Random Battle Preset Lists

Panzer Command: Ostfront is the latest in a new series of 3D turn-based tactical wargames which include single battles, multi-battle operations and full war campaigns with realistic units, tactics and terrain and an informative and practical interface. Including a full Map Editor, 60+ Scenarios, 10 Campaigns and a very long list of improvements, this is the ultimate Panzer Command release for the Eastern Front!

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HintJ
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RE: Random Battle Preset Lists

Post by HintJ »

Thanks for the clarification. I choose the type of unit, but not the individual units.

Hmmm....reminds me of CMSF. Not to sound ungrateful, and I overall enjoy CMSF, but I though this would have been one of the very first things changed since the Kharkov release. Sure, there's a work-around, and I can accept that, I suppose.

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junk2drive
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RE: Random Battle Preset Lists

Post by junk2drive »

For each country there is a default preset. There are NO units on it. If you pick a spring season map and set the year to 1941, the RBG will only look at units for 39-41. Then it will look at the percentage of force (there is a default percentage that you can adjust) and calculate that amount of points for that category. Lets say that you put 1000 points and 20% tanks. The program takes the 200 points and then looks at the internal list of tanks for those years. Then it looks at how common the tanks were and the more common the higher the chance that that tank will be picked. Then it rolls the dive and you get what you get.

If you are expecting to get a perfect OOB to do battle with than RBG is not for you. If you want something different with a little risk, try some RBGs.

You can of course create a preset with only Panthers and you will get Panthers. Or you can create a scenario with only Panthers.

Just depends on what you want to do.
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Prince of Eckmühl
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RE: Random Battle Preset Lists

Post by Prince of Eckmühl »

Good morning gentlemen,

I'm going to post an image of the xml file for a preset labeled "1st Panzer Div 1942a" that I have a couple of quick questions about.

First, I'm curious as to the point values that are assigned for infantry, transport, artillery, air, gun and armour. Is there some sort of formula for establishing these are they simply guestimations?

Second, in looking down the unit list, it appears that there are units available that wouldn't have been available during the designated period, such as the "Panther A." Is that the case, or am I misinterpreting the contents of the file?

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junk2drive
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RE: Random Battle Preset Lists

Post by junk2drive »

In the first and second line are numbers. Those are the percent of total to be used in that category.

The next lines are divided into 5 groups. Those are for the 6 categories at the top.
First = transport
Second = infantry
Third = guns (on map)
Forth = armour
Fifth = artillery and air (off board assets)

This is a 1942 preset. If you create the battle for 1942 it should not pick a Panther or Tiger. Same with all the infantry types from 41 to 45.
The generator also uses the 3 or 4 prevalence numbers from the unit xml to determine the availability of a unit in a given time period. Think of a bell curve.
So if there were more 41 troops in 42 than 42 troops in 42, you have a higher chance of getting all or more 41 troops than 42.

The theory of having other year items on the list is for people that put in the wrong year, at least it won't crash the program.
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junk2drive
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RE: Random Battle Preset Lists

Post by junk2drive »

Also the above example that you posted is for the campaigns. If you start a campaign in 1942, you should have 41-42 units in your core. If you play until 1945 your auxiliary unit will come from this list and you probably want Panthers and Tigers to be on it!
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junk2drive
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RE: Random Battle Preset Lists

Post by junk2drive »

This is from the RBG document
PRESET: Select a force preset from the drop down box. This preset sets up not only the force points distribution mixes (see below), but also sets up a group of historically compatible equipment / soldiers to work with. For example if you were to select say “5th Panzer Regiment”, then the forces with which you will have to work with will accurately reflect what the 5th Panzer actually used and even their unit naming conventions. This will also be indexed to the date the battle is to be fought on. By right clicking on the portrait of the German or Russian Commander, you can also set this preset option to randomise if you so desire. The force presets are user editable / expandable for use in future modifications.
MIX: These sliders can be clicked and dragged to give a user selectable value. The % number represents the percentage of total force size which will be composed of that unit type (in purchase points). For example if you wish to fight a 1000 point battle and have set “heavy vehicles” to 35% then your tank force size will be worth approximately 350 points. Most of the categories are self explanatory. The “light vehicles” option reflects trucks, half tracks, armoured and scout cars etc. The artillery and air power options represent off-board forces. You can click on a force type icon to “lock” the slider in place so that other slider changes don’t change it. Recall that force preset changes will change the force mix depending on the historical context.
At this point in the UI there is a slight divergence in the UI between left (German side) and right (Russian).
BATTLE: In many ways this drop down option box is the core of the RBG. You can select a particular battle option here and that will then setup the entire RBG options list to reflect that historical battle. In particular it will set or randomise each input option, as well as choose appropriate force presets, mix them, pick a template (see below) and also set the battle date. Although you are welcome to make any changes to the RBG settings as you see fit after loading a battle, all that really remains is to press the build button to create the actual random battle. These battle plans are user editable and expandable so expect to see many more in the days after release of PCK. As a special note, a particular battle plan will set the RBG up in a particular way depending on how the designer of the battle chooses. He or she may choose to randomise some options in a particular way, or limit other options (example the force setup zones may be limited). If you find that you can’t make changes to the RBG as you would like after loading a particular battle plan, you may need to load another or load the default plan (all options available).
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
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