Last Victory in Russia

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Last Victory in Russia

Postby enric » Thu Oct 09, 2008 7:15 am

I try to play this scenario as Allied vs German computer.
When AI executes, BII crashes.
Anyone has experimented the same?
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Postby Abwehr » Thu Oct 09, 2008 7:09 pm

It has to do with units/fortifications on the sides of map, which make the game unstable due to a flaw in the design of the engine.

What you could do is edit the map, and move all fortifications/units/reinforcement hexes one hex or so away from the border of the map. After I did that, the scenario became more stable. It still crashed from time to time, but it was more stable.
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Postby enric » Fri Oct 10, 2008 12:26 am

I'll try to edit the scenario, I never did it.
Do you know if there is a way to put an AI on those scenarios that do not have AI?
It's a pity I could not play many scenarios because no AI is in them.
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Postby enric » Fri Oct 10, 2008 1:06 am

Abwehr, I see it's a very complicated mission to edit a scenario.
As you did this, could you pass me the scenario already modified?.
Another question is: if there is a know bug in the engine, is SSG planning to make a patch?.
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Postby Guest » Fri Oct 10, 2008 4:48 am

xx
Last edited by Guest on Fri Sep 04, 2009 10:47 pm, edited 1 time in total.
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I agree

Postby critter » Sat Oct 11, 2008 3:12 am

I also think the better user sen.'s should be cleaned up and have an AI attached. SSG alas ...March to their own drummer's.
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Postby Abwehr » Fri May 22, 2009 6:55 am

I finally got to edit the scenario, but now the question is how to extract the files into an installer.

My version of the scenario is somewhat different from the original, I'll post a list of changes tomorrow.
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Postby Carl Myers » Fri May 22, 2009 8:51 am

I finally got to edit the scenario, but now the question is how to extract the files into an installer.

Create a compressed folder, copy the files to the compressed folder, send the compressed folder to your opponent, then your opponent can make a scenariio folder with the name you have and then copy the files not extract to the scenario folder. Your opponent will then have the same time/date on his files as you have on yours.
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Postby Abwehr » Sat May 23, 2009 5:09 am

That's the easy way, I know, but I prefer an installer for a large scale release.

The scenario should play differently compared to the original and I might actually have broken some of it, but only playtesting will show.

I'll try to keep the list of changes to the essentials:

-A few Illegal hexes added near the initial frontline. Minefields and strongpoints removed in those hexes to prevent crashes.

-All AI formations should function properly now, again preventing crashes.

-German 333 and 335 Infantry Divisions are now full strength with 2 steps timed replacements to model the 3 divisional remnant units being "absorbed" into them. The divisional remnant units are gone.

-The German Security division is now full strength. One of the security regiments is now gone and "absorbed" into the division.

-Railroads should function normally now.

-Changed some of the reinforcement hexes so units supposed to arrive by rail actually arrive on a hex with a railroad.

-Elite German infantry divisions now arrive by road.

-Slightly more replacements for both sides.

-More Luftwaffe support for the Germans in the last half of the scenario.

-Tactical shifts worsened significantly for the Soviets. They now no longer get +2 no matter what. Now their tactical shifts are slightly worse than German shifts, to model the historical reality more closely.

-The Germans can move 8 units via rail at least once every week (as in: they get 8 railroad movement points roughly once every 7 turns).

-Soviet armour can't entrench or detach. German armour can entrench and detach, so simulate the tactical superiority of German armour.

-Variable bonuses/penalties:

Soviet:

Soviet Rifle and Cavalry: 0/-1.
Guards Rifle: 0/-2.
Guards Tank: +3/-3 regardless of unit size (3 or 4 step).
Regular Soviet Tanks: 3 step: +2/-2, 4 step: +2/-3 (same for SU regiments).
Motorized: 0/-2.
Mechanized: 0/-2, Popov's crew: 0/-3. Soviet mechanized regiments lacked the heavy weapons the Germans had, so they no longer get a tank shock bonus.

Axis:

German Infantry: 0/-2.
Panzer: +3/-4. Windhund: +3/-3.
Motorized Panzergrenadier: 0/-2.
Mechanized Panzergrenadier: +1/-2.
Aufklarung (recon): +1/-2.
StuG: +2/-3.
SS StuG: +2/-4.
SS and GD Panzer: +4/-4.
SS and GD Panzergrenadier: +1/-3.
PaK: 0/-3.

-Integrity bonuses are now as follows:

Axis:

Lowest German infantry integrity bonus: 55%.
Highest (for elite infantry units): 80%.
German Panzer divisions are now all 70-80%.
All SS divisions get a 80% bonus.

Soviet:

Lowest Soviet infantry integrity bonus remains 35%. There are no longer any regular Rifle divisions that get a 95% bonus.
Highest Rifle bonus is 50%.
Sky Corps bonus is 60%.
Guards Rifle and Armour get a 50% bonus.
Guards Cavalry gets a 45% bonus.
Regular Tank/Mechanized formations get a 50% bonus.
The Guards Rifle divisions belonging to Popov's crew get a 75% bonus.
All other Popov formations get a 95% bonus, which makes them extremely dangerous.

These changes should decrease the rather enormous differences between some formations to more realistic proportions.

Timed step changes:

All units can now at least refit themselves with their own steps.
Soviet (Guards) Rifle divisions get 1 step, regardless of whether they start with a KIA (in other words: if they start with a KIA, they don't have any timed steps left after that).
Most German formations have 1 step available after refitting (as in: if a unit starts with 2 KIA's, it has 3 timed steps. A unit with zero KIA's gets 1 timed step).
SS units and Popov's crew get 2 steps (after refitting, if needed).

Timed step delays (perhaps the most significant change):

Soviets:

Soviet (Guards) Rifle units: 1 turn.
Cavalry: 2 turns.
Elite units in Soviet Guard mechanized/armoured formations or independents: 3 turns.
Soviet regular armour (including the SU units in the Guards divisions)/motorized infantry: 4 turns.
Combat Engineers on both sides: 4 turns.

Germany:

German infantry: 2 turns, elite: 1 turn.
German armoured units: 3 turns.
SS and GD: 2 turns.
PaK units: 2 turns.

The reason for the changes are primarily a difference in opinion in what a "step" constitutes between the original designer and me.

To me, a step is an abstraction of combat effectiveness, not of losses per se. As such, units waiting a week until the timed step arrives are unrealistic in my opinion.

I also think that longer delays create unrealistic situations. As an example: let's say a unit takes a hit on turn 1, and has to wait 9 turns for the timed step. The unit can be anywhere on the map, having fought for 8 turns, before the replacement arrives. As such, longer step delays in my opinion don't take into account the possibility of (semi-)constant combat, where each battle would weaken a units chance to recover.

Soviet infantry units generally lacked the ability to reform into a cohesive unit after taking a serious beating. They burn through their timed step in a turn, and after that they're more or less canonfodder and will be butchered without support, just like in real life.

Guards rifle divisions at this stage in the war would not be in a much better shape and thus also don't get more than 1 timed step, which is usually used up to repair pre-battle damage by most of the units in the scenario.

Soldiers returning from hospitals are included in the regular replacements, in my opinion.

German infantry units take two turns because German infantry units tend to be of a better quality than Soviet units and need a bit more time to deal with losses due to the higher quality and skill of the combat units.

All non-infantry unit timed step delays take into account equipment returning from workshops and mobility kills. Generally, casualties in armoured formations would be a lot lower than in infantry formations in a typical engagement, but it would take more time to regain lost mobility or equipment in general.

Elite units get priority for equipment, which is why Guards and SS units have less of a delay.

Specialists are difficult to replace no matter which side they're on, so Combat Engineers take 4 turns.

German and Soviet units had problems with getting enough tanks and other equipment to their armoured units. With armoured strength being relative due to the lack of equipment in some units, I decided that as both sides faced the problem, both sides should get timed steps, but fewer armoured replacements. Units that had less of a problem with getting units into shape, like the SS and Guards units, get more timed steps.

There are some other changes, but these are probably the most significant. I'll try a game vs the AI first to see how it plays.
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Postby SS Hauptsturmfuhrer » Mon May 25, 2009 9:50 pm

So you did a lot of work on it? Is it good for AI or PBEM games? Which battle is this recreating?
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Postby Haplo_Patryn » Tue May 26, 2009 2:03 am

SS Hauptsturmfuhrer wrote: Which battle is this recreating?


Last Victory in Russia. Great scenario, right now i'm playing it and doing an AAR. A lot of problems using german railroads.

It's good to see that someone is fixing this. :wink:
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Postby SS Hauptsturmfuhrer » Tue May 26, 2009 3:35 pm

Ya I saw the scenario name. I meant like is it about a real battle that happened? Like the Waffen SS retaking Kharkov was maybe the last big German victory in Russia but not sure.
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Postby enric » Tue May 26, 2009 7:42 pm

Goog news!

Where can be downloaded that version?
"users created scenarios" still has the Version: 1.00 (November 2007).
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Postby Abwehr » Tue May 26, 2009 8:18 pm

So you did a lot of work on it? Is it good for AI or PBEM games? Which battle is this recreating?


I spend an afternoon editing the scenario. Editing isn't all that time consuming, but it's fairly boring and with scenarios with a fairly large amount of units, like this one, it can take time.

The AI should now pose a bit more of a challenge, not in the least because Popov's crew actually moves...

It will need to be tested whether my version is suitable for PBEM, as I did change some of the core values in the scenario.

The scenario models more or less the early stages of the Soviet operation Star to the Axis defeating most of the Soviet formations. It's more or less an extended Third battle of Kharkov, but it is historical (well, the units involved in any case).

Last Victory in Russia. Great scenario, right now i'm playing it and doing an AAR. A lot of problems using german railroads.


The transport assets not working was one of the major problems. Most of the railroad hexes were properly placed, but railroad movement was set to 0...

Also, some units had "Rail/Sea" movement, which meant that some infantry regiments couldn't taxi to the front with the rest of their division.

Where can be downloaded that version?
"users created scenarios" still has the Version: 1.00 (November 2007).


Players interested in the scenario should PM me and I'll send it to them as a compressed folder. Carl Myers has already explained how to install the scenario.

It's kind of unfortunate that no unofficial versions, like tournament versions or "unofficial patches" like mine, of scenarios are on the user created scenarios page.

I forgot to add one minor change to the list of changes: Hungarian and German units can now all take replacements. Only the Cossacks can't take replacements. Now that the divisional remnants are gone, the remaining substandard units are mostly Hungarian (motorized) infantry and the German security regiment, which should be able to get replacements. Most people won't really notice this change, as only the Hungarian motorized regiment is worth keeping in shape.
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Heard that somewhere

Postby critter » Tue May 26, 2009 8:45 pm

Abwehr wrote:
It's kind of unfortunate that no unofficial versions, like tournament versions or "unofficial patches" like mine, of scenarios are on the user created scenarios page.

Or any of the other requests that we would love to see. And have agreed we'd pay for if done.
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