I decided to make a map of a region that I live in (SE-Slovenia (or Dolenjska region as its called)). It was known as an important centre of partisan forces. I always wanted to make something like this, but never knew how or what tools to use...until this game came along.
1.
Currently it would be very hard to do a very long scenario of a whole front...(todays PC not powerful enough as it was said in other threads) But this doesnt hold true for resistance fighting. All the resistance units in the area of interest that did the fighting had a combined power of a normal divison (or two at best). They were fixed and sticked to their area of operations and were not shifted around to different fronts for the whole period of the war(with some minor deviations from that statement but i dont intend to delve into that). I was thinking this would allow for simultaing a large time periods of at least a month to a few years. Something currently undone in this engine. Enemy units saw more dynamics but still i think any problems could be successfully tackled over longer timeframes (at leat a month). I would put objective points all over the map. Points of each objective would be given relatively to the amount of time each point was held by the partisan forces during the time frame of scenario.
For partisan forces i intend to reuse Greek pertisans estabs and rename them accordingly... Not the best solution but for the first version it will do. Axis estabs are ok and suffice. But i dont know what to use for local collaborationist forces. Ill dwell on that until i make the terrain map and start the scenario editor.
Is the current game engine capable of very long time frames?
How does the doctrine thats currently implemented allow for partisan figthing?
Also as it is, currently the tackticks are lacking(ambush and such), but this will be amended up to a point in the Battles of the Bulge i suppose.
2.
I noticed in the mapmaker, that i cannot set a map thats larger than 50x50km. The minimum map that would allow me to do this scenario is 53x50km. Because of the restriction I rescaled that into 50x50km. Small distortion but not too big.
Is there any possbibility to circumvent the 50x50km map restriction?
3.
When i was creating a stitched map from google maps i didnt pay to much attention to the complexity of the terrain but when i looked at my bitmap underlay for the first time in the map maker i nearly lost my zeal. Huge map with innumerable complex contours.
Do you have any good starting suggestions as to how best tackle such a map?
And on another note. Since the recent extraordinary rise of all that map providers for GPS tracking equpment, do you have any plans to write an import tool, that would take the chosen layers and just automatically build the game terrain map.
For instance choose contour, vegetation and water layers in the map import tool and the map maker would create the terrain atomatically. You would just need to create roads and such man made terrain features, that were not the same 60 years ago.
Is or was this even considered and is maybe planned for any future installment?
Im just asking because i know, that before i have my terrain map made, weeks or months will pass. And this duplication of work would be easily spared if such a tool would be present. Id just buy a supported gps providers map databases. 40EUR for a topological map spent would save me huge amount of money in time and labor for me to manually try to recreate terrain from scratch. Also development of games for you would be easier too since there is no more that tedious terrain mapping and could focus on more content. Dont understand me wrong... great game, just wish there was an easier way of creating/importing terrain features so i could delve into scenario and OOB right away.
