Dev Log: Monty's Front--OVERLORD

The new game by Brian Kelly, sequel to Desert War: 1941-1942
scsfan
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Re: Dev Log: Monty's Front--OVERLORD

Post by scsfan »

Thanks! it will be even more awosme if the option is allowed for switching all 4 types of display on the unit counter during game play:
currently when zoomed in/on large unit counter, when the mouse pointer is not hovering over the unit counter, on the lower part of the unit counter, it displays unit strength information eg 4-11-4 on top and HQ on the bottom, eg 94.ID, when mouse pointer hovering over the unit counter, it display the unit composition, eg number of personal on the top and the unit name on the bottom. If allowing player to customise the combination of how these information can be displayed will be great! Eg, showing unit name on the top and HQ name at the bottom and use a hot key to switch to unit strenght on the top and HQ at the bottom. This is aways my dream UI for war games. ;)

I was going to post some feedback/suggestions in the "Suggestion" section of the forum but I thought I'll post it here as it could relate to the above feature suggestion.
Hoping that without changing the game engine and without too much coding, to add more playability and depth to the game.
1. Any possibility of considering allowing re-attachment of any unit from its parent HQ to a different parent HQ, during the game play. ie, a battalion unit to be re-attached to a different division HQ or brigade/regiment HQ.
Of course, there will be required conditions that may need to be taken into consideration, eg, it will take 1 game turn(or more depending on quality/organization integrity) , may only happen at night or only at set up etc.
This allows more flexibility of creating combat groups / task force for a particular job, increase the tactical options. eg, further concentration of armour/shock or help with re-supply of units out of original LOCS. Particularly useful if there is additional HQ created under a divisional HQ, Think of US army CCA/CCB/CCR.
2. on top of organizational integrity, any consideration of adding some type of bonus, eg increase in attack/defence factor %, (odd shift be may too much), if the unit of same regiment is next to each other, or at least 2 of 3 battalions are next to each other (distance depends on map scale), which may represent the addition of divisional/regimental level of small support unit added to any possible engagement, better communication and presence of regiment commanders for example. Particularly for units break down or battalion sized units vs Regimental sized units. This will also give incentive for players to keep the integrity of the regiment/ brigade during a game play and not to "use" the re-attach battalion feature too much. (this is where my initial suggestion of switching display name on unit counter may be helpful in keeping an eye on units not spreading too far apart.
3. Supply allocation, any value of considering allowing 2 further lower supply levels, eg, Defensive Supply (attack factor halved, defensive factor normal, +/- any modifiers depends on unit quality maybe) Minimal Supply (attack factor 1/4 and defensive factor halved). The lower supply level allows conservation of fuel / ammo (end up a + number to the pool). This will allow further "uneven" distribution of limited supply (and hence further diversed relative strength) among different divisions/or other level of organisations, which may add further tactical advantage/disadvantage decisions making.
4. Possibility of considering another defence status level above "dig in", eg, "field fortification" status, represents a more prepared defensive position of a unit (but not as fortified as Fort/Entrenchment), if a unit has the time and the capacity of doing so, may require an engineer unit. It affects the unit, not the hex. The status may (or may not) affect the shock effect. Thinking of defence in depth tactic that allows combat withdrawal of the front line troops to a better prepared line of defence.
5. minor suggestion, hold right mouse click to drag the map rather the left mouse to drag the map to avoid accidentally moving a unit.
6. minor suggestion, allow for minimise game box (from full screen mod) while playing game. (I couldn't find such a function once the game starts)

Sorry for such a long post. If these suggestions look familiar, most of them come from the old Avalon Hill V4V/Stalingrad games.
I have to say, WEGO World War II gave me the best fun playing operational level of war games since the old V4V games. I can see there is so much potential in the WEGO series that will surpass V4V in each and every way! Thanks for the great work!
Last edited by scsfan on Sat Aug 12, 2023 4:34 am, edited 1 time in total.
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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

Thanks for the feedback. We'll add all this to the wish list for future games.
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Re: Dev Log: Monty's Front--OVERLORD

Post by governato »

I would like the option to set units in 'Reserve' so that they can react to events *within the same turn*.

This seems a very WEGO-style action that is currently missing in the game.

example


condition: if hex XY is attacked/overrun (by any side) then: Unit moves (ASAP within the same turn) towards hex XY


in game terms this 'd be done by:

- select a unit and flag it as as 'reserve'
- right click on 'target' hex for unit to move to

unit/side quality/conditions 'd apply for the reserve unit to be activated
- move & attack could be the only movement type allowed

this 'd allow the players to plan both defensive and offensive moves
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Re: Dev Log: Monty's Front--OVERLORD

Post by Deathtreader »

Nice idea governato!! :)

Rob.
So we're at war with the Russkies eh?? I suppose we really ought to invade or something. (Lonnnng pause while studying the map)
Hmmmm... big place ain't it??
- Sir Harry Flashman (1854)
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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

Saint Ruth will have to comment on the feasibility of this idea.
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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

OVERLORD Map and OB are at 99.9%...

Image

On to ALPHA!
scsfan
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Re: Dev Log: Monty's Front--OVERLORD

Post by scsfan »

sweet! can't wait.
I really hope there will be some army group sized scenarios that covers the whole campaign map. I know, there will be a lot of work.
In terms of the editor, is it possible to include editing of unit equipment data, eg, add different type of vehicles, to to add more NATO symbol that can be linked to vehicles. Currently I couldn't find a way that, if I creat a heavy armour NATO symbol to link with a Tiger I tank. I guess there will be more equipment in the Normandy campaign.
As a side question, how would heavy armour shock value projected in the new game?
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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

scsfan wrote: Mon Aug 21, 2023 4:13 am I really hope there will be some army group sized scenarios that covers the whole campaign map.
There will be a campaign scenario. It will include an AI for both sides. The best playing experience will always be against a human player.
scsfan wrote: Mon Aug 21, 2023 4:13 am In terms of the editor, is it possible to include editing of unit equipment data, eg, add different type of vehicles...
Nope. Maybe someday.
scsfan wrote: Mon Aug 21, 2023 4:13 am Currently I couldn't find a way that, if I creat a heavy armour NATO symbol to link with a Tiger I tank. I guess there will be more equipment in the Normandy campaign.
I've never seen a NATO symbol for heavy armor. What does it look like?
scsfan wrote: Mon Aug 21, 2023 4:13 amAs a side question, how would heavy armour shock value projected in the new game?
Good question. We don't model armor shock any differently from game to game. We do model the impact of infantry, antitank, and engineer antitank systems over time to demonstrate the steady decline of "shock" between 1939 and 1945. The bazzooka/panzerfaust/panzerschreck/antitank ammo and doctrine/training dynamics mean a Tiger in 1942 ain't the same as a Tiger in 1945...the Attack/Defense factors of all tanks get lower and lower with each passing year of technological development. In other words, a 1942 Tiger is a 4 to 1, and a 1944 Tiger is a 3 to 1...roughly speaking.
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Re: Dev Log: Monty's Front--OVERLORD

Post by scsfan »

thanks for the answer and explaination. That makes sense. Here is a picture for heavy Tank symbol, not really a NATO, I guess the word NATO is used when try to distinguish military symble vs a piture on unit counter. I also saw this in The Operational Art of War series (among with a few other "heavy" units, like heavy artiary, heavy tank destoryer. it may not be needed in the new game, as you have explained already.
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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

scsfan wrote: Tue Aug 22, 2023 1:15 pm Here is a picture for heavy Tank symbol, not really a NATO, I guess the word NATO is used when try to distinguish military symbol vs a picture on unit counter.
Ah so. No, you're right. That is a NATO symbol for heavy tank. The black vertical bar = heavy, plus a bathtub = Tank...Heavy Tank.

Likes it. I'll add it to Monty's Front.
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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

Image

Done.
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Re: Dev Log: Monty's Front--OVERLORD

Post by scsfan »

Nice!
For now, I can only use photoshop to change existing pictures to moded ones, in order to change the equipment picture.
I was hoping the Editor will allow adding new pictures to link with existing NATO icons, a simple way to expand the equipment. :P
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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

Feel free to incorporate as many additional equipment items as you desire. For each new item, ensure you include five corresponding images. Place two images in the corresponding army folder, another two in the NATO folder, and the remaining one in the picsArmy folder. It's essential that all five images share a common unique identifier. In the provided example, the identifier utilized is 106, though you have the flexibility to select any distinct number for this purpose.

Image
scsfan
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Re: Dev Log: Monty's Front--OVERLORD

Post by scsfan »

Thanks! this is great!
Now I can link a few extra unit counter and pictures!
Mech.Eng Nato counter(exits, but seems not used)- small symbol a bit hard to see when zoomed out.
Mot.Eng Nato counter
Mech.AA Nato counter
experimentally added Hummel SP
I guess the new Normandy Campaign will have more of those. Not historically for 1942, just for fun.
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governato
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Re: Dev Log: Monty's Front--OVERLORD

Post by governato »

scsfan wrote: Fri Aug 25, 2023 8:15 am Thanks! this is great!
Now I can link a few extra unit counter and pictures!
Mech.Eng Nato counter(exits, but seems not used)- small symbol a bit hard to see when zoomed out.
Mot.Eng Nato counter
Mech.AA Nato counter
experimentally added Hummel SP
I guess the new Normandy Campaign will have more of those. Not historically for 1942, just for fun.
One thing I noticed is that it is not possible to change/increase the resolution of the "small" NATO icons because their size is assumed fixed in the engine (they are fine when the map is zoomed out, but this shows when the OOB panel is selected..give it a try ;))

If that could be changed in the engine (allowing small icons to have any size (in pixels) it'd be a really low hanging fruit in terms of improving the graphics and making the counters look "sharper"
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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

Will add it to the wishlist.
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Re: Dev Log: Monty's Front--OVERLORD

Post by scsfan »

another question, from the pictures posted, I can see the allied beach supply hex is very close to the front line. Lets say, if, the Axis could capture one of the supply hex for 1 turn, or just "run through" it, is there any supply reward for that unit / organisation or stockpile?

PS, RE Editor, I know this is not your priority at the moment, I wonder if it is possible to add all the undisplayed colums to the "Army Table" (and/or Army Unit Data") part. I mean, eg, colums like "HQ", "TOE type" and "TOE" can be editored only after export to CSV. It's a less important wish, if the team has the time, could be easier if all in the Editor.
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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

scsfan wrote: Sat Sep 02, 2023 11:04 am another question, from the pictures posted, I can see the allied beach supply hex is very close to the front line. Lets say, if, the Axis could capture one of the supply hex for 1 turn, or just "run through" it, is there any supply reward for that unit / organisation or stockpile?
Thanks for the question. The short answer is No. There is no supply point capture feature in the engine.

The long answer. Two of the new terrain types are Beach and Prohibited. Beach hexes are areas that represent the waves of troops coming ashore during a game turn; the further a unit starts from shore, the more movement points it will expend before it can move inland. Prohibited hexes are designed to keep the other side from entering the hex. The Axis player (AKA side0) is prohibited from entering Beach hexes...which is where all the Main Supply Sources (MSS) for landing beaches are located. Think of each MSS as a pipeline to England/United States.

Note: Each airborne division has one of its Dropzones designated as an Airhead...these are different from MSS--they are Depots. Airheads have/receive a limited number of supply points (fuel, ammo) and have a limited range for supplying friendly ground units. The Axis can capture a hex containing an airhead. This action eliminates the airhead as a supply source for the Allies.

In the image below you can see the MSS for UTAH beach is located in hex 26,21. It is in a Beach hex that is prohibited entry by side0 (Axis forces). Hex 23,23 contains one of 101st Airborne Division's dropzones and it's airhead (depot).

Image
scsfan wrote: Sat Sep 02, 2023 11:04 am PS, RE Editor, I know this is not your priority at the moment, I wonder if it is possible to add all the undisplayed colums to the "Army Table" (and/or Army Unit Data") part. I mean, eg, colums like "HQ", "TOE type" and "TOE" can be editored only after export to CSV. It's a less important wish, if the team has the time, could be easier if all in the Editor.
I understand what you mean. I see positive utility in exposing HQ, ToeType and Toe in the editor. Saint Ruth would have to comment on the coding side of the house. Definitely adding it to the wishlist. AT this point in time, we are "feature-lock" for Monty's Front. If this capability is possible, 1813 will be the next opportunity for inclusion. And with One Engine To Rule Them All...all previously published WEGO games will be patched up to the latest version of the engine.
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Re: Dev Log: Monty's Front--OVERLORD

Post by scsfan »

thanks for the detailed explaination.
I really appreciate your hard work and taking the time to explain the concept so well.
Although I was hoping for another WW2 game but still, looking forward for THE Engine to rule them all!
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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

scsfan wrote: Sun Sep 03, 2023 7:49 am ...I was hoping for another WW2 game but still, looking forward for THE Engine to rule them all!
What WW2 game were you hoping for?
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