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Army Editor Tech Support / Re: Troop division
« Last post by Andy ONeill on December 07, 2018, 04:07:28 AM »
I think the key to understanding how to map real world units to oob is the strength.
A cavalry unit of 4 squadrons is likely to have 4 times the strength of a cavalry unit of 1 squadron.
This is assuming these are all equally combat effective.
It's possible to have a massive unit and most of it might as well not have turned up because it does nothing.

A combat unit is a discrete unit which would operate independently.
They might not be the same level in an army.
One might be a regiment, another a battalion. You might even have a company of skirmishers.

The flexibility offered by all the variables is indeed a bit daunting at first.
I wouldn't stress on it.
This is supposed to be a game.
Make it enjoyable.

If you're building an oob and don't know the unit commanders name or the number of effective combatants then just make stuff up.
Even if you got everything "right" somehow ( and there is no absolute "right ) then you could well try the scenario and find historically "right" means a dull game.

Many supposedly historical descriptions are largely fiction anyhow.

When I started designing wargames scenarios  (tabletop) I got everything wrong.
Too many units = the game went too slow.
Too big a table - the attacker couldn't possibly get across to the other side.
Too little attackers - the defenders just laughed em off.

It took a while before I got it right.
My advice would be to embrace the fact that you're experimenting.
An enjoyable intellectual challenge.

Scenarios I run are usually kind of inspired by history rather than direct interpretations.
I do not stress over commanders names or how many effective combatants each sub unit had.
Even if you really really want to do Albuerra or whatever.
Start easy and work your way up to it.
Go for some rough representation of part of your massive battle and go with that for a while until you understand the effects.
Then some other part.
Build up.
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General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on December 06, 2018, 12:20:45 PM »
Map Editor

Visualising terrain which has been set.
This allows you to see a red overlay where a given type of terrain has been set. You can thus double check the terrain has been processed as you expected and those cells which you wanted to be water are marked as water.
This is particularly useful if you happen to have a low end or old and low end PC which only has 2 cores.

A new panel in the left tabcontrol allows you to select a terrain type. Notice that terrains which have no meaningful area or do not play a part in marking terrain are not options. A place is a special sort of a label and no terrain cell is marked as type place. Similarly contours are used to calculate elevation rather than set terrain type.  You can put a woods over a contour and still process that contour for elevation.
The cells are then translated into a red overlay.


Bug Fix

The way the area of buildings was worked out had several problems.
I've refactored this to improve the process.
seems stable to me.
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Army Editor Tech Support / Re: Troop division
« Last post by Dr D Ezra Sidran on December 05, 2018, 12:56:48 PM »
General Staff supports 3 levels of command, e.g.:

Commander
      Subcommander
            Unit
            Unit

So, it's up to you to decide what's appropriate for your scenario. So, in the OOB you described it may be:

Commander
        Infantry Commander
             Battalion 1
             Battalion 2
        Cavalry Commander
              Squad 1
              Squad 2

Do you have names and strengths down to the battalion and squadron level? Probably not. So you may opt for:

Commander
         Division Commander
               Infantry Regiment
               Infantry Regiment
               Cavalry Reigment

Technically, there isn't a physical limitation to the number of units but I wouldn't want to go over about 50. It would just get too big. A major feature of General Staff is the command structure. So you would order a cavalry regiment to charge and all subordinate units would obey (depending on their leadership, morale, etc.).
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Army Editor Tech Support / Troop division
« Last post by zu Pferd on December 05, 2018, 11:52:55 AM »
Division Brigade Regiments Battalions Squadrons ??

I'm creating oob's for 1799 Italian Campaign and looking at the order of battle
I noticed that infantry is listed in Regiments with one to three battalions
Cavalry, regiment with one to four or more squadrons

In the game portion itself do cavalry squadrons combine when a 'charge' is ordered ?
same question as to an Infantry assault...

What is the maximum number of units can I create in the Army Editor

Best Regards
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General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on November 30, 2018, 04:31:18 AM »
All

Centralising Places text.

Map Editor

Optimising river outline process so that the longer "fix" process that slightly widens the river is only used when you right click and not initially.
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General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on November 29, 2018, 09:50:00 AM »
Map Editor

River anomalies fix.
All line drawing other than rivers now processes using a constant width line.
You are very unlikely to really want a road or fence to have variable width so that's pretty safe.
Rivers tend to get wider as they go, so this is the one line terrain you might not want constant width.
Avoiding the odd line you sometimes get with slow wiggly lines drawn with a radius close to width is a bit tricky.
If you right click the word "River" in the list of terrains then that river will be recalculated.
This usually removes anomalies.
Sometimes two or three clicks are necessary.
If you have the problem river selected and the black dashes animating around it, then any oddities are much more obvious.

Since rivers are outlined in a low contrast colour, any extra little line inside the river isn't particularly noticeable.
A fairly simple way to avoid these anomalies completely is to draw slightly faster and avoid wiggling the mouse.

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General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on November 27, 2018, 04:14:13 AM »
Map Editor

Replaced line processing in order to ameliorate "anomalies".
Whilst drawing roads Ezra has found you can get some "artifacts" appear.
When you select such a road the animated dashes can be seen crossing the line.

This seems to be when drawing very slowly.
I replicated the problem but had to draw very slowly and wiggle the mouse to reproduce it.
My machine, however, is win 10 and just 3 years old whilst Ezra's is way older and win 7 with only 2 cores.
The issue might be worse on machines with just 2 cores because they're under powered for the multi threading.

My replacement routine is less likely to produce these.
If you get a lot then try drawing slightly faster with less wiggling.
Do not go back over a line as you are drawing it.
You can force it to try and recalculate a road.
In edit terrain, select the problem road.
Check you're seeing dashes animating across it and make sure you know which road you're about to re-process.
Right click the entry for your road in the left panel.
When I do this it fixes any problems I've managed to introduce.
On one of Ezra's test maps I found a couple of roads just disappeared.
If that happens to you then it's somehow corrupt - delete that road ( select in left panel and press delete ).


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Map Editor Tech Support / Re: Grid Resizing
« Last post by Andy ONeill on November 22, 2018, 08:25:38 AM »
OK so this is something we could potentially sell.
More money would be good.
I like eating.
It would be an interesting couple of pieces of work.
Those polygons would be a bit of a challenge and a fair chunk of work though.

I think we have to defer until the game is complete or near complete.
Our contract obligations are then fulfilled.
Then we decide exactly what to do.
Hexes are kind of easy so it's quite likely to be tagged on.
Visio style draggable linked shapes is less likely.
Maybe we should be thinking of a separate utility entirely and trying to cover rpg.

For now, I'll gather suggestions/requirements.
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Map Editor Tech Support / Re: Additional Topographic Features
« Last post by Andy ONeill on November 22, 2018, 02:49:21 AM »
Let's go through these.
Existing at the moment ( as boundary options ):
stone walls
hedges


Offering hard and soft cover, some LoS blocking.

The rest.
I will have to gather requirements, consider them and decide which to do at a later stage.
I need to get moving on the game.

sunken roads

Relatively rare but yes these are a feature of a couple of battlefields.
Frequently connected to other roads.
These would be a complication.
And there are raised roads in some areas as well.
I can't think of a battle in this period where they'd be used as cover but that's definitely a feature in later periods.
Maybe the way to do this is would be to allow you to enter an elevation add for a given terrain.
Which could then be a negative number.
Which sounds a bit nasty as I think about it.

At the moment you would have to use a greyscale image for your base elevations including the sunken road.

vineyards
orchards
Largely aesthetics I would think.
We could do an altenate fill for fields and woods.
Fields won't offer soft cover I suppose we could maybe make that controlled by scenario.
While orchards have their trees in lines, I would say the difference between an orchard and a woods is a bit academic for a battle simulation.
Might make your map a bit prettier I suppose.

At the moment you can set the background of a terrain to transparent.
There's a context menu appears when you right click when in Edit Terrain mode.

You could have whatever you like in a background image so rows of trees or vines could be in there.
If you look at Ed's little big horn map you can see indian teepees - these are from the map he traced and used as a background image.

You could alternatively use the custom approach.
OK this is kind of hard and scary as you're in the land of XAML.
But it does offer multi layers and patterns etc.
Draw whatever you like using any combination of inkscape paths.
Export those.
Build a canvas in xaml and position these.
You can set the fill of these to one or many images.

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Army Editor Tech Support / Re: Weapon profiles ?
« Last post by Andy ONeill on November 22, 2018, 02:04:30 AM »
Great stuff.

My hobby background is tabletop gaming - as in miniatures.
I probably have an over developed past in designing rules and tinkering with commercial rule sets.
 :)

Kriegsspiel comes in several different versions.
I think it's american kriegsspiel which is pretty detailed and there's a mechanical calculation method built in.
I think if they had any sort of computer at the time then that game would have used it and been even more complicated.
Our kriegsspiel will seem simple to the user but share some pretty complicated mechanics with the simulation.
Or at least that's the idea.
 








 
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