Bomburs GD Mod

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danlongman
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RE: Bomburs GD Mod

Post by danlongman »

I am just saying what I like. Not demanding changes forced on everybody else. Some people do not care to imagine
where resources come from or want to develop them. It is just part of my fun. I like seizing oilfields and rich mining areas
and building roads/rails to the same.
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ernieschwitz
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RE: Bomburs GD Mod

Post by ernieschwitz »

Im quite sure that bombur can figure out how to add resources to a mod, that are produced by locations. I think its just a matter of time before he does so. :)
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RE: Bomburs GD Mod

Post by danlongman »

Bombur is my hero.
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Khanti
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RE: Bomburs GD Mod

Post by Khanti »

ORIGINAL: Jeffrey H.

Oh and the city build up is a great improvement, especially for a small nation against larger AI nations. One thing I noticed though is that the city names get washed out when upgrading. Not a big deal but it seems like it could be avoided ?

That is something that intrigues me as well.
Is it trick to let city/locations names intact when exchanging it into other loc type via engineers?
I don't like all those unnamed places like "Town" or "Major City".
ORIGINAL: Bombur

I could, maybe, upgrade this scenario by removing regimes, going back to 14 players. It also could be possible to increase units cost.

UK is key player in turn processing, as far as I see. Does AI use the same rules as human player? I mean in paying for new units/hq. If AI pays in PP, then maybe increasing number of PP for creating new units would decrease number of units on map. AI creates many units with only w few soldiers inside.

I like this scenario much. I know that 14 regimes will improve performance a lot, but all those small regimes gives a lot flavour to mod. They do not consume much time. I even set some of them into sleeping mode in my version of mod. I think of making it costly for creating new units on map as main factor in improving performance. Maybe 3 PP for unit and 5 PP for HQ should help?

PS:
"AI creates many units with only w few soldiers inside."
Example: UK produces Torpedo Boats and sends them 1 in a fleet against me. I can see "1246th Division" of British 1-ship Torpedo Boats fleet.
For comparison: playing as USA I created "133rd Division" right now (round number 20).
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Khanti
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RE: Bomburs GD Mod

Post by Khanti »

I did some testing with my version of scenario.

1. I play both USA and UK. Turns of the rest of the AI world takes between 11 - 13 minutes (tested till 13 turn, the end of 1902).
2. I set PP for forming new units - 2 PP for unit, 3 PP for HQ. Still I can see "298th Division" of Benelux in 13th turn. So perhaps higher values should be set. AI is set to use PP (no free units).
3. I used "AI minimum stackpoints in unit 25" instead of 15 and "AI minimum stackpoints in unit optimally 25" instead 20. Maybe too low. Still many units with few rifles inside.
4. I used new resource costs for entire forces. Level 1 units now costs 6 res, level 2 - 12 res, level 3 - 18 res, etc. "Resources" are "ore" renamed. I renamed it because infantry and staff units also need it. It should be also limiting factor.
5. Playing as UK I could build 26 Protected Cruisers in Australia in 13 turns (till Dec 17 1902). Too many by large margin, AFAIU how they built cruisers in XX century. It is also possible to build battleship in London in a single turn. Well, that convince me to increase costs of all naval units. Maybe double it. Battleship needs 7,5k and Metropolis produces 11k. So maybe 15k for battleship should be better.


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Bombur
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RE: Bomburs GD Mod

Post by Bombur »

The trouble with the big number of regimes is that they use lots of memory, so the game crashes in the long run. That´s why ernie removed them in GD1938. I think it´s possible to update the GD1900 if there is enough interest in the community, but I´m short on time and still working in Bombur 1930 mod. Maybe if we formed a team to improve this scenario....
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RE: Bomburs GD Mod

Post by Khanti »

Bombur, I don't know if there is enough interest in the community. I am interested, and I do some additional tests nowadays. I've changed many things. I can send you files or upload it somewhere in time, if I have some good news.

Just today I found that AI rule 232 was set to 20% for Cargoship as raiders. So no strange that AI used cargoships in raiding ;) It could not produce raiders in every port (higher cost) so it choose to produce cheaper "raiders" as small cargoships.

Other changes include:

Map
Some cities in Europe or Asia were renamed properly (or less anachronistic). No more Volgograd, Oslo, Tallinn etc.
Some forests or hills added to map. Nothing really dramatic. Some places just look more like in reality.
Japan rechecked again and some cities removed to proper places ;)
Polish people live in Polish cities (in 3 regimes) as it was in 1900. There are more Polish towns/villages on map - just for the sake I like it this way. I added Bialystok (yes, no Bialystock) to map.
Germany, Russia, Austria-Hungary got new town in Poland (so there's something to fight for in that area, as it was in reality). There is Kiel-Hamburg canal now.
I joined South and Central American people into single Latin Americans. So now in that region are Mexicans, Argentinians, Brasilians and Latin Americans. I can't see any reason for separate Central and South American people groups.
In opposite there are now 4 people groups in Austria-Hungary (AUS, HUN, POL, UNI) as this was real problem and distinctive mark of that empire.

There is no Gibraltar strait on map - just the port acting like Suez or Constantinople. Who controls it controls the sea. Maybe not super realistic, but perhapes better than strait available for every one?
Brisbane added to its place. Former Brisbane renamed to Townsville and set as village.
Little changes on USA-Canada frontier to allow British player using its road from Vancouver to Winnipeg.
Added Charleston as village in USA.
Moved Rabaul to its place, added Kavieng port near Rabaul.
Added Auckland as village in New Zeland.
Set nationalities of resources sites to local people (AFR, ARA). Added coal site in Germany (Silesia) as many German owned sites in Africa had German people (100% more output). Silesia has Polish people by the way ;)

There was oil and ore. I renamed ore into resources. Now all units need resources to being produced (even infantry and staff). Most units need more rosurces than ever. New formula is 6 res points for every level of unit produced (Fighter I needs 6 res, Fighter V needs 30 points). Formerly there were abundance of resources rendering the resource situation meaningless. Now they should be more important. This needs testing though.


Actually testing value for ZOC points. I hope AI creates so many small units because they were set very low (vanilla) values in this rulevars:
Minimum ZOC pts to capture enemy hex 4->8
Minimum ZOC pts to capture neutral hex 1->4
Minimum Power Pts needed to capture enemy hex 0 -> 4
AP Penalty for entering enemy ZOC 0 -> 2

I also set less exp for killing
Score kill gives XP pts = 30 -> 20
Score retreat gives XP pts = 10 -> 10
Score pinned gives XP pts = 0 -> 5

I will have some questions to you about STFs as I am sure I don't understand every relationships/connections between units.
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There is no such thing as a historically accurate strategy game. Every game stops being accurate from the very first move player make. The first unit that moves ahistorically, first battle with non-historical results, means we ride into the unknown. 
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Khanti
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RE: Bomburs GD Mod

Post by Khanti »

Bombur,
here is my resource system for all units in scenario.
As you know your system treated "res" as "ore" and regimes needed to pay only for equipment in "ore".
Now every unit has its price in term of "resources needed for equipping".
Because there are on map not only Coal Mines (ore) but also Diamond Mines or other mineral ones, it should be OK :)

I think on map resources should be limiting factor in production, so I designed this system. Of course I could decrease cities output, but I think it's not the case of having population and factories but also resources availability.

I am not sure if it will be better to stay with simple rules (6 pts every level) or add some special rules for some kinds of units. What is your oppinion?

New Resource cost model.
- Infantry (Rifle, Special Forces, etc) - 1 res
- Infantry Support Weapons (Machinegun, Mortar, etc) - 3 res
- Most other equipment - 6 res for every level of equipment. Looks like 72 res (lev12) is max.
Level1 - 6 res
Level2 - 12 res
Level3 - 18 res
Level4 - 24 res
Level5 - 30 res
Level6 - 36 res
Level7 - 42 res
Level8 - 48 res
Level9 - 54 res
Level10 - 60 res
Level11 - 66 res
Level12 - 72 res
- Some special case equipment have different paths.
- Staff units - 20 res always (every level).
- Coastal Guns: 60,120,180 res. They are special case as they allow shooting at expensive ships.
- Light Tanks: 10 res start and plus 10 every level (10,20,30,40,50)
- Medium Tanks: 20 res start and ??? (20,30,60,70,80)
- Heavy Tanks: 60 res start and ??? (60,80,120,85)
- Main Battle Tanks: 90 res level1 and 75 res level2
- Tank Destroyers: 10 res start and ??? (10,20,60,60)
- Assault Guns: 20 res level1, 40 res level2 and 90 res level3
- SP Arty: 40 res level1 and 60 res level2
- APC: 20 res level1, 30 res level2
-Heavy Bombers: 10,20,30,40,150,180


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There is no such thing as a historically accurate strategy game. Every game stops being accurate from the very first move player make. The first unit that moves ahistorically, first battle with non-historical results, means we ride into the unknown. 
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ernieschwitz
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RE: Bomburs GD Mod

Post by ernieschwitz »

Hanti, seems like you are doing some fine work! I would love for this mod to come alive again.

Bombur is right about the game crashing in the long run, due to memory problems. I could if there is enough interest perhaps make faux regimes for the game, or the other option bombur came up with the 14 regimes could be done...
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Khanti
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RE: Bomburs GD Mod

Post by Khanti »

ORIGINAL: ernieschwitz

(...) make faux regimes for the game, or the other option bombur came up with the 14 regimes could be done...

Removing regimes, going back to 14 players is very sad [:(]
There are more interesting choices for playing than those 14. And mere existence of some regimes gives unique flavour to that mod.
Below I present starting situation of regimes in mod. It's 99% accurate, I made only little changes after writing this. "Sup" is how many supplies they can produce if all cities produce only supplies.

1. Russia sup 25.000 oil 1250 res 4875 vp 67 pp 20
2. USA sup 99.000 oil 2500 res 9500 vp 104 pp 20
3. Great Britain sup 63.750 oil 1500 res 9375 vp 153 pp 20
4. Japan sup 11.500 oil 0 res 500 vp 30 pp 20
5. China sup 23.000 oil 750 res 3000 vp 44 pp 20
6. Germany sup 31.500 oil 0 res 1500 vp 58 pp 20
7. France sup 24.750 oil 250 res 1375 vp 57 pp 20
8. Brazil sup 6.000 oil 0 res 2500 vp 16 pp 20
9. Ottoman Empire sup 11.750 oil 1750 res 500 vp 26 pp 20
10. Italy sup 15.750 oil 0 res 250 vp 28 pp 20
11. Austria Hungary sup 15.500 oil 0 res 500 vp 24 pp 20
12. Argentina sup 5.000 oil 750 res 500 vp 13 pp 20
13. Mexico sup 6.000 oil 750 res 1000 vp 12 pp 20
14. Benelux sup 15.500 oil 375 res 1000 vp 29 pp 20
15. Uruguay sup 1.000 oil 0 res 0 vp 2 pp 100
16. Paraguay sup 500 oil 0 res 0 vp 1 pp 100
17. Chile sup 3.000 oil 0 res 1750 vp 6 pp 100
18. Bolivia sup 1.000 oil 0 res 500 vp 2 pp 100
19. Peru sup 1.500 oil 0 res 500 vp 3 pp 100
20. Ecuador sup 500 oil 0 res 0 vp 1 pp 100
21. Venezuela sup 1.000 oil 1250 res 250 vp 2 pp 100
22. Colombia sup 2000 oil 250 res 250 vp 4 pp 100
23. Costa Rica sup 1.000 oil 0 res 0 vp 1 pp 100
24. Guatemala sup 1.000 oil 0 res 0 vp 1 pp 100
25. Dominican Republic 500 oil 0 res 0 vp 1 pp 100
26. Portugal sup 5.000 oil 0 res 250 vp 10 pp 100
27. Spain sup 10.000 oil 0 res 750 vp 22 pp 100
28. Switzerland sup 6.000 oil 0 res 0 vp 8 pp 100
29. Denmark sup 3.500 oil 0 res 0 vp 5 pp 100
30. Sweden sup 7.500 oil 0 res 500 vp 16 pp 100
31. Serbia sup 2.000 oil 0 res 0 vp 4 pp 100
32. Bulgaria sup 3.000 oil 0 res 0 vp 6 pp 100
33. Romania sup 5.500 oil 250 res 250 vp 8 pp 100
34. Greece sup 3.000 oil 0 res 250 vp 6 pp 100
35. Arabia sup 500 oil 1250 res 0 vp 1 pp 100
36. Abyssinia sup 2.000 oil 0 res 250 vp 1 pp 100
37. Persia sup 3.000 oil 750 res 0 vp 10 pp 100
38. Afghanistan sup 1.000 oil 0 res 750 vp 2 pp 100
39. Siam sup 2.000 oil 0 res 0 vp 2 pp 100
40. Korea sup. 3.000 oil 0 res 250 vp 3 pp 100
41. Mongolia sup 1.000 oil 0 res 0 vp 1 pp 100

So I would suggest of removing only those weakest (without any chances of surviving):
1. Uruguay
2. Paraguay
3. Bolivia
4. Peru
5. Ecuador
6. Costa Rica
7. Guatemala
8. Dominican Republic
9. Arabia
10. Afghanistan
11. Mongolia

There would be still 30 regimes plus maybe some faux regimes as you said.
I hope it would be playable by then (25% reduction in regimes after all).

In green I marked especially interesting choices besides first 14 regimes.

Here is screen of AI troops in my current test (build test-1900-108h6.at2). I play Germany. The rest is AI.
Turns have taken 18-20 minutes till the end of 1902. Now it takes more than 25 minutes (turn 18, June 1904).
AI builds strong units and not so many (AFAICS).
Many units have 100+ rifle squads in Europe.
Of course in Africa things are different. UK attacks me in Namibia with 96th Division from Johannesburg consisting of 11xRifle (DOM) and 4x Rifle (AFR). Dominium are former Commonwealthers (just too long name to fit in screen).

http://i34.photobucket.com/albums/d134/ ... 1465201086

Is there working short on forum for
[spoiler]
?
[/spoiler]
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There is no such thing as a historically accurate strategy game. Every game stops being accurate from the very first move player make. The first unit that moves ahistorically, first battle with non-historical results, means we ride into the unknown. 
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Khanti
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RE: Bomburs GD Mod

Post by Khanti »

21 turns past. The end of 1904.

AI loves reserching ships. I don't know why, but this is AI number 1 target.

The other reserch fields costs as follows
Aircraft I - 162 PP
Artillery I - 108 PP
Infantry I - 200 PP
Vehicles I - 132 PP

Image
Attachments
AIresearch1a.jpg
AIresearch1a.jpg (94.15 KiB) Viewed 444 times
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There is no such thing as a historically accurate strategy game. Every game stops being accurate from the very first move player make. The first unit that moves ahistorically, first battle with non-historical results, means we ride into the unknown. 
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Khanti
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RE: Bomburs GD Mod

Post by Khanti »

ORIGINAL: ernieschwitz

I see what you have done, with the Kiel Canal. It is a harbour to harbour route, that kind of route is not suppported by the game, is what Vic says. You need to rethink it I am afraid.

Case rethinked. Here is working canal. Ships and land troops can pass. It's sea techically (IS SEA = true), but land troops can also pass (60 AP set for all land troops, 30 AP for all ships). Not sure about attack values still.


http://i34.photobucket.com/albums/d134/ ... 1465403790
http://i34.photobucket.com/albums/d134/ ... 1465404075
http://i34.photobucket.com/albums/d134/ ... 1465404100
http://i34.photobucket.com/albums/d134/ ... 1465404124
http://i34.photobucket.com/albums/d134/ ... 1465404146
http://i34.photobucket.com/albums/d134/ ... 1465404169

Quick view:


Image
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Canal-v3.jpg
Canal-v3.jpg (356.18 KiB) Viewed 444 times
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Bombur
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RE: Bomburs GD Mod

Post by Bombur »

Hanti, could you send us the changes you made?
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ernieschwitz
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RE: Bomburs GD Mod

Post by ernieschwitz »

A hex that "is Sea" is also a solution, of course, but it has some drawbacks. If combat occurs on a sea hex, and troops do not have a ship attached to them, they will drown! So there is that. Also HQs cannot go through a sea hex... Unsure what else might be consequences.
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RE: Bomburs GD Mod

Post by Twotribes »

Battleship III does not exist there is no picture which means there is no ship right? I have 2 graphics that don't load when I begin or resume the game. Konig which I assume is Battle ship III and another can't remember I will put it down when I check. Further Zeppelins have no fuel no point making them they never refuel.
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RE: Bomburs GD Mod

Post by Twotribes »

BBKonig and koln JPGs are missing.
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Khanti
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RE: Bomburs GD Mod

Post by Khanti »

ORIGINAL: Twotribes

(...) Further Zeppelins have no fuel no point making them they never refuel.

Yup. I've redone fuels. There are now only two types: oil and res. Oil is for all benzin/diesel and res are for all other (coal or nuclear, whatever).
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Khanti
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RE: Bomburs GD Mod

Post by Khanti »

ORIGINAL: Bombur

Hanti, could you send us the changes you made?

I can. I am ready. How and where to send?
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There is no such thing as a historically accurate strategy game. Every game stops being accurate from the very first move player make. The first unit that moves ahistorically, first battle with non-historical results, means we ride into the unknown. 
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RE: Bomburs GD Mod

Post by Khanti »

ORIGINAL: Twotribes

BBKonig and koln JPGs are missing.

No ;)
The problem is with copying. Bombur probably used files as "BB König.jpg" instead of just "BB Konig.jpg" so in some cases it copies wrong way. The same with "Köln.jpg"
I suggest renaming them in future versions.
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RE: Bomburs GD Mod

Post by Twotribes »

ORIGINAL: Hanti

ORIGINAL: Twotribes

BBKonig and koln JPGs are missing.

No ;)
The problem is with copying. Bombur probably used files as "BB König.jpg" instead of just "BB Konig.jpg" so in some cases it copies wrong way. The same with "Köln.jpg"
I suggest renaming them in future versions.
Neither JPG is in the folder. When I look at the ship II battleship there is no graphic. I assume Konig is a cruiser at some point?
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