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Network of Friends => Schwerpunkt => World War II Europe 1939-1945 => Topic started by: schwerpt on November 14, 2016, 03:50:49 AM

Title: World War II Europe Potential Change List V1.09
Post by: schwerpt on November 14, 2016, 03:50:49 AM
Attached is my list of potential changes for v1.0.9.  I am requesting that the community review it, and let me know if there are items missing.  Once I have the complete list, then I want to get feedback on the ones for v1.0.9.

Thanks in advance,
Ron

Title: Re: World War II II Europe Potential Change List V1.09
Post by: Asid on November 14, 2016, 04:03:04 AM
World War II II Europe Potential Change List V1.09

Major Rules:
1.   None at this time

Minor Bugs:
1.   Display of city points and supply paths over write the CP

Enhancements:
1.   Implement range distance for HQ links, and assess a -1/2 AF/DF for out of range.
2.   Continue to display the reports after scrolling
3.   Make Design Notes more accessible. For example, add a one click icon in the CP or a Right Click menu item)
4.   Add Defensive Air Support operation
5.   Add default entry hex for reinforcement for each country.
6.   Improve Move to Exploit and Breakthrough Combat AI
7.   Add air unit losses based on flak
8.   Choose which phases AI will play
9.   Allow AI to play itself
10.   Division size unit should recover 3 supply losses per turn, while non division size units recover one supply loss per turn
11.   Have different recovery times for each country
12.   Add incentive to change HQ links as needed
13.   Add railroad conversion rules for East Front/Great Patriotic War
14.   Further modify HQ Reserves based on quality of HQ leader
15.   Add one more level of maps or display units at 2X
16.   Implement surrender rules for isolated units (per country per year).
17.   Implement corps units for Soviet Rifle Divisions
18.   Separate air, naval, and mech replacements points
19.   Stacking rules take unit size into account
20.   Allow air ops to source hex. Note currently an op to source hex is equivalent to putting the unit down with out performing an op.
21.   FOW on Turn Deploy Reports.  Just do not allow report to be viewed during this Phase.
22.   Bring back Hold Ground, Normal and Give Ground rules from AGW.
23.   Bring back Air Interdiction ops from AGW.
24.   Ability to lock units for no operations.  Unlock based on turn number or game event. Note this is needed for WWII Campaign scenario.
25.   Variable start date for scenario #42.
26.   Break 7th AB Division into regiments on scenario #10.
27.   Align display of air units with ground on Detailed Combat screen
28.   Highlight OOB on or off, all the time
29.   Add report to list units on map at start (reinforce Report shows only changes to that initial state). Or supply text file with full OOB at initial scenario start.
30.   Grey out “Allocate Replacements” if no replacements are available.
31.   Add Malta garrison on #9 and #13.  Same as #15
32.   East Front #44 and #47 consistency with #42
33.   Combat units take losses if in stack before HQ units do
34.   Add 255 ID in Operation Typhoon
35.   Prevent Soviet AI from starting on turn 1 or 2 for scenarios starting on June 22nd, 1941
36.   Fix map. Island hex 200,147 should be part of Denmark
37.   Add partisan warfare
38.   Add more sound effects for game immersion experience
39.   Separate the Soviet and Western AI on the WWII-E Campaign scenario.
40.   Have AI select between the three attack methods.
41.   Better PBEM protection (password protect)
42.   Revisit replacement numbers on all scenarios.  Appear to be too low.
43.   Revisit number of attacks per turn on all scenarios. Note I received comments saying too high, and saying too low.
44.   Check all scenarios for missing fixed artillery in select coastal cities.
45.   Add option to use Chemkid’s graphics


Title: Re: World War II II Europe Potential Change List V1.09
Post by: Ronster on November 14, 2016, 04:54:01 AM
I went through the list and all those sound cool, especially the defensive air support.  How would you implement that?

Ron

P.S.  One thing I would like is some additional music to be played.  One song does not last too long.

Ron
Title: Re: World War II II Europe Potential Change List V1.09
Post by: blond_knight on November 14, 2016, 01:50:39 PM
Wow that's quite list!

My suggestion would be to focus on AI, HQ rules, and Eastern front 'features'.

'My' priorities would be: 1,4,6,7,12,13,23,33,35,37,40.
Title: Re: World War II II Europe Potential Change List V1.09
Post by: Franciscus on November 14, 2016, 07:37:26 PM
Can we have all ?  ;)

Just kidding.


After a cursory look, IMHO, you could maybe focus on "interface" (2,3,15,27,28,29,30,45) and "basic AI" enhancements (6,35,40).

Unit surrender (16), FOW on turn deploy (21, already debated), and a simple HQ enhancement (1) would also be nice to have.

Map, OOB, and replacements improvements or fixes should come along as they are spotted.

Further enhancements, like selectable defensive stances (22) look nice, but the AI must be able to use them :)

Best regards
Title: Re: World War II II Europe Potential Change List V1.09
Post by: MT on November 14, 2016, 11:58:26 PM
1,4,13,16,17,18,23,24 and 41.

What about a replay feature? That is replaying an opponents turn in PBEM.
Title: Re: World War II II Europe Potential Change List V1.09
Post by: pzgndr on November 15, 2016, 12:16:13 AM
Good list.

#13 rail conversion rules.  Are you thinking about re-implementing the RGW rules again, or have you decided on something else? 

I would still like to see AI air ground support implemented.  I'd also like to see the unlimited AI air spotting reconsidered, either default spotting or provide a on/off toggle for players to select?
Title: Re: World War II II Europe Potential Change List V1.09
Post by: schwerpt on November 28, 2016, 03:23:11 AM
@pzgndr,

I added the two you mentioned to the list as:
46.   AI use of Ground Support attack ops.
47.   Limit AI spotting of defensive units for air ops.

Have not made any determination on how to implement of these items, including the RR conversion item  For now, just working to get a list for v1.0.9.  I am looking for those changes that would be the best improvements to the game based on customer feedback.

Thanks,
Ron
Title: Re: World War II II Europe Potential Change List V1.09
Post by: schwerpt on November 28, 2016, 03:28:37 AM
Summarizing what I have heard so far:
Those items getting two or more votes are 1, 3, 4, 13, 16, and 23.
My "wish list" for Christmas is 1, 3, 4 and 16 first.

Any more votes?
Thanks,
Ron
Title: Re: World War II II Europe Potential Change List V1.09
Post by: Ronster on November 28, 2016, 05:05:46 AM
My vote goes to defensive air support, RR conversion like in RGW, and implementing give ground, hold, etc. on combat.

Ron
Title: Re: World War II II Europe Potential Change List V1.09
Post by: Schwerpunkt Valencia on November 28, 2016, 08:16:12 AM
I am aware that is too complicated to set in motion all these suggestions. My vote for the following suggestions are:

Enhancements:
4.   Add Defensive Air Support operation
5.   Add default entry hex for reinforcement for each country.
7.   Add air unit losses based on flak
13.   Add railroad conversion rules for East Front/Great Patriotic War
16.   Implement surrender rules for isolated units (per country per year).
18.   Separate air, naval, and mech replacements points
21.   FOW on Turn Deploy Reports.  Just do not allow report to be viewed during this Phase.
22.   Bring back Hold Ground, Normal and Give Ground rules from AGW.
23.   Bring back Air Interdiction ops from AGW.
27.   Align display of air units with ground on Detailed Combat screen
29.   Add report to list units on map at start (reinforce Report shows only changes to that initial state). Or supply text file with full OOB at initial scenario start.
30.   Grey out “Allocate Replacements” if no replacements are available.
32.   East Front #44 and #47 consistency with #42
39.   Separate the Soviet and Western AI on the WWII-E Campaign scenario.
40.   Have AI select between the three attack methods.
42.   Revisit replacement numbers on all scenarios.  Appear to be too low.
43.   Revisit number of attacks per turn on all scenarios. In most of the scenarios seem to be too high except perhaps Scenario 59: To the Don River.
44.   Check all scenarios for missing fixed artillery in select coastal cities.

As a further comment there seems to be little consistency in Germany units between scenarios 35, 36 and 37. German units should be entrenched and fortified along the coast or in port hexes.

Kind regards

Schwerpunkt Valencia
Title: Re: World War II II Europe Potential Change List V1.09
Post by: schwerpt on November 30, 2016, 05:01:19 AM
Thanks Schwerpunkt Valencia.  I do plan to update the West Front scenarios to be consistent.

So, to summarize the voting results so far:
#4 and #13 have four votes each.
#1, #16, and #23 have three votes each.

All others have either one or two votes.
I'll concentrate on the five top ones first.

I want to encourage others to add their voice and their vote to this also.

Thanks,
Ron
Title: Re: World War II II Europe Potential Change List V1.09
Post by: Kemmo on November 30, 2016, 02:13:56 PM
I'd like to see 1,13,16,23 done first,I liked the rail conversion method in RGW so I'd really like that in.
Title: Re: World War II II Europe Potential Change List V1.09
Post by: pzgndr on November 30, 2016, 07:23:14 PM
I will add my top 5 votes, in no particular order of preference:

#1 and #12 are related, yes please re-implement range effects for HQs.

#6, yes AI needs to perform Move to Exploit and Breakthrough ops.  I would add to this the AI also needs to improve its number of attacks.  In opening moves of Barbarossa I'm still seeing Axis AI making only a dozen attacks when it should be making many more.

#13, yes to RR convert ops to slow down Axis advance during Barbarossa.  Some consideration should be given to trying the city points idea for delaying RR hub conversion by that number of turns?  It may be easier to implement and provide satisfactory results.

#28, highlighting OOB should be relatively easy.

#xx, for AI ground support attack ops. 
Title: Re: World War II II Europe Potential Change List V1.09
Post by: schwerpt on December 01, 2016, 03:39:22 AM
@chemkid,
What is your status on developing more graphics?
Ron
Title: Re: World War II II Europe Potential Change List V1.09
Post by: chemkid on December 04, 2016, 02:25:24 PM
@chemkid,
What is your status on developing more graphics?
Ron
hi ron!
atm, i'm real busy with everything RL related... i hope to have news about progress on this mapmod when xmas holiday starts in a few weeks.
kind regards,

robert
Title: Re: World War II Europe Potential Change List V1.09
Post by: Schwerpunkt Valencia on December 09, 2016, 04:59:18 PM
Hi Ron,

Are you planning to forward us the text files so we can edit them and send them back to fill some of the scenarios ?

If so I might be helping with some of the existing ones. As they will be an alternative option you can decide whether to include them or not.

Kind regards

Schwerpunkt Valencia
Title: Re: World War II Europe Potential Change List V1.09
Post by: schwerpt on December 10, 2016, 04:10:59 AM
I would like to finish the standard scenarios first, then open it up for other developers on the larger Campaign scenarios.  I also would like to find some way to ensure that the scenarios built by others will be shared with the community, including me!

Ron
Title: Re: World War II Europe Potential Change List V1.09
Post by: Christolos on December 12, 2016, 03:12:38 AM
Attached is my list of potential changes for v1.0.9.  I am requesting that the community review it, and let me know if there are items missing.  Once I have the complete list, then I want to get feedback on the ones for v1.0.9.

Thanks in advance,
Ron

I definitely like 40  :)

What happened to adding more bonuses based on the number of attacking unit types as discussed here:
http://dogsofwarvu.com/forum/index.php/topic,3089.0.html

C
Title: Re: World War II Europe Potential Change List V1.09
Post by: Gray_Lensman on December 17, 2016, 10:40:22 AM
I would like to finish the standard scenarios first, then open it up for other developers on the larger Campaign scenarios.  I also would like to find some way to ensure that the scenarios built by others will be shared with the community, including me!

Ron
Ron:

re: the larger Campaign scenarios

One of the really cool features of Jim Dunnigan's (SPI) War in Europe design was the ability to use a production system to build up armed forces of your own OOB specifications. It seems your game design so far always leans towards providing the historically produced units as reinforcements, which is great for the narrower scope limited turn scenarios.

Within your current design, however, you have the capability of reaching out to this final step of providing a true variable production capability.

If you haven't already given it some thought, here's an idea to peruse.

You already have a "pick and choose" production feature coded in Section 6.6 Rebuild a Destroyed Unit

All that's needed to expand that for campaign scenario production is to rework the Scenario file's "Unit Array" definition to include a field that allows the scenario designer to pre-designate a new unit as a destroyed unit instead of arriving as a reinforcement. (This might even be done by adding a third field to the already existing fields for "Entry_Exit_#" using 0 to denote normal reinforcement and 1 to denote a new "destroyed" unit. This has the benefit of allowing the scenario designer to designate a specific turn that the new"destroyed" unit enters the destroyed unit queue. The campaign scenario designer can then "pre-load" the unit array with new "destroyed units" that will then be available for the Rebuild/Production system.

At that point, the P/M system comes into play and will need tweaking to increase the historical amounts available each turn. The beauty of this is that it also allows for a strategic bombing campaign to reduce the amount of P/M available that turn for usage in this production system. Might even be able to apply it to the number of U-Boats out on patrol (not in port) affecting UK/USA/USSR P/M points also. The Allied player would have to take active measures to attack U-Boats to keep their numbers down in order to obtain their full quota of P/M points for their own production.

You could even make this "Production" system optional but that would take some more work designing different weekly P/M point(s) availability and maybe a fourth field to denote a new unit as a normal reinforcement or destroyed unit depending on the option choice.

This entire idea might be for a final version beyond v1.09, but the future "Unit Array" field definition might have to be thought out now and implemented to forestall user modded scenario files haring to be reworked in the future.

Anyhow, just my $.02.

Regards
Title: Re: World War II II Europe Potential Change List V1.09
Post by: Christolos on December 29, 2016, 03:25:44 AM
Summarizing what I have heard so far:
Those items getting two or more votes are 1, 3, 4, 13, 16, and 23.
My "wish list" for Christmas is 1, 3, 4 and 16 first.

Any more votes?
Thanks,
Ron
I vote for 40 since the AI is totally ineffective without it!

More bonuses base on the number of different attacking unit types to make artillery more important, would also be nice

C
Title: Re: World War II Europe Potential Change List V1.09
Post by: schwerpt on January 04, 2017, 05:25:43 AM
Question to the community:

The HQ units can be used in a gamey approach to take cities and cut off supply behind enemy lines, whereas historically they stayed behind their own lines.  How would everyone feel about a blanket approach of reducing their MF from 8 to 3 in all scenarios?  This would take away the gamey HQ blitzkrieg concept, yet still allow them to move out of harm's way (usually).

Thanks in advance for your opinion.
Ron
Title: Re: World War II Europe Potential Change List V1.09
Post by: Asid on January 04, 2017, 02:24:37 PM
Hi Ron

Your solution seems a good one. Maybe release a test version?

Regards
Title: Re: World War II Europe Potential Change List V1.09
Post by: Franciscus on January 05, 2017, 07:39:03 PM
It could be tried, but would that not hamper the historical situations of real "blitzkrieg" ? Will it not reduce the max speed of advance of german forces, say, in the opening phases of Brabarossa or Poland invasion ?

Regards
Title: Re: World War II Europe Potential Change List V1.09
Post by: Gray_Lensman on January 06, 2017, 09:14:15 PM
Why not code HQs such that they cannot move/enter a city (uncontrolled by their own side) until it actually is controlled by their side, much like air units can't rebase (i.e. move) into an uncontrolled city.?

We're only talking a delay of one phase for a combat unit to take control preceding the HQ movement into the city and it is much more realistic to prevent an HQ from seizing/entering a previously uncontrolled city prior to an actual combat unit entry anyhow. It just doesn't sound right to limit the HQs overall movement in all aspects just to counter this gamey situation. AND in reality it would still be gamey for an HQ to seize control of a uncontrolled city even with a movement factor of only 3.

I can hear the argument that it might possibly slow up the combat units' pace also, but isn't that what splitting off brigades/regiments is for? Just split a unit up temporarily with a brigade/regiment taking city control and it can catch up the next phase or so for recombination.
Title: Re: World War II Europe Potential Change List V1.09
Post by: Ronster on January 13, 2017, 07:45:19 AM
I would leave the armor and mechanized HQ's at their current movement rate and make it so like they have no zoc or cannot affect supply lines.  Also, when an HQ takes several hits, nothing happens to their effectiveness, maybe something could be coded for damage to an HQ.

     I would also like to make a plug on Grey Lensman production post.  War in Europe by SPI was know for its production and strategies would revolve around it.  In the rebuilding of units, you have the potential for the same type of production.  Would Germany build more armor, air, or a greater submarine fleet.  It might not be to hard to code, except it would just make a campaign game that much neater.

Ron
Title: Re: World War II Europe Potential Change List V1.09
Post by: Reckall on January 13, 2017, 12:43:39 PM
Hi! My first post here!

Here are my votes (with some notes):

1.   Implement range distance for HQ links, and assess a -1/2 AF/DF for out of range.
2.   Continue to display the reports after scrolling
4.   Add Defensive Air Support operation [Improves realism]
6.   Improve Move to Exploit and Breakthrough Combat AI
7.   Add air unit losses based on flak [Among other things, helps in evaluating the intensity of enemy flak]
10.   Division size unit should recover 3 supply losses per turn, while non division size units recover one supply loss per turn
11.   Have different recovery times for each country
13.   Add railroad conversion rules for East Front/Great Patriotic War [I'm 50%/50% on this. It is realistic, but it also increases micromanagement]
16.   Implement surrender rules for isolated units (per country per year). [Well, I'm Italian, so... :D]
18.   Separate air, naval, and mech replacements points
19.   Stacking rules take unit size into account
22.   Bring back Hold Ground, Normal and Give Ground rules from AGW.
23.   Bring back Air Interdiction ops from AGW.
31.   Add Malta garrison on #9 and #13.  Same as #15 [It just makes sense.]
36.   Fix map. Island hex 200,147 should be part of Denmark [This should be quite simple]
40.   Have AI select between the three attack methods.
44.   Check all scenarios for missing fixed artillery in select coastal cities.
Title: Re: World War II Europe Potential Change List V1.09
Post by: Ronster on January 14, 2017, 03:29:39 AM
One of my top items for Version 1.09 is defensive air as I think it would make the offensive in this game a little more difficult.  To me, WWII Europe is an offensive minded game.

Ron
Title: Re: World War II Europe Potential Change List V1.09
Post by: Ronster on January 18, 2017, 05:19:58 AM
Is anyone out there playing some of these scenario?  What are your thoughts so far?

Ron
Title: Re: World War II Europe Potential Change List V1.09
Post by: Schwerpunkt Valencia on January 18, 2017, 09:46:49 PM
I have playing many of the existing scenarios but some of them need to be ironed out. Being said this, I have to admit I am a great fan of Ron´s games but in this particular case there are still many bugs and missing features.

Aside of the features you mention that would be worth to implement like in AGW I think many scenarios are not consistent in terms of OOBs. I suppose Ron is too busy to sort them out.

Once bugs are removed and some of the mentioned upgrades put in place this is going to be an incredibly good wargame !

Cheers

Schwerpunkt Valencia
Title: Re: World War II Europe Potential Change List V1.09
Post by: Ronster on January 19, 2017, 08:15:53 AM
     There are a lot more improvements that can be done with WWII Europe.  I think each scenario could use a little bit of specific rules.  Have you tried any scenarios against a human opponent?

Ron
Title: Re: World War II Europe Potential Change List V1.09
Post by: schwerpt on January 22, 2017, 02:11:27 AM
I am looking at the implementation of #3 Design Notes.  Does it matter whether I use a browser or a direct text write to the screen?  Current implementation brings up a large file in a browser, and I understand that it is not efficient to have to scroll down to the current scenario.

For v1.0.9, I am thinking about bringing up a small file that is scenario dependent in a browser.  This fixes the scrolling part, but I wanted to make sure that the use of the browser is not viewed as a problem before I go breaking into 100 small files.

Thanks in advance,
Ron
Title: Re: World War II Europe Potential Change List V1.09
Post by: Franciscus on January 22, 2017, 09:47:33 AM
Hi Ron

Not a big deal, but I would prefer not a browser window. Maybe a pdf file ?
Regards
Title: Re: World War II Europe Potential Change List V1.09
Post by: schwerpt on January 23, 2017, 04:52:28 AM
That is what I thought.  It means making 102 small files of text, or embedding the text into the executable file.  I'll try that. Time consuming but easy.  I spent some time adding more text to the html file today.

Ron
Title: Re: World War II Europe Potential Change List V1.09
Post by: Franciscus on March 18, 2017, 09:35:42 AM
Hi, Ron

Any news ?

This game's development seems to have stopped, and feedback is minimal... :(


Regards
Title: Re: World War II Europe Potential Change List V1.09
Post by: schwerpt on March 19, 2017, 02:35:58 AM
It has gone quiet.  However, development has not stopped and progress is being made.  I have been focusing on scenario development. From the last discussion, I know the mods desired by the community, and have begun work on them.  None of them are quick fixes, but require time to implement and test.  Not unusual at this time in a game development, as the easy ones have already been done.

Ron
Title: Re: World War II Europe Potential Change List V1.09
Post by: Schwerpunkt Valencia on March 30, 2017, 10:32:33 AM
Hi Ron,

Good to hear that some progress is being made. If you need a list with some particular bugs to be sorted out just let me know.

Kind regards

Schwerpunkt Valencia
Title: Re: World War II Europe Potential Change List V1.09
Post by: solops on May 13, 2017, 01:22:12 AM
So it has been a while...what is going on with the patch? Mosquito season is upon us, so you will be trapped inside with your PC, giving me high hopes :-)
Title: Re: World War II Europe Potential Change List V1.09
Post by: schwerpt on May 13, 2017, 05:41:38 AM
It has been slow going, with my day job taking a lot more time.  I am hoping for a break soon, and spending some more time on both scenario development and patch improvements.

Ron
Title: Re: World War II Europe Potential Change List V1.09
Post by: Schwerpunkt Valencia on June 11, 2017, 11:07:40 AM
Hi Ron,

Any update when can we get a new patch ? We would like to take on new scenarios and upgrades...

Kind  regards

Schwerpunkt Valencia
Title: Re: World War II Europe Potential Change List V1.09
Post by: schwerpt on June 12, 2017, 04:08:25 AM
Hello,

Progress continues to be slow, but still moving toward the goal.  My day job has increased, and retirement is a long way off that would allow focus on development.  For now, I can develop only on weekends and holidays.  For the good news, I have 3 scenarios developed. For the v1.9 patch, I have analyzed the method of making the changes, but have only built some test code to test the concepts.

1. Implement range distance for HQ links.  Assess -1/2 AF/DF for out of range.  This one is very straight forward, as I can leverage from past games.  It will be part of v1.9

3. Make Design Notes more accessible.  I do get it, right now you have to click on Help, Design Notes and scroll to the scenario you are on.  This involves cut and past of html code into a file.  There will be 102 files.  When you select the scenario, the game will auto load the appropriate file and read it into an array.  The array can be quickly displayed with a background screen when the user selects a right click menu item.  How does that sound?

4. Defensive Air Support.  I have come up with the design, and am excited about this improvement.  Not easy to implement, but worth it. v1.9 for sure.

6. Improve Move to Exploit & Breakthrough Combat AI.  Difficult implementation, but am working on it.

12. Add incentive to change HQ links as needed.  Still working on the ops concept.  Would appreciate more feedback on this one as to what is desired.  I know the basis is to make it worthwhile to make the kind of HQ changes that were made historically (daily by the German Army!).

I have five others that I have spent some time studying. They are:
13 Add RR Conversion
16 Implement surrender rules for isolated units (per country per year)
23 Air Interdiction
28 Highlight OOB stays on all the time
40 Have AI select between the 3 attack methods.

Ron
Title: Re: World War II Europe Potential Change List V1.09
Post by: pzgndr on June 13, 2017, 06:21:31 PM
Good to hear Ron.  Sorry to miss you in Houston. 

For #12, this and #1 are directly related.  Implement the HQ link range and unit penalty for being out of range, and this should naturally force players to keep HQs forward and change unit HQ links as needed.  So #12 is redundant, but some AI coding may be needed for the computer opponent.
Title: Re: World War II Europe Potential Change List V1.09
Post by: Schwerpunkt Valencia on June 19, 2017, 04:22:18 PM
Hi Ron,

Good to hear there is some progress...

Regarding some of the changes / upgrades here you have my comments / suggestions:

13. Add RR conversion. A must in any East Front scenario IMHO.
23. Air interdiction. Also an important feature in the West Front from 1944-1945.
40. Have AI select between the 3 attacks methods. That is fine but why not implement the same for the defense ?
X. 3 Defense method selection (hold, normal, give ground)
Title: Re: World War II Europe Potential Change List V1.09
Post by: schwerpt on June 20, 2017, 03:35:23 AM
These are good things to add to the game.  One caution: It will not be long before all of the standard scenarios have been developed, and the development of the Campaign scenarios (6 months or longer) will be the focus.  I suspect there will need to be additional coding for some of those scenarios, including the full European Campaign 1939-1945.  One rule that I know will be needed is how to activate a country into the conflict by the AI.  Without additional code, the AI will have all countries activate and start attack/defense on Sep 1939!

Ron
Title: Re: World War II Europe Potential Change List V1.09
Post by: Schwerpunkt Valencia on July 14, 2017, 04:35:03 PM
Hi Ron,

Do you have any expected time frame to finish the next round of scenarios / upgrades ?

Kind regards

Schwerpunkt Valencia
Title: Re: World War II Europe Potential Change List V1.09
Post by: schwerpt on July 15, 2017, 02:52:34 AM
I am working to a 10-30-2017 date for v1.9, but this continues to be dependent on my day job.  I have had a surge in Schwerpunkt time for the last 2 weeks.  I also have this weekend planned for development.

Ron
Title: Re: World War II Europe Potential Change List V1.09
Post by: Asid on July 15, 2017, 03:38:25 AM
Thanks for the update Ron  :thumbsup
Title: Re: World War II Europe Potential Change List V1.09
Post by: Ronster on August 08, 2017, 03:40:39 AM
Any recent news especially concerning defensive air support, and any more thoughts on the grand campaign?

Ron
Title: Re: World War II Europe Potential Change List V1.09
Post by: schwerpt on August 08, 2017, 04:43:05 AM
Defensive air support will definitely be a part of v1.9.  I am still working on it, but so far it looks good and plays well.

I have also improved the scrolling function, using Photoshop method of scrolling.  The capability now goes all the way across the top and bottom.

V1.9 will have more scenarios released. Many of the 1943 Eastern Front scenarios will be included, as well as the Western Front ones already mentioned.

I think I know how to activate units in the AI for the Grand Campaign scenario.  Paper design only at this time.  The temptation is to jump at this one now, but I am patiently building the others first.

Ron 
Title: Re: World War II Europe Potential Change List V1.09
Post by: Ronster on August 12, 2017, 06:58:47 AM
What turn do the Russians come in in the Poland 39 scenario? My solo game is stalled until I know the answer.  Putting down the turn would be helpful in the scenario notes.  Maybe you could do that for V1.9.  I realize you are very busy, but in the RGW forum I have a question and also a comment.  My game in RGW is stalled too.
Title: Re: World War II Europe Potential Change List V1.09
Post by: Ronster on August 13, 2017, 06:53:10 PM
Hey WWII Europe Players,

    There is mention in the RGW folder that Ron could implement an option in WWII Europe to make stacking only 3 high.  What does everyone thing about this?  To me, it would make the game a more manageable.

Title: Re: World War II Europe Potential Change List V1.09
Post by: pzgndr on August 15, 2017, 04:24:18 PM
For Poland 39, the scenario notes indicate "Russian units should not start their attack until turn 3 (17 Sep 1939) as they did historically," unless optional rule 4 is selected for No 1939 Russia vs Poland.

For the stacking issue, Ron has a code limit of nine counters per hex.  But this fails to consider unit size, so players could have 9 divisions or 9 regiments or whatever.  Ideally, unit size should be factored in so that a limit of 3 division-equivalents is imposed.  Or perhaps a max limit on combat factors, say 30 based on 3 standard German infantry divisions.  My concern is not so much to make the game more manageable that way, but to impose some realistic limitations on stacking so you cannot have half a dozen full-strength divisions attacking/defending across a 7.5-mile hexside.  So maybe the 9-counter limit plus a 30-40 combat factor limit could work.
Title: Re: World War II Europe Potential Change List V1.09
Post by: schwerpt on August 16, 2017, 02:32:53 AM
AGW took into account unit size, and it made things so complex that many wargamers complained.  It is more realistic, but these games are always a tradeoff between realism and playability.  I like the simplicity of the 3 unit limit as an option.  RGW did not have the problem, because all units were divisions except a very very few.  It had a 3 limit max per hex.  I'll code in the 3 unit max limit as an option for v1.9, and we can try it.  If it does not work, we can revisit this one.

Ron
Title: Re: World War II Europe Potential Change List V1.09
Post by: pzgndr on August 16, 2017, 01:56:35 PM
I'll code in the 3 unit max limit as an option for v1.9, and we can try it.  If it does not work, we can revisit this one.

Could you make the option limit a variable that players could set and experiment with?  Like the old supply truck range option in RGW, which is something else that would be nice to have in WWII-E. 
Title: Re: World War II Europe Potential Change List V1.09
Post by: Ronster on August 17, 2017, 04:53:51 PM
Ron, 

    I would like to see that option for the three stacking. I would be glad to test that out in a couple of scenarios.  Any other players have input on this?
Title: Re: World War II Europe Potential Change List V1.09
Post by: bootlegger267 on August 20, 2017, 06:01:46 PM
I like to have that option.....


Bootlegger267
Title: Re: World War II Europe Potential Change List V1.09
Post by: Schwerpunkt Valencia on August 26, 2017, 10:30:09 AM
Hi All,

My input on this is that game should enable the 3 division stacking limit factoring smaller units into that -something like a stacking limit of 9 brigades or 9 regiments- Otherwise it is not historically accurate. Remember there are some armies with a higher proportion of smaller units than others.

Don´t know how difficult is to set up the software for that: Ron is the one who exactly knows.

By the way, Ron, hope you are keeping track of some subjects to be ironed out in the next patch such replacements, additional units and the like. I can post you a list of what was supposed to be dealt with.

Kind regards

Schwerpunkt Valencia
Title: Re: World War II Europe Potential Change List V1.09
Post by: schwerpt on August 26, 2017, 05:26:12 PM
I maintain a list of all changes suggested, and prioritize them for each version number.  Not to worry.  Just because it did not make this version does not mean it is lost.

The problem with stacking based on unit size is complexity of code and the law of unintended consequences.  It almost doubled the size of the code in AGW!  But I can use the text file that comes with the game to allow the player to select a fixed max number of units per hex. It can be changed at the start of each scenario.  So far a East Front or Italy scenario, you can set it at 3, since most units are divisions.  For a North Africa scenario you can set it at 6 since most units are brigades or regiments.

I am working on the game today.  Hurricane Harvey had no effect on us so far.
Ron