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Network of Friends => Schwerpunkt => World War II Europe 1939-1945 => Topic started by: Asid on April 25, 2021, 01:00:31 AM

Title: WWII-Europe Campaign Scenario #102 Update
Post by: Asid on April 25, 2021, 01:00:31 AM
WWII-Europe Campaign Scenario #102 Update
24 April 2021

(http://schwerpunkt.games/wp-content/uploads/2016/06/bnrgreen-modded.png)
(http://schwerpunkt.games/wp-content/uploads/2016/06/WWIIE_Screen_One-667x470.jpg)


"Tonight I finished data entry on all units in #102.  There are 3399 units in the scenario.  I have a file on Designer Notes to share with the community now that describes the numbers for each country, how the #102 units were selected, how they enter the game, and other information on new rules to be coded.

I still need to develop the expected points and replacement points for #102 scenario.  I am working with Asid to make the files available to the community.

I want to thank the community for their patience.  Its been a long road, but I see how to get to "scenario complete" now."

Ron
Schwerpunkt

(http://dogsofwarvu.com/forum/avatars-new/avatar_184_1505168091.jpg)

Files:  here (https://www.dropbox.com/sh/kccll6ejls8bj94/AAD1cLW1BNqYP9wyDapgERX7a?dl=0)
Updated 01 May 2021

WWII-Europe Campaign Scenario #102
Design Notes

The scenario (called #102 in this file) consists of 318 turns, each one a week in duration.  #102 is a primarily a division level scenario, and involves a large number of units  (3339 units total).  In order to build the scenario, it was necessary to analyze the units available to each country in September 1939, and to put them into the battle file.  New created units are brought into the scenario at the historical turn in most cases.  Rebuilding of units is modeled by having mechanical and non-mechanical replacement points, which allows new units to be built or existing units to be reinforced, player’s choice.  This file describes the methods used for each country’s units in #102.

The scenario starts with the Axis player having the initiative.

Note that many of the new unit upgrades will be time dependent.

Allied Player units (Total 1999 units)
1.   Poland (110 units)
a.   The units available to Poland on September 1, 1939 are placed in their historical locations.   Polish units can be moved but cannot attack until the Axis captures a Polish city (new rule to be coded).

2.   Norway (46 units)
a.   The units available to Norway in April 1940 are placed in their historical locations on September 1, 1939, assuming that mobilization could occur if attacked earlier.  Norwegian units can be moved but cannot attack until the Axis captures a Norwegian city (new rule to be coded).

3.   Denmark (19 units)
a.   The units available to Denmark in April 1940 are placed in their historical locations on September 1, 1939 assuming that mobilization would have occurred if attacked earlier.  Danish units can be moved but cannot attack until the Axis captures a Danish city (new rule to be coded).

4.   France (205 units)
a.   The units available to France in May 1940 are placed in their historical locations on September 1, 1939, assuming that mobilization could occur if attacked earlier.  French units can be moved but cannot attack until the Axis captures a Polish or French city (new rule to be coded). It is assumed that France would declare war on the Axis if either one of those countries are invaded, modeled by a city being captured by the Axis.

5.   Belgium (37 units)
a.   The units available to Belgium in May 1940 are placed in their historical locations on September 1, 1939, assuming that mobilization could occur if attacked earlier.  Belgian units can be moved but cannot attack until the Axis captures a Belgium city (new rule to be coded).

6.   The Netherlands (36 units)
a.   The units available to The Netherlands in May 1940 are placed in their historical locations on September 1, 1939, assuming that mobilization could occur if attacked earlier.  The Netherlands units can be moved but cannot attack until the Axis captures a The Netherlands city (new rule to be coded).

7.   Yugoslavia (73 units)
a.   The units available to Yugoslavia in April 1941 are placed in their historical locations on September 1, 1939, assuming that mobilization could occur if attacked first.  Yugoslavian units can be moved but cannot attack until the Axis captures a Yugoslavian city (new rule to be coded).

8.   Greece (35 units)
a.   The units available to Greece in April 1941 are placed in their historical locations on September 1, 1939, assuming that mobilization could occur if attacked earlier.  Greek units can be moved but cannot attack until the Axis captures a Greek city (new rule to be coded). Note that Italy attacked Greece from Albania in October 1940, and Germany intervened in April 1941 to secure its flank in the impending attack on Russia.

9.   United Kingdom (UK) (326 units)
a.   The units available to the UK in May 1940 are placed in their historical locations on September 1, 1939, assuming that mobilization could occur if attacked earlier.  UK units can be moved but cannot attack until the Axis captures an Allied city (new rule to be coded). It is assumed that the United Kingdom would declare war on the Axis if any Allied city was captured.

10.   United States of America (USA) (195 units)
a.   The units available to the USA are brought in and placed in their historical locations on the same week they entered the war historically. This assumes an attack on Pearl Harbor on December 7th, 1941.  USA units can be moved and attack upon entry.
b.   Most USA units enter in a port in England, or a port in North Africa.  If the entry location is still in Axis control, it defaults to their HQ location, or to a friendly controlled city using the standard existing entry rules in WWII-E.

11.   Russia (1131 units)
a.   The units available to Russia in September 1939 are placed in their historical locations and on the Axis side.   The Russian player can choose to be on the Axis or Allies side (new rule).  If attacked, then the Russian units available on June 22nd, 1941 are put on the map assuming full mobilization occurred (new rule). 
b.   New Russian units are brought in on their historical turn at Moscow, and can be placed at their HQ by a new move op (HQ Allocation Move).  This is a key part of this scenario, and will make or break you!
c.   Rebuilds are modeled as replacement points to be used at the player discretion.  The Russian player can build 4-2-5 Tank Divisions and 3-2-5 Tank Brigades units until 1942. Starting in 1943, the Russian player can build or upgrade existing to 4-3-7 Tank Brigades (T34) units and 5-4-7 Tank Brigades (T34/85).  Starting in 1943, the Russian player can build 4-4-6 Mechanized Brigades.  The Russian player can build 2-4-2 Rifle units at the start, and in 1943 can build or upgrade to 3-5-3 Rifle units.  The Russian player can build 3-3-6 Cavalry units throughout the war.  Building new non-historical divisions will be a new rule to be coded. Fighter and Bomber units can also be built new from mechanical replacement points.  The Russian player can upgrade any unit by one AF and one DF throughout the war, and is limited to 129 Rifle units and 50 Tank/Mech/Cavalry units.  This models the creation of Guards units from existing units, which augmented their Shtat (order of battle).


Axis Player units (Total 1340 units)

1.   Germany (936 ground units)
a.   The units available to Germany on September 1, 1939 are placed in their historical locations.   German units can be moved and can attack on turn 1.  New German units are brought in on their historical turn in Berlin and can be placed at their HQ by a new move op (HQ Allocation Move). This is a key part of this scenario, and will make or break you!
b.   Rebuilds are modeled as replacement points to be used at the player discretion.  The German player can build/upgrade panzer units to 14-10-8-4 starting in 1941 (new op), and can then build or upgrade existing panzer units (Panthers & Tigers) to 16-12-8-4 starting in 1943 (new op).  Ten upgrades are allowed each year.  The German player can build 10-10-3 infantry divisions at the start, and can build 10-10-3 or 5-7-3 (Volksgrenadier) divisions starting in 1943.  The German player can build 8-8-7 Motorized divisions at the start, and can build 8-8-7 or 12-10-7 Panzergrenadier divisions starting in 1943.  Building new non-historical divisions will be a new rule to be coded. Fighter and Bomber units can also be built new from mechanical replacement points.
c.   Units that are disbanded are taken care of via the game.  Player has options to disband and use the points to build new or augment existing.
d.   Longest time or critical time Commanders are shown for each unit.  Limited to 25 characters per unit.

2.   Italy (229 ground units)
a.   The units available to Italy on September 1, 1939 are placed in their historical locations. Most units come in on their historical mobilization turn.
b.   Combat units come in to Rome, and can be moved via new HQ Allocation Move to the HQ location of the player’s choice.
c.   Capture of Rome results in all Italian units being removed from the game which models surrender.

3.   Finland (50 units)
a.   Most HQ units and many combat units are on the map at the start in their historical locations.
b.   An additional set of units come in on turn 86 (April 1941) in preparation for Operation Barbarossa. 
c.   Capture of Helsinki results in all Finnish units being removed from the game which models surrender.

4.   Romania (68 units)
a.   Most HQ units come in on turn 64, two months after Antonescu comes into power in September 1940.
b.   Most combat units come in on turn 76 in Bucharest, and can be moved via new HQ Allocation Move to the HQ location of the player’s choice.
c.   Capture of Bucharest results in all Romanian units being removed from the game which models surrender.

5.   Hungary (34 units)
a.   HighCmd, Army and Corps units are in their initial locations at start of scenario.
b.   All combat units come in in Budapest, and can be moved via the new HQ Allocation Move to the HQ location of the player’s choice.
c.   Capture of Budapest results in all Hungarian units being removed from the game which models surrender.

6.   Bulgaria (23 units)
a.   HighCmd, Army and Corps units are in their initial locations on September 1, 1939 as if mobilization has occurred.
b.   All combat units come in in Sofiya on turn 80 (February 23, 1941) in prep for Barbarossa, and can be moved from there by the new HQ Allocation Move to the HQ location of the player’s choice.
c.   Capture of Sofiya results in all Bulgarian units being removed from the game which models surrender.


Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on May 01, 2021, 03:01:57 AM
Just a status update.  Tonight I finally completed the entire #102 data file and scen102.wwe files.  Now I am switching over to code changes.  Knowing Asid, expect those to be posted soon for download.
Will need to get my coding skill set back, as its been a while since I have written any software.  And I need to study my own documentation and code for how I have it laid WWE out!
Some time this weekend, I'll list the changes that I plan to make.  I will be starting with the rules that are necessary for scen102 to work.  First up is the new Allocate HQ Move op.

Thank you to the community for your patience,
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Asid on May 02, 2021, 12:11:02 AM
Updated files
01 May 2021


Files:  here (https://www.dropbox.com/sh/kccll6ejls8bj94/AAD1cLW1BNqYP9wyDapgERX7a?dl=0)
Updated 01 May 2021

The link has been updated in the first post also.

Reards

Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on May 04, 2021, 02:55:18 AM
Another status update.  I spent much of the weekend coding, getting back my skills at programming.  I made the following changes to the code:

1.  HQ Allocation Move (now called HQ RR Move) is now operational.  It costs 3 RR points per move.  It allows you to move a unit on a RR hex to a friendly, in supply, on map, on a RR hex, HQ unit in a single move.  Select hex, select unit, select HQ RR Move op, then select the HQ destination hex.  The game highlights the possible destination hexes to choose from just like it does other move ops.

2. Replaced the scroll lines on the edges with grey scroll arrow icons on all four sides. Prevents map from jumping when you get too close to the edge.  Much cleaner look and feel.  Note that zooming in and out is still the best method to navigate, with scrolling used to move a couple of hexes only.

3. Fixed Baku hex in the terrain array, and set city points.

4. Added Defense mode set and effect.  Hold Ground doubles your losses, but you do not retreat, Give Ground zeroes your losses, but you must be retreated.  Normal Defense is the same as always.

5. Modified the Top level map to show Capital Cities.  Just left click on the city, and the map zooms in with that city in the center.  It works for any hex on the top level map, but this gives you a visual  reference to choose from.

I plan to go over these changes and other fine points of the game when we have our first Teams meeting.  If you want to join us, just send me your email address.  I will send you a Team link, date and time soon.

Thanks for your support and participation,
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on May 05, 2021, 03:41:50 AM
I used bold font for AF-DF-MF and for the unit number per a suggestion made a while back to allow reading the units more easily (old eyes!!). 
Spent the rest of the evening making sure my list of suggestions made over the last few years was complete.  The OOB screen and reports are probably next on my list.

Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: pzgndr on May 06, 2021, 09:36:34 PM
I plan to go over these changes and other fine points of the game when we have our first Teams meeting.  If you want to join us, just send me your email address.  I will send you a Team link, date and time soon.

Ron, you have my info. I'll try to participate unless I have a conflict.

You still have my change requests for 1) RR conversion rules for Russia and 2) HQ range limits for out-of-control unit penalties and dispatching reserves. Those are old RGW rules that we miss. Also, if you can plan to release the editor with the next update, that would be great; it's overdue.
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: bipman on May 07, 2021, 02:50:05 PM
Thanks for this.  Is there a list of scenarios still to do?  I'm not sure if I've missed any others released in this way.

Bipman
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Mere Nick on May 08, 2021, 04:45:37 PM
I've noticed a couple of things.  At 209,159 and 151,170 there are Do17 air units that appear to not be completed.  They show in the command panel when I tell it show ground units there and can't do air missions. 

I had it run the first turn with the Axis run by AI.  The AI bombs the Russian units at 267,157.  Also during the first turn, the AI has some air and ground attacks on the western front.  I don't recall if that really happened back then or not. 

 
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Mere Nick on May 08, 2021, 10:07:18 PM
I just now noticed that the game starts with a British armored unit in 253,337 (Tobruk). 
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on May 09, 2021, 04:21:24 AM
Hi Mere Nick,
Thank you for catching those errors.  I fixed the two Do17 bomber units, and also fixed the 32nd TBr in Tobruk.  That unit was suppose to come in on turn 88, not turn 1!
Very helpful to find these kinds of things.  Given there are over 3300 units in this Campaign Scenario, there are bound to be a few errors to fix!

I am continuing to code and make improvements to the game.  Where possible, I am trying to increase the font size or use bold fonts to make it easier to read for us "older eyes guys".
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on May 09, 2021, 04:27:06 AM
Hi Bipman,

When selecting a scenario, the game lists all scenarios planned.  Running the mouse cursor over each will tell you if it has been done or not.  Having said that, all scenarios are done except for 1, 26, 33, 52, 57, 64, 72, 81, 88, 95, 98, 99, 100, 101 and 102.  So that means 87 of 102 planned scenarios are complete (85%).  #102 has been built, but I have some rules to code before I can consider it as complete and move on to building the other scenarios.

Hope this helps,
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on May 09, 2021, 04:32:40 AM
Hi pzgndr,
Good to hear from you!  I'll add your email address to the teams meeting.  So far, I do not have enough email addresses to hold a meeting. 
And yes, I have those two potential changes and more from you to consider.
The scenario editor/builder was released several versions back, along with all of the text files.  What version on you on? Current 1.0.11.
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Schwerpunkt Valencia on May 09, 2021, 12:48:46 PM
Hi Ron,

Are you updating those changes in the Dropbox file as you move forward ?

Kind regards

Schwerpunkt Valencia
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on May 09, 2021, 04:12:34 PM
Had not planned to update each change in the DropBox because of the overhead, but rather do this all at one time.  I want to group the changes and update all at once.  I have been doing some thinking, and realize that I am losing focus thinking about code changes that are really not related to Scenario #102.  I have a list of ones that have been suggested to me (pzgndr suggested two of them in this thread), but this is not about opening up that list and working on them.  First, I need to make #102 playable with the new rules needed to make #102 work.  So here is the list I will be working first:
1. HQ Allocations RR Move operation - done
2. Prevent Poland, Norway, Denmark, Belgium, Netherlands, Yugoslavia, and Greece from attacking until one of their cities is captured by the Axis.
3. Allow Russia to change sides (switch from Axis to Allies)
4. If Russia is attacked by the Axis, then cause the units that were there on 6-22-1941 to appear on the map.
5. Allow German and Russia to build new units using mech and non-mech replacement point.  This includes German panzer units upgrade from 14-10-8 to 16-12-8, panzergrenadier builds at 12-10-8, infantry changes from 10-10-3 to 5-7-3 volksgrenadier, motorized unit builds at 8-8-8 and FW190 fighter/bomber unit builds at 11-8-2.  This includes Russian Tank Brigade upgrades from 3-2-5 to 4-2-6, mech brigades builds at 4-4-6, rifle unit upgrades from 2-4-2 to 3-5-3, cavalry unit builds at 3-3-6, YAK-1 fighter builds at 6-4-2, IL-2 fighter/bomber builds at 5-3-2 and Pe-2 bomber builds at 5-5-15.
8. Additionally, allow Russia to upgrade 129 rifle units by one AF/DF and 50 tank/mech/Cav units by one AF/DF to simulate Guards unit creations.

After that, I will consider other changes.

Thanks for listening,
Ron

Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: pzgndr on May 09, 2021, 11:58:39 PM
The scenario editor/builder was released several versions back, along with all of the text files.  What version on you on? Current 1.0.11.

I completely missed that! Yes, I do have the current version. A comment though; the readme only has the current changes for 1.0.11. It would be helpful in some cases to be able to review all past changes, so providing a more comprehensive running log file would be good. Easy to do.

Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt 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
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Schwerpunkt Valencia 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

Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt 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
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt 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
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt 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
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Ronster on June 27, 2021, 04:33:49 AM
These changes sound fantastic.  Looking forward to playing the campaign.

Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: pzgndr 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.
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Schwerpunkt Valencia 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
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Schwerpunkt Valencia on August 16, 2021, 03:35:38 PM
Hi Ron,

Any update on progress done ?

Kind regards

Schwerpunkt Valencia
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: planetbrain on August 25, 2021, 11:08:31 PM
I check daily for signs of progress. One should not lose faith, but........................................
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Zovs on September 26, 2021, 02:17:06 AM
Any updates?
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Schwerpunkt Valencia on October 11, 2021, 02:00:03 PM
Hi Ron,

Any update on progress done ?

Kind regards

Schwerpunkt Valencia
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Zovs 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.
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Asid on October 14, 2021, 11:42:19 PM
I am in contact with Ron. He will post shortly  :thumbsup
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: pzgndr 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/ (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.
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Agent Smith on October 29, 2021, 12:05:38 AM
Always gives me a little confidence that one of my favourite games is being coded by a NASA engineer.

Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: planetbrain on December 05, 2021, 11:29:10 PM
Please...........I check very often & hope for comment that this is at least progressing. Purchased over 6 years ago & still can't play the main campaign. I don't much care that this is a hobby nor about engineers  & being very busy.
Surely a line or 2 to confirm ongoing progress (or not) is doable?
Thank you
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Zovs on December 08, 2021, 12:06:34 PM
Its almost been 6 months (just shy of, 18 days) since Ron has posted.

In the meantime I have fallen in love with GG War in the East 2 and War in the Pacific-Admirals Edition, oh and all the now WDS (War Game Design Studios) acquisition of the JTS (Joh Tiller Software) line of games.
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: planetbrain on December 29, 2021, 09:11:07 PM
Still nothing !
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Agent Smith on December 30, 2021, 03:39:10 AM
Hey Ron, an update for the patient masses would be most welcome.
Just so we know you're alive and well, (and coding).

Regards,
A.
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: planetbrain on December 30, 2021, 06:13:52 AM
Ron is fine afaik, just not posting here. Back on Oct14 it was stated that Ron would post "soon". My life span is too short for soon to be this long.
Think it's nearing time to give up on this .  :waving-white-flag   >:( 
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Asid on December 30, 2021, 11:52:02 PM
I understand the frustration. Ron is the only person working on this and is juggling it with real life. I am sure an update will arrive soon  :cheers
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Agent Smith on December 31, 2021, 11:41:12 PM
It's not like I'm asking for the actual files.
But an occasional 'howdy do' from the only person developing the game wouldn't go astray.
(Happy new year to all by the way). :howdy
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on January 03, 2022, 03:03:29 AM
Hello,

I am continuing to work the game, while juggling my day job work. 

Over the holidays, I refined the Campaign scenario #102 order of battle.  I also built scenario #52, which is a full East Front Scenario starting in December 1941. 
I had more plans for the holiday, but I caught Covid.  Fortunately my symptoms were light, and I have now tested negative twice.
I want the next release to have all of the six month East Front battles complete.

Stay safe out there,
I'll do better on giving status in the New Year.

Artemis I launch is planned for February 2022.

Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Asid on January 03, 2022, 03:59:19 AM
Thanks for the update Ron  :thumbsup
Title: Update
Post by: Agent Smith on January 03, 2022, 12:19:22 PM
Hi Ron,
Great News;  Super excited for Artemis I.
Light that candle!
Keep well.
Regards
A.
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Schwerpunkt Valencia on February 01, 2022, 04:07:41 PM
Hi Ron,

Not sure if you can give some feedback on progress done or we need to wait after Artemis launch ?

Whatever the case we are almost desperate to see some progress on this great game !

Kind regards

Schwerpunkt Valencia
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on February 02, 2022, 02:58:50 AM
Hello,

I made a little progress in December (caught Covid) and good progress in January despite day job.  I am healthy now, fully recovered. 
Note that Artemis I through V are being worked.  My retirement date is between 2023 and 2026, and I plan to go full time on Schwerpunkt in retirement.  Except for some fishing...

Progress on v1.0.12 is:
Scenario #102 updated.
Code changes previously mentioned are tested.
Scenario #52 East Front Winter Offense 1941-1942 is complete.
Scenario #57 East Front Blitzkrieg is 50% done.
#64, #72, #81 and #88 are in the beginning stages of development.

My plans are to release the new version v1.0.12 once I have these scenarios complete.  The new version will have all of the improvements to the code that I have mentioned in earlier posts, plus the updated #102 scenarios and East Front large scenarios above.

Hope everyone is doing well,
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Agent Smith on February 02, 2022, 09:35:38 AM
I have to say Ron, Fly Fishing is THE one thing that prevents me playing more wargames.
Heaven forbid, it might stop you coding!
Good news post Artemis.
Put me down as a pre-order for whatever game you come up with in retirement.
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Schwerpunkt Valencia on February 02, 2022, 04:23:43 PM
Excellent news Ron !
Thanks for the update

Schwerpunkt Valencia
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on February 27, 2022, 03:30:19 AM
Time for status:

Continuing to make progress on East Front campaign scenario development. 
#57  75% complete
#64  90% complete
#72  20% complete
#81  20% complete
#88  25% complete
#95  Have not started, but this is an easy build so I added it to v1.0.12.  It is a concatenate of #96 and #97 with tweaks.

I have to say, it is strange working on some of these scenarios, as the terrain and battles are similar to the ones in the news.  Especially the #72 which has the Dnepr River battles.
Hope everyone is doing well,
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Agent Smith on February 27, 2022, 04:36:02 AM
Thanks for the update Ron.

(Feel free to add any Artemis news, if you're allowed to).
Glad to hear it's still moving along.
Scwerpunkt's games are still the 'closest to cardboard' I've played and enjoyed.
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Zovs on April 01, 2022, 05:17:25 PM
Just curious where do we stand with updates?

My last install file was dated in 2018 and I downloaded that scenario 102 about year ago.
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on July 01, 2022, 04:42:28 AM
Hello,

End of the month status.  Steady progress on building the Eastern Front Campaign scenarios:

#42, #52, #57, #64 All 100% complete
#72  25% complete
#81  25% complete
#88  25% complete
#95  Have not started, but this is an easy scenario to build, so I added it to v1.0.12.  It is a concatenate of #96 and #97 with tweaks.

Current version is v1.0.11, with v1.0.12 being built.  v1.0.12 includes the monster #102 Campaign scenario with code changes, along with these Eastern Front Campaign scenarios.  V1.0.11 has 89 scenarios, while v1.0.12 will have 95 of the planned 102 scenarios.

Thanks for your continued patience.

As for Artemis I, we had a successful Wet Dress Rehearsal #4, and roll back from the Pad to the VAB will start very soon.  The vehicles will undergo final prep for launch currently planned for late August.  There were five WDRs for the first shuttle flight, so this is not unusual for the first flights.

Hope everyone is doing well.
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Asid on July 01, 2022, 08:26:48 AM
Thanks for the update Ron. Eagerly awaiting the next release  :thumbsup
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Schwerpunkt Valencia on July 07, 2022, 09:45:49 AM
Excellent news ! When will you release v1.0.12 or at least v1.0.11 with the last upgrades ?
We can hardly wait more...

Kind regards

Schwerpunkt Valencia
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on July 31, 2022, 02:15:20 AM
Status for the month of July.

I am now at 90% complete on scenario #72.  I am able to build about one of these large scenarios each month.  So if i can hold to that schedule:
#81  August
#88  September
#95  October

Sometime in November (in time for Thanksgiving?), I should have these scenarios built and be able to release the long awaited v1.0.12.  That release will have 95 of the planned 102 scenarios included.

For v1.0.13, my plan is to try to complete the game (7 scenarios remain after v1.0.12).  I will also pick up comments/feedback from the v1.0.12 release.  I do expect comments, as this is the initial release of the #102 WWII-Europe Campaign scenario.

Hope everyone is doing well,
Stay well my fellow wargamers!
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Asid on July 31, 2022, 10:01:35 AM
Thanks for the update Ron.

I look forward to trying the new update.
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on September 01, 2022, 12:38:42 AM
Hello everyone,

Hope all are doing well.  I have not made as much progress as I would have liked, but my day job has taken priority.
I have finish #72, which leaves #81, #88 and #95 to complete before release of v1.0.12.  These later East Front Campaign scenarios are large with lots of units, which take longer to build.

Was thinking about adding code to allow the player to select ArmyGroup/Front or Army or Corps to be displayed, instead of just all HQ units.  What do you guys think?

As you know, the Artemis I launch was scrubbed on Monday.  Next attempt is planned for Saturday at 1:17 PM CDT.  I host a launch party and answer questions at a local bar in Surfside Beach Texas called Sharkies.  We had about 30 people there on Monday, and expect more this Saturday.  But... there is a storm in the Atlantic that might cause a delay.  If we miss September 2nd, then we have only one more launch time on September 25 in Launch window LP25.  Otherwise, we move to Launch Window LP26 later in September.  I am very excited about this launch, as i have spent the last 7 years of my work life working on this mission.

Go Artemis, and Go Schwerpunkt!
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on September 01, 2022, 12:40:10 AM
That is September 5th, not 25th.  Typo.
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Asid on September 01, 2022, 10:57:01 AM
Excited about Artemis  :happyhappy

Looking forward to the next World War II Europe update  :thumbsup

Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Franciscus on September 06, 2022, 07:07:06 PM


Was thinking about adding code to allow the player to select ArmyGroup/Front or Army or Corps to be displayed, instead of just all HQ units.  What do you guys think?



Hello Ron.

I think your suggestion is good. Less HQ displayed will be a good option.

Good luck on next Artemis try

Cheers
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Franciscus on October 08, 2022, 10:24:28 AM
Any updates, Ron ?

Cheers
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on October 19, 2022, 11:34:27 PM
Thanks for the reminder, I missed the October 1 status update.

Hello everyone,

Hope all are doing well.  I have not made as much progress as I would have liked, but my day job continues to take priority.
I continue to work scenario #81, and a few code comments received by email.  After I complete #81, that only leaves scenarios #88 and #95 to complete before v1.0.12 release.  That release is not the last one, as I will continue to work on this until all scenarios are complete. After that, I plan to continue to make code improvements.  My day job retirement date when I can focus entirely on Schwerpunkt is planned for 2026.

Next Artemis I launch date is planned for November 14th.

Go Artemis, and Go Schwerpunkt!
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Asid on October 20, 2022, 11:33:46 PM
Thanks for the update Ron  :thumbsup

Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Franciscus on November 13, 2022, 10:13:37 PM
Hi Ron.

Any update for November ? Christmas is coming... ;)

Cheers
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on November 21, 2022, 04:38:26 AM
Funny you should ask......
Version 1.0.12 will be coming out very soon.

More later,
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on November 21, 2022, 06:03:57 AM
Version 1.0.12 is in place.  Need a volunteer to download the copy and install.  Drop Box gave it a new link.
Any volunteers?  Let me know.  First one gets to do this.

Thanks in advance,
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Franciscus on November 21, 2022, 06:56:37 AM
Reporting  :)
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on November 21, 2022, 03:29:21 PM
Hi Francisco,

The two links are in your email inbox.  Thanks for checking this out.

For all others, the link to this version has changed from the old v1.0.11 links.  Drop Box upgrades caused the change.  So please send me an email requesting the WWII-E link to schwerpt@gmail.com.  Here is the content of the readme file:

Version 1.0.12 Readme File
1.   Campaign scenarios 52, 57, 64, 72 and 102 have been added.  One scenario (#99) was removed, as it was covered by Gotterdamerung (the new #98, there is no #99).  The totals now are 92 complete out of a planned 101. (91%) 
2.   Remaining scenarios to be built are 1, 26, 33, 81, 88, 95, 98, 100 and 101.
3.   HQ Railroad Moves allow movement of a friendly unit to a friendly HQ unit on the railroad and in supply.
4.   Unit ID, AF, DF, and MF are now bolded on the display for easier viewing.
5.   Defense modes (Give Ground, Hold Ground, Normal) are now available.
6.   The capital cities on the Europe level map are marked so that the player can zoom into them more easily.
7.   Scroll bars with arrows have been added on the sides and top/bottom for scrolling the maps to eliminate map “jump”.  Scrolling is meant to be used for small scroll movement.  Use of the Mouse wheel for large movements is more efficient.
8.   The Air Supply operation now works for one hex only.  A temp supply source is put on the destination hex.
9.   Ships now have a two letter designation.
10.   Air unit losses occur during Air tactical ops.  One loss if the DF of the attacked hex is > 15, and two losses if the DF is > 30.
11.   Baku kex was fixed in the Terrain array.
12.   Several OOB fixes per player inputs and ones that I found during scenario building.
13.   Hot key toggle is available.  For example, if you press F8, the High and Mid level maps will display Combat and Supply losses.  Pressing F8 again will display unit type, which is the default.
14.   New unit builds are available for Russia and Germany.
a.   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
15.   Reduced air visibility during Recon missions to one hex and unit background only.
16.   Country activation available during Scenario #102.  See Edit/Activation and Politics in the menu.

With the success of the Artemis I mission in progress, I want to get back on track with releasing a version each year.
Happy Thanksgiving!
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on November 21, 2022, 03:31:27 PM
My apologies for misspelling your name Franciscus!
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on November 21, 2022, 05:32:37 PM
Download test was successful.  Thank you, Franciscus.

If you are a current owner of the game, send me an email at schwerpt@gmail.com to get the latest link.
If not, please consider purchasing.  $50 for 91 battles is a lot of winter weather entertainment for little money.  If you are an ole board gamer like me, you will like the way the game plays.

Thanks,
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: planetbrain on November 22, 2022, 08:38:09 PM
Thank you Ron,
I now have the latest 1.012 version.   :thumbsup
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Schwerpunkt Valencia on November 23, 2022, 10:28:15 AM
If you need more volunteers just let me know or email me file. I am willing to check this version.

Kind regards

Schwerpunkt Valencia
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on November 23, 2022, 04:37:58 PM
Hi Schwerpunkt Valencia,

Appreciate the offer and look forward to your feedback.

Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Mere Nick on November 24, 2022, 05:55:36 AM
When I try to do an attack, nothing happens when I click on attacking units.  It says "Attacker unit not found or activated".
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Kemmo on November 24, 2022, 12:02:31 PM
which scenario are you playing, tried a couple of attacks in western desert force and smolensk scenarios and attacks work ok
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Mere Nick on November 24, 2022, 03:07:23 PM
I tried scenario 22 and can attack.  I tried 92 and get the message.  I tried 84 and get the message. 
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Kemmo on November 24, 2022, 06:41:33 PM
Tried 92 and 84 playing both sides, the axis attacks seem to work ok, but with the allied side I get the same message as you
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Kemmo on November 24, 2022, 06:54:10 PM
From the few scenarios I've tried, the problem seems to be with the Russian units, the Western allies and axis units all attack ok
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Franciscus on November 24, 2022, 08:13:54 PM
From the few scenarios I've tried, the problem seems to be with the Russian units, the Western allies and axis units all attack ok

Yes, I confirm it. I haven't noticed yet because I never play as the Soviets :).

The AI can play and attack as Allies, though...
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Mere Nick on November 25, 2022, 08:34:14 PM
I believe I have figured it out.  I opened the scenario I was having trouble with.  In the upper left corner, I clicked on Edit.  In Activation and Politics, I checked Russia.  Now it appears to work.
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Mere Nick on November 25, 2022, 08:49:28 PM
The Russians can attack but all the cities east of the border are all marked as being owned by the Russians.

Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Franciscus on November 27, 2022, 10:26:31 AM
I believe I have figured it out.  I opened the scenario I was having trouble with.  In the upper left corner, I clicked on Edit.  In Activation and Politics, I checked Russia.  Now it appears to work.

Yes, this works but has to be done in all scenarios if the player wants to play as Russia...
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on November 27, 2022, 04:44:04 PM
I tried it, and the Russians start not activated (as they should for some scenarios like #2 and #102).  However, the bug is that they start de-activated for ALL scenarios.  Work around is to go to Edit, Activation and politics, and select the check box next to Russia under "Check means Activated".   Game will then play normally.

Thanks for finding this, and sorry i missed this one,
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on November 27, 2022, 04:49:15 PM
And now i see the city points default to #102 control.  Working on a fix, and will post to Drop Box and notify this group when done.
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on November 27, 2022, 05:56:13 PM
Okay, I found and fixed the problem.  Default activation and player side (Axis or Allies) is set.  Note player can change it using the Edit/Activation and politics checkboxes.
I uploaded a new wwiie.exe file to \the same Drop Box folder where you downloaded v1.0.12.  Just download and replace the one you have.  If you cannot get the file, then send me an email and I will supply you with a direct link.

I purposefully just fixed the exe file instead of the whole install file in case there are other quick fixes that are found.  I miss my playtest group!

Thank you!
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Mere Nick on December 07, 2022, 01:19:18 AM
It's still messing up who controls what cities.  It still won't allow a Russian attack unless I activate the Russians and then it turns all the cities in Russia into Russian controlled, even when behind German lines.  The last I found in the dropbox is from 11/27.  Maybe I'm doing something wrong.
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on December 07, 2022, 02:35:05 AM
I will take another look at this.  It sounds like you have the old wwiie.exe instead of the new one.  When you open a scenario, select Edit/Activation and Politics.  What countries are activated at the start as default?
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on December 07, 2022, 02:38:33 AM
The new executable has all countries activated, and Romania is chosen on the Axis side.
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Mere Nick on December 07, 2022, 02:43:13 AM
I pulled up 84.  It says Germany, Finland, Italy, France and the UK start activated.  Once I activate the Russians, the cities behind German lines then show as being owned by Russians and the Germans become out of supply. 
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Mere Nick on December 07, 2022, 02:46:08 AM
IIRC, we exchanged emails about my system not letting the .exe through.  Can the setup come to me via dropbox? 
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on December 08, 2022, 01:29:52 AM
Studying the code on Activation and Politics.  The new wwwiie.exe fixed only part of the problems you are pointing out.  The smaller scenarios are adversely affected, and i need to resolve that.  I also got a few comments from others via email i want to look at.  I plan to build a new setup file and it will be downloadable via drop box.

Thanks,
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Mere Nick on December 08, 2022, 05:55:56 AM
Thanks, Ron. 
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on December 12, 2022, 01:41:50 AM
I am re-working the country activation and politics code.  All the countries start out activated, with Romania being Axis.
If you de-activate, then no cities change control.  The deactivated country units cannot move or attack.
If you change sides, then you will have to capture your cites, basically simulating the possibility of an uprising.  Capture is just moving a friendly unit in that city and occupying it at the end of a turn.

I am also working some suggestions received by Mere Nick via email.  These are primarily OOB type changes and replacement point mods.

I have some time off during the upcoming holidays, so will focus on this then.

Successful Artemis I splashdown, mean focus on day job will now go to Artemis II.  It never stops...

Hope everyone is doing well.  Stay healthy and wargame!
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Zovs on December 12, 2022, 03:15:50 PM
Ron,

When do you expect an update to the exe and or scenarios? January 2023?

Thanks
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Mere Nick on December 12, 2022, 09:49:25 PM
Thanks, Ron.  I'm sure we all look forward to that.  I will drop you a few emails of some things I noticed that you might want to take a look at as you begin wrapping things up. 
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on December 27, 2022, 11:33:23 PM
Hello,

I have made some changes in order to produce a version 1.0.12A.  I believe I have sent all of the requesters the new link, but if you did not receive me, just send me an email at schwerpt@gmail.com and I will reply with the download link.

The version 12A deletes the Country Activation and politics capability for now.  I need to go back to the requirements and design to get that right.  The country activation had issues with the AI, and the Politics had issues with the supply and AI.

Version 12A incorporated many changes in the scenarios, primarily in the number of attacks and the replacements.  Special thanks to Mere Nick (not at all mere) and Schwerpunkt Valencia for their feedback.

As always, look forward to your feedback.  I have already started working on version 1.0.13, in particular scenario #81.

Hope everyone had a very Merry Christmas, Happy Holidays and have a Happy and prosperous New Year.
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: ncc1701e on January 04, 2023, 08:05:30 PM
Happy New Year Ron.

Regarding this scenario:
1. When Rumania surrenders, don’t you think some of the Rumanian army that did fight for USSR must be added on to the map.
2. Same question for Bulgaria.
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: ncc1701e on January 04, 2023, 10:07:05 PM
Also to replace scenario #99, I would love to see a scenario about the First Soviet-Finnish War from november 1939 to march 1940.

Thanks
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Kutnezov on March 28, 2023, 06:07:27 PM
Hello Ron,

Is this a final version? Or just a testing one? I tried to access the old link but it doesn´t work anymore.

Thank you and kind regards.


Hello,

I have made some changes in order to produce a version 1.0.12A.  I believe I have sent all of the requesters the new link, but if you did not receive me, just send me an email at schwerpt@gmail.com and I will reply with the download link.

The version 12A deletes the Country Activation and politics capability for now.  I need to go back to the requirements and design to get that right.  The country activation had issues with the AI, and the Politics had issues with the supply and AI.

Version 12A incorporated many changes in the scenarios, primarily in the number of attacks and the replacements.  Special thanks to Mere Nick (not at all mere) and Schwerpunkt Valencia for their feedback.

As always, look forward to your feedback.  I have already started working on version 1.0.13, in particular scenario #81.

Hope everyone had a very Merry Christmas, Happy Holidays and have a Happy and prosperous New Year.
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on March 29, 2023, 12:36:12 AM
Hello,

I am continuing to work on the game and am almost complete with Scenario #81.  I have spent some time with studying the code.
v1.0.12a continues to be the latest version.  Please send me an email if you want that link.  I'll find you in my database.
I am targeting end of summer for another release.
Hope all are doing well,
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Zovs on May 30, 2023, 05:44:47 PM
Hello,

I am continuing to work on the game and am almost complete with Scenario #81.  I have spent some time with studying the code.
v1.0.12a continues to be the latest version.  Please send me an email if you want that link.  I'll find you in my database.
I am targeting end of summer for another release.
Hope all are doing well,
Ron

What is the two month update status?

 ;D
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on June 01, 2023, 04:28:41 AM
Thanks Zovs for the reminder.  I have gotten lax about posting again.

I am almost complete with #81, and should be finished by the end of this week.  Next up is #88 East Front Summer/Fall Offensive1944. I am focusing on getting the remaining scenarios developed.  Then I will go back to coding changes.

Thanks,
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Asid on June 01, 2023, 11:38:20 PM
Thanks for the update Ron  :thumbsup
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Agent Smith on August 10, 2023, 10:22:26 AM
Hi R.D.Any chance of a status check?RegardsA. from Aus.
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on September 06, 2023, 03:44:39 AM
Hello,

Putting finishing touches to scenario #81 East Front - Winter offensive 1943-1944, which will be done this weekend.  After that, next step is scenario #88 East Front Summer/Fall offensive 1944 which is partially done. I plan to release a new version of WWII-E for the holiday season with these two scenarios.  That will complete 95 of planned 101 scenarios, and it completes all of the Russian Front scenarios.  Six remaining will be 26, 33, 95, 98, 100, and 101.

Hope everyone is doing well.  I continue to work my day job which takes a lot of my time.  I do find myself doing more development during the winter months where I have to stay inside.  I also do my wargaming during those months!

Ron

Ron Dockal
Schwerpunkt
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Asid on September 06, 2023, 11:19:14 PM
Thanks for the update Ron  :thumbsup
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Freyr Oakenshield on September 11, 2023, 05:40:14 PM
Hello,

Putting finishing touches to scenario #81 East Front - Winter offensive 1943-1944, which will be done this weekend.  After that, next step is scenario #88 East Front Summer/Fall offensive 1944 which is partially done. I plan to release a new version of WWII-E for the holiday season with these two scenarios.  That will complete 95 of planned 101 scenarios, and it completes all of the Russian Front scenarios.  Six remaining will be 26, 33, 95, 98, 100, and 101.

Hope everyone is doing well.  I continue to work my day job which takes a lot of my time.  I do find myself doing more development during the winter months where I have to stay inside.  I also do my wargaming during those months!

Ron

Ron Dockal
Schwerpunkt

Why, thank you Ron! :) Glad to see progress is being made. Been dying for a new official version since December 28, 2018... Keep up the good work! :thumbsup
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Zovs on September 28, 2023, 05:09:10 PM
Hello,

Putting finishing touches to scenario #81 East Front - Winter offensive 1943-1944, which will be done this weekend.  After that, next step is scenario #88 East Front Summer/Fall offensive 1944 which is partially done. I plan to release a new version of WWII-E for the holiday season with these two scenarios.  That will complete 95 of planned 101 scenarios, and it completes all of the Russian Front scenarios.  Six remaining will be 26, 33, 95, 98, 100, and 101.

Hope everyone is doing well.  I continue to work my day job which takes a lot of my time.  I do find myself doing more development during the winter months where I have to stay inside.  I also do my wargaming during those months!

Ron

Ron Dockal
Schwerpunkt

Ron, when exactly is the Holiday Season?


October 9, 2023 Columbus Day Monday
October 16, 2023 Boss's Day Monday
October 21, 2023 Columbus Day Saturday
October 31, 2023 Halloween Tuesday
November 5, 2023 Daylight Saving Sunday
November 11, 2023 Veterans' Day Sunday
November 23, 2023 Thanksgiving Thursday
November 24, 2023 Black Friday Friday
November 27, 2023 Cyber Monday Monday
December 7, 2023 Pearl Harbor Remembrance Day Thursday
December 25, 2023 Christmas Day Monday
December 31, 2023 New Year's Eve Sunday

I am hoping for Boss's Day!   :laughing4
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Zovs on October 14, 2023, 04:32:16 PM
Hello,

Putting finishing touches to scenario #81 East Front - Winter offensive 1943-1944, which will be done this weekend.  After that, next step is scenario #88 East Front Summer/Fall offensive 1944 which is partially done. I plan to release a new version of WWII-E for the holiday season with these two scenarios.  That will complete 95 of planned 101 scenarios, and it completes all of the Russian Front scenarios.  Six remaining will be 26, 33, 95, 98, 100, and 101.

Hope everyone is doing well.  I continue to work my day job which takes a lot of my time.  I do find myself doing more development during the winter months where I have to stay inside.  I also do my wargaming during those months!

Ron

Ron Dockal
Schwerpunkt

Its been over a month Ron, any news or updates for us starving unwashed masses?

Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Zovs on November 01, 2023, 10:17:49 AM
Ron,

Well its now 11/1/2023.

Any updates?
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Zovs on December 01, 2023, 03:27:02 PM
Well its now 12/1 and ...

"Twas the weeks before Christmas
when all through the house
Not a wargame was stirring
not even the mouse;
The counters were stacked
by the entry hexes with care,
In hopes that St. Nicholas soon would be there...."
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on December 02, 2023, 02:49:32 AM
I observed the 9th anniversary of the initial release of World War II Europe yesterday.  It gave me pause.  I had planned to retire 7 years ago to focus on completing the game, but am still working my day job which limits progress.  A different set of life circumstances has prevailed that I could not predict.   But, it is all good.  I like where I am at today, and 2024 holds the promise of being even better.

Scenario #81 is complete and tested.  I am still working on #88, but it is a large scenario and I doubt it will be finished soon.  These 2000 unit scenarios take time.  I do plan to release a version of WWII-E before Christmas which will include #81.  That leaves 7 scenarios to go.  I do have a person who might do some data entry for me in 2024.

Hope everyone is doing well.  I have some time off at the end of the year, and do plan to work on the game then.

All the best,
Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Zovs on December 02, 2023, 03:41:23 AM
Thanks for the update Ron…totally get life events…I was spared death by God, surviving a heart attack with a 13% survivable rate.
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Agent Smith on December 02, 2023, 10:58:47 AM
Excellent news.Thanks R.D.- A
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: schwerpt on December 06, 2023, 12:22:08 AM
Zovs, glad to hear you survived.  Those are not good odds.  Take good care of yourself.  I am fortunate to continue to have good health.
Agent Smith, thanks.  Always glad to hear from you.

Ron
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Zovs on December 06, 2023, 12:21:55 PM
Zovs, glad to hear you survived.  Those are not good odds.  Take good care of yourself.  I am fortunate to continue to have good health.
Agent Smith, thanks.  Always glad to hear from you.

Ron

Yes, I know (I am software engineer by trade, and I remember statistics class, lol), I am so thankful no one told me the odds that day. Amazing how much grace God has.

Glad your health is doing great. I have since lost 50+ pounds, on the Mediterranean diet and exercising 3 times a way and never felt better, even when I was in the Army from ages 20-24, lol.
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Franciscus on December 18, 2023, 03:58:45 PM
I observed the 9th anniversary of the initial release of World War II Europe yesterday.  It gave me pause.  I had planned to retire 7 years ago to focus on completing the game, but am still working my day job which limits progress.  A different set of life circumstances has prevailed that I could not predict.   But, it is all good.  I like where I am at today, and 2024 holds the promise of being even better.

Scenario #81 is complete and tested.  I am still working on #88, but it is a large scenario and I doubt it will be finished soon.  These 2000 unit scenarios take time.  I do plan to release a version of WWII-E before Christmas which will include #81.  That leaves 7 scenarios to go.  I do have a person who might do some data entry for me in 2024.

Hope everyone is doing well.  I have some time off at the end of the year, and do plan to work on the game then.

All the best,
Ron


Good to hear that, Ron. Hoping for the Christmas version soon :)
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Franciscus on December 29, 2023, 08:42:31 PM
Well, Christmas is past...Any chance for a New Year's Eve release ?  ;D

Cheers
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: ncc1701e on December 30, 2023, 05:51:52 PM
Would be happy to play the new #81 scenario.
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Zovs on December 31, 2023, 11:29:48 AM
Maybe Ron will bless us next year?

 :laughing4 ;D
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Agent Smith on March 09, 2024, 11:22:21 AM
Hello Ron,
Any chance of a status update?
Thanks in advance.
Regards
A.
Title: Re: WWII-Europe Campaign Scenario #102 Update
Post by: Freyr Oakenshield on March 20, 2024, 11:20:58 PM
Ron, do you think you could put all the new tested stuff in the game and release a new game version on DropBox that would be higher than V1.0.11 - which was the latest official version you released in 2018, i.e. 6 years ago...?

Regards,
Fr