: GD1938 v3 - 11/16/2017 1:00:49 AM   
icym

 

Posts: 152
Joined: 8/15/2013
From: Australia
Status: offline
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!

(in reply to ernieschwitz)
Post #: 103
RE: GD1938 v3 - 11/16/2017 2:13:16 AM   
ArmouredLion


Posts: 651
Joined: 9/18/2015
Status: offline
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!

(in reply to icym)
Post #: 104
RE: GD1938 v3 - 11/16/2017 4:19:38 AM   
cpdeyoung


Posts: 5368
Joined: 7/17/2007
From: South Carolina, USA
Status: offline
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

(in reply to ArmouredLion)
Post #: 105
RE: GD1938 v3 - 11/17/2017 1:34:05 PM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
705 SFT´s and more are coming......

(in reply to cpdeyoung)
Post #: 106
RE: GD1938 v3 - 11/18/2017 3:01:43 AM   
lion_of_judah


Posts: 2113
Joined: 1/8/2007
Status: offline
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.

(in reply to ernieschwitz)
Post #: 107
RE: GD1938 v3 - 11/18/2017 2:28:52 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
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?

(in reply to lion_of_judah)
Post #: 108
RE: GD1938 v3 - 11/18/2017 2:59:46 PM   
ArmouredLion


Posts: 651
Joined: 9/18/2015
Status: offline
I'd be fine without TOE's for a 50% speed up. What are the round about times between turns?

(in reply to ernieschwitz)
Post #: 109
RE: GD1938 v3 - 11/18/2017 3:19:12 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
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.

(in reply to ArmouredLion)
Post #: 110
RE: GD1938 v3 - 11/18/2017 3:31:25 PM   
LJBurstyn

 

Posts: 626
Joined: 4/19/2011
Status: offline
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).

(in reply to ernieschwitz)
Post #: 111
RE: GD1938 v3 - 11/18/2017 3:35:47 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
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.

(in reply to LJBurstyn)
Post #: 112
RE: GD1938 v3 - 11/18/2017 3:43:12 PM   
lion_of_judah


Posts: 2113
Joined: 1/8/2007
Status: offline
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

(in reply to ernieschwitz)
Post #: 113
RE: GD1938 v3 - 11/18/2017 4:07:04 PM   
ArmouredLion


Posts: 651
Joined: 9/18/2015
Status: offline
2 mins isn't a killer at all.

(in reply to lion_of_judah)
Post #: 114
RE: GD1938 v3 - 11/27/2017 4:58:19 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
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.

(in reply to ArmouredLion)
Post #: 115
RE: GD1938 v3 - 11/29/2017 2:42:46 PM   
lion_of_judah


Posts: 2113
Joined: 1/8/2007
Status: offline
So was TO&E left in

(in reply to ernieschwitz)
Post #: 116
RE: GD1938 v3 - 11/29/2017 2:44:03 PM   
lion_of_judah


Posts: 2113
Joined: 1/8/2007
Status: offline
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

(in reply to ernieschwitz)
Post #: 117
RE: GD1938 v3 - 11/29/2017 2:52:37 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
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).




(in reply to lion_of_judah)
Post #: 118
RE: GD1938 v3 - 11/29/2017 2:54:47 PM   
lion_of_judah


Posts: 2113
Joined: 1/8/2007
Status: offline
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.

< Message edited by lion_of_judah -- 11/29/2017 2:57:25 PM >

(in reply to ernieschwitz)
Post #: 119
RE: GD1938 v3 - 11/29/2017 4:11:03 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
Try re-reading what I wrote :)

There is no factory limit in v3.

(in reply to lion_of_judah)
Post #: 120
Page:   <<   < prev  2 3 [4] 5 6   next >   >>
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> RE: GD1938 v3 Page: <<   < prev  2 3 [4] 5 6   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.734