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Re: Campaign Barbarossa v0.8.1

Posted: Thu May 25, 2023 5:55 pm
by larryfulkerson

Re: Campaign Barbarossa v0.5

Posted: Tue Aug 01, 2023 11:36 am
by EwaldvonKleist
Lobster wrote: Sun Mar 26, 2023 11:20 pm It started out as part of Nigel's plan to include a scenrio with his last book. However his life took a different path and he suspended his last volumes for a period of time. Not heard from him for some time. The book on the Axis Allies is still not published so I didn't have the information concerning thier replacements. Since I had already done so much work on the scenario I went ahead and finished with what I could get from other sources. The equipment and OOB are still from his work. I'm going to post an update in a couple of days and it should be very close to being done.
I hope all is well with him, and that the book series comtinues. Would be a shame if the project ended unfinished!

Re: Campaign Barbarossa v0.8.1

Posted: Tue Aug 01, 2023 4:23 pm
by ncc1701e
Yes I have every books so far.

Re: Campaign Barbarossa Beta

Posted: Mon Jan 01, 2024 9:26 pm
by Cpl GAC
Lobster wrote: Fri Feb 24, 2023 2:01 pm 1. It's some of the functions that a HQ icon can provide that I wanted to remove. With the HQ icon everyone becomes too adept at breaking contact. This just wasn't the case. The Soviet side would be the ones to profit the most. Removing the HQ icon removes one disengagement capability. If I knew how I would do the same to artillery. It makes towed artillery too agile. Also everyone would be too capable at providing supply. I wanted to nerf supply in a localized way while leaving HQ units to help drain replacements through pestilence. Maybe at some later date I'll modify some unused icons to make them look like HQ icons.
See this thread - I think this is a reasonable solution - needs a bit more work. I find myself doing a double take each time I clicked a non-HQ HQ, so I thought I'd help out; https://www.matrixgames.com/forums/view ... 2#p5141982

Re: Campaign Barbarossa v0.8.1

Posted: Mon Jan 22, 2024 11:56 pm
by Cpl GAC
Lobster - 27A and 13A don't start in the retreat zones, we are to advance them west with all alacrity, or can the Soviets drag their feet? What is your intent there?

Also, Scenario document correction page 4, 4th paragraph - "The 11th Army is part of the Northwest Front. The 11th Army is not allowed..."

And - "To be clear. A Soviet unit may never move farther away from the start line..." - While moving one unit the road drifted east before it put me closer to the front than when the move started. Maybe "To be clear. A Soviet unit may never move farther away from the start line (allowing for road and rail direction)..." clears up "never".

Re: Campaign Barbarossa v0.8.1

Posted: Wed Jun 05, 2024 3:24 pm
by Lobster
Cpl GAC wrote: Mon Jan 22, 2024 11:56 pm Lobster - 27A and 13A don't start in the retreat zones, we are to advance them west with all alacrity, or can the Soviets drag their feet? What is your intent there?

Also, Scenario document correction page 4, 4th paragraph - "The 11th Army is part of the Northwest Front. The 11th Army is not allowed..."

And - "To be clear. A Soviet unit may never move farther away from the start line..." - While moving one unit the road drifted east before it put me closer to the front than when the move started. Maybe "To be clear. A Soviet unit may never move farther away from the start line (allowing for road and rail direction)..." clears up "never".
Sorry it took so long to get back to you. I couldn't really focus all that much on this scenario for the past 16 months or so. Had a bout with cancer but got the all clear so now I can get back to some updates now that I have more energy to direct towards clearing some things up in the scenario.

I'm going to fix the Soviets so they don't get so much supply during cease fire turns and fix the units that start the game isolated so they don't wither away before the shooting even starts.

Going to clear up rules for the armies that belong to the first echelon but are not within the retreat zones. All of them had specific orders set in stone unless higher authority (STAVKA or very high level Commisars) gave them different orders. Tyically an order by a Commisar was basically, CHARGE!! regardless of preparedness. And the results were just as typically tragic.

I'll reword the never farther from the start line to ending the turn not farther from the start zone. Then it will be up to the players to police themselves.

Got some other things to fix too but it will take some time to get it all done and post the scenario in the Steam Workshop. That should be a not fun experience since I've never posted anything to any Workshop. ;)

Re: Campaign Barbarossa v0.8.1

Posted: Wed Jun 05, 2024 4:44 pm
by Curtis Lemay
Lobster wrote: Wed Jun 05, 2024 3:24 pm Had a bout with cancer but got the all clear ....
Sorry about the former, but glad for the latter, Jack. Doctors really can perform miracles nowadays.

Re: Campaign Barbarossa v0.8.1

Posted: Wed Jun 05, 2024 6:52 pm
by Cpl GAC
Very glad you're back and healthy.

This scenario has so much to it. It's really two things; a framework for its scale regarding future East Front scenarios and it is amazing in its scope.

Please two guys skip FITE and offer up an AAR on this.

Re: Campaign Barbarossa v0.8.1

Posted: Wed Jun 05, 2024 11:09 pm
by Lobster
Thanks guys. My wife says old age is not for the timid. So true. ;)

Re: Campaign Barbarossa v0.8.1

Posted: Thu Jun 06, 2024 12:13 am
by Zovs
Glad you made it through the big c with flying colors.

As we all age, we all deal with health things.

I am a 13 percenter! If you don't know ask what that means.

Re: Campaign Barbarossa v0.8.1

Posted: Thu Jun 06, 2024 2:11 am
by Lobster
Only 13 percenters I know of are bikers. :lol:

Re: Campaign Barbarossa v0.8.1

Posted: Thu Jun 06, 2024 10:10 am
by Zovs
Lobster wrote: Thu Jun 06, 2024 2:11 am Only 13 percenters I know of are bikers. :lol:
Well I am not a biker and now you know your first non-biker percentar.

On August 20th (2023) at 0800 (am for civis) I had a massive heart attack a "widowmaker" I had a 13% chance of surviving that with my right aorta blocked at 100% and my left at 90%. But God spared my life and my wife is not an early widow. I have since lost over 70 pounds and work out three times a week and never felt better.

Re: Campaign Barbarossa v0.8.1

Posted: Thu Jun 06, 2024 11:52 am
by Lobster
Yikes. Modern medicine is good but sometimes you need a little help from someplace else. Sooner or later you learn that there are going to be too many bullets to dodge so you might as well enjoy the time you have.

Re: Campaign Barbarossa Beta

Posted: Wed Jul 03, 2024 11:42 am
by Cpl GAC
Cpl GAC wrote: Mon Jan 01, 2024 9:26 pm
Lobster wrote: Fri Feb 24, 2023 2:01 pm 1. It's some of the functions that a HQ icon can provide that I wanted to remove. With the HQ icon everyone becomes too adept at breaking contact. This just wasn't the case. The Soviet side would be the ones to profit the most. Removing the HQ icon removes one disengagement capability. If I knew how I would do the same to artillery. It makes towed artillery too agile. Also everyone would be too capable at providing supply. I wanted to nerf supply in a localized way while leaving HQ units to help drain replacements through pestilence. Maybe at some later date I'll modify some unused icons to make them look like HQ icons.
See this thread - I think this is a reasonable solution - needs a bit more work. I find myself doing a double take each time I clicked a non-HQ HQ, so I thought I'd help out; https://www.matrixgames.com/forums/view ... 2#p5141982
Lobster - another stab at this visual - HQ icons without HQ functions
HQ flags.png
HQ flags.png (1.03 MiB) Viewed 1070 times
(The infantry "X" needs to be straightened. My mouse seems to have trouble making a straight diagonal.)

Re: Campaign Barbarossa v1.03

Posted: Wed Jul 03, 2024 1:27 pm
by Lobster
Looks better than anything I've tried. I suck at the new unit counter method. I miss the old sheets. They were much more versatile. So can I use this and if yes where can I get it. ;)

Re: Campaign Barbarossa v1.032

Posted: Sun Jul 07, 2024 3:01 am
by Lobster
Cpl GAC wrote: Wed Jul 03, 2024 11:42 am
Cpl GAC wrote: Mon Jan 01, 2024 9:26 pm
Lobster wrote: Fri Feb 24, 2023 2:01 pm 1. It's some of the functions that a HQ icon can provide that I wanted to remove. With the HQ icon everyone becomes too adept at breaking contact. This just wasn't the case. The Soviet side would be the ones to profit the most. Removing the HQ icon removes one disengagement capability. If I knew how I would do the same to artillery. It makes towed artillery too agile. Also everyone would be too capable at providing supply. I wanted to nerf supply in a localized way while leaving HQ units to help drain replacements through pestilence. Maybe at some later date I'll modify some unused icons to make them look like HQ icons.
See this thread - I think this is a reasonable solution - needs a bit more work. I find myself doing a double take each time I clicked a non-HQ HQ, so I thought I'd help out; https://www.matrixgames.com/forums/view ... 2#p5141982
Lobster - another stab at this visual - HQ icons without HQ functions
HQ flags.png

(The infantry "X" needs to be straightened. My mouse seems to have trouble making a straight diagonal.)
I think the first iteration is better. The HQ with flags might be a bit more difficult to make out especially for old people like me. The printed HQ designation leaves no doubt. So I'm going ahead with that one if you don't mind me using it.

BTW, your white map graphic reminds me of the old GDW board games.

Re: Campaign Barbarossa v1.031

Posted: Sun Jul 07, 2024 8:10 am
by Magpius
Is that white base map downloadable anywhere?
It's a retro beauty.

Re: Campaign Barbarossa v1.032 W/Unit Graphic Mod by Cpl GAC

Posted: Tue Jul 09, 2024 12:05 am
by Cpl GAC
I'll post the base white and the CounterUnits in DropBox first chance I get. I didn't get to the s_counterunits yet - and you need the three sizes when modding the graphics.

I did the base white trying to get close to the old board game map look;
tiles_misc.png
tiles_misc.png (43.9 KiB) Viewed 959 times
I have a hodgepodge of mods for my preferred map - I use the forests Larry sent me, another person did an excellent high view broken rail shaded purple, etc. I want it to look like a simple map, not like I'm looking down from the sky. That allows me to make the units with historical national colors - which are mostly camouflage - and that's easier to see on a white background.

Re: Campaign Barbarossa v1.032 W/Unit Graphic Mod by Cpl GAC

Posted: Tue Jul 09, 2024 12:22 am
by Cpl GAC
Lobster - feel free to use the original ones from this post; https://www.dropbox.com/scl/fo/bpgfn6tz ... nalui&dl=0 .

https://www.matrixgames.com/forums/view ... 2#p5141982

Keep in mind you're going to have to change the Gametext rows;
<s_1312 t="CCA_ICON_STRING" v="Combat Command A"/>
<s_1313 t="CCB_ICON_STRING" v="Combat Command B"/>
<s_1314 t="CCC_ICON_STRING" v="Combat Command C"/>
<s_1725 t="CIVILIANS_ICON_STRING" v="Civilian"/>

To read something to match the new symbols;
<s_1312 t="CCA_ICON_STRING" v="Motorized HQ"/>
<s_1313 t="CCB_ICON_STRING" v="Infantry HQ"/>
<s_1314 t="CCC_ICON_STRING" v="Engineer HQ"/>
<s_1725 t="CIVILIANS_ICON_STRING" v="Artillery HQ"/>

Re: Campaign Barbarossa v1.031

Posted: Tue Jul 09, 2024 1:14 pm
by Cpl GAC
Magpius wrote: Sun Jul 07, 2024 8:10 am Is that white base map downloadable anywhere?
It's a retro beauty.
I'll put it in a new thread in case a dialog develops not related to Campaign Barbarossa; https://www.matrixgames.com/forums/view ... 6&t=404758