gpw

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bwheatley
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gpw

Post by bwheatley »

The gpw scen of twebers that i was updating for AT i've been porting to ATG.
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bwheatley
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RE: gpw

Post by bwheatley »

Back to porting this to atg it takes awhile since i can't just apply the new master file without boning everything else included in the game.
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bwheatley
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RE: gpw

Post by bwheatley »

Latest change i'm adding in is the ability to have 2 different rail types. Euro Rail for the germans and russian rail for the soviets. I have it now so germany supply won't transport down russian rail and the soviet supply won't transfer down european rail. There is a remove incorrect rail gauge card that costs 5PP. It will remove all the wrong rail inside your territory. That allows you to use your engineers to keep building the rail network.

I also created OIL and converted Polesti, Maiko & Baku to oil instead of supply.
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LazyBoy
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RE: gpw

Post by LazyBoy »

Sounding good[:)]
bwheatley
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RE: gpw

Post by bwheatley »

GPW for ATG
Docs

7.1.5

replaced my old Nato graphics with the new atg nato mod
had to make a new scout nato icon
look into reworking lend lease
turn up the cost of building roads
remove option for 6 people for now
tweak rulevar 316/317 to .5/.75
tweak rulevar 36 - to .25 from .10



7.1 - ATG conversion

adding in fuel usage for all equipment
working on converting to nato graphics
reset the sf type groups for all units
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bwheatley
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RE: gpw

Post by bwheatley »

Image
New image screenshot

Full screenshot
Image
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Krafty
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RE: gpw

Post by Krafty »

Awesome!! Will the failmanians, err, Rumanians, have their own unit typse, or a stat malus or something of the like?
bwheatley
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RE: gpw

Post by bwheatley »

Well this is still just vanilla GPW with a few tweaks. It's not captain krufts or grymmes style. I'd love to eventually do the OOB similar to that and have each unit accounted for and have spare parts that account for repairing units but not yet.

Also the biggest thing so far now is that you have two separate rail systems. So I think the strategy will be every turn or every few turns the german player pays the 5PP to call the Remove incorrect rail gauge card. Then you'll need your engineers to pay 30EP per hex to start running your new rail tracks. I did some initial play testing and by turn 3 if you don't have your engineers keeping up with your advance your HQ's will get out of the range of your supplys which could be a problem for germany.

I added rails because i wanted a way to help constrain the germans the further they got from their railheads.

The other major addition was oil. The axis starts with a few months of oil reserves then after that you're going to be hard pressed to be able to move every machine you have without running a fuel shortage.

It also gives the germans a real reason to go for the caucasus. I still have some extra things i want to add in there but over time that will come.
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bwheatley
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RE: gpw

Post by bwheatley »

ORIGINAL: Kraftwerk

Awesome!! Will the failmanians, err, Rumanians, have their own unit typse, or a stat malus or something of the like?

What type of stuff were you looking for?
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Krafty
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RE: gpw

Post by Krafty »

Well something that makes them less effective than the german divisions, but that cant be easily over come, like say just starting with less staff, or XP. Maybe the SM 79 could replace the level bomber as a less effective Rumanian aircraft that could be built at Rumanian cities. Maybe the vz.33 or pz.35(t) as a less effective light tank. Rumanian troops werent nessacarily worse, just not as well led or supplied. Player can surely change that.

Late war they used Pz.IVs on up to Panthers so no need for specific types of units beyond 1942. Those two things would make them permanently less effective unless you sent panzers produced in german cities to Rumanian units, which I dont think youd want to do.


Shouldnt be able to rely on the Rumanians to do things like take Odessa or the Crimea by themselves without german nationals helping either with units, or production.


Looks great though. Gary Grigsbys War In The East but with research and production. What youre doing with rail is amazing. Looking forward to this quite a bit!

Was going to do a PBEM of this scenario but when we found out it wasnt done we went with Russia41.
bwheatley
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RE: gpw

Post by bwheatley »

ORIGINAL: Kraftwerk

Well something that makes them less effective than the german divisions, but that cant be easily over come, like say just starting with less staff, or XP. Maybe the SM 79 could replace the level bomber as a less effective Rumanian aircraft that could be built at Rumanian cities. Maybe the vz.33 or pz.35(t) as a less effective light tank. Rumanian troops werent nessacarily worse, just not as well led or supplied. Player can surely change that.

Late war they used Pz.IVs on up to Panthers so no need for specific types of units beyond 1942. Those two things would make them permanently less effective unless you sent panzers produced in german cities to Rumanian units, which I dont think youd want to do.


Shouldnt be able to rely on the Rumanians to do things like take Odessa or the Crimea by themselves without german nationals helping either with units, or production.


Looks great though. Gary Grigsbys War In The East but with research and production. What youre doing with rail is amazing. Looking forward to this quite a bit!

Was going to do a PBEM of this scenario but when we found out it wasnt done we went with Russia41.

Cool maybe you can help me play test it. I have a buddy who also helps but can never have too much play testing.
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Krafty
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RE: gpw

Post by Krafty »

I have noting but time, id love to help playtest.
bwheatley
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RE: gpw

Post by bwheatley »

Already found a couple bugs with the new rail code. :) I forgot to change the german railroad guns over to use European rail instead of russian rail.
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Krafty
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RE: gpw

Post by Krafty »

lol

Is there a way to make a seperate terrian type that would be cheaper to build rails on, that you could paint under the current rail system, so that "converting" rail is cheaper than building entirely new european rail?

Jay Doubleyou
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RE: gpw

Post by Jay Doubleyou »

GPW in the AT2 days. Man I played that scenario till my mouse was worn down and had to buy a new one. Not to mention my wife complaining that I played too much with the game instead of ... well you know [:D]

Played it many times with CCR (Charles, haven't seen him in ATG by the way), multiplayer (2 vs 2) and even in the version with the OKH/Stavka commander and subsequent generals for the several AG/Fronts.

Cool that it is being revised for ATG!
bwheatley
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RE: gpw

Post by bwheatley »

ORIGINAL: Jay Doubleyou

GPW in the AT2 days. Man I played that scenario till my mouse was worn down and had to buy a new one. Not to mention my wife complaining that I played too much with the game instead of ... well you know [:D]

Played it many times with CCR (Charles, haven't seen him in ATG by the way), multiplayer (2 vs 2) and even in the version with the OKH/Stavka commander and subsequent generals for the several AG/Fronts.

Cool that it is being revised for ATG!

Thanks if you have any other suggestions feel free to shoot them out and give me something to work towards. :)
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bwheatley
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RE: gpw

Post by bwheatley »

ORIGINAL: Kraftwerk

lol

Is there a way to make a seperate terrian type that would be cheaper to build rails on, that you could paint under the current rail system, so that "converting" rail is cheaper than building entirely new european rail?


Hrm i'm not sure. I was poking vic to perhaps allow engineers to build over top of existing roads with a differnet road type to replace them. But until then this is the best way i could think of. It's a little different than the way grymme did his version for FITE.

I wanted the price to be more so that the germans really have to work at keeping their rail net moving forward. But not so easy that it would not require a sacrifice. If it's too easy then there is no point to even have different rail.

The way it was now i tested that if you push too much for a couple turns without getting your rail net closer you'll be over 100AP and at a 25% supply penalty pretty quickly. I think it's going to open up a lot of options for play.

Unlike WITE i want logistics to really matter for the germans.

There are a few ways i think germans will handle it (but i'd love to see AAR's of the gpw scen):
* Invest a lot of production into extra engineers. Pros you can keep more of your rail net moving forward. Con you're building engineers instead of replacements for front line troops.
* Focus your engineers near your panzer armies to make sure the tanks get supply. Leave the infantry to clean up low supply areas where you don't expect major resistance.

Also we're made rivers matter for big rivers you need a bridge to cross in most cases. We've also made FOW alot stronger so you will have to use the new recon planes to really get a good view of what's going on.
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bwheatley
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RE: gpw

Post by bwheatley »

ORIGINAL: Kraftwerk

lol

Is there a way to make a seperate terrian type that would be cheaper to build rails on, that you could paint under the current rail system, so that "converting" rail is cheaper than building entirely new european rail?


shoot me an email at bwheatley@gmail.com to setup the playtesting of gpw.
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bwheatley
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RE: gpw

Post by bwheatley »

Gonna upload a new version to the site in a bit. Found a few more bugs that are being fixed with regards to the euro/russian rail.
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Krafty
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RE: gpw

Post by Krafty »

Email sent
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