Drive on Singling - historical

Panther Games' Highway to the Reich revolutionizes wargaming with its pausable, continuous time game play and advanced artificial intelligence. Command like a real General, under real time pressures to achieve real objectives on a real map all within the fog of war. Issue orders to your powerful AI controlled subordinates or take total control of every unit. Fight the world's most advanced AI opponent or match wits against your friends online or over a LAN. Highway to the Reich covers all four battles from Operation Market Garden, including Arnhem, Nijmegen, Eindhoven and the 30th Corps breakout from Neerpelt.

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JeF
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Drive on Singling - historical

Post by JeF »

Hi guys,

this got posted recently on BFC forums, but that might be of interrest here.

4th Armored Division Drive on Singling [army.mil]

It gives very detailed report of the US 4th Armored Division attack on Singling in December 1944.

The MAP n° 2 looks strangely familiar. ;)

So, guys, when can we play it with the AA engine ?

JeF.
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Post by TMO »

A thought struck me - how are fortifications factored into the game? There appear to be fortifications on the Singling map but German units in Singling don't seem start off fortified.

How are fortifications like bunkers modelled? In the Juno beach assault scenario I cant find any evidence of artillery units being in fortified positions (I know it's a 'what if', and a bloody good one at that). Just wondered.

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Post by Grouchy »

There is a layer data called "fortifications"when you open the mapmaker.
Those forts has certain hit (and other) parameters. The mapmaker can also edit the effect of those parameters if he wants.

Then you have the different modes of deployments for troops, who all have their own modifiers.

Out of my head:
Direct Fire
Undeployed (1.0 )
Taking Cover ( 0.7 )
Deployed ( 0.5 )
Dug In ( 0.4 )
Entrenched ( 0.3 )
Fortified ( 0.2 ).

Area Fire
Undeployed ( 1.0 )
Taking Cover ( 0.5 )
Deployed ( 0.4 )
Dug In ( 0.3 )
Entrenched ( 0.2 )
Fortified ( 0.1 ).

Of course it takes a lot of time to get your troops fortified and in ssome area's it isn't possible.

Hope this helps.
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Post by Arjuna »

Actually, it takes a lot of time to get your guys entrenched. You can only have them fortified in existing forts - ie. you can't build forts in the Game. You can occupy existing ones and when you do so their deployment status changes to fortified very quickly ( just the door and man the parapets ).

We have a fort in the new Nijmegen map called Fort van Holland, which dominats the north bank of the Nijmegen rail bridge. It's tough getting those German Flak units out of there I can tell you.

Just to wet your appetite, here is a screen dump.
Image

BTW you might all notice the new look map graphics. These are still not finished, but what do you think so far?

Here's another from the Groesbeek heights area.

Image

We're also redoing the GUI graphics. I'll put up a shot of these as soon as they are ready.
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Post by Rooster »

The map graphics are very nice. I like the shadows and highlights on the forests and the towns look much more townish.

Is there a bocage terrain element in the map maker? If so, does it afford any better protection than forest? It would seem to be essential for any Normandy scenarios...
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Post by Arjuna »

Rooster,

No there is no bocage as such. But anyone using the MapMaker could easily change the existing Polder layer to be bocage.
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Post by Rooster »

Thanks Dave:

The Polder idea is a good one... even looks bocage-like for a map.

If a map contained both Polder and Bocage, would you simply adapt another terrain element?
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Post by Arjuna »

Yes that's right.
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Post by Kevinugly »

The maps are definitely looking good! Do I detect a slightly 'isometric' slant to the viewpoint there? I'll be interested to see the re-tooled GUI as well.
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Post by Arjuna »

It's on the way.

BTW the graphics for the map layers will be modable. So if you want to change the polder to a nice bocage then go for it.
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Post by Rooster »

Arjuna you read my mind :)
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Post by Rooster »

How will such terrain mods (data and graphics) affect multi-play? I assume both people need to have the mods installed?

If so, I'd ask to have you include a bocage element standard, if at all possible.

Thanks!
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Post by Panther Paul »

The map graphics are local to each player, one can be playing on what looks like a desert, the other in a tropical jungle :)
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Post by Arjuna »

Originally posted by Rooster
How will such terrain mods (data and graphics) affect multi-play? I assume both people need to have the mods installed?

If so, I'd ask to have you include a bocage element standard, if at all possible.

Thanks!


Rooster, it's not possible at this stage as the number of layers is fixed for the moment. So if you want another type some existing type has to go.
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Post by Rooster »

Great info, guys. You are increadibly responsive!!

Just so I'm clear... the grahics are local, but what about the data? A polder element that has been given the data characteristics of bocage (e.g. for concealment, cover and speed) are local too?

Thanks so much.
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Post by Panther Paul »

There are three parts to each map:
  1. The actual map data file, map.aam, this contains all the data used in the game by the AI. This contains the terrain types and their affects. Each player needs to have the same version of this file.
  2. The map cach file, map.amm.cache. This contains a cache of data used to draw the map, its currently not required but speeds up drawing as without it it needs to be recalculated as you scroll around the map.
  3. The map graphics, these are tow seperate files that contain the patterns and alpha channel used to draw the map. These are definitely needed but have no affect on game play.
    [/list=1]

    As you can see only the map.aam file has to be the same for both players, otherwise in a multiplayer game the two machines will quickly get out of sync.
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Post by Arjuna »

The data asociated with each layer can be set for each map. All scenarios using that map will use the same layer data. So you can have a "Normandy" map with Layer 10 set as "bocage" where the movement rate is X and another "Market Garden" map where layer 10 is set to "polder" and has a movement rate of Y.
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Post by Rooster »

Great stuff... thanks!
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Post by JeF »

Dave,

It is extremely gamey to hijack thread by using development screenshots that way. :)

Now that you are exposed to critics ...

The screenshots look very nice, but I don't find them as crisp as the graphics of current game (RDOA that is).
They look a little bit more like aerial view of the scene, while the AA:RDOA had that fine look of topo maps, which is perfect IMHO. They offered high contrast between map and units, as well as good terrain differentiation. The screenshots you posted simply look too green.

OK, I know you posted a zoomed out view on another thread . And that one looked better. I just wanted to give my 2 cents(before giving more). It's my thread after all. ;)

Cheers,

JeF.
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Post by Arjuna »

Originally posted by JeF
The screenshots you posted simply look too green.

OK, I know you posted a zoomed out view on another thread . And that one looked better. I just wanted to give my 2 cents(before giving more). It's my thread after all. ;)


Hey JeF, just remember 100% commitment, 0% attachment. ;)

I agree on the "too green" coment and these have modified since then. I'll post some more tomorow. But hey, it's Sunday here. :)
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