problems with Possum OBWIR?

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Possum
Posts: 333
Joined: Mon Mar 27, 2000 10:00 am
Location: Adelaide, SA, Australia

problems with Possum OBWIR?

Post by Possum »

Hello All
I'm back from my vacation now, and I see that a few people are using my modified OBWIR.
So any problems encountered, apart from
a) lack of soviet armies avaliavle at the start
(this is unfortunately a hard coded limit, I'd would have loved to add in an extra 50 or so Soviet Armies/corps. It would have made the initial set up easier to do too..)
b) The computer using non-historically correct HQ's for the appropriate front. (Again this is a hard coded limitation, and given the number of 2 player games played, and that there will always be at least one human playing; That having the HQ's in a logical sequence to make it easier for a human to use the next HQ feature seemed more important.)
c) The 94th LW flak regiment has Tiger tanks, instead of Flak guns. Already fixed in version 4
"We're having a war, and we want you to come!"
So the pig began to whistle and to pound on a drum.
"We'll give you a gun, and we'll give you a hat!"
And the pig began to whistle when they told the piggies that.
Lokioftheaesir
Posts: 548
Joined: Mon Mar 26, 2001 10:00 am
Location: Oz
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Post by Lokioftheaesir »

Originally posted by Possum:
Hello All
I'm back from my vacation now, and I see that a few people are using my modified OBWIR.
So any problems encountered, apart from
a) lack of soviet armies avaliavle at the start
(this is unfortunately a hard coded limit, I'd would have loved to add in an extra 50 or so Soviet Armies/corps. It would have made the initial set up easier to do too..)
b) The computer using non-historically correct HQ's for the appropriate front. (Again this is a hard coded limitation, and given the number of 2 player games played, and that there will always be at least one human playing; That having the HQ's in a logical sequence to make it easier for a human to use the next HQ feature seemed more important.)
c) The 94th LW flak regiment has Tiger tanks, instead of Flak guns. Already fixed in version 4

Possum

Love this campaign. Playing two pbem's of it at moment.
Gives the germans a good chance in '41 but if the soviets survive and organise well and rotate troops then the axis could be in trouble during blizzard and on into 1942.


Good job, thanks for the work.

Nick
Gentile or Jew
O you who turn the wheel and look to windward,
Consider Phlebas, who was once handsome and tall as you.
moonfog
Posts: 70
Joined: Sat Jul 21, 2001 8:00 am
Location: Switzerland

Post by moonfog »

Originally posted by Possum:
Hello All
I'm back from my vacation now, and I see that a few people are using my modified OBWIR.
So any problems encountered, apart from
a) lack of soviet armies avaliavle at the start
(this is unfortunately a hard coded limit, I'd would have loved to add in an extra 50 or so Soviet Armies/corps. It would have made the initial set up easier to do too..)
b) The computer using non-historically correct HQ's for the appropriate front. (Again this is a hard coded limitation, and given the number of 2 player games played, and that there will always be at least one human playing; That having the HQ's in a logical sequence to make it easier for a human to use the next HQ feature seemed more important.)
c) The 94th LW flak regiment has Tiger tanks, instead of Flak guns. Already fixed in version 4

Hi Possum

just started to play your new campaign against a friend as german - it's really cool! A lot of interesting new opportunities for both sides. Well done.

It seems that the last slot in the leader's list is hardcoded with Leliushenko (doesn't accept changes in data editor). Because of that mighty Zhukov is not available, but Leliushenko exists twice.

Which city does the major-city hex at 52,8 represent? I couldn't find it in your readme.

Which sources did you use for your aircraft data? There are some differences compared with yogi-planes or original data (f.ex. short range Stuka, Do-217 not available in June 41, Me-262 is not a fighter-bomber)?

You did a very good job. Thanks.

Moonfog

[ January 22, 2002: Message edited by: moonfog ]

[ January 22, 2002: Message edited by: moonfog ]</p>
Possum
Posts: 333
Joined: Mon Mar 27, 2000 10:00 am
Location: Adelaide, SA, Australia

Post by Possum »

Hello Moonfog.
The city in hex 52,8 is Cherepovets, it was incorrectly labled in the Changes.doc as being in 52,9, now fixed.
Problem with Zhukov is (hopefully) now fixed in v4
well spotted!
An annoyin tendency of the Soviet AI to park STAVKA and RGVK in inappropriate hexes has now been compensated for. (by adding a railway line to it's favorite re-location hexes.)

The information used for determining my aircraft stats is detailed in the changes.doc.
Where I found a conflict between my two main sources, I used the information avaliavle at the Elevon website to chose which source to use.
"We're having a war, and we want you to come!"
So the pig began to whistle and to pound on a drum.
"We'll give you a gun, and we'll give you a hat!"
And the pig began to whistle when they told the piggies that.
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