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Leonidas
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Yes, unit flags are the way to go.
BTW, that unit art is bloody fantastic.
What a difference ToT makes in the colours and units. . .
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Leonidas
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Say, will this redux version be a candidate for the multiple/random scenario files that was used in OMG?
Would certainly add a new twist and keep the player off-balance. . .
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Harry Tuttle

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of the Hoople Heads
Mar 2003 time: 00:16
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Fairline, Curt, & everyone, since we have the opportunity to add a few units due to the increased units allowed by ToT what should we add to better depict the struggle on the Red Front?
My suggestion:
Hero units, depicting elite units (Maybe a +1 in attack or something). These units could be specifically geared as being specific troops, under a specific command, that were present in the war at a given time, such as your aforementioned "Guderian's Panzer Gruppe".
Also, maybe there could be troops that were specially trained to fight in specific battles, such as "Stalingrad Defenders" that would pop up when a city is taken, depicting some sort of inhuman struggle by Soviet or German troops to defend a certain city.
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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quote: Originally posted by Leonidas
Say, will this redux version be a candidate for the multiple/random scenario files that was used in OMG?
Would certainly add a new twist and keep the player off-balance. . . |
I think that your idea has very definite possibilities for making the game more unpredictable. Unfortunately, my only experience with this is in Market Garden where, from what I could see at first glance, the multiple events mainly affect the arrival time and location of Allied reinforcements (my apologies to techumseh as I’m sure that I've missed some of his subtle touches for reinforcing the Germans).
In Red Front, excepting the spawning of Allied assistance units and spawning a limited number of Soviet units, most of the events are aimed at spawning enough German units to maintain the momenum of their attacks or, later in the war, to stiffen their defence.
I think that during summer '41, multiple/random scenario files could be used to switch the focus of the German advance to either Leningrad, Moscow or Rostov and still retain a reasonable similarity to history. If this could be done effectively, it would force players to identify the greatest danger and react appropriately. It also might mean that the Germans actually reach one of their objectives rather than dissipating their efforts.
However, the following summer, when the Germans still maintain the initiative, there would have to be a single-minded focus on Stalingrad and the Caucasus. Multiple/random could be used to set up alternate ways that the Germans force crossings of the Don and attack Stalingrad and the Caucasus. Hopefully, this would to some extent negate any standard defence schemes that players may have developed from previous games.
The summer of '43 and subsequent periods pose a problem in that it is impossible to predict where the Soviet front line will be. Both RF 1.4 and Rf 1.5 assume that the Soviets have followed history and made their major advance in the south despite the large number of German units west and north-west of Rostov. Consequently, the units for Operation Zitadelle are spawned near Kursk. In my games, where the Soviet units were still buttoned up all along the Don, all that the spawned units accomplished was to slightly increase German pressure on the Soviet defences in the Voronezh area.
Instead of spawning in one predetermined location, would it be possible to make the Germans respond to the most dangerous Soviet attack?
I sure wish that there were feedback from players who have completed RF 1.5. It would help a great deal in making sound judgements on the period after the winter of '42-'43.
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Heresson
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of frogs
Jun 2000 time: 06:16
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I am sorry for my spam activity in this forum.
The "traitor" post was just a spammy joke, and I regret it, though I must add that You need two for this kind of tango...
the reason for my presence in this forum is that I think there are things in city selection and placing that could be corrected in new version of Red Front, as long as it is not a simple conversion of the files.
If it is, if You do not add any new events, graphics, etc,
I understand my suggestions shall not be introduced into the game.
However, if You are going to make any changes...
I can't really show You what do I mean, due to technical reasons. If someone would be so kind to post a bmp screanshot of Poland and surroundings area so that I could point out what do I mean, I'd be very thankful.
For example, Warsaw should be more north, Bydgoszcz more east etc.
The reason for problems is partially that Nemo wanted to make Poland the smallest He could, so that he could fit the most He could of USSR and Germany.
Still, there are things that can be improved without changing the map.
As I mentioned, my points were that there should be upper Silesian conurbation and Breslau cities. Upper Silesia for its population (it is today bigger aglomeration than Warsaw, and it was great that day too) and industrial significance, Wroclaw too, but also for historical reasons. Wroclaw (Breslau) played a significant role in German defence, as it was turned into a stronghold (fameous Festung Breslau) and defended up to the end, resulting in very large, even on Polish conditions, destruction of the city.
If someone thinks the map would be crowded, it is not quite true, due to that some cities would be moved to their georgaphically accurate position, and at least one I'd advise to delete. Bydgoszcz isn't a big metropolis, and it played no significant role in ww2 as long as I can remember, except for a fameous (in Poland) episode from Fall Weiss.
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Leonidas
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I agree - let's keep it simple:
1) Optimize graphics
2) Fix bugs
What version to start with?
V1.4? or v1.5?
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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quote: Originally posted by Leonidas
I agree - let's keep it simple:
1) Optimize graphics
2) Fix bugs
What version to start with?
V1.4? or v1.5? |
I don't think that we can decide the v1.4/1.5 question until we know Colwyn's position on using his RF v1.5. I believe that fairline has been looking into this.
quote: Originally posted by Harry Tuttle
To change the events would be to change Nemo's design. Keep this idea for a future date. I'm sure we'll use it, if not for a different scenario. I have to say, it is a great idea, but for a later date. |
I can't entirely agree with Harry because IMO, one of the weaknesses in both RF 1.4 and 1.5 is that players can avoid the battle of Stalingrad and the Caucasus campaign by using good defensive strategies that reduce the entire 1942 German campaign to a minor nuisance. The attached, zipped .bmp file, shows the RF v1.5 Stalingrad front in May '42. The minefields between Rostov and Serafimovich prevent the Germans from getting across the Don. [Could someone please PM me instructions on how to include an image in a post to make it easier for readers. Reading the vB Code help file didn't help me much.]
The problem arises from the events that are used to simulate German forces crossing the Don River. A few, imaginative new events and a tweak of existing ones could get the German forces across the river.
I think that my question boils down to whether changing/adding events in this case is considered as closing a loophole or as unnecessary changes to Nemo's work.
EDIT: Attachment didn't stick. Please see next post.
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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Attachment
Attachment: stalingrad.zip
This has been downloaded 19 time(s).
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Leonidas
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Those ToT graphics are amazing - what a difference from the old 8 bit.
I think we should tweak things to make life as difficult for the player as possible. Nothing like getting whipped by the AI - heheh
I think we're on the right track here. . .
Cheers!
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