Flanker Possum Mod [W/Deniss Air Stats]

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JagdFlanker
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Flanker Possum Mod [W/Deniss Air Stats]

Post by JagdFlanker »

http://personal.nbnet.nb.ca/larryaub/


finally, it's done!! i'm starting to play with 1942 to convert the equipment over (see the included readme for more) but in the meantime all comments/corrections are welcome!
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JagdFlanker
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RE: Flanker Possum Mod [W/Deniss Air Stats]

Post by JagdFlanker »

i'v already noted what i was planning to do with 1942 briefly in the mod readme, but i'll give a little more detail. what i'd like to TRY to do is see if there's any way to put the possum OOB into it, but there are a couple 'logistical' problems i have to get through. what i'd really like is a thorough june 1942 OOB for both sides on the web somewhere, but no luck so far. in the meantime i plan to note all the locations for each 1942 division in 3.3, play my possum mod ahead to the correct date, then basicaly 'construct' the 1942 line with the new units. it'l be a lot of work to match up the unit squad and equipment levels, but you gotta do what ya gotta do to get the job done! the only thing that is getting in the way of completing everything is figuring out tank levels for all the units - possum has TWICE the amount of tank Bns, etc as 3.3! can anybody point me towards good sources for the info i'v mention above? it would be much appreciated!
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Monter_Trismegistos
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RE: Flanker Possum Mod [W/Deniss Air Stats]

Post by Monter_Trismegistos »

As I know, this mod changes the Russian Rifle Division designations from numbers to their City/Region Name. Could someone put list of those changes (Division numbers with their names)? I don't like it, because I never heard about designating Russian Divisions officially by name of their forming city (with exclusion of Moscow's Militia). Sooooo i want simply know which names i had to change for what number. Anybody? Help?
Nec Temere Nec Timide
Bez strachu ale z rozwagą
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JagdFlanker
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RE: Flanker Possum Mod [W/Deniss Air Stats]

Post by JagdFlanker »

i took it from possum so go to

http://warinrussia.daves-universe.com/

and check the original possum units. he had the number in front of a shortened form of the name. i will admit though that i myself could not confirm these names anywhere on the internet, but my intention was to make it look neater visually and differentiate the soviet units more - i could have changed them to numbers only, but that seemed boring, and possum must have gotten these names from somewhere!


4 Stalin
7 Cherngv
15 Seavsk
29 Sibern
84 Tula
3 Kotovsk
5 Bleanov
6 Changky
9 Crimean
12 Kuban
13 Kuban
15 Don
24 RedBnr
1st LWP
1 Moscow
9 Caucaus
20 Donbas
28 Azina
30 Irkusk
44 Kiev
63 Georgn
76 Armean
77 Azerjn
83 Turksn
96 Fabrsa
2 Byelors
4 Smolesk
5 Vitebsk
6 Oryol
8 Minsk
13 Dagstn
14 Krvsky
16 Kikzve
19 Vornzh
21 Perm
23 Kharkv
24 Iron
27 Omsk
32 Saratv
33 Byelrs
45 Volnsk
46 Dnprov
48 Kalin
55 Kursk
56 Moscow
62 Turksn
86 Tatar
93 V-Sbrn
95 Moldvn
196 Dnpvk
197 Kiev

non numbered units
Chi-Lin
Crimea
Kalmyk
K.B.
Odessa
B.S.F.
Pacific F
Northrn F
Mongolian
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JagdFlanker
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RE: Flanker Possum Mod [W/Deniss Air Stats]

Post by JagdFlanker »

i'm still slowly going at it (i'm also starting a band at the same time so i don't have as much time as i used to...) and mister Kingtiger has been nice enough to give me some great constructive advice on the mod, mostly on unit costs. basically the way i had the cost setup before was every unit had identical cost based on its ability so no unit had any advantage over another. Mr Kingtiger made a brilliant point in saying that if the costs are done properly there should be no need in having any production house rules! and also logically if the Pz IV and the tiger actually cost the same price, then why would you ever bother with the Pz IV?! so with kingtiger's help i am in the middle of doing a radical price change on all units with 2 intentions - to eliminate any need for house rules regarding production, and to make the cheap units an even better deal than before to compensate for their (sometimes much) higher losses in combat. i guess there's a million things i could mention to say why i came to the conclusion for this and that, but instead i just posted the 'math' for the german tank upgrades so you can decide for yourself the kind of style of production you might like playing as germany. for example The Pz-IIIl/m looks too cheap, but would you now seriously think about producing it whereas before you wouldn't even take a second glance at it? That is my overall intent with all unit costs! The Pz-IIIj/60 is identical to the Pz-IVg power to cost-wise, but to adjust the prices would put later tanks at +1 cost so I want to keep it as is. I’m not going to even bother dealing with the Pz II as there’s no way anyone would ever produce it for front line use, and if I lowered it to cost 1 players may be inclined to produce it just to fill out the West/Italian fronts very cheaply. In the end all german tank costs revolve around the Pz IVg. all TD's are cheaper than tanks to help prevent all tank production.

i was going to make marders like lend-lease/italian units by giving them a fixed production per turn for about a year (about 25/turn for Marder I/II, 35 for Marder III). giving them a cost doesn't work because both marders are near identical and they are supposed to be produced simultaniously. unfortunatly to give them a fixed production i would have to implement a production house rule that forbids the axis player to touch those 2 factories since i can't lock them, which is what i'm trying to avoid! the only other idea that i could consider is to combine them both into 1 unit - Marder II/III. it doesn't seem like a bad idea (cost 2), and all you 'experience hoarders' would love one less unit to deal with... (speaking of which, i got rid of the Fw-190A5 and have the Fw-190A going until the Fw-190A8 comes in in 1944 - more great news for you 'experience hoarders'!)

IMPORTANT NOTE: do not in any way compare german and soviet tank prices to each other - all unit costs are in realtion to other units in production at the same time within each country which is why german tanks start cheap and end expensive (like soviet fighters). as far as production goes a players total production is based on how many factories are producing units, not on how expensive the units are. for example german tanks start very cheap but germany is only going to start the game with 1 Pz II fac, 1 Pz 38(t), 2 Pz III, 2 Pz IV, and 2 StuG. by the end of 1941 germany will have 10 or so AFV factories total (well, it has to be tested to ensure play balance, of course!), while the soviets end the year with 2 T-60 facs, 15 T-34 (16 in the game total to 1945), and 5 KV-1 (T-60's are the base cost to what all other soviet tank prices are based). Speer takes over german production in spring 1942 so by the end of 1942 germany's production and heavy industry will be in the process of climbing up - but never much more than half of the current soviet production, as i do believe germany always lagged behind in production by at least half if not more! well, mabe not in 1944...

AFV POWER = AtTacK + [DEFence * 2]
[ - tank cannons are cheap, thick armour isn’t! ]


comments welcome!
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JagdFlanker
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RE: Flanker Possum Mod [W/Deniss Air Stats]

Post by JagdFlanker »

[;)]

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Denniss
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RE: Flanker Possum Mod [W/Deniss Air Stats]

Post by Denniss »

Production of PzIVf is too cheap - they have not been built in large quantities. The 1941 production must be bottlenecked as the industry was not on full wartime production (24h). Should be at least 4, better 5 production cost
Again the Panther is too expensive - in reality it costs about 30% more than a PzIV - with PzIV at 5 the Panther should be 7
StuGIII cost should be 5-4-3 to reflect production efficiency - with cost of 3 you would get too much of them too early.
There should be nothing upgrading to Elefant - just leave it as it was with the 3 JPz units with Elefant. This tank was not produced - it used only spare chassis.
The Hetzer should be renamed to it's oficial name JPz 38(t) - Hetzer was a postwar name for newly produced tanks.
Maybe the Marder should upgrade to Nashorn and later to JPz IV. (Nashorn production continued but only with a very low rate compared to JPzIV and others)
Have you ever thought to introduce a new JPz - the JPz IV/48 is mising - it was produced from 1/1944 to ~7/1944, then retooled to IV/70. (if you only want to have one Marder)
The Nashorn production cost is way too cheap - this 88mm gun was expensive - should have a t least 4 or 5 cost.
Jagdpanther and Jagdtiger should not be 1 point cheaper than their tank counterparts - they require much more work (bigger cannon and more armor).
The Pz-Jg Ib should get a much higher production cost - 2 is an effective way to easily fill your Jpz units with tanks. Should get ~6 production cost - the czech 47mm gun was in short supply (AFAIK out of production or on very low production rate).

The T60->T-70->Su76 path may be problematic as was the Pz-II->Marder-II. Better use T34/76C as target
The KV85 should not cost the same as JS1 - should be at least one point less. KV1 should say at 9 because initial production was low.

You should not dump the Fw190A-5 but replace it with an A-3, the first real combat-worthy Fw190 with most of the bugs ironed out. The first Fw190 should have a high production cost of 6 or 5 dropping at least one point to 190A-3 late 1941 or early 1942.
The first Fw190 had two 20mm guns and four 7,92mm MG, A-3 standard four 20mm and two 7,92mm.

Suggestion : Keep production costs on early planes/tanks higher

Side note: A good tank cannon is more expensive than thick armor - the latter is only quality metal but the first is high quality metal requiring a lot of precise work and good optics.
WitE dev team - (aircraft data)
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Huggy_Bear
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RE: Flanker Possum Mod [W/Deniss Air Stats]

Post by Huggy_Bear »

Great mod. Noticed in July '43 that USAAF wasn't attacking. Switched to Russians and can't bring up USAAF window. Has allied Strategic Bombing been disabled in your mod?
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JagdFlanker
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RE: Flanker Possum Mod [W/Deniss Air Stats]

Post by JagdFlanker »

no, the usaaf has not been disabled! it can be disabled with WiRHACK, if you happen to have that running - otherwise it's something i'll look into eventually! thanks for the feedback! MUCH appreciated!
Huggy_Bear
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RE: Flanker Possum Mod [W/Deniss Air Stats]

Post by Huggy_Bear »

Played up to November '43 and still no USAAF (switched to Russians and get nothing with alt-U). I'm not using Wirhack, just the download from your website. On second thought, maybe I shouldn't point this out as a problem... I can transfer more fighters to the eastern front!





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