Open Beta v1.07 (16th Jan 2024)

Moderator: Decisive Campaigns Ardennes Offensive Mods

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Vic
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RE: Open Beta v1.00.01f (20 nov)

Post by Vic »

Bump! new version with a big bunch of revisions and improvements from Davide.

Best wishes,
Vic
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Khanti
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RE: Open Beta v1.00.06 (9 dec)

Post by Khanti »

ORIGINAL: Vic

Download the patch here (in Chrome you might have to right click and select open in new tab):
https://www.vrdesigns.net/openbeta/Arde ... 100_06.zip

Changelist for v1.00.06
-Fixed engine problem that was not taking into account reduced supply request standard order.
-Revised rule: March mode doubles readiness expenditure, but maximum to 30 rdn per 100AP spent. Meaning in practice that only vehicles spend some more rdn when they have to drive further.
-Clarified rule: Troops that get transported by other troops get the unmodified rdn loss of their transporters. Meaning in practice that transported infantry by truck will get -10 rdn and not -30 rdn per 100 AP.
-Battlegroup/KG units can now be disbanded as well
-Made some fixes to canyon drawing option from height map library, however it will not be able to draw all possible situations still.

Sounds good [:)]
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There is no such thing as a historically accurate strategy game. Every game stops being historically accurate from the very first move player do. First unit that moves ahistorically, first battle with non-historical results, mean we ride in unknown.
Jagger2002
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RE: Open Beta v1.00.06 (9 dec)

Post by Jagger2002 »

I tested out infantry march mode and the results felt much improved.
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Vic
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RE: Open Beta v1.00.06 (9 dec)

Post by Vic »

bump!
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Jagger2002
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RE: Open Beta v1.00.06 (9 dec)

Post by Jagger2002 »

-Showing unit’s total raw recon, zoc, stack and power points in unit sidebar now

Thanks, very helpful info.
Jagger2002
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RE: Open Beta v1.00.06 (9 dec)

Post by Jagger2002 »

-Additional rule: When it concerns regular combat the “max attacked” stat of an individual (if it concerns the defender) is increased by concentric bonus, increased by low readiness (max 3 times), doubled if individual is retreating, tripled if its attacked by enemy that is capable of doing (indirect) ranged fire. This additional rule will help you squash tiny but strongly fortified remnant units.

Will this change also tend to produce a quicker than normal collapse of a unit using "Defend at all Costs" defense? In testing "Defend at all Costs" defense in Skyline Drive scenario, I noticed a quick collapse of a half battalion defending Hosinger. It was a little surprising but not sure if it was just a normal result or perhaps due to this change combined with "Defend at all Costs" defense.
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Vic
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RE: Open Beta v1.00.06 (9 dec)

Post by Vic »

ORIGINAL: Jagger2002
-Additional rule: When it concerns regular combat the “max attacked” stat of an individual (if it concerns the defender) is increased by concentric bonus, increased by low readiness (max 3 times), doubled if individual is retreating, tripled if its attacked by enemy that is capable of doing (indirect) ranged fire. This additional rule will help you squash tiny but strongly fortified remnant units.

Will this change also tend to produce a quicker than normal collapse of a unit using "Defend at all Costs" defense? In testing "Defend at all Costs" defense in Skyline Drive scenario, I noticed a quick collapse of a half battalion defending Hosinger. It was a little surprising but not sure if it was just a normal result or perhaps due to this change combined with "Defend at all Costs" defense.

Defend at all cost is dangerous as it can cause panic. Once panicking the new ruled could kick and cause the unit to break.

Best
Vic
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Khanti
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RE: Open Beta v1.00.06 (9 dec)

Post by Khanti »

About: "Battlegroup/KG units can now be disbanded as well"

What amazes me is how BGs are now getting replacements (because they are). They didn't get it before. And now they can be disbanded and replacements are sent to them. According to what organization table?
Changelist for v1.00.07
-Improved the right sidebar unit weight & carry breakdown to handle some special cases better (horse and weird mix of carry and weight troop types (warnevada bug))
-VR Basic Library v.45 added (upon inclusion in scenarios will allow supply layer to work with inspecting enemy supply on round 1 as well)
-Fixed a crash when you click on a HQ (link below unit name) of a unit that had not yet been deployed to map
-Fixed OOB tab to also show off-map HQs (and explicitly not crash when clicked upon)
-Showing unit’s total raw recon, zoc, stack and power points in unit sidebar now
-Additional rule: When it concerns regular combat the “max attacked” stat of an individual (if it concerns the defender) is increased by concentric bonus, increased by low readiness (max 3 times), doubled if individual is retreating, tripled if its attacked by enemy that is capable of doing (indirect) ranged fire. This additional rule will help you squash tiny but strongly fortified remnant units.
-Additional rule: If a unit retreats normally but the survivors are less than 50 power points breaking will be possible as well. Chance is linear thus at 25 power points of survivors there is a 50% chance that a BG breaks or a non-BG will have to pass the breaking rules. This additional rule makes small leftovers disappear faster and makes forming small BGs more of a hazard.

I like it. Especially "Showing unit’s total raw recon, zoc, stack and power points in unit sidebar now"
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There is no such thing as a historically accurate strategy game. Every game stops being historically accurate from the very first move player do. First unit that moves ahistorically, first battle with non-historical results, mean we ride in unknown.
Jagger2002
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RE: Open Beta v1.00.06 (9 dec)

Post by Jagger2002 »

Defend at all cost is dangerous as it can cause panic. Once panicking the new ruled could kick and cause the unit to break.

Best
Vic

I have seen a couple more cases of larger AI units going into complete collapse and surrendering/disappearing in mass in a single turn. I think it is primarily battlegroups and being AI, I can only assume they were using regular defense. I am not sure if those type results are what you are trying to achieve. I am going to start watching closer.
Jagger2002
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RE: Open Beta v1.00.06 (9 dec)

Post by Jagger2002 »

Also I have been wondering if we can expect pzfausts for the German army? They were very common in 44 and did provide an effective anti-tank weapon at the squad level in certain circumstances. Their existence also served as an additional deterrent against allied tanks closing the range too aggressively against german infantry.
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Vic
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RE: Open Beta v1.00.06 (9 dec)

Post by Vic »

ORIGINAL: Jagger2002
Defend at all cost is dangerous as it can cause panic. Once panicking the new ruled could kick and cause the unit to break.

Best
Vic

I have seen a couple more cases of larger AI units going into complete collapse and surrendering/disappearing in mass in a single turn. I think it is primarily battlegroups and being AI, I can only assume they were using regular defense. I am not sure if those type results are what you are trying to achieve. I am going to start watching closer.

If possible can you send me a savegame where I can repeat collapsing a large units as you reported?

Please send to vic@vrdesigns.net with the name+coords of the unit.

Best wishes,
Vic
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Vic
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RE: Open Beta v1.00.06 (9 dec)

Post by Vic »

ORIGINAL: Jagger2002

Also I have been wondering if we can expect pzfausts for the German army? They were very common in 44 and did provide an effective anti-tank weapon at the squad level in certain circumstances. Their existence also served as an additional deterrent against allied tanks closing the range too aggressively against german infantry.

Their presence, like that of MG and small arms, is modeled in the different infantry squad types. If you look well at the illustrations you'll see some guys are actually carrying panzerfausts.

best wishes,
Vic
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Jagger2002
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RE: Open Beta v1.00.06 (9 dec)

Post by Jagger2002 »

If possible can you send me a savegame where I can repeat collapsing a large units as you reported?

This weekend I will see if I can get a savegame. One problem is that I typically hit a position with artillery before attacking. Usually the readiness and often morale will be low before the attack. Repeating that sequence is problematic unless I note each artillery attack prior to the assault. And not every assault produces a collapse. But let me see what I can do.
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RE: Open Beta v1.00.06 (9 dec)

Post by Jagger2002 »

Their presence, like that of MG and small arms, is modeled in the different infantry squad types. If you look well at the illustrations you'll see some guys are actually carrying panzerfausts.

I was looking at the hard attack values of German infantry. German and US infantry have basically the same hard attack values but US infantry lacks the panzerfaust. In 43, I was reading about the wariness of allied armor in Italy when the panzerfaust first appeared. It was a significant squad level antitank capability in 43 despite its 30 meter range at the time. Of course considering its short range even in 44, it was only really effective in close range terrain such as towns and forests or in overrun or low visibility situations. The majority of the time, it was no more than a deterrent and morale booster. But when it was needed, it was a powerful anti-tank weapon which doesn't seem reflected in German infantry hard attack values.
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RE: Open Beta v1.00.06 (9 dec)

Post by Jagger2002 »

Vic, I just sent you a turn showing a moderate sized unit capitulating.
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Vic
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RE: Open Beta v1.00.06 (9 dec)

Post by Vic »

bump!
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Vic
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RE: Open Beta v1.00.06 (9 dec)

Post by Vic »

ORIGINAL: Jagger2002

Vic, I just sent you a turn showing a moderate sized unit capitulating.

Thanks! Everything is working as I intended. Battlegroups must have a weakness: They break when they panic.
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Khanti
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RE: Open Beta v1.00.06 (9 dec)

Post by Khanti »

Changelist for v1.00.08
-Improved logging in detailed combat window if an individual is firing on unseen positions
-Added some library/masterfile functionality for Davide to include in next scenario versions.
-FOW shading is now applied if hex hide >= hex effective recon instead of the old if 1 > effective recon
-If a unit has 6 or more different movement types some of them are grouped to not distort the user interface in the right side bar.
-Reworked the unit and hex right sidebar to be completely compatible with screen resolutions between 768 height and 800 height.
-The Integrity score in the bottom part of the UI gives a very comprehensive mouse-over now. This mouse-over includes info on the TOE of the unit
.

It really shows TOE now :-)
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There is no such thing as a historically accurate strategy game. Every game stops being historically accurate from the very first move player do. First unit that moves ahistorically, first battle with non-historical results, mean we ride in unknown.
ZygfrydDeLowe
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RE: Open Beta v1.00.06 (9 dec)

Post by ZygfrydDeLowe »

ORIGINAL: Vic

ORIGINAL: Jagger2002

Vic, I just sent you a turn showing a moderate sized unit capitulating.

Thanks! Everything is working as I intended. Battlegroups must have a weakness: They break when they panic.

Well, after the last patch the combat is more deadly for sure. But I've noticed that now weaker German units (i.e. not weakened by fighting, but the units you start with in e.g. Arracourt scenario with 30-40 Integrity at start - and those are regular armoured battalions and not battlegroups)are easily destroyed in the first combat against Allied units.
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RE: Open Beta v1.00.06 (9 dec)

Post by eddieballgame »

Thank you Vic, for working through the holidays.
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