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Offline Asid

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Military Operations
« on: March 05, 2018, 08:05:50 PM »

YOUR TURN TO COMMAND

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About
Military Operations is an operational level wargame set in World War II. The game features large-scale battles taking place in continuous time, with emphasis on manoeuvrability, managing services, and effective order execution all with a focus on realism.

The game is played on highly detailed topographic maps, allowing commanders to zoom-in between different levels of military hierarchy. Military Operations is based on a unique game engine, which uses a spherical Earth model to visualize the environment.

MilOps (Military Operations) is currently in development.

OFFICIAL MILITARY OPERATIONS FAQ




General Questions

Will an early access version of Military Operations be made available?

We may decide to make an limited edition available in order to gather feedback on several innovations we are including in the game.

Will Military Operations have a multiplayer mode?

We feel it is more important to first focus on the single-player experience. The engine however could support multiplayer, so a future version may well introduce this feature.

Will the game be available on Steam?

It is our intention to release the game on Steam.

I could not see any crowdfunding for Military Operations. How are you funded?

Military Operations is created by an independent developer, and funded by its founders.


Gameplay

Is Military Operations a Wargame or a Real Time Strategy game?

Military Operations is best described as a “War Simulation”. It however contains features of both Wargames and Real-Time Strategy games. Its Wargaming heritage brings attention to historical detail and overall realism while its real-time mechanics and visual detail are typically found in Real-Time Strategy games.

Will I be able to produce units or research new technology?

No. In the game your role is that of a commander leading your troops in battle. The game is all about commanding in combat.

How will it be made possible to control thousands of units on the battlefield?

The computational power of the GPU is used for both simulating and rendering a large unit count. Military Operations features an unique and intuitive hierarchical command system that allows the player to control thousands of troops on the battlefield.

Is the game focusing on grand strategy or does it have tactical layer where commanders will be able to control the battles with more precision?

Military Operations is an operational-level game. This means that players conduct battles from a General’s point of view. The game will allow you to zoom into the battle to exercise more control if you feel the need to do so.

Will the tanks have actual armour values? Like if you hit a tank from the side, will it cause more damage than hitting the tank in the front?

Military Operations is an operational-level wargame, so the combat routines will not feature full tactical level of detail. The simulation models however aim to be realistic. So your example will actually be part of the simulation model. More important, logistics, communications, supply consumption, AI and environment conditions are all accurately simulated.

Will players be able to embark and disembark troops from trucks, ie. Motorized/Mechanized Infantry?

Yes, troops can and will embark/disembark. Nevertheless, as a player you will not be required to order troops to do so. It will be part of the AI’s responsibility to decide whether they feel the environment conditions or your orders require them to.


Development

Which game engine is used to create Military Operations?

Military Operations is created using the “Metis” Engine, a proprietary simulation engine created by BitBunch, capable of seamless visualization of the entire earth and simulating battles involving thousands of units.

Will players be able to create mods for Military Operations?

Yes, the game will allow players to create mods for the game.

What is the difference between OpenCL and OpenGL?

OpenGL is designed to do 3D graphics on the Graphics Processor (GPU). OpenCL provides generic access to the GPU without a specific intend other than massively parallel processing. It is close to the hardware so there is no holding hands, but in return it is very fast. All major graphics cards vendors install OpenCL drivers with their video drivers.

Are you working with historians or army consultants for historical accuracy of the game and a correct representation of the chain of command during WW2?

At this stage, George (one of our team-members) is responsible for the historical accuracy aspect of the game, since he is the “amateur WW2 historian” of the group.


Minimum System Requirements
•   Windows 7 64-bit
•   Quad-Core Intel/AMD Processor
•   8 GB RAM
•   2 TFLOP GPU
•   4 GB video RAM
•   OpenGL 4.3 capable graphics processor
•   OpenCL 1.2 support for your graphics processor
•   30 GB hard drive space













































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Offline Rinix

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Re: Military Operations
« Reply #1 on: March 05, 2018, 08:35:39 PM »
This is Chain of Command with a new name. The FAQ's the same: http://militaryoperationshq.com/milops-rts-game/
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Offline Asid

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Re: Military Operations
« Reply #2 on: March 05, 2018, 11:48:07 PM »
Same engine but not the same game. Both are separate stand alone titles. Also different companies.

I will post more details tomorrow.

Regards
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Offline Frankie

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Re: Military Operations
« Reply #3 on: March 06, 2018, 12:37:04 PM »
What an interesting simulation. The graphics are unique!
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Offline george

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Re: Military Operations
« Reply #4 on: March 06, 2018, 01:46:39 PM »
For people who are wondering why Military Operations looks similar to Chain of Command, that is because they are from the same people.
We are a small group with big ambitions and we had to concentrate on what we are good at and that is technology.
MilOps uses the same "Metis" engine and we transplanted some of the investments in assets.
It is a new company though and it is a different game with different content and a different release strategy.
We understand this can be confusing, but creating a game is a huge effort and sometimes things don't go the way you'd like.
We hope you understand and we can count on your support for MilOps.

Take a peek at the website http://MilitaryOperationsHQ.com were we will post regular updates on development and events.

Regards

What an interesting simulation. The graphics are unique!

Thank you!
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Offline Asid

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Re: Military Operations
« Reply #5 on: March 30, 2018, 12:05:35 AM »
Extending edit functionality for OOB creation and modding
29 MARCH



Although we try to evade manual editing as much as possible, which makes sense when dealing with tens of thousands of troops, we noticed it would be nice to be able to create a custom setup for recording video and taking screenshots. So we designed a number of edit functions to place troops manually, beyond what is possbile with unit orders.

•   Deploy along road
•   Deploy on area
•   Deploy along line
•   Change heading

These edit functions turned out to be a lot of fun to play around with. For example, deploy a Corps level unit over the road network created a 1000 Km long traffic jam across all of Belgium and Germany!



We also had a couple of nice idea's to extend this functionality. For example:

•   Automatically generate camera-paths along deployed units
•   Randomisation to control adding noise to positioning and orientation to make the deployment less synthetic
•   Adding filters. For example to exclude disabled or destroyed troops from deployment.

We now see that these edit functions will also be powerful tools for anyone of you who plan to do some modding and want to recreate a specific cinematographic scene or historical event.

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Offline Asid

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Re: Military Operations
« Reply #6 on: April 04, 2018, 01:22:50 PM »
MilOps: The Original Concept
2018-03-23

Military Operations is a game of mobile warfare in World War 2 at an operational level. The word “operational” means you are not commanding a handful of platoons taking a few streets in some unnamed village during a battle that lasts a few hours, but something bigger, much bigger. Think battalions, regiments, and divisions, or even a full corps fighting a battle lasting many days over an area of thousands of square kilometers, but without abstracting the units or the terrain. Instead every unit is modeled down to the vehicle & soldier level and the battlefield is created with details as accurate as the real-world maps it is generated from.

Readers of books like Heinz Guderian’s “Panzer Leader” know that during these battles details, timing and often coincidence and luck determined the outcome. But most operational wargames available today are abstracted to such a degree that it is not possible to find a gap between 2 divisions and pierce the front by advancing up a single road or capturing a single undefended bridge and then pushing entire divisions across, leaving it up to the subordinate commanders to sort out the mess on the other side.

Let’s have a look at some examples of reality versus operational wargames. On the left, an actual German planning map of Case “Blue”, in this case the drive by 2nd & 4th Panzer Armies towards Voronezh on the Eastern Front in 1942. On the right, a hex and counters wargame depicting the same area, taken from Gary Grigsby’s War In The East.



German Planning Map for Case Blue showing movements of 2nd Army and 4th Panzer Army



The area between Kursk and Voronezh as depicted in Gary Grigsby’s War In The East


Drawing shapes on maps is one thing, the actual fighting another. When you get down to the details, things start too look very different from the depictions above. The following shots show a German Panzer unit advancing in France 1940. Next to it a shot from another hex and counters wargame with more detail (meaning more hexes & counters), this time from John Tiller’s Panzer Campaign France ’40.



Column of the German 7th Panzer Division in France advancing across the Somme



The Battle of Hannut as depicted in John Tiller’s Panzer Campaigns France ’40


Wouldn’t it be cool if you could play the game in the same manner as the shots on the left show? Draw lines of advance on realistic maps and then seamlessly zoom in and see a column of one of your units moving along the road towards their objective in 3D. We really liked the idea so we started thinking on how to realize it.


Can it be done?

The answer to this question depends on how we wanted to approach it. So first we had to define the basics of our initial approach:


Modeling Time: Turn-based versus Real-time

The enemy does not politely wait for you to move all your units before moving his own. Timing, speed of action and sheer coincidence have a profound impact in how a specific battle plays out. This, as well as our professional experience with real-time simulation software, all pointed towards real-time as the underlying system.


Modeling Space: Discrete versus Floating point

Determining how to represent space is something every computer game has to do. Operational wargames often go for hexagons or grids, but those bring with them a host of other decisions a designer has to make that impact almost everything else. How large should a cell be? Big enough to hold an entire city or small enough to hold a single soldier? How do you translate real-life data like weapon ranges into a number of cells (if at all) and what rules do you need to introduce to avoid a-historical ways of playing the game because of the abstractions?

The creation of the map also becomes a laborious process of converting real-world maps into cells and hand-correcting things that automation cannot handle. How do you solve the fact that in your Market Garden scenario, 3 major rivers are so close, they are covered by a single hex?

Our approach is to turn it around: we start with a full planetary model and import real-world map data into it. Digital maps nowadays are very detailed: every road, most buildings and even bridges, patches of trees and fields of grain are in there. This is where our working experience in the field of navigation software comes in handy. Almost every step of this process is automated and we can select a level of detail that is “good enough” for our purpose, leaving out smaller or less important details as needed or add even more detail than available using procedural generation.


Modeling Units: Groups versus Individuals



Battle of Bastogne 1944 – screenshot from Command Ops 2


Unit abstractions are usually tied to the spatial abstraction level. If the hexes are 50 km across, modeling units at the company level will give you huge stacks of counters. But what happens if you have no hexes? Then it is still possible to abstract units and the Command Ops Series is an example of hex-less system with units represented at the company level.

Just as with space, here we chose the opposite route and take the highest level of detail for a unit: an individual soldier or vehicle and start from there. A full-strength World War 2 panzer/armored division consisted of between 15,000 and 25,000 personnel and vehicles/guns so that gives us a starting number to work with.


Modeling Battles



Approximate 150×150 km area covering the Ardennes region in Belgium


After some back-of-the-envelope calculations we decided that the game engine should be able to simulate a battle between at least 2 full-strength divisions which translates into 50,000 entities. Since the focus of the game is mobile warfare in World War 2, these units would need some space to maneuver in.

Historically, divisions could advance almost 100 km in a single day after a breakthrough, so our battlefield needs to be at least 150km “long” to account for the division’s “rear area”. The end result is a squared area budget of 150 by 150 km for a minimum battlefield area of 22,500 km2.

So here we have our specs: 50,000 entities fighting in an area of 22,500 km2 in real-time. Now we can start answering the question asked earlier: Can it be done?
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Offline Asid

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Re: Military Operations
« Reply #7 on: April 04, 2018, 01:29:51 PM »
MilOps: The Original Concept – part 2
2018-04-03

Continuing from where we left at the end of the previous post, we’re gonna dig a little deeper into technology history in order to answer the question ‘Can it be done?’.

A lot has changed in this millennium in the PC world. As predicted by Moore’s law, the capabilities and performance have roughly doubled every 2 years in this period. For comparison: in 2000 my PC had a Pentium II processor running at 233 MHz, 64 MB of RAM and a hard-drive with a capacity of 2 GB. It also had an nVidia Riva TNT 2 graphics card with 16 MB of VRAM.

According to the Steam hard- & software survey of March 2018, the most common Windows PC configuration today has a 3+ GHz quad-core CPU, 8 GB of RAM, a GeForce GTX 1060 GPU, 2 GB of VRAM and to top it off, a 1 TB hard-drive.
If we look at the performance increase since 2000, the numbers are pretty impressive:

•   The CPU is running at a clock-speed 15 times faster and has 4 times as many cores so a naive calculation would put it at about 60 times more powerful. However, current day CPU’s do more work per cycle than the old Pentium II’s so the actual increase in performance is more along the lines of 200 times.
•   The amount of RAM has increased by a factor of 128 and the speed with which it can be accessed has also gone up several factors as well.
•   Hard drive space has increased substantially by a factor of  512 and VRAM has seen a 128 times increase in capacity, and like regular RAM, it can be accessed much faster as well nowadays.

The most dramatic increase in number-crunching performance, however, can be found in the GPU on the graphics card: where the TNT2 card ran at 125 MHz and could calculate 2 pixels at a time, the GTX 1060 runs at 1400 MHz (11x faster) and can run 1280 shaders in parallel (640x as many). At the moment, the most powerful desktop Intel processor is about 10x SLOWER than the fastest nVidia GPU in terms of raw compute performance and that difference is expected to keep increasing.



The CPU-GPU performance gap


A lot of this performance increase over the years has been used to increase the visual fidelity and display resolution of games in general. For strategy games, it has allowed many of them to transition from 2D to 3D, add more effects or make battlefields more dynamic. It has also allowed the number of units controlled by the player to get a lot bigger in RTS games like the Total War series or Planetary Annihilation or allow players to build huge bustling cities in a game like Cities Skylines.





Based on our experience working with multi-core CPU’s and using GPU’s for various high-performance non-graphics related tasks, we are convinced the hardware of today is sufficiently powerful and has enough memory to simulate an operational-sized battle at this level of detail on a decent PC. This doesn’t mean it is easy. The technical challenges of developing a scalable simulation engine capable of utilizing the available potential of today’s hardware are great, but definitely possible.




Our approach is to build an engine that simulates combat at a tactical level with more detail and realism than your average RTS game but generally less detailed than a pure tactical battle simulator. This allows us to increase the scale to the desired size and put you, the player, in the commander’s seat to command this mass of men and machines. By using real-world terrain- and map data, you will be able to see the lay of the land just as the actual commanders back then could and your unit will consist of a full establishment of troops. This mean you’re not just commanding the combat elements but you control the full “traveling circus” including supply troops, field kitchens, repair workshops, field hospitals and much more, each with their specific role to play.

So you think you can be a General? It’s time to find out.


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Offline Asid

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Re: Military Operations
« Reply #8 on: April 06, 2018, 12:02:04 AM »
[DEV] Stress testing



First week of April, a new development sprint started. This sprint is dedicated to polishing and then some more polishing and probably later on more polishing.

This week we spend time tweaking budgets and AOI (Area Of Interest) definitions.

For example:

•   Troops and in general moving objects
•   Sounds FX instances
•   Heatmap visualisation (a dot per unit)
•   Unit icons
•   Order and unit shapes

So to give Metis something to set its teeth in, we took three full Panzer brigades and packed them together in a field. Not something that would normally ever occur. So if it can handle this, we should be ok.
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Offline Asid

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Re: Military Operations
« Reply #9 on: April 14, 2018, 02:02:46 AM »
[DEV] Steam SDK integration
13 APRIL   - TREESONG

Unfortunately, screenshot functionality does not work out of the box for modern OpenGL applications. So we did custom integration. Pressing F11 now takes screenshots.
Every shot is tagged with the spherical coordinates [Longitude, Latitude, Altitude] (degrees, degrees, meters) of the camera, when the shot was taken.

Since we did the work, adding a leaderboard for Benchmark scores was a simple task.
If you run the Benchmark to its end, in 1920 x 1080 with standard Video quality, your score will be added to the leaderboard. Subsequent runs will update that score if it improves.

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Offline Asid

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Re: Military Operations
« Reply #10 on: April 14, 2018, 02:09:10 AM »
MilOps Blog: Ready or Not? Modeling (un)readiness
13 APRIL   - GRECCO




A new blog entry is available, this time the topic is modeling unit readiness. You can read it below.

The simulation engine driving Military Operations models every vehicle and soldier as separate entities. This means that each entity runs code for things such as sensory input, decision-making, path-finding, target selection, ammunition consumption, damage modeling and so on. Because we have to stuff everything into a fixed amount of memory and make sure the code finishes its work in a fixed amount of time, we need to introduce some abstractions.


155 mm American artillery shells, March 1945

Take ammunition supplies, for example: in reality there were many kinds of ammunition and you could not simply take a mortar round and put it into an anti-tank gun and expect it to fit, let alone work properly. We could try and take this into account and model it, but it would mean a lot of extra information to store in memory and a lot of extra code to make sure the right type of ammunition gets delivered to the right unit.

In this particular case, we decided against modelling ammunition types in full detail and instead opted for a generic “ammunition” supply type. Because supply and logistics are very important, the game does account for the weight of ammunition. If you have a supply truck carrying 1 ton of ammunition, that ton can be converted into rifle bullets or artillery shells depending on weapon type being resupplied from it. A bullet weighs just a few grams, 1 ton of them would mean thousands of bullets. Artillery shells on the other hand can weigh over 10kg a piece, so 1 ton of ammunition would just allow you to resupply 100 artillery rounds. If you want to precede your offensive by a long artillery barrage, better make sure you have enough trucks to get the required ammunition in place.

This is a typical example where realism takes a back seat over performance considerations.But sometimes it can go the other way and doing things realistically can improve performance instead.

Take the way games model combat readiness: most RTS games model this by having them at “full alert” and “ready to fire” at all times; turn-based games either don’t model it at all, or use some abstract value for “readiness” and let that have an effect on the many die rolls that decide who wins or loses. In Military Operations, having each and everyone scanning their environment for threats with their weapon at the ready requires a lot in terms of performance. This part of the code is actually one of the current “hot-spots” in the engine. But how does readiness actually work?

As part of the ongoing research effort, I happened to come across the book Fighting by Minutes by Robert R. Leonhard and in it there is this very interesting chapter called “The Anatomy of Surprise: Delaying Detection”. In it, Leonhard writes:


Fighting by Minutes by Robert R. Leonhard

“To begin with, it is important to understand the most pervasive and yet frequently ignored axiom of warfare: military forces are perpetually unready for combat. That is, the natural state for a military unit— from an infantry squad to a contingency corps— is unpreparedness.”

A few paragraphs later he explains what triggers units to get prepared:

“… when, if ever, do military forces shake themselves out of unreadiness and get prepared for fighting? In other words, if forces are perpetually and naturally unready, what causes them to become prepared? The answer is simple: the detection (or anticipation) of a threat. When a threat is detected, the unit stirs itself and attempts to come to full battle readiness before the threat can harm the unit.”

Surprise, he argues, is when a unit is being attacked when not ready for combat. Causes for this could be the failure to detect an approaching enemy altogether or detecting the enemy too late to allow enough time to get ready to fight. This effect exists at all levels of warfare from the tactical to operational to strategic. Because of the scale and duration of the battles we model, some of which will last several days, a realistically modeled unit will not be at full battle readiness for the entire duration of it. The unit will also do other things like resting, sleeping, eating, maintaining its vehicles and equipment and all other kinds of non-combat related activities.

By including this behavior into the simulation we can actually improve performance by not running some code. One of the most performance-heavy pieces of code in the simulation is the sensory input simulation for each of the entities. If an entity is in combat, it needs to identify threats and targets, select which one to engage and aim and fire at it. For this the engine needs to figure out who is near who, whether are they friend or foe, are detected or not and all kinds of other checks. If this needs to be done for tens of thousands of entities every frame, we would need to abstract this system a lot in order to get the desired performance. But if we take readiness into account, we can keep it more detailed since not everyone will be in contact with the enemy at the same time. In reality, just as in the game, at every moment a large proportion of your soldiers will NOT be at full battle readiness or in combat, but they will be doing something else. A lot will be “unready”, some will be “getting ready” and others will be “getting unready” after a fight.

The fastest code is code that doesn’t need to run at all 🙂 (or, less frequent as in this case).

Link to blog post
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Offline Asid

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Re: Military Operations
« Reply #11 on: April 19, 2018, 01:45:12 PM »
Military Operations: Benchmark




"Military Operations: Benchmark", is a performance and stability Benchmark utility that can be used to test your gaming system for compatibility with the upcoming "Military Operations" (MilOps) RTS game and the "Metis Simulation Technology" (Metis engine) it is developed with

Product page: Here
Official forum: Here
Quick reference PDF: Here
Steam: Here
YouTube Channel: Here



Wouldn't you want to command this lot?





About this software



The "Military Operations: Benchmark" utility can be used to determine if your system is ready to run the "Military Operations" RTS game that is currently in development.
It performs a number of tests to measure your system's capability for running the "Metis engine".

Besides its profiling purpose, MilOps Benchmark is also a fully functional interactive visualization that allows you to roam the globe without limits.

Interact with units, follow their movements or watch combat up close.

Profiling tests:
•   Streaming data from disk to memory to GPU
•   Background processing on CPU and GPU
•   Generic GPU computing
•   Rendering frame rate

Other features include:
•   Interact with troops and units to inspect OOB and status details
•   Traverse the historically inspired OOB hierarchy
•   Accelerate the simulation or slow it down to bullet-time
•   And of course, tens of thousands of troops, each individually simulated

The game "Military Operations" (currently in development), is an operational level real-time strategy game set in World War 2 where the player assumes command of large bodies of troops and directs them to victory. Draw battle plans on accurate maps and watch your troops execute them to achieve your objectives. Adapt plans as the situation changes due to enemy action, unexpected changes in the supply situation or to improve your lines of communication.
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Offline Asid

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Re: Military Operations
« Reply #12 on: April 20, 2018, 03:02:38 PM »
[DEV] Update for 3rd week of April

We released a new MilOps Benchmark version for our testers this week.

It contains fixes for all issues that were reported from last test-build and lots of other improvements and polish. Most notable:

•   Improved HeatMap implementation
•   The application is now stared in the native desktop resolution by default
•   The LITE quality preset renders the 3D scene in 720p and scales up to what ever the resolution is you selected (UI is always displayed in your resolution)
•   Several simulation performance optimisations
•   Replaced the "unit-lost" sound
•   Removed the (experimental) ULTRA quality preset
•   Improved audio culling
•   Updated the credits section
•   Finalised Steam integration (screenshots, overlay, leaderboard)
•   Automatic crash detection and integration of Bug-tracker
•   Fixed the crash when alt-tabbing while the game was loading
•   Increased to size of the bottom menu bar
•   Improved icon display and selection
•   Zooming with the mouse-wheel can now handle high resolution devices (mice)

We also prepared our first test version via Steam for MilOps the game.
From now on, all test versions for the game will be distributed through Steam.
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Offline Asid

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Re: Military Operations
« Reply #13 on: April 22, 2018, 04:54:56 PM »
MilOps Blog: Unit Hierarchy
2018-04-21 BY george

How do you control a unit of tens of thousands of men? If you look at contemporary RTS games the answer sometimes is “with groups”. Some of those groups can be created by the player like in the game Ashes of the Singularity. There you can create virtual “armies” and even direct production to specific armies. In other games the groups have a fixed composition and are part of a “menu” of units you can build or recruit. Rome: Total War 2 is a good example of that approach and they manage to have some of the largest digital armies in PC gaming. They gave a nice talk about their approach to siege battle AI in this GDC talk:




When discussing a design approach, we usually start with asking ourselves “how did it work in reality?”. In this case the answer is “through a hierarchical command structure” where large units are composed of smaller units which in turn are composed of even smaller units and each of them has a certain role to play. Take the scenario where a Division is ordered to capture a village: in the physical world an order would be sent to the Division’s HQ. Its commander and his staff would then conceive a plan to accomplish this mission and then send orders to the Division’s other units. As part of this process, the HQ itself might move to a location where it can more effectively coordinate the various actions.

In MilOps we have recreated this unit hierarchy using historical data from various sources. In our model we will have several entities in play:
•   a “division” unit entity, this represents the division as a whole. The division will receive orders from the Corps or Army it belongs to.
•   a set of unit entities for all parts of the division, for example the German 7th Panzer Division in May 1940 consisted of:
  o   a divisional headquarters
  o   a panzer regiment
  o   a motorized infantry brigade
  o   a motorized artillery regiment
  o   several battalions for specific tasks such as:
      o   reconnaissance
      o   signals
      o   anti-tank
      o   supply
      o   engineers

Each of these units is then again composed of other units until we get to the “physical” level where units are composed of personnel/vehicles/weapon systems. The following video illustrates this hierarchy as we zoom into a Division’s area and see how each subordinate level comes into view: Regiment, Battalion, Company and Platoon.





Every one of these entities, both physical as well as unit entities, have an AI running. For physical entities this AI represents the individual itself. For units, the AI represents a unit commander’s “view” of the unit as a whole. So while the divisional commander’s AI will take care of him reacting to enemies in his direct surroundings, the division unit’s AI will represent how the command staff feels the division is doing and how it should react to being attacked by 2 enemy divisions for example.

This structure allows us to have all the fidelity we need to accurately represent historical orders of battle such as those found on Dr. Leo Niehorsters excellent website.
 The unit hierarchy functions as an information network through which orders flow from superior to subordinate units and information reports flow upwards. How this information flow is modeled in MilOps will be the topic of a future blog entry.


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I stand against Racism, Bigotry and Bullying

Offline Selva

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Re: Military Operations
« Reply #14 on: April 24, 2018, 09:56:48 PM »
Well lads, it seems that my girlfriend will have to find another man ehehhehe.

This concept is amazing, can't wait to check it.

I'm optimist, this is going to be a marco in the war game industry.
« Last Edit: April 24, 2018, 10:15:20 PM by Selva »
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Archtung Panzer!

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