GEN II UPDATE
FIRST ALPHA TESTING
Planned Rollout: June 5th
TESTING End: June 12th
I'm working toward the ALPHA 1 Testing Phase. I'll select 15 members at random who wish to participate.
You must have Rolling Thunder installed.
Original Anthology Rolling Thunder is OK, but Steam versions will not work on this Alpha.
You must have the Stalingrad ailogic.dll.
You must have the time to test the ALPHA RELEASE.
Do not sign-up if you cannot thoroughly test the release. 7 days should equate to at a minimum of 10 hours.
The reason for these requirements is some objects are borrowed from RT in their original folders. Rather than rewrite the entire objects.xml, I am using a pointer to add this data. The STEAM version of Rolling Thunder uses a different Folder System and will not work with this release.
All new objects and the game changes will be included in the GEN II ALPHA 1 Download, in order to keep the download size minimal. I project the download package to be around 100 mb in four 25mb packages. These will be in .pak format, except for some code which will be automatically populated by folder.When I say Random Selection, I mean Random. As each member signs up, they will be assigned a blind number, that only I and they will know. I urge you to not share that number... it is yours and only yours. At the end of the sign=up period, These numbers will be run through a Random Selection Program to Select 15 Numbers.
These Numbers will be posted as they are selected. Until ALPHA-1 Testing period closes, I do not want discussion about what you may be testing or seeing in the Release. Testers can ask me questions or make suggestions at any time during the Testing Period.
Projected Roll-out for ALPHA 1 is June 5th... unless something gets in the way.
So what is included in ALPHA 1?In order to keep this manageable for testing purposes, I felt that only the Changes that I have tested thoroughly should be included. The purpose of this TESTING is to collect feedback on some new Command Functions and Vehicle Types. This testing and comment collection is necessary to determine if all changes meet approval or dissatisfaction. Some of the changes may not be acceptable to hard core players. Some changes may be exactly what they wanted. So this could be a major make or break for some of GEN II.
Some of what I have discussed will not be included at this time. Moral, for instance has still not given me the desired results. I'm studying NIVAL's original code which uses a Coefficient factor within the formula. Some other features are not yet included because they still need further work, like aircraft management, and amphibious vehicles. More on this later in this post.
What is included:
New Combatant File SystemI've added a few Changes in the structure of how Nations are separated by Folders
Each Primary Nation or Entity will have its own Root Folder with all of their units within that Folder:
Humans will still reside in its own Folder by Combatant.
TechnicsAuto
Artillery
Aviation
SPG
Tanks
TrainsOf note, one new Category has been added. ->
TrucksTrucks will have the following sub-categories
Engineer
Logistics
Medical
Special
Yes this further complicates the objects.xml. But just as we learned the current structure, we will adapt. Further breakdown of the Folder System allows an improved add-on structure in the future. How frustrating is it to find one model when all of the Allied models are in one folder, especially when new Units are being added monthly.
Planned at the moment are these Combatants in their own Folders:
France (Sub-Folders Vichy and FF)
Germany
Italy <--- (Sub-Folders RSI and CBA)
Japan
Poland
UK <--- (Sub Folders some Commonwealth)
US
USSR
Others
**This could change based on Testers perceptions.
The Squad Folder will have Sub-Folders by Combatant.
Modified Command Binary FunctionsEntrench will work on all Armed Vehicles.
Hook/UnHook- Tanks and SPGs may tow Artillery and Trailer.
Heal will only work with a Medic or Medical Truck.
Binoculars work on Infantry and 3D Models
A few other minor tweaks.
New Unit Types, Commands and New Building TypesThis section is all-inclusive of some of what is new. Every object is assigned to a Type. In many cases, the Type will define some of the uses or commands that can be associated. Because part of my goal is to introduce some new commands and expand some existing commands, the Type had to be completely re-coded. This is usually where command Binary Conflicts started.
Within the original System... Tanks could not tow guns... It was the ARM_xxxx Type Designation that caused this conflict within the binary code. At the same time, trucks could not entrench. This has been changed to allow Armed Trucks to entrench. I could not justify entrenching idle trucks just sitting around.
Some of the Existing Types have been Expanded to allow a Improved Use Designation.
TRN_xxx - This are the Trucks and Autos that Supply, Transport and Repair. This has been redesigned to further define what the type is:
Engineers = ENG
Logistics = LOG
Medical = MED
EngineersENG_ARV : This is a new Unit Type. The ARV is a Armored Recovery Vehicle designed to repair or recover most other vehicles. This is the only vehicle that can move most other vehicles, tanks, trucks, guns, etc... New Recover Command and also includes the Repair Command. Once a vehicle has been recovered, it can be towed to a Repair Depot for repair or scrap. Or, the ARV can remove vehicles that may block a road, bridge or other lane that prevents advance by an army. The ARV can first attempt to repair a Vehicle before Recovery, but the ability to repair is limited by the amount of HP lost by the disabled vehicle. Rule of thumb, Vehicles below 50% of their HP must be recovered and repaired at the Repair Depot. Note: Not all vehicles can be repaired.
**Repair_Depot : I wanted to add this here to make it clear what it is. This is a new Building Type. The Repair Depot only performs Repair on Vehicles. Engineer Mechanics automatically repair or scrap vehicles within their operational radius. The time to repair a vehicle depends on the Vehicle cost and the amount of HP lost. Not every vehicle can be repaired: Vehicles that have less than 10% HP left are scraped and removed from the game.
- Vehicles that are repaired will have 95% of their original HP, but armored vehicles can be up=armored by 1/2" on the front glacis. The ability to Up-armor depends on how much scrap the Repair Depot has stored. So Scrap is a new factor.
- Tanks that have not been
recovered cannot be repaired or up-armored by the Repair Depot.
In the Engineer Types, I decided to separate the sub-functions or jobs into separate Types.
**ENG_ORG : The original Engineering Trucks Functions will be retained by this Type designation. This has been kept for diehards. This vehicle will not perform new commands and maintains original values.
ENG_MEC : These are the Mechanic Engineers that perform repairs on vehicles in the field or combat zones. This truck includes a 4-man team and a Calculated Amount of RUs. This vehicle can only repair vehicles which have more than 44% HPs left.
**RU is the unit which ammo, repair, and other values are provided in relation to the receiving vehicle's cost and original HPs. ENG-CON : These are the Construction Engineers that repair buildings and bridges. These guys also build tank barriers and infantry fortifications (pill boxes), along with dig trenches and string barbed wire. If you want to prepare a defensive zone... you call these guys. This truck includes a 4 man crew and a Calculated Amount of RUs.
ENG_EXP : These are the Mining_Engineers that place or remove mines. They also can place explosives to remove obstacles or destroy buildings, emplacements, etc... This truck includes a 4-man crew and a Calculated Amount of RUs.
ENG_COM : These are Combat Engineers. These guys share the Explosive Commands of the Miners, but also have Weapons to fight or defend themselves. This is a special Infantry Soldier usually formed into 5 man Squads. They each carry their own RU with them. These guys are at their best when they are assigned to a Armored vehicle or Truck; M3 Halftrack or Chevy G-7103 for example.
Note: Engineer Vehicles can tow a gun or trailer and the gun crew. They cannot carry Squads. I added the tow gun/trailer function in order to facilitate an emergency or tactical move. The Engineer Truck will accommodate the Gun-Crew within the cargo area of the truck, although it might be a tight fit.
Logistics
**LOG_ORG : This vehicle retains the original TRN_Commands for a Supply/Transport Truck. I kept this for diehards. This vehicle will not perform new commands and maintains original values.
LOG_ART : This is a Gun Tractor or Prime Mover... basically any Truck or Armored tractor/tank that tows a gun. This vehicle provides ammo to the artillery gun and only can carry the gun crew. It cannot carry Squads. The Ammo capacity is based on a calculated amount of RUs less the (truck and gun crew). The truck crew are considered ammo bearers but not assigned to the gun, they remain attached to the truck. Typically, the Truck crew is 2 members, but can be increased to 4 depending on the number of seats on the tow vehicle. Adding to the crew size will result in a ammo capacity penalty per each man over 2. The offset is a 4 man crew will deliver ammo faster than a 2-man crew, and resupply their ammo at the Field Depot faster.
** Gun Crew sizes have been modified to 3, 4, 5 and 6 man crews. The towing vehicle can only tow guns that weight less than the vehicle's tow limit. The correct vehicle must be assigned to the Artillery Gun.
LOG_TRS : This is a Transport Vehicle... for transporting infantry squads. The total soldier capacity can be adjusted in the passengers section of the code, just as the crew size can be adjusted. I recommend that the squad size not exceed 14, and the crew size not exceed 2. The total RU weight loaded cannot exceed 85% of the vehicle weight. There is an offset built into the formula. Trucks originally had a capacity of 35000 RUs. More on RU Calculations below. This vehicle has a unique Command where it can be changed to a Supply Vehicle.
LOG_SUP : This is a Supply Vehicle... for resupplying ammo and supplies. This truck includes a 4-man crew and a Calculated Amount of RUs. The total RU weight loaded cannot exceed 85% of the vehicle weight. This vehicle has a unique Command where it can be changed to a Transport Vehicle.
Note on Unique Commands on TRS and SUP. A Transport Truck could carry troops into an area then changed to a Supply Truck and carry Ammo. A Supply Truck can carry Ammo to Infantry then be changed to a Transport Truck and carry Infantry. This is based on the theory that a truck is a truck and could be used for multiple purposes. The reason for the differnet types is to calcluate RU Capacity. If the Supply Truck still has Ammo on board, then the Change to transport will not be performed since loading the Squad could not be accomplished in the available area. This is for the same reason a transport cannot take on Supplies from a depot. A truck can only perform one kind of task at a time. Exception: Transport and Supply Trucks can tow Artillery and carry their gun crews.
LOG_PET : This vehicle is a Petrol (Fuel) Tanker. The PET delivers fuel to the Mobile Vehicles. It refills from a Fuel Dump. I continue to experiment with this code. At the moment, the fuel factor has not yet been worked out. But in theory, each unit is given a fuel capacity in Liters and two other values: M/L Meters per Liter and It/L Idle Time per Liter. The assumption is fuel is used whether the idling or moving. There is a 3rd Condition where no fuel is used... more on that later. This new component is not unlike the TDA Code and Function, but a little more generous. The code automatically calculates and adds a 5% fudge factor, meaning the difference between empty and bone dry. But just like an Army must have Ammo, It also needs fuel. Just ask Patton about that. Tankers may carry volume based on historical values.
RU Factor: Well these are the Resupply Units. it is a value of volume rather than weight. For some of the new features, I had to change this to a value of Weight. Currently, A truck has a 35,000 RU capacity. The Engineer and Resupply guys have a 5000 RU Capacity. Now let's break that down to a 2.5 ton truck. The truck weighs around 4800 kg. If you figure the truck can carry about 85% of its weight, then you arrive at 4123 kg or so. Calculate further to find the weight of 1 RU -> 35000 / 4100 = 8 kg, so 1 Ru = 8 kg.
Well that is fine.... but then compare this same 8 kg to a man carrying 5000 RUs... we find out we have some supermen... each capable of carrying 589 kg or about 1300 pounds. Realistically, this is not possible. So the table and formula has to be changed.
We can use the RU = 8 kg as a base... that is fine. Or we can change it and change some of the other factors.
1 RU can even be changed to equal to 1 kg. This I think is the best method. It avoids several calculations and lookup tables. So with this method everything is easy to calculate.
Truck RU Capacity = Vehicle Weight x .85 (85%) So a 2.5 ton GMC can carry about 4123 RUs
Now let's continue to work out how the formulas will work:
Originally, the cost of 1 soldier from as resupply truck is 3500 RUs. So this could become 412 RUs
But I instantly see an issue here. Let's calcluate the weight of a Soldier.
Take a Soldier that weighs 200 pounds or 91 kg without any equipment or weapons. Clearly this does not work.
When we look at the same soldier with his weapon, ammo and equipment, this same soldier might weight closer to 136 kg or 300 lbs on the high side (100 pounds of equipment). Well that doesn't work either in terms of weight. So this needs to be changed to 136 RUs to stay in the weight class. Now, we could add a couple of hundred RUs for recruitment points... and that might work... a so-called built-in price for this 136 kg guy. So that is doable.
So now lets look at how much a Engineer or Resupply guys can carry. Would that equal what the other soldiers can carry? 136 - 91 = 45 kg or about 100 pounds? That seems reasonable to me.
Now that all of you are confused, and want to know where this is going, and my reason behind it... here is the rest of the story.I ask you this question: Can a 1 ton truck carry the same weight load as a 2.5 ton or heavier truck? Let me take it to the ridiculous. I have a Jeep and I am going to load 4123 kg of Ammo and Supplies on it. Well that is almost 4 times the weight of the Jeep. Do you see the issue? In the Original Game, the size of the truck or car or vehicle did not matter... they all carried 35000 RUs. Because this project is based on a more realistic system, I cannot ignore this.
So let's see what happens to the 2.5 ton truck as to RU capacity on another kind of load.
Take our GMC CCKW 2.5 ton truck. We want to carry troops. So how many guys can we carry?
We already calculated that the RU Load is 4123. We also calculated that each Soldier weighs 136 kg, which is the same as 136 RU. So let's calculate the number of Soldiers this truck can carry before it is overloaded. 4123kg / 136kg = 30.3 guys.
Well we have all seen the images of the trucks that have guys hanging all over it... so this seems very logical to mne. When you add two crew at 91kg (200 pounds) each you can easily add them onto the truck and still load 28 guys. But why would we do this? We can't really load this many and show it.
I really suggest that squads be limited to 14 members and trucks carry only one squad... consider the typical bench seat arrangement, where 10 to 12 is normal.
So now you get an idea where the RU fits in. And for the record... my Willis Jeep MB can carry 4 guys or 1000 kg of gear before it gets grumpy. More than that, the body is on the tires. I will say this... it was quite normal to see vehicles over-laden during WW2. But we really cannot replicate this... so I choose to avoid it.
MedicalThere are three kinds of Medical Unit Types and one new Building Type
MED_AMB : This is the Medical Truck. Two Medics are assigned to it and it carries the Calculated Capacity of RU. This truck can transport soldiers with more than 55HP loss to the Medical Aid Station (MED_MAS). Soldiers with only 45 HP or less remaining cannot be healed in the field and must return to the Aid Station or they will die from their wounds. The truck can carry soldiers depending on its size and RU capacity.
MED_CRW : These are the actual Medics assigned to the Medical Truck.
MED_INF : These are Field Medics that can be assigned to work with Infantry Squads. They have limited supplies and must return to the Aid Station to Resupply. They can heal Soldiers who have 46% or higher HP left.
MED_MAS : The Medical Aid Station which is a new Building Class. This will usually be simulated by a tent with a red cross or red crescent. They accept wounded, including detached soldiers from squads that walk in with any HP loss. It will not accept squads or teams, only individual Soldiers.
SoldiersA word about Squads, Teams, Crews. I have changed the way these work.
A Squad is usually a Collection of Rifleman formed around some kind of Squad Weapon, usually the LMG, like the BAR. There is usually a Squad Leader and Asst Squad Leader so the Squad forms two Fire Teams. The term Fire Team was actually first used by the US Marines during WW2, but most countries used similar terms which had the same meaning. The US Marines actually had two and three Fire Teams within their Squads.
Teams are usually formed around a specific weapon or mission. This could be a Bazooka Team or a SAS Assault TEAM. The size is usually about half the size, (or less), of a Squad.
Crews are formed for a specific purpose, to man a gun, a vehicle or a piece of equipment. Within this Type we will find the AT Gun Crew, Howitzer Gun Crew, Heavy Artillery Crew, Tank Crew, Truck Crew, etc...
Attaching/Detaching CrewsAll models (vehicles) have a defined Crew Size. In GEN II, all Crews, for any kind of vehicle or gun can be detached.... When a crew detaches, the vehicle or gun becomes neutral, basically unmanned. The is where that 3rd Fuel Condition comes in. Vehicles that have no crew, cannot use fuel. So if fuel is tight, and you are reforming, detaching the crews to let them stretch their legs might be a good idea.
Engineers can still repair un-crewed vehicles and guns. ARVs can recover un-crewed vehicles. -This includes Enemy Vehicles. So if you want to have a Tiger in your arsenal, recover one and send it to the Repair Depot.
A Squad can captured a un-crewed vehicle... but some of the squad members will attach to the truck to become the crew; just like Artillery. You can only get these guys back if you detach then reform your Squad. So you must weigh your options here. Neutral Vehicles are vulnerable to capture if the Vehicle's Owner does not have Soldiers within a radius of the vehicle. This is the vehicle's radius, not the friendly units radius. A Top Level Commander or HQ Unit will expand the radius by about 5%. So you must protect your stuff.
One note: The AI will scout for Neutral Units... then try to capture them, so beware.
Damaged Vehicles will automatically detach their crews when 40% (or less) HPs are left. Some or all of the Crew might be wounded or killed. The lower the HP, the more likely crew is killed. It is important to watch for this detaching action.
The player can detach the crew at any time.
Vehicle DamageChange in when a vehicle becomes damaged based on HP... Conditions:
Operational - 76 - 100% HP
Immobilized_1 (cannot move, weapons may still function) - 56 - 75% HP <--- this is track or wheel damage.
Immobilized_2 (cannot move, turret damaged, some weapons can function) - 41-55% HP <--- this is a good time to detach from vehicle
INOPERABLE (vehicle sitting duck) - 0 - 40%
Vehicles can be recovered by ARVs between 0 and 75% HP.
Vehicles can be repaired by Mechanics between 46 and 99% HP.
So there is a little latitude here.
*** Destroyed Vehicles are not removed from the map. They can be moved or recovered.
Model Textures Reflecting HealthI'm completing the Master .xml files that determine which skin will be associated to the vehicle based on HPs. This code is similar to the random ACK codes, except the textures are HP biased. Each Model has 5 stages of Condition, 3 of which relate to the damaged stages. There is one Stage inserted between Operational and Immobilized-1 on models when any damage has occurred... between 76 and 95%.
The Health Stages are:
Condition 0 = no damage /96 - 100% HP
Condition 1 = Some damage / 76 - 95% HP
Condition 2 = Moderate Damage / 56 - 75%
Condition 3 = Severe Damage/ 41 - 55%
Condition 4 = Extreme Damage / 0 - 40%
So each model can utilize 5 textures to reflect the model health. In the future, this may include Geometric Changes to the model.
More on Model TexturesI'm also testing a way to use various models with more than one Identification. This also uses the Master .xml file to select the ID Skin for each model. Testing has been positive and there does not seem to be a limit to the upper number of IDs that can be assigned. The way this works is each ID of the model has it's own .xml parameter file which defines the command functions, weapons, ammo, armor and other RPG parameters. In this file we can also give the model a unique name.
So why is this important? Many players and modders have used the same tank models for various purposes. Example: One single M4A3(75) could be used for several different tanks with different skins and names. This of course also increases the number of damaged skins for each of the IDs. This might be preferable over multiple folder of the same tank model. As long as the base model can be the same, the same model can be used for many tanks. If different stowage or add-ons need to be used, then several tank models in specific folders will still be required. There is no way to have more than one tank model within the same folder.
Amphibious VehiclesA couple of more New Unit Types:
AMP_LAV This is basically a Level 2 Water unit. Think of the LVTs and you will understand. It can only travel on Level 1 and level 2 Water Areas as well as Level 1 Land Terrain.
More on Level Definitions later. The LAV cannot cross into Level 3 Water areas, or on Water with an Elevation higher than +1. This is designed to prevent inland use of LVTs.
AMP_SEA These are Exclusively Level 3 Water Units... Deep Water. These are not transports... only for firepower. These units cannot travel into Level 1 or Level 2 Water Areas.
Water LevelsThere are three levels of Water:
Shallow Level 1
Medium Level 2
Deep Level 3
The Levels are a newly defined terrain feature based on the elevation factor of the terrain tiles under the Water.
Shallow Water can be crossed by most units except some trucks and autos. Artillery must be towed. Of course, Trains need tracks on land or bridges. Infantry can cross. The Movement Speed in Shallow Water is 20% of the normal Speed. In order for Water to be Classified Level 1, the terrain tiles must be 0 to -2 from the zero height defined in the map.
Medium Water can be crossed by the LAV Type only. As mentioned above, the LAV is multi-versatile and can be used on Level 1 Water and Level 1 land tiles. The terrain tiles must be between -3 and -6 from the zero height defined in the map.
Deep Water can only be crossed by the SEA Type. These are terrain tiles with a -7 or lower elevation.
Does this change the way bridges work? No. Units using Bridges over Shallow Water only avoid the Shallow Water Crossing Speed penalty. But if Bridges are used for choke points, make sure the water in the stream is Medium (Level 2).
This does not use the Road for possible water... this is a completely new Water System.
The Water Levels and Water vehicles will not appear in Alpha 1. I am still working out Terrain Movement cost definitions and configuring the Code to match the original Binaries. I'm still having some issues with the code definitions.
Conclusion
At the time of this post, not all of the new stuff has been settled as to what will be included in the Alpha 1 Test.
MORAL is not included. This needs more work and testing before I am satisfied with it.
As mentioned above, Water Levels and Water Vehicles by Type are not included.
The new Squad Formations and Squad Attach-Detach codes are not included in this release. This code is written but I will not include this until Alpha 2.
There could be a couple of other items mentioned here that will not be present.
This Project has Expanded into Code that I did not expect to encounter. Anything can still happen with this, it has been more than frustrating at times. But I believe I am finally past the significant hurdles.
PLEASE!!!!
Please do not request to be included in this Alpha Round. The Process has been described in the first part of this post.There will be as many as 3 Alpha Phases. Members who are selected for any Alpha Test, cannot be selected again, so there will be 45 ALPHA Testers.
The Alpha Testing will be followed by the BETA Testing Phase. This is where a larger panel will discuss with me in a private area their thoughts. This is where all of the final selections and cuts will be conducted based on collected testers perceptions. The number of BETA Testers has not been defined yet. Alpha Testers can be selected for BETA Testing.
MP