[Agent] Gallipoli Mod AAR
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- Rasputitsa
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RE: [Agent] Gallipoli Mod AAR
Wow ! [&o]
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“A people which is able to say everything becomes able to do everything” - Napoleon
“Among those who dislike oppression are many who like to oppress" - Napoleon
RE: [Agent] Gallipoli Mod AAR
Thanks D.,
Are the beach terrain tiles randomly selected?
Great if not, then we could coincide the beach condition with the terrain tile. Eg rock outcrops cliff tops with alpine terrain. Mangroves with swamp etc.
How are they chosen?
Are the beach terrain tiles randomly selected?
Great if not, then we could coincide the beach condition with the terrain tile. Eg rock outcrops cliff tops with alpine terrain. Mangroves with swamp etc.
How are they chosen?
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
Mapping begins
While the terrain mapping goes on okay.
I have to add cities via notepad and the cities.csv file.
(the city database editor does not save value changes.)
The map also has some big black areas, as I could not alter the map dimensions.
But at least it is progress from constant crashing.
But this is really shooting in the dark here.
Some understanding of the sequence of scenario construction would be beneficial.

1.placing cities/ towns.
2.then roads (modified rail)
3.then streams
I have to add cities via notepad and the cities.csv file.
(the city database editor does not save value changes.)
The map also has some big black areas, as I could not alter the map dimensions.
But at least it is progress from constant crashing.
But this is really shooting in the dark here.
Some understanding of the sequence of scenario construction would be beneficial.

1.placing cities/ towns.
2.then roads (modified rail)
3.then streams
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"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
- doomtrader
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RE: Mapping begins
I'm really happy you have been able to move forward.
For the scenario most important are countries settings and the map itself.
It is also worth to consider sea zones. Depends on the scale of the hex and the turn time you will choose, you can divide it completely different.
Remember that some of the fleet actions are sea zones restricted
For the scenario most important are countries settings and the map itself.
It is also worth to consider sea zones. Depends on the scale of the hex and the turn time you will choose, you can divide it completely different.
Remember that some of the fleet actions are sea zones restricted
RE: Mapping begins
It would be really handy if the railroad was visible somehow. (although I know this is probably not possible at editor level).
Also the hex editor pop-up should have the ability to 'stay on top' of the main window.
For this scenario, sea zones will not be all that significant, as the straits were largely impassable due to extensive mines.
It is more a case of land the units. Through them some supplies and wish them luck.
The odds of the allies getting any further north than the historical outcomes will be small.
The invasion hexes will be limited.
Also the hex editor pop-up should have the ability to 'stay on top' of the main window.
For this scenario, sea zones will not be all that significant, as the straits were largely impassable due to extensive mines.
It is more a case of land the units. Through them some supplies and wish them luck.
The odds of the allies getting any further north than the historical outcomes will be small.
The invasion hexes will be limited.
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
- doomtrader
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RE: Mapping begins
You can switch the editor to railroad mode from the menu on the left.
Choose little steamengine.
Choose little steamengine.
RE: Mapping begins
ORIGINAL: Agent S
I have to add cities via notepad and the cities.csv file.
(the city database editor does not save value changes.)
It does. You must click again on the city icon after Edit. Then select the city at the end of scroll list and deploy clicking on the map.
the same applies to units.
Good work. Keep going.
Turkish Orbat
Posting this in here, as this thread is much a resource, as an aar of how this mod proceeds.
If anyone can find more detailed information, post up.
TURKISH ORBAT:
The Allies landed against the most heavily defended and best-prepared position in the Ottoman Empire. Furthermore, the defending infantry divisions and commanders, although outnumbered, were the best available in the Ottoman Army, a factor which significantly affected the outcome of the campaign....Man-for-man, the Turks were as effective as their Allied counterparts. Gallipoli: Turkish Defense, March 25th, 1915
HQ 5th Turkish Army [Vehip Pasha]
HQ 3rd Army Corps, Gallipoli
HQ ?? Army Corps
Canakkale Fortress Command (includes 115 guns in 15 forts)
1st Aircraft Squadron (later in the campaign a German detachment joined the Turkish squadron, still later, in early 1916, as the Allies were withdrawing, the 6th Aircraft Squadron joined.)
[Turkish Navy deployments are given separately]
5th Division, Bulair
7th Division, Bulair
3rd Division, Kum Kale
11th Division, Kum Kale
9th Division, Cape Hellas
19th Division, Gaba Tepe (in reserve) [Mustafa Kemal]
Notes[*]When 3rd Army Corps reinforced the Gallipoli Peninsula defenses, it arrived with the 7th and 18th Divisions. We have no knowledge of what happened to the 18th Division.[/ul] [*]The shadowy presence of Liman von Sanders, the legendary general who was chief German advisor to the Turkish Army, hovers everywhere.[/ul]
Gallipoli: Turkish Counteroffensive, August 1915 [Not only are details scarce about units and formations - we consulted approximately 30 websites just to get the little we have - because the battle arena was geographically small, Turkish regiments and divisions were all mixed up, with the situation getting worse as the counteroffensive progressed. Reconstructing an accurate orbat is difficult under these circumstances. We have put down such corps, divisions and regiments as was possible.]
3rd Turkish Army [Kemal Yer]
5th Turkish Army [Vehip Pasha]
3rd Army Corps [Ehad Pasha; Chief-of-Staff Fahrettin Bey]
Deployed opposite ANZAC 5th Division <-> 14th Infantry Regiment
9th Division <-> 25th Infantry Regiment; 64th Infantry Regiment
16th Division <->47th Infantry Regiment, 48th Infantry Regiment, 77th Infantry Regiment, 125th Infantry Regiment
19th Division [Mustafa Kemal]<->18th Infantry Regiment, 27th Infantry Regiment, 57th Infantry Regiment, 72nd Infantry Regiment
4th Cavalry Brigade [deployed north, to protect Tayfi area]
16th Army Corps (also called Saros Group) [Fevzi Bey] Reinforces and takes position in area Bulair-Enez-Kavak
6th Division
7th Division
12th Division ??th Army Corps (is the Asian group of three divisions?) [Faik Pasha] Might have been an ad hoc formation
4th Division
8th Division [Ali Reza Beg] -
10th Infantry Regiment -
23rd Infantry Regiment -
24th Infantry Regiment 11th Division
Unidentified Regiments -
13th, 15th, 28th, 30th, 41st , and 64th Regiments are mentioned in the 3rd Corps Area -
11th and 25th Regiments are mentioned, as are 16th and 19th Regimentsinformation from: http://orbat.com/site/history/historical/turkey/gallipoli1915.html
also this
If anyone can find more detailed information, post up.
TURKISH ORBAT:
The Allies landed against the most heavily defended and best-prepared position in the Ottoman Empire. Furthermore, the defending infantry divisions and commanders, although outnumbered, were the best available in the Ottoman Army, a factor which significantly affected the outcome of the campaign....Man-for-man, the Turks were as effective as their Allied counterparts. Gallipoli: Turkish Defense, March 25th, 1915
HQ 5th Turkish Army [Vehip Pasha]
HQ 3rd Army Corps, Gallipoli
HQ ?? Army Corps
Canakkale Fortress Command (includes 115 guns in 15 forts)
1st Aircraft Squadron (later in the campaign a German detachment joined the Turkish squadron, still later, in early 1916, as the Allies were withdrawing, the 6th Aircraft Squadron joined.)
[Turkish Navy deployments are given separately]
5th Division, Bulair
7th Division, Bulair
3rd Division, Kum Kale
11th Division, Kum Kale
9th Division, Cape Hellas
19th Division, Gaba Tepe (in reserve) [Mustafa Kemal]
Notes[*]When 3rd Army Corps reinforced the Gallipoli Peninsula defenses, it arrived with the 7th and 18th Divisions. We have no knowledge of what happened to the 18th Division.[/ul] [*]The shadowy presence of Liman von Sanders, the legendary general who was chief German advisor to the Turkish Army, hovers everywhere.[/ul]
Gallipoli: Turkish Counteroffensive, August 1915 [Not only are details scarce about units and formations - we consulted approximately 30 websites just to get the little we have - because the battle arena was geographically small, Turkish regiments and divisions were all mixed up, with the situation getting worse as the counteroffensive progressed. Reconstructing an accurate orbat is difficult under these circumstances. We have put down such corps, divisions and regiments as was possible.]
3rd Turkish Army [Kemal Yer]
5th Turkish Army [Vehip Pasha]
3rd Army Corps [Ehad Pasha; Chief-of-Staff Fahrettin Bey]
Deployed opposite ANZAC 5th Division <-> 14th Infantry Regiment
9th Division <-> 25th Infantry Regiment; 64th Infantry Regiment
16th Division <->47th Infantry Regiment, 48th Infantry Regiment, 77th Infantry Regiment, 125th Infantry Regiment
19th Division [Mustafa Kemal]<->18th Infantry Regiment, 27th Infantry Regiment, 57th Infantry Regiment, 72nd Infantry Regiment
4th Cavalry Brigade [deployed north, to protect Tayfi area]
16th Army Corps (also called Saros Group) [Fevzi Bey] Reinforces and takes position in area Bulair-Enez-Kavak
6th Division
7th Division
12th Division ??th Army Corps (is the Asian group of three divisions?) [Faik Pasha] Might have been an ad hoc formation
4th Division
8th Division [Ali Reza Beg] -
10th Infantry Regiment -
23rd Infantry Regiment -
24th Infantry Regiment 11th Division
Unidentified Regiments -
13th, 15th, 28th, 30th, 41st , and 64th Regiments are mentioned in the 3rd Corps Area -
11th and 25th Regiments are mentioned, as are 16th and 19th Regimentsinformation from: http://orbat.com/site/history/historical/turkey/gallipoli1915.html
also this
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
RE: Turkish Orbat
and deployment,(love wikipedia)


"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
RE: Turkish Orbat
Doom I'm finding scenario creation VERY difficult.
I know nothing of game programming and none of the database panels, (for me at least), are not in any way intuitive.
Rather than waiting for innumerable questions, with simple answers could you please explain each panel, the data field represented and the possible value ranges.
-example to follow.
I know nothing of game programming and none of the database panels, (for me at least), are not in any way intuitive.
Rather than waiting for innumerable questions, with simple answers could you please explain each panel, the data field represented and the possible value ranges.
-example to follow.
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
RE: Turkish Orbat
eg.

1 alliance: number required? 1 for allies? what for axis? what for neutral?
2. orientation: what does that mean? aligned with axis? pro-allies? what numbers applicable here?
3. zone of influence: ???
4. Alliance entry: turn number?
5. Pollitical strength: Is this Dip. Points or something else?
6. Is Active: what does this mean?
Finished Turn: Is this who goes 1st. (actually how do you decide who goes 1st?)
Human Controlled: Default A.I?
Each of these questions can be asked for each individual panel.
I'd like to know what these all meant and the sequence I should go about.
As this panel for example does not update. I have deleted commonwealth, but it still shows. It is only until i close and reopen the editor, that the list updates. Also the country colour does not stay as chosen.
If this information does exist elsewhere, please point me to it, as I am notorious at not reading manuals.

1 alliance: number required? 1 for allies? what for axis? what for neutral?
2. orientation: what does that mean? aligned with axis? pro-allies? what numbers applicable here?
3. zone of influence: ???
4. Alliance entry: turn number?
5. Pollitical strength: Is this Dip. Points or something else?
6. Is Active: what does this mean?
Finished Turn: Is this who goes 1st. (actually how do you decide who goes 1st?)
Human Controlled: Default A.I?
Each of these questions can be asked for each individual panel.
I'd like to know what these all meant and the sequence I should go about.
As this panel for example does not update. I have deleted commonwealth, but it still shows. It is only until i close and reopen the editor, that the list updates. Also the country colour does not stay as chosen.
If this information does exist elsewhere, please point me to it, as I am notorious at not reading manuals.
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"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
- doomtrader
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RE: Turkish Orbat
1, 2 and 3.
Alliance:
0 - neutral, 1 - Allies, 2 - Axis, 3 - Comintern, 4 - leader of Allies, 5 - leader of Axis, 6 - leader of Comintern
Orientation:
0 - Firm Democracy, 1 - Axis Regime, 2 - Communists Regime, 3 - Pro Allied, 4 - Pro Axis, 5 - Pro Communists
Zone of Influence:
0 - none, 1 - Allies, 2 - Axis, 3 - Commitern
4. % will of joining an alliance, can be increased by itself or by other countries via diplomacy panel.
5. Political strength is something different than dip points. This one determines the movement order within an alliance, so the higher the DS, the earlier country will move. also this factor is important when conquering other countries from allied territory.
6. If this is marked then the country will be available to be choose to play in the scenario.
Alliance:
0 - neutral, 1 - Allies, 2 - Axis, 3 - Comintern, 4 - leader of Allies, 5 - leader of Axis, 6 - leader of Comintern
Orientation:
0 - Firm Democracy, 1 - Axis Regime, 2 - Communists Regime, 3 - Pro Allied, 4 - Pro Axis, 5 - Pro Communists
Zone of Influence:
0 - none, 1 - Allies, 2 - Axis, 3 - Commitern
4. % will of joining an alliance, can be increased by itself or by other countries via diplomacy panel.
5. Political strength is something different than dip points. This one determines the movement order within an alliance, so the higher the DS, the earlier country will move. also this factor is important when conquering other countries from allied territory.
6. If this is marked then the country will be available to be choose to play in the scenario.
RE: Turkish Orbat
Thankyou very much for this.
(other panels to come)
(other panels to come)
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
RE: Turkish Orbat
The country data IS NOT saved, once added through the editor.
I added turkey, saved it in the database file, saved the scenario, closed the editor.
When I load the scenario, Turkey goes from axis to allies, and a range of default values not previously saved.
-add this to the things to check list.
-along with the add amphib assault hex
while the reduction of program crashes is VERY welcome, perhaps a single excell workbook with an explanation on how to export each sheet into a csv file would be a better way to go. While the editor is needed for the map, I spend most of my time using notepad and the original csv files.
I added turkey, saved it in the database file, saved the scenario, closed the editor.
When I load the scenario, Turkey goes from axis to allies, and a range of default values not previously saved.
-add this to the things to check list.
-along with the add amphib assault hex
while the reduction of program crashes is VERY welcome, perhaps a single excell workbook with an explanation on how to export each sheet into a csv file would be a better way to go. While the editor is needed for the map, I spend most of my time using notepad and the original csv files.
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
Countries.csv Question.
D.,
There are 4 colours listed in the countries.csv file, what do they define?
There are 4 colours listed in the countries.csv file, what do they define?
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
- doomtrader
- Posts: 5319
- Joined: Tue Jul 22, 2008 5:21 am
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RE: Countries.csv Question.
They define colors of the country and units, but IIRC only first of them is used at the moment.
RE: Countries.csv Question.
Doom,
please explain the sequence of how to get a land unit onto a transporter.
And the transporter into a fleet.
using the editor.
please include screengrabs.
My scenario has ground to a halt.
I have created sea zones, land and naval units, but the above is unclear.
Also I noticed 2 things in the overlord scenario, that seemed odd.
1. All the invasion beaches appeared owned by Denmark.
2. All the sea zones included the 1st line of land hexes, Is this required as my sea zones are only sea hexes.
please explain the sequence of how to get a land unit onto a transporter.
And the transporter into a fleet.
using the editor.
please include screengrabs.
My scenario has ground to a halt.
I have created sea zones, land and naval units, but the above is unclear.
Also I noticed 2 things in the overlord scenario, that seemed odd.
1. All the invasion beaches appeared owned by Denmark.
2. All the sea zones included the 1st line of land hexes, Is this required as my sea zones are only sea hexes.
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
updates:
- the units are complete. will post them up in the other thread.
- sea zones created.
- land units mostly created but not all placed or strength balanced.
- cities and roads (not rail) added.
- naval fleet added, mostly ineffective.
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
RE: updates:
This pic showing the peninsula, with some turkish units stationed. And single road linking towns.
Scenario still crashing when I try to load into game, but I perservere.

NB: have modded the terrain, fort and unit tiles, to better see what's going on.
Scenario still crashing when I try to load into game, but I perservere.

NB: have modded the terrain, fort and unit tiles, to better see what's going on.
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"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
- doomtrader
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- Joined: Tue Jul 22, 2008 5:21 am
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RE: updates:
You can send me the scenario, I can take a look what is the purpose of crashes 

