New rules of movement (1.09)

Germany At War: Operation Barbarossa 1941 is an elegant turn-based design, inspired by classics such as Panzer General, but with more of a historical focus. You command the German forces through a branching historical campaign covering the entire 1941 campaign as well as part of the 1942 campaign. Dozens of scenarios stretch from the Soviet border all the way to Archangel and towards Astrakhan, the original military goals of Operation Barbarossa. Step into a wargame where your performance will rewrite history, through an addictive combination of compelling gameplay, realistic events and challenging battles.

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terminator
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New rules of movement (1.09)

Post by terminator »

Ronald Wendt (4/22/2019 10:08:53 AM)

The idea i have in mind is simple: the movement points and the movement costs will be multiplied by 10 for ground actions. This gives us room for more subtle movement costs which hopefully will ease the burden of the panzers while still making a difference for the types and the different tracks, which was the goal in the first place.

So if you have costs of -11 (instead of the normal -10) then you will have one less hex for values beneath 120 (e.g. a tank with former 12 MPs) and two hexes less for greater values. With the old values it would be a rigid number for MPs so either -1 or -2 which would be exactly the hexes you get less every time.

It should guarantee a minimum of mobility while limiting the maximum range in a better way.

Actually this would be something where i could use your direct help by beta testing this feature so we can adjust/judge it together.

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Ronald Wendt(4/23/2019 6:29:29 AM)

Here is a little table with some example values. I used 16 and 7 as max. & min. as these are the fringes of mobile units i saw when i took a glimpse at the movement values. Its just to see how it effects both of those ends. The values are x10 in the table as are the imaginary costs. The "hexes" is the maximum number of hexes such a unit could move with each having the costs above that value. You can see that with this "system" we can 1. cut down a high number as 16 hexes while still have a minimum movement on the low end (costs at 35) and 2. can do a lot more steps like at costs = 15 when 160 gets 10 (-6) hexes and 120 gets 8 (-4) instead of all units getting the same e.g. (-2 or -3).

Higher values will be more affected than lower ones, ensuring a minimum mobility. In theory this should be better, but i agree with AngrySwan you have to play with it. But i am sure its a step up for the winter rules and maybe some other areas.
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RE: New rules of movement (1.09)

Post by Ronald Wendt »

Hi terminator,

in your preview of 1.09 you will not see the values x10 as this is done internally only to keep things as much as possible like they were for the players. The only inconvenience is a decimal number for snow hexes in the tooltips etc.
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RE: New rules of movement (1.09)

Post by terminator »

First test (v1-09 Preview) to make sure I understood the new movement calculation system (?)

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(v1-09 Preview)
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RE: New rules of movement (1.09)

Post by terminator »

After moving (v1-09 Preview):

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(v1-09 Preview)
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RE: New rules of movement (1.09)

Post by Ronald Wendt »

Hi terminator,

yes, thats how it should work.
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RE: New rules of movement (1.09)

Post by terminator »

Winter travel rules :

The scenario Zithomir is currently with 1.08 unplayable because mobile artillery units are virtually paralyzed in snow (Panzerwerfer 42 & Wespe).

With version 1.08 in Zithomir :

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RE: New rules of movement (1.09)

Post by terminator »

With 1.09 preview, it's much better in Zithomir :

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RE: New rules of movement (1.09)

Post by Ronald Wendt »

Hi terminator,

looks like the idea works as hoped. It is harder on units with high range than on those with low range as it grinds a little bit per hex. In my current Leningrad '44 tests it also felt right so far.
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RE: New rules of movement (1.09)

Post by terminator »

No Winterketten for Tiger I ?

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(with 1.09 preview)

I guess you have to understand for Movement Penalties (x10):
- Hills -> +30
- Swamp -> +20
- Snow -> +2
- Forest -> +10
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RE: New rules of movement (1.09)

Post by terminator »

Tiger I with Winterketten :

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RE: New rules of movement (1.09)

Post by Ronald Wendt »

Hi terminator,

Tigers did not have Winterketten, they had the so called Ostkette (east track) as a standard thus they have the lowest penalty in snow. Its not mentioned because that was the case from the start, while the other units upgraded their tracks during the war. They get the remark once the upgrade is done which is caused automatically after a certain date.
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RE: New rules of movement (1.09)

Post by terminator »

For a unit with great mobility (1/2):

Zithomir with version 1.08 :
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RE: New rules of movement (1.09)

Post by terminator »

For a unit with great mobility (2/2):

Zithomir with version 1.09 preview :
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(version 1.09 preview)
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RE: New rules of movement (1.09)

Post by Zovs »

When is 1.09 approximately going to be released?

1 month?
1-3 months?
3-6 months?
Longer?

Just curious.
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RE: New rules of movement (1.09)

Post by Ronald Wendt »

Hi Zovs,

the current goal is about a month, but its possible it will be two as progress is slow atm. If it would take longer i would be like [&:][:@][:(]
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RE: New rules of movement (1.09)

Post by Zovs »

Thanks Ronald
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RE: New rules of movement (1.09)

Post by klhbekool »

Ronald,thanks again for all that you have put into this game.[&o]
[&o]
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RE: New rules of movement (1.09)

Post by terminator »

On the road with 1.09 preview :
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RE: New rules of movement (1.09)

Post by terminator »

Influence of Weather, Snow (version 1.09 preview):

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RE: New rules of movement (1.09)

Post by terminator »

There’s always what I’d already called the "pathfinding bug"(http://www.matrixgames.com/forums/tm.asp?m=4233752)

Why can not reach the hexagon on the road next to Zithomir ?

Version 1.09 preview with FOW :
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