Dogs Of War Vu

Network of Friends => Schwerpunkt => Topic started by: schwerpt on June 14, 2016, 04:39:35 AM

Title: WWII-Europe v108
Post by: schwerpt on June 14, 2016, 04:39:35 AM
Hello,

This weekend I focused on the ground AI.  The strategy is to make better use of the units that start in enemy ground unit's ZOC.  If the ground AI is in an aggressive attack posture, then the ground AI should move more units from the MLR than if you are in a defensive posture. This is part of item 12 below.

Ron
 
Current content for v108:
World War II Europe
Patch version 1.0.8 Content
1. The combat markers and temporary markers are now reset at the end of each turn.
2. Added list of Russian airfields on Turn 1 in scenario #42 to the Help file.
3. AF of less than zero is displayed as zero.
4. Display OOB has three options. Mouse left click selects the unit and centers the low level map on it.  Mouse right click
allocates HQ Reserve to the unit.  Select the Display OOB or Cancel icons to continue with the game.
5. Fixed bug on Naval Supply ops, Axis only, scenarios 3,4,8,10,11,12,26-32,33-41 and 101.
6. Changed AI self imposed limit from one Naval S&D op per hex to three. Ensures coverage of key areas.
7. Changed the AI so that it follows the weather rule of no ops in storm weather at destination hex. Changed both Naval
and Air ops.
8. Selection of HQ unit for Change HQ Unit ops is now done from the Command Panel.  WWIIE displays the friendly on map
HQ units within 12 hexes for selection. Previously the player selected a hex, and the game selected the top HQ unit in
that hex.
9. A message is displayed for each unit being transferred from the scenario next turn, and one for current turn transfers.
10. For Air Tactical Ops only: There is a 10% chance that a loss to a ground unit that is dugin will not be allocated,
a 20% chance that a loss to a ground unit that is entrenched will not be allocated, and a 30% chance that a loss to a
ground unit that is fortified will not be allocated.
11. During the Combat Phase, the number of remaining attacks is displayed in the Command Panel. "Combats Left: #".  The
# number is displayed in red text.
12. Made enhancements to the air, naval and ground AI operations.
Title: Re: WWII-Europe v108
Post by: Asid on June 14, 2016, 04:55:37 AM
Hi Ron

Some good changes/additions. Will there be any scenarios added in 1.08?

Regards
Title: Re: WWII-Europe v108
Post by: Stardog765 on June 14, 2016, 02:32:40 PM
Great news! Looking forward to the update.

Really enjoy the game.
Title: Re: WWII-Europe v108
Post by: lecrop on June 14, 2016, 06:50:55 PM
Thnx for the info
Title: Re: WWII-Europe v108
Post by: schwerpt on June 17, 2016, 03:55:06 AM
There will be some new scenarios, all from the France 1944-45 group.  Scenarios 35 though 39 are the ones that will be included in that group.
Ron
Title: Re: WWII-Europe v108
Post by: Stardog765 on June 17, 2016, 02:45:04 PM
Great news!

Looking forward to more West Front goodness :)

Title: Re: WWII-Europe v108
Post by: schwerpt on June 30, 2016, 04:20:05 AM
I should be getting v108 to the playtesters in one week.  This will give us all a better picture of its release date.  Even if the Ground AI is not complete (there will always be room for improvement on the AI), there is still significant content already done in v108 that I want to get to the players.

Will keep you informed,
Ron
Title: Re: WWII-Europe v108
Post by: Asid on June 30, 2016, 07:02:53 AM
This is great news.

I am sure there are many who will agree :).

Regards
Title: Re: WWII-Europe v108
Post by: Franciscus on June 30, 2016, 08:33:09 AM
Great news.
Why don't you consider a release of a public beta for the interested customers ?

I wouldn't mind to try it even if not the final release

Regards
Title: Re: WWII-Europe v108
Post by: Stardog765 on June 30, 2016, 02:18:37 PM
Great news!
Title: Re: WWII-Europe v108
Post by: schwerpt on July 06, 2016, 02:29:17 AM
Status on v108:    I did not get the code to the playtesters as planned, but did have a very good weekend of programming and testing.  The Ground AI is now based on a posture (aggressive, defensive, or standard).  The dialog box specifies the posture to the player.

I have been testing using scenario #42, and using the Axis Computer Opponent.  I figured that this would give the Ground AI it's best challenge, where it has to attack and move aggressively.  This new patch achieves that.  The Ground AI regularly breaks through the Russian defensive line in 3-4 places on turn 1, and moves up to 10 hexes away from the border.

One of the reason for the improvement is that the Combat AI now includes Combat Moves.  Holes in the line are exploited, with special focus to capturing enemy cites, taking enemy Railroad supply hexes, and disrupting any attempts to re-establish a defensive line.  Blitzkrieg achieved! 

I have a few more improvements to make before v108 goes to the playtesters, but I do promise to make it available to customers who have purchased as a beta copy for comments.  I'll make it available at the same time. It will be located using the same link you used to download the game when you purchased.

Ron
Title: Re: WWII-Europe v108
Post by: Franciscus on July 06, 2016, 11:32:05 PM
Many thanks, Ron !
Title: Re: WWII-Europe v108
Post by: schwerpt on July 07, 2016, 05:14:18 AM
I have to modify the code for Combat Move Reports.  Currently, I used the Ground Move Phase report, and just added the combat moves to it.  Doing this limits number of Combat Moves in large scenarios.  So I am creating a new array that will hold only the Combat Moves.  In this way, I can guarantee that the larger scenarios will be covered.

Ron
Title: Re: WWII-Europe v108
Post by: Hafer on July 10, 2016, 03:08:54 PM
Great news, Ron!  :)

I'm looking foreward to it.  ;D ;D ;D
Title: Re: WWII-Europe v108
Post by: Agent Smith on July 22, 2016, 01:58:07 PM
Hi Ron,
Any news to report?
Regards A.
Title: Re: WWII-Europe v108
Post by: Asid on July 22, 2016, 02:01:13 PM
Hi Agent Smith

From the website:



"V1.08 Update- 2
posted in: Dispatch | 0
2 July 19, 2016

Everything is going very well.

I have v108 ready except for one bug. When the Air AI destroys an enemy ship, the game announces with a dialog box at the end of the turn deploy phase that the ship has been transferred!  When I find and fix, then I plan to release to the playtesters and to the customers as a beta version."
Title: Re: WWII-Europe v108
Post by: chemkid on July 22, 2016, 06:19:38 PM
Thanks!
Title: Re: WWII-Europe v108
Post by: schwerpt on July 27, 2016, 02:44:06 AM
I'm down to one last bug to fix before releasing to the playtesters and as a beta to the customers.  Working on it tonight.  Will let you know the outcome of debug and test.

Thank you for your patience.  I think you will like the new AI, as well as some of the improvements made for v1.08.
Ron
Title: Re: WWII-Europe v108
Post by: schwerpt on July 27, 2016, 04:46:36 AM
Got it.  v108 ready for download!
Ron
Title: Re: WWII-Europe v108
Post by: solops on July 27, 2016, 05:14:54 AM
Got 'em. Thanks Ron.
Title: Re: WWII-Europe v108
Post by: solops on July 27, 2016, 05:23:26 AM
I am still showing version 1.07 in the version screen.
Title: Re: WWII-Europe v108
Post by: schwerpt on July 27, 2016, 02:04:18 PM
It is still marked as v107, but the code is v108. I probably should have updated it to v108 beta.  It will definitely be v108 when we release the final version of the upgrade. 

Ron
Title: Re: WWII-Europe v108
Post by: Franciscus on July 28, 2016, 06:30:24 PM
Many thanks, will try it ASAP.

Just a quick note, scenario 36 still shows as under development, in the scenario list window.

Regards
Title: Re: WWII-Europe v108
Post by: Kemmo on August 02, 2016, 02:49:01 PM
Hi Ron,just tried Western Desert Force as the Allies  with 1.08.First turn played ok,but at start of the second turn after the Axis planning and executing air/naval ops and Axis turn deploy executed boxes the Axis naval/landing ops required box comes up,pressing yes just cycles thru the report boxes again.Pressing no continues turn 2 with the Axis in supply,but on turn 3 they are out of supply even though the AI has freighters on naval supply ops at Bengasi and Sirte. regards kemmo.
Title: Re: WWII-Europe v108
Post by: schwerpt on August 03, 2016, 04:49:09 AM
I will have to take a look at this on the weekend, and get back with you.  Have not seen that happen in the Lab, so I may need to get additional information from you to re-create that.

Thanks for letting me know,
Ron
Title: Re: WWII-Europe v108
Post by: Franciscus on August 05, 2016, 10:41:16 PM
Just a quick note regarding UI.

If I select a unit and then hit the "Highlight OOB", the respective OOB units (ex, an italian division and her sister and parent units in the WDF scenario) are correctly higlighted on map. But if I do not hit "Cancel" and select another division of a different corps, this one also is highlighted blue, but the previous divsions and corps are still highlighted on map.

Just something to improve

Regards
Title: Re: WWII-Europe v108
Post by: Franciscus on August 06, 2016, 10:17:50 PM
Continuing some checks on 1.08

Is it WAD that, after combat, when I select an hex with my units, they all get selected ? In this way, Combat Phase Move cannot be done separately for each unit...

I checked and "Locked Operations" option is Off...


Regards
Title: Re: WWII-Europe v108
Post by: Franciscus on August 07, 2016, 11:33:01 AM
Hi Ron,just tried Western Desert Force as the Allies  with 1.08.First turn played ok,but at start of the second turn after the Axis planning and executing air/naval ops and Axis turn deploy executed boxes the Axis naval/landing ops required box comes up,pressing yes just cycles thru the report boxes again.Pressing no continues turn 2 with the Axis in supply,but on turn 3 they are out of supply even though the AI has freighters on naval supply ops at Bengasi and Sirte. regards kemmo.

Hi

I confirm this bug. If AI is playing Axis, this message about the AI needing to perform supply operations keeps showing up on second turn, but hitting yes does not do anything. To reproduce it you just need to start the scenario and go to second turn.

This bug does not seem to occcur in all other North Africa scenarios, though. In the big 1940-1943 scenario the bug is there also, from turn 2. But in Cyrenaica, until turn 4 at least, no bug, Axis AI keeps doing supply operations and the message does not appear.
Had no time to test other NA scenarios.

It seems as the AI has no supply operation script, or instead is not configured as AI, but as needing human input ?

Regards
Title: Re: WWII-Europe v108
Post by: Franciscus on August 07, 2016, 11:28:14 PM
On a positive note I am seeing a much improved AI, specially naval and air AI. I was used to employ rather recklessly my italian navy and german submarines in WDF, and now, on turn 6, all the submarines and half of my battleships are sunk  ;D

Regards
Title: Re: WWII-Europe v108
Post by: Franciscus on August 08, 2016, 11:59:27 PM
Maybe everybody is on vacation (I will be soon), but here goes another question.  ;)

I am playing as axis, WDF scenario, vs AI, FOW ON. Allied AI currently has initiative and does her deployments first. Is it WAD that when it is my time to make deployments, I can check and see all my computer opponent deployments in the reports ?

Regards
Title: Re: WWII-Europe v108
Post by: schwerpt on August 09, 2016, 02:09:36 AM
Thank you for your comments.  I have put them on the list, and am working on them.

For the Combat Move, the game does highlight all units, but only the top unit will be selected and moved as a Combat Move.  This is as expected. I have fixing the display on my fix list, but it is a low priority since the game works. It comes from the code that selects all defenders.  The game highlights all units in the hex because it initially thinks you are attacking them. Once you choose Combat Move op, the game knows to elect only the top unit in the stack.

For the CO ops in reports, this is also as expected.  Some players use the reports as a learning tool, so I have to include them.  Since you are playing against the AI, just don't look at the reports for the AI!

Still working ont he other comments.  Keep them coming!

Thanks,
Ron

Title: Re: WWII-Europe v108
Post by: Franciscus on August 09, 2016, 06:59:06 PM
Many thanks for the reply, Ron.  :)

Here's more questions/commentaries:

- rebuilding destroyed units works ! (I remember in the past it did not)

- the interface for chosing the location of entry of the rebuilt unit could be improved. We can select historic or HQ, but if the HQ unit was also destroyed, we can manually input an hex coordinate. Another very useful option, would be having a list of currently owned cities (or just scenario cities - this list is already available in game in the right-click operation "City selection"). In this way we could select an owned city for the rebuilt unit to appear - more intuitive and easy than having to scan for the correct coordinates

- do the available replacement points change during the game ? In my current test of WDF scenario as Axis, I am certain I started with 2 Mech replacement points. I lost all my tank units  ;D - I rebuilt the Babini brigade (cost: 2 Mech points), and it appeared next turn as expected. But then I checked and I got more two Mech replacement points, so next turn I rebuilt another italian group. Is this WAD ?

Regards
Title: Re: WWII-Europe v108
Post by: Franciscus on August 11, 2016, 12:12:27 AM
Hi again  :)

In my ongoing WDF test, the AI has destroyed both my freighter flotillas, so I am now starving in Africa  ;D

Just a minor note for a possible improvement:

In the hex outside Tobruk port (254x337), my italian destroyers (with a DF 3, but having suffered previously 2 combat losses that I neglected to replace...) were attacked by HMS Warspite and an english destroyer flotilla. According to the combat report, odds were 2:1 and the die roll was 3. Also according to the report, I got Losses=1 and mission aborted. No "sunk" result.

But of course they were sunk, because they lost their remaining DF point.

Should not a "sunk" result have appeared, as it showed in the report about my poor freighters, bombed to pieces by a Blenheilm squadron ?

(PS as consolation HMS Warspite was also sunk in this round  :D)


Best regards and congratulations for a much improved AI  8)
Title: Re: WWII-Europe v108
Post by: Ronster on August 11, 2016, 05:22:10 AM
I also agree that the system for rebuilding dead units be improved.  I am playing the 1941 Eastern Front scenario and when I put on the window that list the dead units and also the window for rebuilding units, I cannot see the map nor even scroll because both windows will disappear.  There needs to be someway to rebuild dead units that is easier.

Ron
Title: Re: WWII-Europe v108
Post by: Franciscus on August 15, 2016, 12:20:22 AM
Hi Ron,just tried Western Desert Force as the Allies  with 1.08.First turn played ok,but at start of the second turn after the Axis planning and executing air/naval ops and Axis turn deploy executed boxes the Axis naval/landing ops required box comes up,pressing yes just cycles thru the report boxes again.Pressing no continues turn 2 with the Axis in supply,but on turn 3 they are out of supply even though the AI has freighters on naval supply ops at Bengasi and Sirte. regards kemmo.

Hi

I confirm this bug. If AI is playing Axis, this message about the AI needing to perform supply operations keeps showing up on second turn, but hitting yes does not do anything. To reproduce it you just need to start the scenario and go to second turn.

This bug does not seem to occcur in all other North Africa scenarios, though. In the big 1940-1943 scenario the bug is there also, from turn 2. But in Cyrenaica, until turn 4 at least, no bug, Axis AI keeps doing supply operations and the message does not appear.
Had no time to test other NA scenarios.

It seems as the AI has no supply operation script, or instead is not configured as AI, but as needing human input ?

Regards

Hi Ron

I made a quick check of all North Africa scenarios (9-25), regarding the CO bug in making naval supply deployments. Playing absolutely passive, just hitting next phase. Please note that tests were done up until turn 2, so I am not sure if further on the bug may appear in scenarios that seem ok in the first two turns...

- scenario 9: bug (Axis AI does not perform supply deployments on turn 2)
- scenarios 10, 11: OK
- scenario 12: supply ops not used
- scenario 13: bug (Axis AI does not perform supply deployments on turn 2)
- scenarios 14, 15: OK
- scenarios 16, 17: OK (Axis and Allies)
- scenario 18: Axis bug (Axis does not perform supply deployments on turn 2); Allies AI perform supply deployments, though.
- scenarios 19, 20, 21, 22: OK (Axis and Allies)
- scenario 23 Allied bug (Allies do not perform supply deployments on turn 2); Axis AI perform supply deployments
- scenario 24: OK
- scenario 25: Axis AI performs supply deployments; but according to scenario notes not needed ? (probably scenario notes wrong

Regards
Title: Re: WWII-Europe v108
Post by: Agent Smith on September 09, 2016, 01:18:51 AM
Hi Ron,
any chance of a status update?
The site seems to have gone a little dormant.
regards
A.
Title: Re: WWII-Europe v108
Post by: schwerpt on September 09, 2016, 03:18:18 AM
Hello,

I have been quiet, but busy on your comments.
1. Start of 2nd turn, message for Axis AI to perform supply ops.  Found and fixed.  Bug was in storm weather code.
2. Click on HQ, OOB window, Left click on unit not on map.  Game centers screen where unit will enter.  Found an fixed. Game now checks to see if unit selected is on map.

Looked at keeping command panel displayed when map is scrolling, but this is a big code change.  The Game writes the cmd panel in memory, so scrolling will just move the panel with the map.  Game has to then display the panel in the right spot for further commands.

For Combat Move, the Game has to highlight all units since it does not know if you are attacking on Combat Moving.  Once Combat Moves is selected, then the Game highlights only the top unit.

Good comments on Gibraltor.  Should I change the scenario so that Axis units start in proximity to Gibraltor instead of having to move across Spain?

Continuing to build West Front scenarios.

Hope everyone is doing well, and had a great Labor Day weekend.
Ron


Title: Re: WWII-Europe v108
Post by: schwerpt on September 09, 2016, 03:23:14 AM
@ Franciscus

I looked at allowing players to input hex xy coordinates for unit entry, but there were so many gamey "cheats" that could be done.  Units could be entered behind enemy lines!

Replacement points do change during the game.  There is a table for each scenario that specifies the number of mech and non mech points per turn per country.  Table will be released after all scenarios have been built.

Ron
Title: Re: WWII-Europe v108
Post by: schwerpt on September 09, 2016, 03:26:06 AM
@ Franciscus

The display of sunk is only done when the CRT calls for that result.  However, I like your idea, and will add display of sunk if a unit is sunk due to DF going to zero.

Ron
Title: Re: WWII-Europe v108
Post by: Kutnezov on October 07, 2016, 12:18:04 AM
Hi Ron,

Any news regarding the patch or new scenarios?

Thanks in advance.
Title: Re: WWII-Europe v108
Post by: Hafer on October 27, 2016, 12:53:13 PM
Hi Ron,

Any news regarding the patch or new scenarios?

Thanks in advance.

Good question. And a few scenarios aren't out yet.
Title: Re: WWII-Europe v108
Post by: schwerpt on November 08, 2016, 04:16:45 AM
I realize I have been very quiet for a while, but let me assure you I am continuing to work on v1.0.8.  I am also putting together a list of all comments received that have not been addressed.  I want to get full community feedback before I start on v1.0.9.

One item that I want to address on v1.0.8.  Since the game is taking much longer to finish due to a delayed retirement, how would everyone feel about me releasing the text files for the scenario that have been built?  The game already has the scenario builder in it, you just need the format of the text files.  I'll do this if everyone promises to send me the proposed changes to the text files.  I do not want to compete with game owners, but I do want to offer the best scenarios as part of the game, not have to go elsewhere to find them.  On AGW, I was never able to access the scenarios built by others!!  Let me know how you see this one.

Thanks for your patience,
Ron
Title: Re: WWII-Europe v108
Post by: Schwerpunkt Valencia on November 08, 2016, 08:16:53 AM
Hi Ron,

I would be happy if you release the text files. Needless to say I would post you all the suggested changes, enhancements, etc with an explanation on the reasons why. We fully understand you are quite busy but game development could go faster with the help of us -it is up to you-

That also reminds me I produced some upgraded and optional scenarios on AGW but I never shared them. If you want I can forward them to all of you.

Cheers

Schwerpunkt Valencia
Title: Re: WWII-Europe v108
Post by: blond_knight on November 08, 2016, 12:19:09 PM
Ron that sounds like a great idea.  Maybe with the understanding that any completed projects or major tweaks would be given to you for inclusion in the next update?
We may need some documentation if the format has changed significantly.
Title: Re: WWII-Europe v108
Post by: Asid on November 08, 2016, 12:49:09 PM

That also reminds me I produced some upgraded and optional scenarios on AGW but I never shared them. If you want I can forward them to all of you.

We can get the files hosted here. Let me know.

Regards
Title: Re: WWII-Europe v108
Post by: Franciscus on November 08, 2016, 11:40:23 PM
Hi Ron

For what it's worth, I have no interest in the scenario text files as I have no time or interest in modding.

Just waiting for 1.08 final, really  ;)

Regards
Title: Re: WWII-Europe v108
Post by: schwerpt on November 14, 2016, 01:15:35 AM
Franciscus,
Wait no longer.  I just uploaded v1.0.8 to Drop Box minutes ago.
I'll post an announcement in a few minutes.
Thank you for your patience,
Ron
Title: Re: WWII-Europe v108
Post by: budd on November 14, 2016, 02:47:26 AM
Downloaded and installed. it removed 107 first then installed. When i check in the game menu it says 107 still?

(http://i1144.photobucket.com/albums/o484/ronnie8691/Screen%20Shot%2011-13-16%20at%2006.44%20PM_zpsehvayzde.png)
Title: Re: WWII-Europe v108
Post by: Asid on November 14, 2016, 02:48:54 AM
Confirmed
Title: Re: WWII-Europe v108
Post by: Franciscus on November 14, 2016, 07:08:46 PM
The "old" dropbox link we received when we first purchased the game may be broken.

As sugested by Ron, I asked him directly via mail (schwerpt@gmail.com) for a fixed dropbox link and after a few hours he sent it to me, and it works perfectly. 1.08 version.

Regards
Title: Re: WWII-Europe v108
Post by: Agent Smith on November 15, 2016, 04:37:57 AM
Download worked for me, thanks for the update Ron.
Title: Re: WWII-Europe v108
Post by: Asid on November 15, 2016, 02:47:09 PM
There is a new download link. All you do is email Ron schwerpt@gmail.com . He will send you the new link. This could take up to 24 hours.

Regards
Title: Re: WWII-Europe v108
Post by: Schwerpunkt Valencia on November 15, 2016, 03:52:27 PM
Just checked the new file. It seems there is a new scenario (no. 36) St. Lo Breakout. Some bugs noticed in it:
- There is a lonely British armored brigade roaming near Amiens well behind the German lines.
- All the German fighter air units have factors too low (FW190 rated at 8-7-2 without losses) and are not consistent with scenario 35.
- There are no German artillery units in the Pas de Calais area, yet there are in Bretagne.
- Not a single German unit is entrenched although there were 4 weeks before in port areas.
- Some of the German units garrisoning ports are not even there.

Cheers
Title: Re: WWII-Europe v108
Post by: schwerpt on November 16, 2016, 03:35:23 AM
Good catches on #36, I'll add these to the fix list. British 34th tank brigade should be located at 101,177 instead of 121,177.  FW190 JG2 geschwader is normally rated at 11-7-2.  All FW190 units should be at 11-7-2, but with at least 2 losses.

Ron
Title: Re: WWII-Europe v108
Post by: schwerpt on November 16, 2016, 04:13:34 AM
I looked a little closer at the FW190 units, and they are correct as is.  They are 4-3-2 with a TEM of 4 (displays correctly as 8-7-2).  These units are Gruppe, not Geschwader.  They are about one third as powerful as a full geschwader.

Ron
Title: Re: WWII-Europe v108
Post by: schwerpt on November 16, 2016, 04:30:37 AM
I made the changes to scenario #36, and uploaded a copy to the same Drop Box folder that has the setup file for v1.0.8.  I fixed the British 34th tank brigade location, and entrenched and dugin the German units in Pas de Calais same as #35.

I did not add coastal artillery, since I want to do a full scenario search for that in a future version.  I also did not change the FW190 strength, since it is correct for a gruppe.

Hope this helps,
Ron
Title: Re: WWII-Europe v108
Post by: Schwerpunkt Valencia on November 16, 2016, 05:23:02 PM
I looked a little closer at the FW190 units, and they are correct as is.  They are 4-3-2 with a TEM of 4 (displays correctly as 8-7-2).  These units are Gruppe, not Geschwader.  They are about one third as powerful as a full geschwader.

Ron

Yes, but since those Geschwader cannot be merged into Gruppen they are almost useless. Would it not make sense to consolidate them into a sort of weakened air group ?. Thus they could take replacements, otherwise they will only take losses without having the slightest chance of standing Allied air forces even if concentrated.

Another comment is that units seem to be not consistent with the previous scenario. I know Germans were switching air units back and forth as needed but still seems not consistent.
Title: Re: WWII-Europe v108
Post by: Franciscus on November 16, 2016, 09:11:47 PM
Something strange with my installation...

I download 1.08 from the new link Ron sent me. It shows 1.08 on the "about" window. The exe is dated 2-10-2016.

In my 1.08 install there is no scenario 36, though... I downloaded it from dropbox today, but my 1.08 setup install had no scen 36...

Any explanation ?
Title: Re: WWII-Europe v108
Post by: Schwerpunkt Valencia on November 16, 2016, 10:27:48 PM
Just download the scenario 36 from Dropbox and import file into the WWIIE main folder. Problem was that although scenario was listed, file was not within.

Kind regards

Schwerpunkt Valencia
Title: Re: WWII-Europe v108
Post by: Asid on November 16, 2016, 10:43:35 PM
Just download the scenario 36 from Dropbox and import file into the WWIIE main folder. Problem was that although scenario was listed, file was not within.

Kind regards

Schwerpunkt Valencia

I did the same
Title: Re: WWII-Europe v108
Post by: schwerpt on November 17, 2016, 02:38:04 AM
Are there other scenarios missing?  I can make them available, and make sure they get in a future release.
Thanks,
Ron
Title: Re: WWII-Europe v108
Post by: Asid on November 17, 2016, 02:49:30 AM
Are there other scenarios missing?  I can make them available, and make sure they get in a future release.
Thanks,
Ron

Hi Ron. The scenarios go from 1 - 91 .

The ones missing from the series are:

26
33
34
36
38
39
40
41
52
57
64
72
77
78
79
80
81
83
84
85
86
87
88
89
90

I do not know what should or should not be there.

Hope this helps

Regards
Title: Re: WWII-Europe v108
Post by: budd on November 17, 2016, 04:08:31 AM
All the ones with a star say "scenario in development" on my screen
(http://i1144.photobucket.com/albums/o484/ronnie8691/Screen%20Shot%2011-16-16%20at%2007.51%20PM_zpsuqb99cis.png)
Title: Re: WWII-Europe v108
Post by: bigus on November 19, 2016, 06:36:37 AM
Anyone experiencing the snap focus select?
I click on a unit and the mouse focus is on the unit in the info box?
WTF?

Please get rid of this.......????? 

Units have to be double selected to "dig in" after "move no attack".
This has been around for a while.
Wish list material  but can you please fix this as well.

Title: Re: WWII-Europe v108
Post by: schwerpt on November 23, 2016, 04:55:28 AM
There is a method to make it one click.  It is the method I always use, and we put it in based on earlier comments.  Just right click and choose "Locked Operations", then choose Digin.  You can then digin unit after unit.  After performing all of the digins, you will need to turn Locked Ops off.

Otherwise, it follows the same steps.  Click on hex, then click on unit, then click on operations, and finally click on destination hex (if it is a move op.  Otherwise, game executes op without the 4th step).

Hope this help,
Ron
Title: Re: WWII-Europe v108
Post by: bigus on December 23, 2016, 09:40:24 PM
There is a method to make it one click.  It is the method I always use, and we put it in based on earlier comments.  Just right click and choose "Locked Operations", then choose Digin.  You can then digin unit after unit.  After performing all of the digins, you will need to turn Locked Ops off.

Otherwise, it follows the same steps.  Click on hex, then click on unit, then click on operations, and finally click on destination hex (if it is a move op.  Otherwise, game executes op without the 4th step).

Hope this help,
Ron

Thanks Ron,
Sorry it took so long to respond to this.
I would rather do a "dig in command" after I move the unit while it is still selected.
As it is now, I have to move the unit. Then I have to re-select the unit after a move and then select the dig in command.
Dig in command is there but the unit will not dig in unless I re-select it.
Title: Re: WWII-Europe v108
Post by: Schwerpunkt Valencia on December 28, 2016, 10:16:41 AM
Hi Ron,

Merry Christmas !

Any update on the new patch development ?

Cheers

Schwerpunkt Valencia
Title: Re: WWII-Europe v108
Post by: schwerpt on December 30, 2016, 06:26:56 AM
I spent some of the holidays building three West Front scenarios (#39, #40 and #41). None are completely ready, but I have done the research and am in the data entry part of the battle build.  Would like to complete these before pressing on v1.0.9 upgrade.

Hope everyone got some time off and some good holidays.  Looking forward to more game development in 2017!
Ron
Title: Re: WWII-Europe v108
Post by: Schwerpunkt Valencia on February 15, 2017, 10:43:16 AM
Hi Ron,

Hope everything is alright and work going on with new scenarios.

I have come across with a website that provides some interesting statistics to the tricky question of replacements.

Here you have:

https://web.archive.org/web/20130421212524/http://ww2stats.com/cas_ger_var_ost.html

In particular this deals with the monthly losses and replacements the Ostheer was experiencing during most of the war in the East. Also broken down into specific army groups (eingetr. Ersatz) That provides valuable info on the -mostly- infantry replacements received.