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Grog Friends and Affiliates => General Staff Support Forum => Topic started by: Dr D Ezra Sidran on May 01, 2017, 04:56:13 PM

Title: Video showing the General Staff Army Design Module
Post by: Dr D Ezra Sidran on May 01, 2017, 04:56:13 PM
This module allows the user to create new armies and Order of Battle Tables that are combined with maps in the Scenario Design Module to create new scenarios / battles.

Title: Re: Video showing the General Staff Army Design Module
Post by: Adraeth on December 20, 2017, 05:03:09 AM
First of all, once more Excellent funding for the Kickstarter  ;)

Second, i reply here on the Army Design Module just to suggest (as i did before) an useful feature to be included in the Module.

I would like to see a "sort of" random OOB editor where players should just point out number of units, for istance 20 infantries, 12 cavalry and 3 artillery and then leave the editor "do the thing".

This will be really interesting for Single player Vs the AI for the player should know the number of the units but not the quality applied to the AI Order of battle; eventually this might unbalance the game, but in the long run i think this will be a nice feature that will allow the player to setup a battle just few "clicks" away.

Thanks again for such an excellent system
Title: Re: Video showing the General Staff Army Design Module
Post by: Andy ONeill on December 27, 2017, 09:52:11 AM
It's an interesting idea.
I'm not sure how useful randomised sides would be though.
You can copy a command and it's subordinates which will usually reduce the work in building big armies.
Not knowing exactly what you face would be a plus. There's a problem there though.

You need a scenario to play a game.
To design your scenario you pick a map and 2 armies. You then position units on the map. By default they start where you position them on turn 1. You can delay that and make a unit a re-inforcement.
But the whole positioning thing means you know what both sides will be if you do that yourself.

You could share scenarios with someone and build them for each other.

An alternative would be to apply some sort of percentage chance to whether a unit turns up at all.
Make that 100% on most and 90% on a few and you could make a scenario a little more variable without running the likely imbalance from true randomisation.
Title: Re: Video showing the General Staff Army Design Module
Post by: Adraeth on December 28, 2017, 09:35:13 AM
Indeed, i was thinking about the old "battles of napoleon" for DOS , system in random armies and maps.

Random armies, and maybe maps, might be interesting when building up fast pen and paper campaigns, maybe the player might use those armies and maps as a first random scenario to work on, so editing some of the army and some of the map.

And more random armies and maps (and so scenarios combining both) will give a quick battle feature that should be interesting for a fast battle (maybe as a break from historical ones)