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Re: Kovel & Mogilev
Posted: Sat Dec 31, 2022 12:10 am
by ncc1701e
In the south, I did not change a lot of things. I have corrected rivers. And the real positions of
Orel and of
Kursk is now allowing to have a real
Kursk saillant for 1943.
Again, I kept the wrong location of
Moscow, in red, for comparison.

- Work in progress.JPG (215.66 KiB) Viewed 1301 times
Re: Kovel & Mogilev
Posted: Sat Dec 31, 2022 6:16 am
by PanzerMike
The difference is huge. I think most, if not all, other wargames use the more traditional Mercator projection. That makes using them for comparison tricky.
Also, the compression of the area north of Leningrad in the map poses some challenges.
Re: Kovel & Mogilev
Posted: Sat Dec 31, 2022 6:53 am
by ncc1701e
That's why I have bought a Peter map projection. Because I was not understanding how
Moscow was located. And I can now clearly say that the map here is completely wrong. Look at Unconditional Surrender
that is not using the Mercator projection. Look at the position of
Moscow. It is north of
Stalino and east of
Konigsberg. It is no where near the highlighted position of
Moscow in the game.

- us 1.JPG (222.62 KiB) Viewed 1270 times

- us 2.JPG (399.98 KiB) Viewed 1270 times
Re: Kovel & Mogilev
Posted: Sat Dec 31, 2022 7:49 am
by PanzerMike
Ja, never seen these before. Interesting. Although I am sure a case can be made to use Peter projection for a map, I think I still prefer the more traditional Mercator. I am so used to that, it feels more natural, for lack of a better word. Or familiar.
Re: Kovel & Mogilev
Posted: Sat Dec 31, 2022 3:11 pm
by AlvaroSousa
I wanted real distances and putting all of the Nordic countries on a Mercator map scale occupies a lot of space and is difficult to manage for players.
Re: Kovel & Mogilev
Posted: Sat Dec 31, 2022 9:12 pm
by PanzerMike
Some games dispense with the Nordic countries and use some abstract mechanism to deal with them. I can understand why.
Re: Kovel & Mogilev & Moscow
Posted: Sun Jan 01, 2023 6:06 pm
by ncc1701e
AlvaroSousa wrote: Sat Dec 31, 2022 3:11 pm
I wanted real distances and putting all of the Nordic countries on a Mercator map scale occupies a lot of space and is difficult to manage for players.
And that was the right decision. Real distances are important for the size of frontlines.
And, here is the thing. With
Moscow not well placed, there are several consequences:
1. Russians are fighting for
Bryansk instead of
Moscow whereas they can retreat a little more. That's a problem because as a Russian player,
Moscow is 25 PP and I don't want to lose it.
2. The current game frontline allow the Germans to put one full infantry corps per hex without using Axis minors.
3. We are basing game balance on wrong assumptions. The Soviets are not able to use the right operational depth to resist the invasion.
I had the feeling the eastern front was not right. Now I know why.
Because with real distances:
1.
Moscow is now far, far away. And logistics will really start to have a consequence on effectiveness. A real battle of
Smolensk. A real battle of
Moscow is now possible.
2. With a frontline multiplied by 1.3 or by 1.6, now we have a real eastern front:
- With Germans needing the Axis minors to man the frontline.
- With Germans needing to split their full infantry corps while progressing deeper and deeper.
- With Germans needing to split their full infantry corps in quiet part of the front to have full infantry corps elsewhere.
- With always the "where the Soviets will attack next time?" question starting 1943.
- With Russians needing to split their armies to man the frontline in quiet sectors.
So ok, I know this is not the perfect timing to discover this and to do this and that you are doing WP2 development. But, what I can propose is that I am doing all the map changes for all the scenario. I will finish all the eastern map with the
Ural river included. And that I can adapt the events for all the locations that are impacted by the map modifications (mainly the eastern front anyway).
You can see in the below screenshot that I have taken care of taking exactly the same icon for each Russian cities (manpower and PP) in order to not change the game balance here. New cities added do not provide extra ressources.
Remains the AI. I did not work a lot on it just reading the manual. But the map order will be impacted in the east for sure. And you are the expert here.
That's a proposal. If WP2 map is based on WP1 map, this is also an investment for the future.

- Frontline.JPG (1.27 MiB) Viewed 1176 times
Re: Kovel & Mogilev
Posted: Mon Jan 02, 2023 6:51 am
by PanzerMike
Your corrected map makes a lot of sense. I too was working on a map, but I did not want to change the locations of the major cities and river, because the AI scripts would have to be corrected. Which is a chore. Especially the rivers are used for the AI to determine where to form a defensive line.
Re: Kovel & Mogilev
Posted: Mon Jan 02, 2023 4:13 pm
by AlvaroSousa
Rivers are just a mechanism for balance besides the major rivers.
WP2 map will be done differently than WP1 map. I learned a new trick that makes map making a lot easier than before and more accurate.
Re: Kovel & Mogilev
Posted: Mon Jan 02, 2023 5:42 pm
by PanzerMike
Do tell
Re: Kovel & Mogilev
Posted: Thu Jan 05, 2023 2:14 pm
by AlvaroSousa
An overlay of a map I want to use. I have to do some graphical work but it is much easier than the way I did it the 1st time.
Re: Kovel & Mogilev
Posted: Thu Jan 05, 2023 5:40 pm
by PanzerMike
Overlays are the bomb for mapmaking. Always used them when making scenario's for Combat Mission. Huge help.
Re: Kovel & Mogilev
Posted: Thu Jan 05, 2023 6:26 pm
by ncc1701e
Well if your overlap is not correct...
But sorry, Moscow is right now 350km for its real location. And the map, north of the Pripyat Marshes, is a kind of battle for middle-earth.
Are we doing something in WP1 or shall we wait WP2?
Maybe that just shocks only me.
Re: Kovel & Mogilev
Posted: Thu Jan 05, 2023 7:17 pm
by PanzerMike
I am shocked too
Despite not being very familiar with Peter projection, the USSR always felt off. But I never mustered the courage to investigate and potentially drastically change the map knowing that all the AI scripts would need an overhaul. Ouch.
Re: Kovel & Mogilev
Posted: Fri Jan 06, 2023 3:35 pm
by AlvaroSousa
I will examine this in the next patch.
Re: Kovel & Mogilev
Posted: Fri Jan 06, 2023 7:41 pm
by ncc1701e
Thanks. Just to be sure, can you copy a map from one scenario to another without redoing it?
Re: Kovel & Mogilev
Posted: Fri Jan 06, 2023 8:03 pm
by PanzerMike
That would be heaven, but I don't think so...
Re: Kovel & Mogilev
Posted: Mon Jan 09, 2023 7:32 pm
by AlvaroSousa
ncc1701e wrote: Fri Jan 06, 2023 7:41 pm
Thanks. Just to be sure, can you copy a map from one scenario to another without redoing it?
You can change features of the map.
Like in this case you can save the labels and import them no issue.
Re: Kovel & Mogilev
Posted: Tue Jan 10, 2023 4:44 am
by aoffen
I have just been catching up with the forums and am very interested by NCC’s map observations. I agree that the issues with the Soviets not holding out as well as expected could in fact be largely solved by correcting the map more truly reflect Russia’s vast distances. I really hope they can be included in the current game. It would be a big improvement and not require a 3 year rate for WP2.
Cheers
Andrew
Re: Kovel & Mogilev
Posted: Tue Jan 10, 2023 4:33 pm
by AlvaroSousa
I took a QUICK look at it last night and really it all depends on how you look at the map. Using google earth rotating it is correct but on different maps it can look incorrect.