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Author Topic: WWII-Europe Campaign Scenario #102 Update  (Read 28276 times)

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Offline schwerpt

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Re: WWII-Europe Campaign Scenario #102 Update
« Reply #15 on: May 14, 2021, 05:35:23 PM »
Making good progress on the code changes for scenario #102.  The HQ Allocation RR Move op is working and tested.  The Activation and Politics dialog box is complete and tested.  This allows the player to activate units from ten countries.  Units from un-activated countries cannot attack, but can move.  This is done for ten countries, with the rest of the countries always activated.  The dialog box also allows the player to have a country switch sides to either Axis or Allies.  City control, Units and supply sources change immediately, while supply determination is still done at the end of the turn.   The ten countries are Belgium, Denmark, Greece, Netherlands, Norway, Poland, Romania, Russia, USA and Yugoslavia. 

Both of these new capabilities add another dimension to WWIIE. The alliances and back stabbing can begin!

Next up is building new units from mech and non mech replacement points.

Ron
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Offline Schwerpunkt Valencia

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Re: WWII-Europe Campaign Scenario #102 Update
« Reply #16 on: May 18, 2021, 04:43:23 PM »
Hi Ron,

Short comments on the file I saw on Dropbox. I am unaware if you have already coded some of these though.

- UK Crete Garrison shows up beginning of the game (hex 261,310)
- German air units KG2 & KG3 wrongly coded as ground units (hex 209,159)
- German air units KG76 & KG77 wrongly coded as ground units (hex 151,170)
- Hungarian armoured unit not included in the list. It is supposed to show up in June 1942
- Hungarian air units not included in the list
- Finnish armoured unit not included in the list. It is supposed to show up end of 1943 or beginning of 1944
- Greek ground units show up within Albania (along 1941 frontline) from the beginning
- Italian ground units show up within Egypt (along end 1940 frontline) from the beginning
- Soviet ground units show up within Baltic estates from the beginning (assuming Molotov-Ribbentropp pact has occurred)

Kind regards

Schwerpunkt Valencia

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Offline schwerpt

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Re: WWII-Europe Campaign Scenario #102 Update
« Reply #17 on: May 21, 2021, 04:32:48 AM »
Thanks.  I'll take a look at these this weekend.

Progress from last weekend:
1. Reduced air visibility during Recon missions to one hex and unit background only.
2. Display two letter standard ship acronym (BB for battleships, DD for destroyers, etc) on mid/high level maps
3. Air supply is only for the units in one hex.

Storm in the Gulf means my progress may not be too good this weekend, but will try!
Ron
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Offline schwerpt

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Re: WWII-Europe Campaign Scenario #102 Update
« Reply #18 on: June 04, 2021, 02:11:39 AM »
Status on progress:
1. Completed development of the ability for the Axis player to build selected German units.
a. 14-10-8 German Panzer Division, turns 1-176
b. 16-12-8 German Panzer Division, turns 177-end
c. 10-10-3 German infantry Division, turns 1-end
d. 5-7-3 German Volksgrenadier Division, turns 177-end
e. 12-10-7 German Panzergrenadier Division, turns, 177-end
f. 8-8-7 German Motorized Division, turns 177-end
g. 10-10-2 German Me109 Fighter, turns 1-end
h. 10-8-8 German Ju88 Bomber, 34-end
i. 9-6-4 German FW190 Fighter Bomber, 150-end

2. Completed development of the ability for the Allied player to build selected Russian units.
a. 3-2-5 Russian Tank Brigade, turns 1-end
b. 4-3-5 Russian Tank Brigade, turns 160-end
c. 4-4-6 Russian Mech Brigade, turns 160-end
d. 2-4-2 Russian Rifle Division, turns 1-end
e. 3-5-3 Russian Rifle Division, turns 185-end
f. 3-3-6 Russian Cavalry Division, turns 1-end
g. 6-4-2 YAK-1 Fighter, turns 30-end
h. 5-3-2 IL-2 Fighter Bomber, turns 94-end
i. 5-5-18 Russian Pe-2 Bomber, turns 20-end

This completes a major change for Scenario #102.  Making progress!
Ron
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Offline schwerpt

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Re: WWII-Europe Campaign Scenario #102 Update
« Reply #19 on: June 26, 2021, 02:46:55 PM »
Continuing to make progress on the code changes for WWII-E Scenario 102 Campaign.  This is my current status:

Code Changes Completed:
1.   Country activation
2.   Country changing between Axis and Allies sides
3.   HQ Railroad Move ops
4.   Display bold text for unit ID, AF, DF and MF. Also used bold on Current Game Status screen for easier viewing.
5.   Added Defense Modes (Hold, Giver, Normal)
6.   Reduced air visibility to one hex for Recon ops (if Fog of War option is chosen)
7.   Fixed Baku terrain issue
8.   Changes so that scrolling is done via new arrow block icons on side of screen, not entire screen side.
9.   Modified WWII-E top level map to show capital cities.  Clicking on this hex takes you to low level screen centered on where in the top level screen you clicked.
10.   Two letter designation on ships on mid level maps (e.g. BB, DD, etc)
11.   Air Supply works for one hex only.  It does not setup a supply source hex.
12.   Several OOB fixes from wargaming community
13.   Hot key toggles back to default display of unit type.

Potential Code Changes Under Analysis:
1.   Bring Russian units on map when/if Russia is attacked by the Axis
2.   Some kind of special rules for night fighters and bombers
3.   D-Day issue.  Landing units can attack but cannot be attacked?
4.   OOB Screen improvements
5.   Check Axis artillery assets in France 1944 and Sicily 1943
6.   Air unit losses on Air Tactical attacks
7.   Air Interdiction op
8.   Have the game select all units in a hex as attackers, and then allow player to de-select.
9.   Shade hexes on who controls them
10.   HQ effective range penalties

Potential Code Changes for a future Revision:
1.   AI improvements

I did not get enough participation for the Teams meeting idea, so will build YouTube video instead.  There is one old one out there, but new ones will be on Dogs of War VU YouTube. 
Look for more of these as time rolls on.
Have a great weekend,
Ron
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Offline Ronster

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Re: WWII-Europe Campaign Scenario #102 Update
« Reply #20 on: June 27, 2021, 04:33:49 AM »
These changes sound fantastic.  Looking forward to playing the campaign.

Ron
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Offline pzgndr

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Re: WWII-Europe Campaign Scenario #102 Update
« Reply #21 on: July 03, 2021, 05:12:20 PM »
Potential Code Changes Under Analysis:
10.   HQ effective range penalties

The HQ range limits are needed. We also still need the RGW-like RR conversions in Russia, whatever is practical to implement. Both have significant effects on the Russian Front, and without them the results are skewed. The rest looks good.
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Offline Schwerpunkt Valencia

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Re: WWII-Europe Campaign Scenario #102 Update
« Reply #22 on: July 05, 2021, 11:43:48 AM »
Hi Ron,

To the code changes under consideration I would add:

- Mechanized/Armoured/Motorized units should stop whenever they are out of supply. That avoids the unrealistic feature of advancing into the void by units out of petrol & supplies
- ZOC: whenever playing against the computer I experienced very deep advances through ZOCs. My suggestion is that ZOCs can be negotiated but adding a extra movement penalty to the current one.
- RR conversion in Russia: agreed, this is an important feature in the Eastern front. Instead of moving units long the RR lines perhaps a pool of RR conversion that enables with the mouse convert RR hex. Whatever works better for coding.

Otherwise everything looks fantastic !

Kind regards

Schwerpunkt Valencia
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Offline Schwerpunkt Valencia

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Re: WWII-Europe Campaign Scenario #102 Update
« Reply #23 on: August 16, 2021, 03:35:38 PM »
Hi Ron,

Any update on progress done ?

Kind regards

Schwerpunkt Valencia
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Offline planetbrain

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Re: WWII-Europe Campaign Scenario #102 Update
« Reply #24 on: August 25, 2021, 11:08:31 PM »
I check daily for signs of progress. One should not lose faith, but........................................
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Offline Zovs

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Re: WWII-Europe Campaign Scenario #102 Update
« Reply #25 on: September 26, 2021, 02:17:06 AM »
Any updates?
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Started playing board war games around 1975 or so and computer war games around 1995 or so.

Offline Schwerpunkt Valencia

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Re: WWII-Europe Campaign Scenario #102 Update
« Reply #26 on: October 11, 2021, 02:00:03 PM »
Hi Ron,

Any update on progress done ?

Kind regards

Schwerpunkt Valencia
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Offline Zovs

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Re: WWII-Europe Campaign Scenario #102 Update
« Reply #27 on: October 13, 2021, 11:59:44 AM »
We have not heard from Ron since June 26th. Four months! I sincerely hope he is ok and well. You never know in these times.
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Started playing board war games around 1975 or so and computer war games around 1995 or so.

Offline Asid

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Re: WWII-Europe Campaign Scenario #102 Update
« Reply #28 on: October 14, 2021, 11:42:19 PM »
I am in contact with Ron. He will post shortly  :thumbsup
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I stand against Racism, Bigotry and Bullying

Offline pzgndr

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Re: WWII-Europe Campaign Scenario #102 Update
« Reply #29 on: October 26, 2021, 09:29:01 PM »
We have not heard from Ron since June 26th. Four months! I sincerely hope he is ok and well. You never know in these times.

Ron is fine, just busy with his NASA day job involving Artemis. See https://spaceflightnow.com/2021/10/22/nasa-targets-february-launch-for-artemis-1-moon-mission/ He keeps talking about retiring, someday. Till then, Schwerpunkt is part-time and we wait.
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