Dogs Of War Vu

Network of Friends => Schwerpunkt => Topic started by: Ronster on January 28, 2019, 12:34:53 PM

Title: WWII Europe
Post by: Ronster on January 28, 2019, 12:34:53 PM
    I would like to start a thread for the upcoming WWII Europe Grand Campaign.  There are a lot of WWII Campaigns out there and I would like Ron to set WWII Europe apart from the rest of them.  Lets get this thread going? Any ideas or suggestions?
Title: Re: WWII Europe
Post by: Schwerpunkt Valencia on January 28, 2019, 11:12:39 PM
Well, Ron stated he wanted to finish all the scenarios first before dealing with the grand one and any eventual upgrade in the game. So his stand on that is clear. We have to respect that.

I also have a lot of suggestions but until scenarios are settled, it doe not make much sense.

Kind regards

Schwerpunkt Valencia
Title: Re: WWII Europe
Post by: Ronster on January 29, 2019, 01:23:29 AM
You are probably right.  I thought maybe getting a head start on this and getting some real things down that can be implemented in the game.  Never hurts to talk about things.
Title: Re: WWII Europe
Post by: Asid on January 29, 2019, 03:57:13 PM
I don't see a problem with chatting about it  :)
Title: Re: WWII Europe
Post by: schwerpt on January 30, 2019, 02:15:40 AM
Nor do I.  I welcome the discussion.  I have been building a file for it, mainly putting in what I know will be part of the campaign scenario (i.e. the units for each country, the turn array with city points).  Getting the initial ity country in the array.

We have discussed a new activation rule, such that a Allied country cannot move units until an Axis country moves their units on a full Allied country hex.

Thanks in advance for the comments.
Ron

PS I spent the furlough building scenario #97, and did not finish!  It is a full Eastern Front scenario starting in January 1945.  Lots of units. Axis part is done, and I have several more pages of Russian units to go.
Title: Re: WWII Europe
Post by: Ronster on January 31, 2019, 11:20:57 PM
Ron,

      I am just wondering if you thought about any kind of production for the countries in the full campaign instead of historical.  That is, say, Germany could produce more armor or more air or go for a more robust U-boat production.  Would do others think about a production like the old War in Europe by SPI?  Ron, would this idea be within the coding of the game?

Ron
Title: Re: WWII Europe
Post by: schwerpt on February 01, 2019, 12:02:13 AM
A good question.   Right now, each country has mech and non mech replacement points per week. Mech points can only be used for tank/panzer, naval and air units.  Non mech can be used for anything else. I would need to add in an ability to create non historical units that could be built using the mech replacement points. The non mech replacement points would work as they are today (primarily personnel). The Mech points could be used to build new units allowing the player to try different production strategies.  Does this address your comment?

Thanks,
Ron 
Title: Re: WWII Europe
Post by: Ronster on February 02, 2019, 12:47:57 AM
Yes, it does.  I think some kind of production would enhance this game ten-fold.  I remember playing the old SPI War in Europe and production was the thing that attracted a lot of people to it.  That would be cool, Ron.  I do not think it needs to be very complicated as using mech points and such would work.  Also are you planning on some kind of Strategic Air war?

Ron
Title: Re: WWII Europe
Post by: schwerpt on February 02, 2019, 04:36:47 AM
I have thought about building a Strategic Air War scenario, similar to the Battle of Britain scenario.  Have not thought about it with respect to production.
Title: Re: WWII Europe
Post by: Asid on February 02, 2019, 11:34:16 AM
I have thought about building a Strategic Air War scenario, similar to the Battle of Britain scenario.  Have not thought about it with respect to production.

 :thumbsup
Title: Re: WWII Europe
Post by: Ronster on February 04, 2019, 04:15:31 AM
Of course, there has to be a Battle of the Atlantic where the German could build more U-Boats if he wants.  That would affect Britain's production.

   These will only enhance the game and make it stand out among a great many WWII Europe ones.  If anyone else wants to chime in, they can.
Title: Re: WWII Europe
Post by: schwerpt on February 05, 2019, 05:23:40 AM
The only problem there is I want to build a separate game.  I have wanted to do that ever since I read (and re-read) the book called "The Atlantic Campaign" by van der Vat.

Ron
Title: Re: WWII Europe
Post by: Asid on February 05, 2019, 01:03:31 PM
The only problem there is I want to build a separate game.  I have wanted to do that ever since I read (and re-read) the book called "The Atlantic Campaign" by van der Vat.

Ron

 :drool
Title: Re: WWII Europe
Post by: schwerpt on March 05, 2019, 01:49:55 AM
Thought I would give everyone status on WWII-Europe Campaign Scenario #102.  I have been working on this since the last release.

1. The #102 scenario template has been built.
2. The section which defines city control for Axis and Allied has been built.  The Axis starts out with control of 723 city points,while the Allies start with 2263.  For expected points, I toyed with using historical numbers, but this would not work.  Allies control all CP historically by May 1945.  So the Axis side could just do nothing and defend, and it would have 723 CP and win!.  So I am choosing to put the onus of attack on the Axis. To win, they will try to capture all CP.  A linear ~8 CP per turn will get that side moving!
2. Supply sources for Axis and Allies have been determined and put into the scenario array.  There are 68 Axis supply sources, and 89 Allied supply sources.
3. Counter colors for all countries have been put into the array. No real changes here, just making sure the set of colors is complete.
4. Game state array has been put into the array. Covers the entire map area, and starts on first week in September 1939.
5. HighCmd units for each Axis and Allied country are on the map.  Exception is the USA HighCmd, which starts on December 7th, 1941.
6. Units for Poland, Denmark and Norway have been put into the array.  France is next.
7. For Germany and Russia, the units have some special cases.  I intend to use the largest AF and DF for each unit, with losses to make them similar to the units at a particular time.  I built a spreadsheet of the German Panzer units, capturing when the AF-DF changed overtime as units get rebuilt with latest technology improvements.  More work needed here.  I could choose to keep the max AF-DF to a certain number for each year of the war.  Not sure yet, still toying with this concept.  Also, some units are rebuilt several times.  I will be analyzing the AF-DF numbers per week, and putting them into the expected points array.  These are the production/replacement numbers each side can use to try"what ifs".

So the work to be done is:
1. Complete entry of the units for all countries.
2. Calculate the production/replacement numbers, and put that into the array.
3. Complete the expected points section of the array for all 318 turns. Worst case, the Game ends in September 1945. It allows the player to play past May 1945 in case the game is close.
4. Initial coding of the extra rules required for this scenario.
5. Post the scenario to the DropBox, and get feedback from the gaming community.
6. Round two of coding of extra rules for this scenario.

Finally getting to build this beast.  Thanks in advance for your comments.  I promise to consider all comments, and as always, will build selected ones.
Happy gaming!
Ron
Title: Re: WWII Europe
Post by: Asid on March 05, 2019, 01:07:43 PM
Thanks for the update Ron  :thumbsup
Title: Re: WWII Europe
Post by: Schwerpunkt Valencia on March 06, 2019, 03:21:46 PM
Hi Ron,

It sounds great and we will certainly review the grand scenario !

Just by chance your message came across with some comments of little bugs I have found in the last weeks playing:

a) Scenario 60: To the Caucasus. Axis player cannot get into the city north of Baku with 10 victory points. They can yet get into Baku that has none.

b) When attacking ground enemy units with air units on air ground support mode I had the following outcomes:
b.1 If attacked on holding attack mode after combat result, air units are left without effect for the next player turn.
b.2 However if attacked on normal attack mode air units will have the chance to add their combat power to their player´s next turn regardless of the outcome, so air units on ground support mode will have two chances of adding their combat power.

c) Holding attacks have no effect after the turn is finished. That means that player with initiative can carry out holding attacks that will leave enemy units -if outcome is so- without move or attack in their next phase. However when second player -without initiative- carries out his holding attacks enemy player will be unaffected by such holding attacks next turn.

Kind regards

Schwerpunkt Valencia
Title: Re: WWII Europe
Post by: Ronster on March 08, 2019, 07:44:24 PM
I look forward to the campaign.  Would production be implemented? 

Ron
Title: Re: WWII Europe
Post by: Ronster on March 11, 2019, 02:55:35 PM
Is there any way you could put some form of the Strategic War in the game?  I think it would enhance it.  Id the diplomatic part going to be automatic, or is there going to be some form of a diplomacy game within a game?

Ron
Title: Re: WWII Europe
Post by: schwerpt on March 12, 2019, 12:53:57 AM
For Schwerpunkt Valencia:
I looked at these recently, and have fixed the hex 433,235 in the terrain array.  the reason you could not move into it is because of an error in the array, which showed it as total sea hex!  Now it is fixed.  Will have to work on your other comments for v1.0.11.

For Ronster:
Short answer is yes.  The mech and non mech replacement points for #102 will allow you to build any new unit you want, as well as using them as replacement points.  As a German player, you can focus on building new infantry units, or keep the ones you have a full strength, or build volksgrenadier units instead.  You can focus on more submarines to give D-Day a different feel, or more panzer units for the East
Front, or more Luftwaffe to be able to get local air superiority later in the war.  The choice will be yours. I am assessing the total points for all countries for #102.  Rebuilds of units go intot he replacement point bin for use. 

However, there probably is a strategic game called WWII-Europe Air game and another one called WWII-Europe Naval game in the future, and their focus will be different.

Ron
Title: Re: WWII Europe
Post by: Asid on March 12, 2019, 10:42:48 AM

However, there probably is a strategic game called WWII-Europe Air game and another one called WWII-Europe Naval game in the future, and their focus will be different.

Ron

 :oldman rocks
Title: Re: WWII Europe
Post by: Ronster on March 13, 2019, 11:32:18 PM
What is the diplomacy going to look like.  Any ideas?

Ron
Title: Re: WWII Europe
Post by: Wayne on March 29, 2019, 08:04:28 PM
Sounds great Ron!
Title: Re: WWII Europe
Post by: Mere Nick on April 01, 2019, 12:44:29 AM
I know I've mentioned this before but please make it to where one can turn pages in the reports when using windows 10.  I can on 8, but 10 I can't.  Could it be I just don't know how, or something?
Title: Re: WWII Europe
Post by: Schwerpunkt Valencia on April 23, 2019, 04:28:51 PM
Hi Ron,

Any rough estimate when you will release WWIIE v1.0.11. ?

Kind regards

Schwerpunkt Valencia
Title: Re: WWII Europe
Post by: Schwerpunkt Valencia on June 11, 2019, 09:07:55 AM
Hi Ron,

Any rough estimate when you will release WWIIE v1.0.11. ?

Kind regards

Schwerpunkt Valencia
Title: Re: WWII Europe
Post by: Mere Nick on June 11, 2019, 01:48:58 PM
It looks like it was released in December 2018.
Title: Re: WWII Europe
Post by: Franciscus on June 19, 2019, 06:44:42 PM
And how about version 1.0.12 ?  ;)

Regards
Title: Re: WWII Europe
Post by: Schwerpunkt Valencia on July 01, 2019, 03:18:34 PM
Hi Ron,

It seems you did not see my post some months ago. Any idea when we can count on WWIIE v.1.0.11 ?

Kind regards

Schwerpunkt Valencia
Title: Re: WWII Europe
Post by: Schwerpunkt Valencia on July 04, 2019, 10:20:12 PM
Any idea when WWIIE v.1.0.11 will be released ?

Kind regards

Schwerpunkt Valencia
Title: Re: WWII Europe
Post by: Franciscus on July 04, 2019, 11:41:01 PM
Kind of worried with Ron’s silence...

Could it be that he abandoned WIE ?
Title: Re: WWII Europe
Post by: schwerpt on July 06, 2019, 12:30:08 AM
Hello,

I have been working hard on the Campaign Scenario #102.  It is taking longer than expected because I did not build scenario #1 first, so I had no starting point.  I hve built the file except for some units and expected points.  I have almost completed entry of the Allied units except for Russia.  I am targeting October to finish this initial campaign scenario, and release it to the community.  The release after that will focus on programming changes, including ideas from this thread, and some additional ideas once everyone sees the #102 scenario.  So it is important to keep your ideas flowing.

After that, I plan to finish out the remaining scenarios.  There is no such thing as abandoning this project.  I am continuing to work my day job and this game!!

Thanks for your patience.  I will start looking at this forum more often.
Ron
Title: Re: WWII Europe
Post by: Asid on July 06, 2019, 08:59:57 AM
Great news Ron.

Thanks for the update  :thumbsup
Title: Re: WWII Europe
Post by: gwgardner on August 24, 2019, 01:23:28 PM
A reminder - not that you need it! - but we had a discussion in a previous thread about a change to the railroad movement mechanisms, so that in scenario 102 (and perhaps other large scenarios?) units can be transported around the continent in a timely fashion.  The current rail movement mechansim would be extremely tedious to use continent-wide.

Title: Re: WWII Europe
Post by: schwerpt on August 25, 2019, 04:35:42 AM
Yes, improving rail movement is on the list.  For the next release, I will probably not do any coding, just getting the #102 scenario built is a challenge enough. Another one on the list is to freeze (no movement or combat) a country's units until an enemy unit enters the country.
Thanks,
Ron
Title: Re: WWII Europe
Post by: Ronster on August 25, 2019, 09:41:29 PM
For some major countries like France, Italy, Russia, Britain, I would suggest that they be able to move their troops and ships and planes around before entering the war?  I cannot remember the game that they are able to do so, but it helps when playing those countries.  I remember, World in Flames, you can move those units around before they enter the war.

Ron
Title: Re: WWII Europe
Post by: schwerpt on August 25, 2019, 10:38:35 PM
Agree.  Allow movement of units, but no attacks until they are attacked.  Key thing is to prevent the AI from launching attacks, which it would.
Ron