Soviet Dawn Beta Test Ausf. E

Germany At War: Operation Barbarossa 1941 is an elegant turn-based design, inspired by classics such as Panzer General, but with more of a historical focus. You command the German forces through a branching historical campaign covering the entire 1941 campaign as well as part of the 1942 campaign. Dozens of scenarios stretch from the Soviet border all the way to Archangel and towards Astrakhan, the original military goals of Operation Barbarossa. Step into a wargame where your performance will rewrite history, through an addictive combination of compelling gameplay, realistic events and challenging battles.

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AngrySwan
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RE: Soviet Dawn Beta Test Ausf. E

Post by AngrySwan »

Hi Ronald,

I sent another message with the attachment.

Someone had the insane idea of getting 5 attachments for a unit, combined a Werfer brigade with a motorized Elite division and killed maybe not every bunker on the Dnepr (Smolensk) but most of them.
Actually the overflow only happens at the end of move 18 in Moscow scenario, that is, three moves before the campaign ends.

If there is no quick solution we can leave the game as it is and create kill lists from combat protocols.

by the way, how do units get awards for battles? There were not so many for Germany but the 11th Army can receive a Crimean shield and there was Lappland shield for those in the north.
The art of war is simple and esay to understand but fighting a war is hard.
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RE: Soviet Dawn Beta Test Ausf. E

Post by AngrySwan »

The idea of a 1939-1941 campaign exists for some time, so far as an idea.

By the way, some combining can be done even with the existing maps, and that one day may not be so far.

The current Warsaw map allows Bzura scenario.
There is map of the Netherlands. It needs some more attention but most of work has been done.
There is a Belgrade map.
There is a Panzer General II Balkans campaign which must include Belgrade. Panzer General II is a battalion-regiment level game but replacing 3 regiments with 1 division is not that hard.

So even if there were no new maps it is just a question of time when we see a combined campaign featuring that bunker killer unit as the main strike force, fighting in scenarios Netherlands - Belgrade - Minsk - Smolensk - Kiev - Wjasma - Mozhaisk - Moscow.

High kill numbers can be also reached in the existing campaigns with long paths - AA, German Invasions and in the Soviet campaign.
The art of war is simple and esay to understand but fighting a war is hard.
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Ronald Wendt
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RE: Soviet Dawn Beta Test Ausf. E

Post by Ronald Wendt »

Hi AngrySwan,

the savegame is now in use. On my system the overflow even causes a crash so something has to be done anyway. Thanks for reporting.

Regards,
AngrySwan
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RE: Soviet Dawn Beta Test Ausf. E

Post by AngrySwan »

Hi Ronald,

It crashes the game on my system too, although the program worked until move 17 or 18 in Moscow scenario. If it was not for the early deployment in Minsk scenario (I removed the 10th and 29th mot. divisions and deployed Das Reich and 52nd Werfer brigade) I would not have discovered the problem.

Maybe the full kill list is not needed - but it would be good to fix the crash. I have no ideas what to do with the list, if it is longer than the current 17 units you would need a scrolling function and I do not know if it is doable.
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RE: Soviet Dawn Beta Test Ausf. E

Post by terminator »

Lwow

Enemy Objective :

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RE: Soviet Dawn Beta Test Ausf. E

Post by terminator »

Vienna (1/2)


No visible Player Objectives :

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RE: Soviet Dawn Beta Test Ausf. E

Post by terminator »

Vienna (2/2)


The Enemy Objective should be rewritten from the Soviet point of view and not from the German point of view :

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RE: Soviet Dawn Beta Test Ausf. E

Post by terminator »

Jassy-Kishinev(1/5)


Line jump for the brilliant victory not present for the normal victory in the Player's Objectives:

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RE: Soviet Dawn Beta Test Ausf. E

Post by terminator »

Jassy-Kishinev(2/5)


The cities to be captured by the Soviets should have a red circle in the beginning :

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RE: Soviet Dawn Beta Test Ausf. E

Post by Ronald Wendt »

ORIGINAL: AngrySwan
I have no ideas what to do with the list, if it is longer than the current 17 units you would need a scrolling function and I do not know if it is doable.

My idea was to create columns for the overflow. This would mean a new window of the same dimensions appears right of the history containing the "overflow". But the decision if its done this way is pending.
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RE: Soviet Dawn Beta Test Ausf. E

Post by terminator »

Jassy-Kishinev(3/5)

I've never seen this Event come true :

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RE: Soviet Dawn Beta Test Ausf. E

Post by terminator »

Jassy-Kishinev(4/5)


Typo in the debrief if you lose :

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AngrySwan
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RE: Soviet Dawn Beta Test Ausf. E

Post by AngrySwan »

These typos cannot be removed by the editor in game but there is an external XML copy editor that shows them and they can be removed with that editor.
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RE: Soviet Dawn Beta Test Ausf. E

Post by Ronald Wendt »

Hi terminator,

could you send me savegame that takes me right to this spot ? Would help to catch this.
ORIGINAL: terminator

Vienna (1/2)


No visible Player Objectives :

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AngrySwan
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RE: Soviet Dawn Beta Test Ausf. E

Post by AngrySwan »

A column for each scenario could be a good way.

The bunker killer unit has fought in 6 scenarios and one column should be enough for one scenario. The Eastern Front is a ''short'' campaign because there is a separate path for each army group and most divisions only fight in 2 or 3 scenarios.

By the way, the additional deployment possibilities I discovered in some scenarios mean that I will have to rewrite the official history of the Eastern campaign (new AARs).
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RE: Soviet Dawn Beta Test Ausf. E

Post by terminator »

ORIGINAL: AngrySwan

A column for each scenario could be a good way.

The bunker killer unit has fought in 6 scenarios and one column should be enough for one scenario. The Eastern Front is a ''short'' campaign because there is a separate path for each army group and most divisions only fight in 2 or 3 scenarios.

By the way, the additional deployment possibilities I discovered in some scenarios mean that I will have to rewrite the official history of the Eastern campaign (new AARs).
Unit history - Destroyed enemies:

A simple solution would be to display only the last units killed (apparently the last 17(?) units). I think that would be enough ?

As compensation, we could post somewhere the number of enemy units killed by the unit ?


PS: the Bunker garrisons could in some scenarios have custom names for example "Leningrad garrison" ?
AngrySwan
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RE: Soviet Dawn Beta Test Ausf. E

Post by AngrySwan »

The last killed units would be enough.
Specialized mass killers are very rare and if there is a killer unit there will be a special AAR just for that one unit, so the player will have to go through the combat protocol.

Bunker garrisons can have custom names like any unit.
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RE: Soviet Dawn Beta Test Ausf. E

Post by terminator »

ORIGINAL: AngrySwan

The last killed units would be enough.
Specialized mass killers are very rare and if there is a killer unit there will be a special AAR just for that one unit, so the player will have to go through the combat protocol.

Bunker garrisons can have custom names like any unit.
It is in this particular case that it might be interesting to have the total of units killed.
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RE: Soviet Dawn Beta Test Ausf. E

Post by Ronald Wendt »

Hi folks,
ORIGINAL: terminator

A simple solution would be to display only the last units killed (apparently the last 17(?) units). I think that would be enough ?

As compensation, we could post somewhere the number of enemy units killed by the unit ?

This sounds like a good compromise, if the other solution should prove to be not doble. Adding the infos of the total number of kills sounds generally appealing to me.
ORIGINAL: terminator
PS: the Bunker garrisons could in some scenarios have custom names for example "Leningrad garrison" ?

That's what happens right now - the game saves the name of the unit that was given by the designer of a map. But if the designer has not given a specific name, it takes the generic description from the unit sheet.

So if you rename all bunkers, their individual names should appear in the list.

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RE: Soviet Dawn Beta Test Ausf. E

Post by terminator »

ORIGINAL: AngrySwan

These typos cannot be removed by the editor in game but there is an external XML copy editor that shows them and they can be removed with that editor.
To see the typos in the scenario Jassy-Kishinev, it is necessary to use an editor such as Notepad++ (typos not visible in the Editor):

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