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Tiger Phobia
Posted: Sat Jun 19, 2010 3:04 am
by Obsolete
I have a few scenarios I'm working on. One solo, but the other is for Multi-Player. If things continue well, I may be ready for balancing trials & tweaking by next week. Wondering who may be available for input and play-balancing in some on-line games?
TigerPhobia

ready?
Posted: Sat Jun 19, 2010 3:45 am
by pomakli
Yes, sir!

working on!
Posted: Sat Jun 19, 2010 3:56 am
by pomakli
By the way, how are you working on the editor without manual?
I hope, I am not the one, who needs "the complete idiot's guide for the editor!"

Posted: Sat Jun 19, 2010 4:57 am
by Obsolete
I've done a bit of map designing and coding before, so it's not TOO hard to figure out.
Right now I have quite a bit of details still to go, and I am trying to cut down on all the riff raff so only the essentails are in there. Basically every single tile should have its strategic significance. And I want to force the players down to numerous path choices, so this map shouldn't ever get boring with the same old repeatable tactics all the time.
There will definitely be some big guns in here, from M-36 Jacksons, Jumbos, and Fireflys to Panthers, Tiger I's, and Kings. Of course, there will be some other units to fill in the combined arms aspects. When version 1.00 is ready next week for alpha/beta I'll have to send you a copy somehow.
ready!
Posted: Sat Jun 19, 2010 5:22 am
by pomakli
OK!
I'll be ready!

Posted: Sat Jun 19, 2010 7:52 am
by Obsolete
Still have a lot to work on. Road networking is not completed yet, and plenty of cover still has to be added. I haven't even centered yet around the main unit composition yet, but so far looks like it will be around the same numbers as in the Normandy scenario. Or possibly I may add more.
Map is 32x32 so far, and will probably stay that way.

Posted: Sat Jun 19, 2010 8:33 pm
by Obsolete
Alright, I have done a rough unit breakdown so far, though this will probably change quite a bit. Axis are outnumbered again, but since they SHOULD have better quality units this should be expected. Though they probably have a disadvantage with the new changes to the allied fire-power.
I may later on re-break this down by hard & soft fire-power. However, looking into those stats can be misleading since a lot depends on initial placement, mobility, terrain, who gets first initiative, etc. So I'm not going to focus TOO hard on that right now.
I should at least try to balance out some fundamentals though like scouts for scouts, just maybe. Though I want to leave some wide patches of open terrain as well for tank warfare.

Posted: Sat Jun 19, 2010 8:39 pm
by Obsolete
Hmm, looks like I made a miscalc. Should be one more axis due to the SS-Waffen. Also, despite the higher allied count, it's probably fair enough right now, since the US have quite a few more trucks, which aren't so great.
Posted: Sun Jun 20, 2010 1:56 am
by pomakli
Obsolete wrote:Hmm, looks like I made a miscalc. Should be one more axis due to the SS-Waffen. Also, despite the higher allied count, it's probably fair enough right now, since the US have quite a few more trucks, which aren't so great.
For my taste the jerries have also too few infantry units!
and turcks mean maybe limited tactical advantage but never affect the result!
By the way I found how the editor works!

Posted: Sun Jun 20, 2010 2:11 am
by Obsolete
Yes, I was trying to emphasis a tank-battle, but perhaps I should keep 1/2 infantry forces in composition to the armour. I don't want to give too many trucks out, since that leaves a lot of abusing by sucking up shots. Maybe I should add more 50 cals, so if the allied player abuses the trucks fully he won't be able to move his MGs, haha.
I also was thinking on adding some towed artillery as well. One big gun per side, so players will have to choose wisely where to position them.
I forgot to mention, the Panzer III was a joke, since it starts practically next to a King Tiger. Haha.
Posted: Sun Jun 20, 2010 12:05 pm
by ostwind
Hello.
I'd like to help with your scenarios test if possible.
Regards
Posted: Sun Jun 20, 2010 6:29 pm
by Obsolete
Ost, from my last online game now, it seems I did not set up forest tiles correctly, which I"ll have to change. I also should add a few other tweaks and will script some weather. Drop me your e-mail in pvm and in MAYBE 48 hours I can send you 1.1 when/if I get that draft out by then.
Posted: Sun Jun 20, 2010 8:06 pm
by pipfromslitherine
Hmmm - I wonder if we could allow for arbitrary campaign directories. That would allow you to use tools like (for example) DropBox to keep synced with other users maps if you wanted. I will add it to my (very long...) list of wish items!
Cheers
Pip
Posted: Mon Jun 21, 2010 5:10 am
by pomakli
[quote="pipfromslitherine"]I will add it to my (very long...) list of wish items![quote]
I can't imagine how long your list is!
Actually I don't wanna..

Posted: Mon Jun 21, 2010 5:21 am
by pomakli
pipfromslitherine wrote:arbitrary campaign directories. tools like DropBox to keep synced with other users maps
Both sounds good!!

Posted: Mon Jun 21, 2010 5:57 am
by Obsolete
Well I started coding up some of the mini-quest stuff, and I’m not too sure where to go from here.
Originally I was going to add perhaps 3 objects, which could end the game sooner if someone captures all 3 flags.
Then I decided why not go a step deeper and give POINTS to a side for controlling any flags on a turn by turn bases. Points are also awarded for killing units. And then you get bonuses for say… killing all tigers, or killing all Jacksons & Fireflys.
I’m not sure yet, I don’t want to clutter up things and confuse the newb players too much, but I think this may be a worth while persuit? Or do you guys think that’s getting a little too complex for the average player to want to worry about. First player who reaches X amount of points, wins.
This will have to take a bit of thought…
end the game sooner!?
Posted: Mon Jun 21, 2010 6:37 am
by pomakli
Obsolete wrote:Originally I was going to add perhaps 3 objects, which could end the game sooner if someone captures all 3 flags.
Will be there someone who wants to end the game sooner??
OK; no joke; I think to limit the game with turn numbers is enough!
Even, I can chance the turn numbers of the original game; when you think I am not the pro regarding programming and modding and so on, only a beginner!
I mean, if someone wants to have a shorten game; just chance the turn numbers!

give points!
Posted: Mon Jun 21, 2010 6:46 am
by pomakli
Obsolete wrote:Then I decided why not go a step deeper and give POINTS to a side for controlling any flags on a turn by turn bases. Points are also awarded for killing units. And then you get bonuses for say… killing all tigers, or killing all Jacksons & Fireflys.
I think, what counts is the end result; not the points on each turn!
But getting bonuses or points by killing some nut vehicles like tigers, and so on; can force us to think another strategy and play more carefully!
Especially by playing campaigns, you can add a special rule, like the german may have only 5 tigers, during the whole campaign! and then here we go!

Posted: Mon Jun 21, 2010 6:50 am
by pomakli
Obsolete wrote:I’m not sure yet, I don’t want to clutter up things and confuse the newb players too much, but I think this may be a worth while persuit? Or do you guys think that’s getting a little too complex for the average player to want to worry about.
The game has limittless modding opportunities; that means each player can modify it depending on his own level!
Newbie players can play the determined scenarios in the game and the ones who wants more, after playing them will found more scenarios on the coming modded scenarios page!!!

Posted: Mon Jun 21, 2010 7:20 am
by Obsolete
Well, after the last OOB list, you may have noted that 1.0 has more units than indicated. I had done some last minute tweaking, but didn't compensate enough on the allied side it seems.
I've updated the OOB. I didn't add any more axis units for 1.1, but I did add another Jackson, put in a Crocodile and a lorry with a 25 PDR.
I was tempted to remove that Panzer III (joke), and add in an Italian Carro for a BIGGER JOKE. But since Italians are already at the butt-end of every WW2 joke (next to the French), I guess that's a little rubbing it in
I added in just a little bit of more road aesthetics, and some rain. Other code issues shouldn't matter as of yet.
So... what do you think?
