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HttR scenarios for BftB

Posted: Sat May 12, 2007 4:40 pm
by BigDuke66
So would a rework of the scenarios for HttR be something that the community is interested in?
I for sure am.[:D]

RE: HttR scenarios for BftB

Posted: Sat May 12, 2007 4:53 pm
by PaulWRoberts
Me too!

RE: HttR scenarios for BftB

Posted: Sat May 12, 2007 7:07 pm
by simovitch
I'd like to see it too, and I may take at least the historical scenarios on as my next project after BFTB gets released.

It's a lot of work, but it can be done within BFTB.

RE: HttR scenarios for BftB

Posted: Sat May 12, 2007 11:33 pm
by Deathtreader
ORIGINAL: simovitch

I'd like to see it too, and I may take at least the historical scenarios on as my next project after BFTB gets released.

It's a lot of work, but it can be done within BFTB.


Bless you!! [&o][&o][&o]

Rob.

RE: HttR scenarios for BftB

Posted: Sun May 13, 2007 3:55 pm
by decaro
ORIGINAL: simovitch
I'd like to see it too, and I may take at least the historical scenarios on as my next project after BFTB gets released.
It's a lot of work, but it can be done within BFTB.

This sounds good, but what exactly does it entail: COTA supply system and a more aggressive AI?

But whatever you do, don't stop working on BftB; I've been waiting for this one for years, esp. after Savoir's "Seven Roads to Hell" add-on scenarior for HttR. I'm hoping this to play this scenario w/all the COTA improvements.

RE: HttR scenarios for BftB

Posted: Sun May 13, 2007 5:30 pm
by simovitch
Joe D.,
BFTB will provide many new features not found in CotA, most notably new interface functions to give the player more flexibility with his forces 'on the fly', and other goodies. Don't worry, I have already been ordered to stay focused on BFTB until HTTR comes out.[;)]

Have you played my HTTR/Bulge scenario "In front of the Ourthe"? it's on elsavior's website.

RE: HttR scenarios for BftB

Posted: Sun May 13, 2007 8:10 pm
by decaro
It's been a while, but was that the (short) scenario where Pfiefer's tanks had to back-track and find an alternate route?

I seem to recall that these HttR add-on scenario's were from a link on a site called the drop zone/depot. As I said, it's been a while.

In any event, I am eagerly looking forward to BftB. keep us posted.

RE: HttR scenarios for BftB

Posted: Thu May 17, 2007 12:47 am
by BigDuke66
@simovitch
Do you already have detailed plans on what you want to rework and what you want to keep in the historical scenarios?

I'm not sure regarding the other scenarios, till now I only took a closer look into Nerpelt but what I see there is sometimes horrifying. Like 107. Panzer Brigade arriving already on the morning of the 18th what is at least 24 hours to early.
I'm sure almost everything could and should be reworked as long as there is a source for information for it to bring the scenarios closer to historical accuracy.

RE: HttR scenarios for BftB

Posted: Thu May 17, 2007 1:59 am
by simovitch
BigDuke66,

Yes, when the project moves forward I think the OOBs and structure of the scenarios will be looked at. A few weeks back I actually rebuilt the 107th Pz Bde force list based on some very reliable and detailed source material.

The scenarios and forces will be rebuilt from scratch so it will be a good opportunity to give the Data another close look. We'll see how it goes.

RE: HttR scenarios for BftB

Posted: Thu May 17, 2007 2:05 am
by BigDuke66
Good to hear.
I don't have many sources for Market-Garden but if you need any help just tell me maybe I can provide some info or help in a other way.

RE: HttR scenarios for BftB

Posted: Fri May 18, 2007 2:27 pm
by Conflux
Hi
This sounds great as early in the year I started messing about with the Arnhem and Nijmegen historical scenarios in HTTR for my own amusement using historical drop timings and locations for the two divisions - from original air movement tables for the 82nd and war diaries for the 1st. Also I am 'adjusting' the German orbats using It Never Snows in September as my source - I found lots of historical formations in the German orbat that weren't used in any of the scenarios but are great for modding. Were these from RDoA originally? I have the idea of setting the allied objectives to match those given to the commanders at the time e.g. the Nijmegen bridges not being a priority for day 1. I don't quite know if there'll be any point as it probably wouldn't play very well as a game but the intention is more of a history lesson. When BftB comes out I'll certainly be porting them into it

If I can help in any way I'm more than willing

Regards
Martin

RE: HttR scenarios for BftB

Posted: Fri May 18, 2007 3:23 pm
by Pergite!
If I can help in any way I'm more than willing

Yes, please just ask if you need help with any part of the process for the new games. I am just constructing North African scenarios for COTA anyway...[:)]

RE: HttR scenarios for BftB

Posted: Fri May 18, 2007 5:08 pm
by decaro
ORIGINAL: simovitch
Joe D.,
BFTB will provide many new features not found in CotA, most notably new interface functions to give the player more flexibility with his forces 'on the fly', and other goodies ...

Is the interface so new that I shouldn't bother to reread my HttR manual? I used to be able to play this engine in my sleep, but it has been so long that I decided to dust-off my manual; it was more involved than I remembered.

RE: HttR scenarios for BftB

Posted: Fri May 18, 2007 5:51 pm
by simovitch
Roughly, I would say you will utilize 90% of your HTTR skills and 95% of your COTA skills for BFTB. Definitely playing COTA will be the biggest help, but anything gained from reading the HTTR manual is still applicable as well.

The changes in the UI from COTA are highlighted here. Note that this is a BETA version and the new functions are still being tweaked and some may not make it past Dave's chopping block as it were.

Note that timing of attacks are being considered, as well as various checkboxes allowing the player more control over the action of his forces.

Basing dictates whether you want subordinant artillery and bases to follow the HQ closely, or set up base well to the rear.

Attacks dictates whether you want the force to choose it's own enemy positions to attack as it moves forward to it's waypoint. This provides some interesting situations with the move or defend commands. Kind of 'max aggro' on steroids.

Bypass is kind of the opposite of attacks.

Stragglers dictates whether the force will continue on or not even if some attached units are exhausted or otherwise delayed.

Ambush dictates whether a unit will hold fire until within optimum FP range.

Retake position dictates whether a unit forced back from its objective should try to retake the position or await new orders.





Image

RE: HttR scenarios for BftB

Posted: Sat May 19, 2007 8:37 am
by Pergite!
Fantastic!!! [&o]

The timings option would be a very welcomed addition. It would really add depth into the planning process and make things alot more realistic. How big is the gap from the current state of "being considered" to "being implemented"?

RE: HttR scenarios for BftB

Posted: Sat May 19, 2007 12:46 pm
by decaro
The proposed BftB interface looks good; I assume the Auto checkboxs next to the timing options means the computer will coordinate the attacks for you. This is similar to a feature in HoI2; attacks were automatically timed to avoid all the clicking needed to coordinate all the participating units.

The Bastogne battlefield is reminiscent of St. Savior's "7 Roads to Hell" scenario for HttR. Did Panther Games import this scenario into BftB, and if so, did it up the AI aggressiveness?


RE: HttR scenarios for BftB

Posted: Sat May 19, 2007 7:17 pm
by simovitch
All the BFTB scenarios were built completely from the ground up, and the maps were created by Panther's mapping team using 1944 GSGS 1:50000 topo maps of Belgium.

Although I played Elsavior's scenario once over a year ago, I never used it as an actual reference when I reserched and designed the similar situation for BFTB.

AI agressiveness is a funtion of many things, not the least of which is the design of the scenario. From a programming standpoint though, the AI has gotten smarter since HTTR.

RE: HttR scenarios for BftB

Posted: Sat May 19, 2007 11:09 pm
by Deathtreader
Hi,

Thanks a bunch for the sneak peek!! [:)]
I really, REALLY hope the timing coordination for attacks makes it into the final cut (but not the chopping block's) of the game.
Question: Are there still just the 2 movement classes (foot and wheeled)?? At one time a while back there was a little discussion about the possibility of creating a 3rd class for "tracked".

Very much looking forward to this release!!

Rob.

RE: HttR scenarios for BftB

Posted: Fri May 25, 2007 1:43 am
by Deathtreader
ORIGINAL: Deathtreader

Hi,

Thanks a bunch for the sneak peek!! [:)]
I really, REALLY hope the timing coordination for attacks makes it into the final cut (but not the chopping block's) of the game.
Question: Are there still just the 2 movement classes (foot and wheeled)?? At one time a while back there was a little discussion about the possibility of creating a 3rd class for "tracked".

Very much looking forward to this release!!

Rob.

Okay, so I went back and had a close look at all of the screenshots in Hans Bolter's great AAR and saw that armoured units still show a "wheel" so I presume that means there is no 3rd movement class for mechanized units in the engine yet. I probably should have done that first off..........but really guys, for those of you in the know would a simple yes or no by way of a response to my question have been so hard??

Anyhoooo..... mini-rant is over, and still looking forward to this release!!! [:)]

Rob.

RE: HttR scenarios for BftB

Posted: Fri May 25, 2007 2:48 am
by Arjuna
Sorry Rob, this one slipped under the radar somehow. I suppose it's to be expected now that I have a different day job. Just to confirm, there will only be two different move tables - motorised and non-motorised.