The "Gabe-Mod" (v8.1.0)

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Haako
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Re: The "Gabe-Mod" (v7.1.6)

Post by Haako » Mon Dec 09, 2019 7:43 pm

Horst wrote:
Fri Jun 14, 2019 11:31 am
A combination of jungle and mountain dead-zones can make supply routes slightly more difficult to maintain. I’ve also added the inhospitable trait to swamp, rough_desert, pine_forest, and the (Chinese) wall. Adding this even to forests would certainly destroy many scenarios like Huertgenwald and Ardennenoffensive, so I think my choice of the most disrupting terrain types is the tolerable limit.
In Blissful & Goodtime and Operation Cannibal you can see how this creates pretty mazes. The usual supply-bummers are the combinations of roads on jungle terrain, although many original maps I checked still offered a clear path to the important objectives and supplies.
Blissful&Goodtime.jpg
OperationCannibal.jpg
It’s slightly risky to generally use such feature for vanilla maps if you don’t know for sure what silly things the AI will do during a particular scenario.
In the example below, I have set three defensive positions with Defend Hex on the flag with distance 0. Sadly, most other inf units still danced around the flag stupidity, but at least one unit was ordered to occupy each defined position, especially the one to keep the supply route open. Without defensive positions, the AI would utterly fail in keeping the supply route to the left flag open.
Supply-Test.jpg
I wish that supply system could be further upgraded like on these screens of yours...

I currently playing Unity of Command with very smart and challenging supply system, where each hex type has own "supply capabilities". So, forest hexes can transport far less supply than plain hexes. With such solution you could avoid neutral ownership, which can give you intel about location of enemy units, as was mentioned. Nontheless, very interesting idea.

Maybe if devs could add another layer to supply system, where hex ownership isn't the only one condition to the flow of supply? Another would be linked to hex type? With such system, your troops will use supply that is in range - when deep in jungle, not all supply will be transported, even though you have ownership of large portion of a jungle and a big supply depot just outside green area. That will set a new angle for logistic (but probably will make AI life harder)

Erik2
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Re: The "Gabe-Mod" (v8.1.0)

Post by Erik2 » Tue Dec 10, 2019 9:33 am

Supply depending on terrain type is a very good idea.
And if you add roads/rails as supply enhancers we would have a much better system.

GabeKnight
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Re: The "Gabe-Mod" (v8.1.0)

Post by GabeKnight » Thu Dec 12, 2019 10:17 pm

Erik / Haako wrote: Supply depending on terrain type is a very good idea.
Maybe I'm just lacking vision or experience with other, similar wargames, but I completely fail to see how this could work with the current OoB engine and supply system. Every hex would have its own supply value? Like when I press the "space" key I would see a map full of different numbers? Sorry, I just don't see how this is supposed to work without overcomplicating things...

And besides, at this advanced stage of the game, completely changing the supply mechanic would mess up every single DLC released up to date.

GabeKnight
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Re: The "Gabe-Mod" (v8.1.0)

Post by GabeKnight » Mon Dec 23, 2019 9:38 pm

Sorry, I forgot. FYI:

There will be no real downside when playing OoB v8.3.0 with the current build of my mod. I did not change anything with the specs, you'll only be missing the newly added units for the upcoming RedSteel DLC, some minor stat changes and some unit fixes, which I've mostly done already. :wink:

For the next update of the mod to v8.3.0 (hopefully early next year):
- I've already completed both the Ger. Flammpanzer I and II units
- added Soviet commando units, added camouflaged transport (using the Minerva AC model)
- unlocked the US Sherman Crab model
- changed commanders range to max=2 hex
- minor correction/rework of some unit stats with vanilla units and my own additions
(- I've also planned doing some AA/AT switch variants for the Soviets)

And Happy Holidays, all! :D

ColonelY
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Re: The "Gabe-Mod" (v8.1.0)

Post by ColonelY » Sat Jan 25, 2020 1:20 pm

Nice! :D

And, by the way, I do like the idea of allowing the heavies to use their mortars against ships within their range. :wink:

What about giving to all the different snipers...

1. an actual range of 2 (like the mortars) instead of 1 and
2. some "shock" effect (of maybe 5, or even 10 like the engineers) !

Like this, I think they can be very much more dangerous... And it could still be historically fine, because: They use sniper rifle, thus are able to shoot accurately at greater distances, and they target mainly officers, thus causing some chaos and reducing the efficiency of the unit they're targeting. :wink:

And like this, these snipers will be less likely to be decimated as well. 8)

And from a RPG point of view, one coule have infantry units fighting in a street and a sniper a little further, on a roof or something, taking good shoots... or a sniper used more like a recon unit, seeing an opportunity, taking position 1-hex back to safety before taking its shot... :wink:

Zekedia222
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Re: The "Gabe-Mod" (v8.1.0)

Post by Zekedia222 » Sat Jan 25, 2020 5:07 pm

3 inch mortar shells would do little to almost any ship.
Winchester: Klinger, you're dumber than you look, and THAT boggles the MIND.
A great quote from one of my favorite TV shows, M*A*S*H

ColonelY
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Re: The "Gabe-Mod" (v8.1.0)

Post by ColonelY » Sat Jan 25, 2020 5:14 pm

Yes, but in this case it's only +1 attack vs ships (0 -> 1)... so very few damage anyway, but it offers at least the possibility to take some shots! 8)

A patrol boat, for example, can take few shots on nearby land - with this, there is the possibility to do some land riposts as well... :wink:

GabeKnight
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Re: The "Gabe-Mod" (v8.1.0)

Post by GabeKnight » Sat Jan 25, 2020 6:41 pm

ColonelY wrote:
Sat Jan 25, 2020 1:20 pm
What about giving to all the different snipers...

1. an actual range of 2 (like the mortars) instead of 1 and
2. some "shock" effect (of maybe 5, or even 10 like the engineers) !
[...]
And like this, these snipers will be less likely to be decimated as well. 8)
Actually, I like the range idea, as the sniper units already have flex-movement.

Your proposed shock effect is a bit high for ranged units, balance-wise IMO (cheap unit :arrow: either direct fire with high shock or ranged fire without :wink: ), but a value of 1-2 may be warranted.

I'll test it. Thanks for the input, ColonelY! :)

ColonelY
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Re: The "Gabe-Mod" (v8.1.0)

Post by ColonelY » Sun Jan 26, 2020 5:24 pm

You're welcome! :D Oh, and by the way, what about adding an american sniper unit as well as a british sniper unit? Because the BrucErik CSD Studio creates many awesome campaigns involving these factions... :wink:

GabeKnight
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Re: The "Gabe-Mod" (v8.1.0)

Post by GabeKnight » Wed Jan 29, 2020 6:47 pm

ColonelY wrote:
Sun Jan 26, 2020 5:24 pm
Oh, and by the way, what about adding an american sniper unit as well as a british sniper unit?
I didn't do it (until now), because
1) I haven't played a campaign with those factions for a long time and thus haven't thought about adding new units to them ( :oops: ), and
2) the US and Brit factions already had commando units, the other main factions didn't. Therefore, in my opinion, they were not needed there.

I was planning to add some AT switch modes to the Soviet AA pieces. Those could come in handy, I think.
But with the upcoming Finnish campaign, I'll rather look over their unit roster first. 8)

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