View Full Version : Looking for PBEM beta-testers
Alain-James
22 Jul 03, 19:02
The original topic has been reposted in the right forum with a few additionnal info. Thanks, and apologies to the moderators :)
http://www.warfarehq.com/forums/showthread.php?s=&threadid=2987
Alain-James
22 Jul 03, 19:36
Oops sorry Im confused :o
Perhaps should I rather post it in the scenario design forum, didn't notice it at first...
If a moderator thinks it is right, may I please ask him to move this topic into the right forum? If it is not possible, I will copy it there :)
Thanks!
And sorry for the filthy english :(
AJ
No problem putting it in either forum, or both! Although you are designing a scenario, the General Discussion forum is read more oten, so it's probably the best place to call for playtesters!
Good luck!
Alain-James
23 Jul 03, 15:14
:)
thanks for the warm welcome
AJ
It's my pleasure!
We're always happy to see new members here on WFHQ, and getting a new designer in our midst is always a treat! Hope your stay is an enjoyable one!
Alain-James
25 Jul 03, 17:46
A map showing the game area to give you a better idea of the thing has been added to the post in the scenario designing forum.
thanks :)
AJ
C'mon, guys; isn't someone going to jump up and help out on this?
RhinoBones
26 Jul 03, 03:46
If this scenario can be translated into the ACOW format I would volunteer to play a test game. So far I have only seen an earlier version of TOAW which I am unable to play.
The map looks like a tremendous piece of work, so I think it deserves to be reviewed/tested to see if the mechanics are as good as the map.
Regards, RhinoBones
Alain-James
26 Jul 03, 04:56
Are you sure your ACOW can't read this version of the scenario? It is a 1.07, so normally it should be compatible - LaPalice for instance used the scenario to TAG option to paint the map for me from the scenario itself, so I supposed he managed at least to open it under ACOW to do it. Can you tell me what's happening to your ACOW when you try to open it please?
Thanks! :)
AJ
RhinoBones
26 Jul 03, 05:15
Originally posted by Alain-James
Are you sure your ACOW can't read this version of the scenario? It is a 1.07, so normally it should be . . .
Turns out that this is an "operator" problem, i.e. "Me".
I have the scenario up and running. Ready to take on an opponent for a test game.
Regards, RhinoBones
Alain-James
26 Jul 03, 06:07
Foggy is looking for a Communist buddy :)
http://www.warfarehq.com/forums/showthread.php?s=&threadid=2987
Good luck and thanks for all your help boys!
AJ
Originally posted by Alain-James
Are you sure your ACOW can't read this version of the scenario? It is a 1.07, so normally it should be compatible - LaPalice for instance used the scenario to TAG option to paint the map for me from the scenario itself, so I supposed he managed at least to open it under ACOW to do it. Can you tell me what's happening to your ACOW when you try to open it please?
Thanks! :)
AJ
I could not open your scenario in ACOW300, but it went fine with the regular exe. I saved it with the regular, and then I could open it with ACOW300 witch I usually use...
I'v experienced this problem several times before. Latest with the monster Iran-Irak scenario.
Alain-James
26 Jul 03, 11:39
Yep :)
It is a non-OPART300 scenario, as many 4 year-olded computers were unable to support the charge of work needed to run a complete OPART300 game (notice that Talonsoft didn't deliver any OPART300 scenario with Vol.1 - which was released now more than 5 years ago I think; they must have consider that the average computers were really unsufficiently powered at this time).
Red, do you think there will be a difference between playing it under ACOW and ACOW300 (like a better supply managing for instance?).
AJ
Xandamere
26 Jul 03, 13:50
I also have a copy of the scenario and would love to give it a test-run as either side...send me an email and let me know if there are any takers.
Alain-James
27 Jul 03, 08:26
So :) here we have the apparently available players for a PBEM play
Xandamere
Rhinobones
Foggy
http://www.warfarehq.com/forums/showthread.php?s=&threadid=2987
Thanks for your help all, waiting impatiently for the results :)
Any new oppenent, feel welcomed to join!
AJ
Alain-James
27 Jul 03, 23:04
Apparently, as no multiplay testing has really begun yet, it gives me the time to introduce a new version of the scenario during the day to come.
It will be up very soon - there have been much improvements to the overall balance of the game, mainly playing with the objectives values - and many bugs were corrected, thanks to some solo player testers :).
I will update the readme file too and copy the new entries in the topic.
Thanks!
AJ
Alain-James
28 Jul 03, 10:44
NEW BETA VERSION AVAILABLE
If you have not started the testing yet, please use this one!
--------
here are the main changes in 1.31:
--------
Additional events (1.31):
(Total is now 292 events defined)
- Once the hex 49;55 is occupied by Communist forces, the Austrian militias will withdraw completly from the game 2 turns later.
- On turn 14, German landwehr units will disband following the building of regular Bundeswehr units (1st German Corps), having fully integrated the newly constitued units - this explains the 1st German Corps units veteran statut.
- The Turkish army will now withdraw from the game 5 to 6 turns after the capture of Ankara.
- The Greek army will now withdraw from the game 3 turns after the capture of Athens.
- Following the supply losses due to the war, the NATO side will now suffer its own supply stockpile decreasing from turn 40 till turn 50 (2 x 20% losses). From turn 50, the level will progressively come back to normal thanks to the supplies sent by the US. On turn 55, the NATO supply level will be a little over its turn 40 situation.
- The Keflavik and Suez bugs are now corrected - NATO will now loose supply each time Communists occupy these two positions, and regain it each time it reconquers them.
Modified events (1.31):
- The British front has been disbanded and converted into a reserve exploitation army activated 2 turns after the capture of Hamburg. Feel free to use it the way you like it.
*** NEW 1.31 - PERMANENT VICTORY POINTS ***
- The capture of the following cities and locations gives permanent points to the Communist side, even if the cities are retaken by the NATO - this will force the NATO to go further east to achieve a total victory over Communists:
London - 80 pts
Paris - 80 pts
Bonn - 30 pts
Amsterdam - 30 pts
Bruxelles - 30 pts
Madrid - 30 pts
Rome - 30 pts
Oslo - 30 pts
Berne - 30 pts
Cairo - 30 pts
Jerusalem - 15 pts
Alger - 15 pts
Dublin - 15 pts
Milan - 15 pts
Lisbon - 15 pts
Gibraltar - 15 pts
Bordeaux - 10 pts
Total 500 earnable pts
- The capture of the following cities gives permanent points to the NATO side, even if the cities are retaken by the Communists - this will balance (in a part - but not fully!) the loss of western cities points - but you'll have to go east, east and east to get these points!
Kiev - 50 pts
Leningrad - 50 pts
Minsk - 50 pts
Donetsk - 50 pts
Odessa - 20 pts
Mourmansk - 20 pts
Simferopol - 20 pts
Belgrade - 20 pts
Berlin - 20 pts
Prague - 20 pts
Bucarest - 20 pts
Budapest - 20 pts
Sofia - 20 pts
Warsaw - 20 pts
Total 400 earnable pts
-------------
Several bugs corrected
New units: coastal NATO units which will now block sea passages like strategic straits (Dardanelles, Gibraltar, Pas de Calais...), canals (Corinth, Suez...) and estuaries (Thames, Antwerp...) to prevent unrealistic Communist attacks on these locations and give NATO player the time to react in this kind of situation.
------------
Have fun and thanks!
Alain-James
31 Jul 03, 13:43
Hello everybody :)
Ouch!Here it is finally - Red Storm Rising english version!
So finally - issued an english final (I hope so :) ) beta version.
I do not plan myself additional changes for now after this ultimate version - it will depend of your own observations.
The only change I may add is an instant victory condition for the Reds based on the birmingham case we talked about earlier in the forum.
This version is fully translated to english - Readme, briefings, units names and events.
The file in available in the next post, with an updated readme.
****************************
Additions (1.32):
- Full English language support
- Numerous bugs corrected (particularly the complex Yugoslavia war entering system)
- New units added: RR/Bridging independent brigades to allow efficient bridge engineering. RR automatic repair is fixed to 2 both for Communist and NATO forces.
- Supply start level is finally 90 both for NATO (except if the NATO HQ is getting destroyed on the first turn) and USSR (will get to 100 on turn 4 to 6 with the withdrawal of large sealift assets).
- Sealift capacity stabilizes now @ 20000 both for NATO and Communists after turn 4.
****************************
http://sturmovik.free.fr/toaw/carte.JPG
Have fun! Any comment welcome.
A similar french version is, of course, available too.
AJ
Alain-James
31 Jul 03, 14:01
Last version is 1.33b and can be found at the bottom of this topic.
Alain-James
01 Aug 03, 17:33
Just to add a couple or rules I forgot to write in the readme about the PBEM game and the use of neutral countries territory
----------
In PBEM, between gentlemen, it would be good to respect some rules about the use of neutral countries territory
- Do not use or cross these territories before being given the allowance - it will be written in the news (Sweden, Spain, Ireland and Swiss will come quite soon for the NATO, as for Yugoslavia for the commies).
Exception:
- NATO player can use the way he wants N.African countries territories, including Egypt (will probably change a little in the final release, but for this moment this solution is satisfactory)
- Soviet player can use the way he wants Finnish territory
- NATO is allowed to enter Middle-East countries (everything east of Sinai) only after a Soviet attack in Syria (->armed clashes between Soviet and Syrian forces) or in the case Syria would surrender to USSR when Soviets ask it the free passage (fifty/fifty chances)
Of course NATO can attack anytime Finland and Yugoslavia, and USSR can attack anytime any other country, but be careful with chain reactions! :)
Here it is - rules are not too hard to understand for the moment, I think I can trust you to respect them... :)
Still opened to any comment of course :cheeky:
AJ
I've downloaded the scenario in English & French. I would prefer to take the NATO side. What if not all details are wanted for a quick AAR?:hog:
Alain-James
02 Aug 03, 01:31
I've downloaded the scenario in English & French. I would prefer to take the NATO side. What if not all details are wanted for a quick AAR?
No need for all the details - you can just tell me if you find it fun, playable, sufficiently balanced (especially for PBEM - balance is never a problem with the PO you know that ;) ), and - of course- if anything weird occurs during the game (ie bugs).
If you could give me an outlook of the evolution of the front each 5 turns, it would be warmly welcome - just to have an idea of how will behave "professionnal" players ;)
Of course, if you are willing to give me additionnal details, any is welcome :D
Tell me if you are having hard time finding a Commie opponent.
Thanks for all :)
AJ
*** Edit By Mantis ***
Removed the old attachments, so that only the newest version of AJ's scenario is in the thread.
(FYI - don't worry about adding multiple attachments, etc. Go right ahead! We're not that short of space, I'm just doing some housecleaning where it won't do any harm!)
Alain-James
02 Aug 03, 16:17
Thanks Mantis!
AJ
Alain-James
06 Aug 03, 15:21
Attention: *CRITICAL POINT FOUND*
Having never played PBEM before, I didn't know that initiative check was inactive during these sessions. It changes many things, knowing NATO was supposed to gain the initiative on the second turn.
This said, Im conducting a test with a friend of mine, but I really need feedback of other pbem games telling me if, in their mind, the NATO task is possible or made desesperate by the non-
initiative switching...
exemple of a desesperate NATO situation for me = something like Reds in Paris, Brest and Marseille by turn 10...
Thanks!
AJ
Originally posted by Foggy
I've downloaded the scenario in English & French. I would prefer to take the NATO side. What if not all details are wanted for a quick AAR?:hog:
Read over the various AARs in the AAR Forum, and you can decide for yourself the level of detail you'd prefer to use!
Alain-James
06 Aug 03, 18:26
I will just add, as a last word, that we won't need to change much things if this turns to be outbalanced.
I plan to release as soon as the first part of the NATO (in fact mainly all the FRG-stationned NATO units, Greek and Turkish ones) which will permit a reasonable response time even at turn 1.
If so, I will make a offline and a PBEM dedicated version.
Thanks all!
AJ
Originally posted by Alain-James
I will just add, as a last word, that we won't need to change much things if this turns to be outbalanced.
I plan to release as soon as the first part of the NATO (in fact mainly all the FRG-stationned NATO units, Greek and Turkish ones) which will permit a reasonable response time even at turn 1.
If so, I will make a offline and a PBEM dedicated version.
Thanks all!
AJ
I would be very interested in playing a version optimized for PO play. In fact, I'd help you playtest it...
Still waiting for a communist who wants to crush Europe! With the tournament patch issues, I'm looking to defend NATO against the Russian hordes. Wait a minute, France is included! :D
Alain-James
18 Aug 03, 13:39
Hey everybody
back from the "holidays" :)
Here is the latest version I used in the AAR.
http://www.warfarehq.com/forums/showthread.php?t=3254
There are both latest optimized Player Opponent (PO) and Email (PBEM) versions of the scenario.
In fact, early testings showed me that the PO version is quite good for a NATO player who would be looking for some sport. So if you feel you're not a rookie at playing the fireman when managing your armies at war, take rather the PO version for a Email game. The "official" PBEM version is to be advised in the case of a quite capable Communist player, and ease a little the NATO side's pain.
Mantis, I don't know at 100% which side is the most interesting against the machine, but I have my idea. NATO will be fun till the end (till you reach Moscow), but you must be very unlucky not to achieve a victory against a soviet AI PO - you'll still be very happy to be the victor anyway, cuz the victory won't be party time until you manage to build your own Cobra-like decisive offensive.
At the contrary, playing Communists can sometimes seems frustrating, but the fact that you are playing against the clock is something you can't ignore - you'll have to avoid NATO blockings and find everytime new areas where to attack. The Communists are very interesting also because while you have the initiative at first, then you'll have to lead an offensive playing turn 2, which can get sometimes quite acrobatic...
Definitely, playing reds against the comp is the funniest. Anyway, knowing I didn't add yet any instant victory conditions (I think I will use the Birmingham trick I talked about earlier), once you'll have smashed the whole NATO, you'll have to end the game by yourself with the current time victory status - but don't worry, the road will be very, very long and hard! ;)
If you can give it a try even in PO, you're of course welcomed.
Foggy, you still don't find any friend to crush out?
Well if there is no volunteer and if you're still motivated, I will be happy to play the Baddie against you... :)
AJ
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