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RE: Ostfront 2

Posted: Sat Dec 14, 2013 3:22 pm
by Captain Cruft
Trains will not be soft targets. They will have serious defence values, though I have not actually done this yet.

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RE: Ostfront 2

Posted: Sat Dec 14, 2013 3:25 pm
by Captain Cruft
Wagons on the other hand will not be fearsome at all.

I really like this photo as it shows the reality for most of the German army. Not much Blitzkrieg going on ...

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RE: Ostfront 2

Posted: Sat Dec 21, 2013 4:42 pm
by Captain Cruft
I am still in the midst of doing the production system. After this putting the starting OOB on the map will seem like a breeze ...

Current efforts are directed at making SFType, ItemType, ResField & Stringlist definitions for the large number of German halftrack variants, one of which is below. This is very nice chrome, but the main point is that German player will be faced with the interesting choice of whether to produce a relatively small number of these toys or churn out a much larger number of boring trucks.

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RE: Ostfront 2

Posted: Sat Dec 21, 2013 4:46 pm
by Captain Cruft
This vehicle is a bit of a dark horse. The gun is much more powerful than you would think.

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RE: Ostfront 2

Posted: Sat Dec 21, 2013 4:50 pm
by Captain Cruft
For the Soviets, while this gun arrives very late it can eat German tanks for breakfast.

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RE: Ostfront 2

Posted: Sun Dec 22, 2013 3:41 pm
by Captain Cruft
Working on the German tanks now.

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RE: Ostfront 2

Posted: Mon Dec 23, 2013 9:01 pm
by Captain Cruft
Not far from completing the German AFVs now.

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RE: Ostfront 2

Posted: Mon Dec 23, 2013 9:04 pm
by Captain Cruft
The Production Overview is greatly simplified compared to previously.

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RE: Ostfront 2

Posted: Mon Dec 23, 2013 9:12 pm
by Captain Cruft
Kubelwagens will be available, and will be able to tow light guns as well as transport a few troops.

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RE: Ostfront 2

Posted: Mon Dec 23, 2013 9:14 pm
by Captain Cruft
The Soviet equivalent.

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RE: Ostfront 2

Posted: Mon Dec 23, 2013 10:17 pm
by Jonathan Pollard
ORIGINAL: Captain Cruft

Not far from completing the German AFVs now.

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How variable is the estimated 4307 arrival time and can it be speeded up through added research? Historically the first 8 Hummels entered service in March of 1943 followed by 46 in April.
http://www.achtungpanzer.com/hummel.htm

RE: Ostfront 2

Posted: Tue Dec 24, 2013 7:12 am
by Captain Cruft
I will check all the dates later. Right now I am just getting everything defined.

Please don't nitpick. In fact I would prefer it if you ("Jonathan Pollard") did not post on this thread again. It affects my motivation, negatively.

Thank you.

RE: Ostfront 2

Posted: Tue Dec 24, 2013 9:50 pm
by lion_of_judah
really liking the way you have detailed production. looking forward to playing this

RE: Ostfront 2

Posted: Fri Dec 27, 2013 2:22 pm
by Captain Cruft
Thanks.

In addition to the things you can choose to produce, there will be a bunch of other stuff either on map at start or which arrives at random (in small numbers).

For example, there will be a number of these stupendous heavy tanks on map at the start.

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RE: Ostfront 2

Posted: Fri Dec 27, 2013 2:23 pm
by Captain Cruft
More usefully, some of these will arrive in 1943, but the German player will not be able to make them.

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RE: Ostfront 2

Posted: Fri Dec 27, 2013 2:27 pm
by Captain Cruft
Another one.

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RE: Ostfront 2

Posted: Fri Dec 27, 2013 2:30 pm
by Captain Cruft
And another.

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RE: Ostfront 2

Posted: Fri Dec 27, 2013 2:42 pm
by Captain Cruft
Status

Here is a summary of where I am at now. As you can see there is still a lot to do.

Map - done.
Supply System and Rail Network - done.
Land Production System - complete except for Hungary and Romania.
Non-producable Land SFTypes - AFVs are done, guns and heavy weapons are to do.
Air Production System - to do.
Non-producable Air SFTypes - to do.

German exports to Axis Minors - to do.
Lend-Lease - to do.
Factory Evacuations - to do.
Infantry System (this is not production based) - mostly to do.

Tank and Aircraft Refits - to do.
Weather System - to do.
Weather Graphics - to do.
Partisan Effects - to do.
Politics and Events - mostly to do.
Starting OOB - to do.
SFType Tweaking - to do.

General Purpose (i.e. non-Political) Action Cards - to do.

The items in bold are essential, the others not so much. In particular I can imagine Politics and Events being something which starts out basic in the first release and then evolves over time.

RE: Ostfront 2

Posted: Fri Dec 27, 2013 2:52 pm
by Captain Cruft
Production output excluding Lend-Lease is at least 2:1 in favour of Soviets.

Here is sample German output for turn 1. There is a random element which means that every turn will be a bit different.

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RE: Ostfront 2

Posted: Fri Dec 27, 2013 2:55 pm
by Captain Cruft
Soviet, excluding trucks and tractors.

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