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Digital Gaming => Computer Gaming => Topic started by: Jo B on August 13, 2019, 03:21:53 AM

Title: Second Front (in Development)
Post by: Jo B on August 13, 2019, 03:21:53 AM
Hello

This is my turn-based game 'Second Front'. It is showing tactical WW2 actions of single leader, troops, weapons like MGs or Flamethrowers up to Tanks and Guns. It comes with a map- and scenario-editor for players can share their ideas on steam workshop.

I will post about the ongoing development and show results of 18 Month fulltime work of two people.

comments and suggestions are appreciated

https://store.steampowered.com/app/1148490/Second_Front/

https://www.secondfront.games/

https://www.facebook.com/pg/SecondFrontDeveloper/

https://www.youtube.com/channel/UCOxChfy5XZjwf8nlbtF6_oQ

https://twitter.com/hexdraw

http://www.hexdraw.com/

https://discord.gg/yPYTvdk


Title: Re: Second Front (in Development)
Post by: The_Admiral on August 13, 2019, 03:31:25 AM
Been following your work all these months on Facebook, Jo. I can see from the Computer Wargames & Wargame Artwork group that reception has been super positive so far, and I can understand why  :notworthy:

Just so you know, hotlink to Facebook images works on this board, you are not obliged to attach each and every picture to your post. If you find the whole facebook hotlink thing bothering, may I advise you to work from a platform like Flickr - doing so will allow you to use your pics on other social platforms too!

At any rate, keep up the super work!  :peace:
Title: Re: Second Front (in Development)
Post by: Jo B on August 13, 2019, 03:40:43 AM
thanks Amiral Crapaud, happy to find you  here  :)
Title: Re: Second Front (in Development)
Post by: Jo B on August 13, 2019, 04:05:37 AM
one of the challenges, of course, is to enter the three-storey buildings

Title: Re: Second Front (in Development)
Post by: FlickJax on August 13, 2019, 04:08:44 AM
Looks encouraging, will be good to see more.
Title: Re: Second Front (in Development)
Post by: Jo B on August 13, 2019, 04:11:44 AM
Quote from: FlickJax on August 13, 2019, 04:08:44 AM
Looks encouraging, will be good to see more.

thanks  :)

the Mapeditor. Maximum sizes are now set to 200x200. but that could be just a bit too mutch.
I dont know where the limits are. depends on hardware.
Title: Re: Second Front (in Development)
Post by: Jo B on August 13, 2019, 04:18:10 AM
Game comes with a cinematic mode . thats just an option, not a must.
this video shows the german AI moving, while I as the player are just hit next turn/phase button
the video should not show AI behavior or scenario design. it is just about the new cinematic feature
AI and player can move more than one unit at a time as long the last one is not fired on.
to be clear this is turn based not real time


Title: Re: Second Front (in Development)
Post by: Jo B on August 13, 2019, 04:28:05 AM
this Video shows the option to fire anywhere in the covered arc of the tanks gun , outside of that the player or AI needs to change direction of turret (if any))
and also the destruction of buildings and bridges. in the final game such destruction will be more difficult.


Title: Re: Second Front (in Development)
Post by: Jo B on August 13, 2019, 04:31:57 AM
the game comes with more than 200  American, German, Russian vehicles and guns

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.hexdraw.com%2FWord%2Fwp-content%2Fuploads%2F2019%2F03%2FUS_Army.png&hash=429864fe07a107efc1d4e41042f12c6958b645a0)

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.hexdraw.com%2FWord%2Fwp-content%2Fuploads%2F2019%2F03%2FGerman_Army.png&hash=35ec01fec0e954fcd30f4776be8e6a68cac0c634)

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.hexdraw.com%2FWord%2Fwp-content%2Fuploads%2F2019%2F03%2FRussian_Army.png&hash=25c2d4d148ee6b45f58f8480af23825a7ffe4e29)
Title: Re: Second Front (in Development)
Post by: FlickJax on August 13, 2019, 04:53:18 AM
No Brits :(
Title: Re: Second Front (in Development)
Post by: The_Admiral on August 13, 2019, 05:13:06 AM
It's because Second Front is such a perfect and faithful adaptation of ASL, I suspect that you're gonna have to wait for the 5th module before they care to show up. Blimey!  :coolsmiley:
Title: Re: Second Front (in Development)
Post by: FlickJax on August 13, 2019, 05:55:58 AM
Game developers sometimes forget we were there from the start ;) and managed a reasonable job of holding them back  (apart from France/Belgium)
Title: Re: Second Front (in Development)
Post by: The_Admiral on August 13, 2019, 06:07:38 AM
And Poland, and Norway, and Denmark, and the Netherlands, and Greece, and... oh crap I give up on the topic of holding them back outside of Dover, Gibraltar, Malta and Egypt. But still, I see your point ;)
Actually, truth be told, you were the only ones who were there from the start and still there five years later unbroken in the process. Kinda hard to ignore in my book at least!  :notworthy:
Title: Re: Second Front (in Development)
Post by: JasonPratt on August 13, 2019, 06:28:38 AM
Let us know when this gets to Steam!
Title: Re: Second Front (in Development)
Post by: FlickJax on August 13, 2019, 06:45:10 AM
Quote from: The_Admiral on August 13, 2019, 06:07:38 AM
And Poland, and Norway, and Denmark, and the Netherlands, and Greece, and... oh crap I give up on the topic of holding them back outside of Dover, Gibraltar, Malta and Egypt. But still, I see your point ;)
Actually, truth be told, you were the only ones who were there from the start and still there five years later unbroken in the process. Kinda hard to ignore in my book at least!  :notworthy:

Lots of manpower but spread out and with poor logistics and mainly outdated equipment and poor generals (initially)

We did well :)  elements of luck too but lot's of bravery :)
Title: Re: Second Front (in Development)
Post by: Rayfer on August 13, 2019, 06:54:59 AM
Quote from: JasonPratt on August 13, 2019, 06:28:38 AM
Let us know when this gets to Steam!

+1  Yes, please do.
Title: Re: Second Front (in Development)
Post by: Geezer on August 13, 2019, 07:10:25 AM
Those vehicles look very nice.  Throw some mud on them and they'll be perfect.  ;)
Title: Re: Second Front (in Development)
Post by: Gusington on August 13, 2019, 08:28:47 AM
Hello beautiful. Where has this game been all my life?
Title: Re: Second Front (in Development)
Post by: steve58 on August 13, 2019, 09:06:08 AM
Quote from: Rayfer on August 13, 2019, 06:54:59 AM
Quote from: JasonPratt on August 13, 2019, 06:28:38 AM
Let us know when this gets to Steam!

+1  Yes, please do.

++1
Title: Re: Second Front (in Development)
Post by: FlickJax on August 13, 2019, 09:08:57 AM
Quote from: Gusington on August 13, 2019, 08:28:47 AM
Hello beautiful. Where has this game been all my life?

LOL
Title: Re: Second Front (in Development)
Post by: Jo B on August 13, 2019, 10:41:44 AM
thanks for replies  :)

the Scenario Editor
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/68551716_496761907536211_4319967682154725376_o.png?_nc_cat=109&_nc_eui2=AeE_bUx-8luyJ0m1no98a4j5ro2-28lnt7N0rAV4nG5DD4z6GL5muVBAMkHPbnm9SffYVCC6QlC8_8igP0M3Tp1SvXDfvqmoioRnm7ZEm6hcqQ&_nc_oc=AQnJkFroHczgZJ_vm7CWzdZhfx8PDrt1VcTdx1PwGB-fq6ggWGG3oIljZdTMHkadZ_E&_nc_ht=scontent-vie1-1.xx&oh=726d0f58e0e32faef4d62cd06ac88ce6&oe=5DE2F06D)
Title: Re: Second Front (in Development)
Post by: Jo B on August 13, 2019, 10:43:15 AM
since a week the development is on small weapons.
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/67759435_497875037424898_6705902958036385792_o.png?_nc_cat=105&_nc_eui2=AeFxxFwHI9oMJ0FhIwzj4zN9_wA0Y85FmNxl6eTLR3N3KPZiROuaOzw6jMXxbIvu8N43Av6LB6GImL5Y4kT5IJIX1_dzHyxeYghTOXcNdufuAQ&_nc_oc=AQlh9519r-RHd70Fo3LwDX7ZnWVqidLiaoFR4NXD-JGJVS9-DoxjK1vmCEB5JMBWR5w&_nc_ht=scontent-vie1-1.xx&oh=d3aebb101d7974cce692e15f7667baf7&oe=5DDB29F4)
Title: Re: Second Front (in Development)
Post by: Gusington on August 13, 2019, 12:37:53 PM
Is this in a testing stage?
Title: Re: Second Front (in Development)
Post by: CJReich46 on August 13, 2019, 12:41:20 PM
Impressive, I must say. I liked the vehicles too. Yeah I would like to see Brits there too.

But again this is looking very good. I wish you good luck, hope this lands on Steam.
Title: Re: Second Front (in Development)
Post by: Jo B on August 13, 2019, 12:50:55 PM
Quote from: Gusington on August 13, 2019, 12:37:53 PM
Is this in a testing stage?

no, but it will come to a beta. can't say when.
now working on MGs. I'll report about ongoing development.

(https://scontent-prg1-1.xx.fbcdn.net/v/t1.0-9/67928492_499496780596057_2425936101605638144_o.png?_nc_cat=110&_nc_eui2=AeG_AIRs_0LVWxXRD2wKWv17ZrkiaATBJq8wpsRKfcNibFwaZL9Cnm5SGYpoZreLEV3CdBDtVRcCD97VZWxMRea5wGuV7TyHg-0_qHG0sxwnvQ&_nc_oc=AQl7k8OnZ3BXVH6M1L7GcrrZpNeihSR1iDbMXfMFnc14zfzWbk9agpvI7d6xDW9w94o&_nc_ht=scontent-prg1-1.xx&oh=1be80944163be6b1abaa5396395fc47d&oe=5DC7D274)

Title: Re: Second Front (in Development)
Post by: acctingman on August 13, 2019, 01:32:55 PM
This looks pretty cool. Reminds me of the Battle Academy series.
Title: Re: Second Front (in Development)
Post by: Jarhead0331 on August 13, 2019, 01:36:47 PM
Very nice tabletop/minis feel.
Title: Re: Second Front (in Development)
Post by: al_infierno on August 13, 2019, 01:42:51 PM
Very glad to see you here.  Been watching the development of this game closely, looks like an awesome mix between ASL and something like Steel Panthers or Battle Academy.  Keep the updates coming!  \m/
Title: Re: Second Front (in Development)
Post by: Jo B on August 14, 2019, 05:36:53 AM
Tank of the Day: SU152
(https://scontent-prg1-1.xx.fbcdn.net/v/t1.0-9/68520690_500403237172078_1852364633931776000_o.jpg?_nc_cat=109&_nc_eui2=AeEYfTeQytZO7bcC_qK_7oa-owRhXFMQIN5RTGz8V0ODbF9YAEJKPwElTl-xZfK9TkWn8UdrUp6JjVVcnx6BVBdvaIDZNpq5uodBFTuXUDjlSw&_nc_oc=AQltYioKU3x7WL-U9kEFtu_2p5jNdctNyJVw8MHcaOapNo3IKvZSI8--XcpO0p-FmCE&_nc_ht=scontent-prg1-1.xx&oh=a92ecf7315f6a7f34fdc1ada5637035e&oe=5E157D00)
Title: Re: Second Front (in Development)
Post by: Jo B on August 14, 2019, 06:53:39 AM
the Flamethrowers
(https://scontent-prg1-1.xx.fbcdn.net/v/t1.0-9/68492718_500435783835490_8941463560504999936_n.png?_nc_cat=109&_nc_eui2=AeFgdZRnJGStCXio517OY4Wu3H2-KdNhfokBMAylreGoz5TcdNGgsJUdbVxnXPfwt3eFlCcDrvneAAiIwQt1g-r4iLCDs9jgWG5mYBEbIyPAhA&_nc_oc=AQnvZVgTBIS5j3Znl89-Ar2FvP570dvCmWu9XTL2PDdREfcSXWnp8TcjB9zoYLJBTTU&_nc_ht=scontent-prg1-1.xx&oh=db2b5c19684f83d76599f61ae8b054a6&oe=5DD679E0)
Title: Re: Second Front (in Development)
Post by: acctingman on August 14, 2019, 08:22:52 AM
I probably know the answer to this question (when it's ready) but do you have a loose time frame when we might be able to play this?  8)
Title: Re: Second Front (in Development)
Post by: Jo B on August 14, 2019, 09:15:45 AM
Quote from: acctingman on August 14, 2019, 08:22:52 AM
I probably know the answer to this question (when it's ready) but do you have a loose time frame when we might be able to play this?  8)

I really can't say. I think there are enough 'easy' or simple PC Games like my first one "Tank on Tank" .
This time I want do it right, that needs time.
 
Title: Re: Second Front (in Development)
Post by: FarAway Sooner on August 14, 2019, 07:00:33 PM
Stubbornness has always served you lot well.  At least, ever since 1783!

Of course, one could argue that they considered themselves Englishmen until the American Revolution began, so maybe they were just as stubborn as those of you on the other side of the Atlantic...

I daresay that Russia also had something to do with you guys surviving, although it is interesting to contemplate what an alternate history would have looked like if Germany and Russia had never gone to war.  (I know how improbable that is.)
Title: Re: Second Front (in Development)
Post by: jomni on August 15, 2019, 12:36:40 AM
Russian tanks shouldn't be brown
Title: Re: Second Front (in Development)
Post by: Jo B on August 15, 2019, 06:39:47 AM
German Leader and Squads with Panzerschreck, LMG, and MMG
(https://scontent-prg1-1.xx.fbcdn.net/v/t1.0-9/68283218_500940527118349_4029097610512957440_o.png?_nc_cat=109&_nc_eui2=AeGeD3foAENzMvpj9HX7e-UK4o0zO3lQ_vNXxfQxiuUL4MqPtt8BMdA014zgga3HY2TZ7mekP2coPasnWdf1F7z_CnShNt5yFJmfPlAyv5GTdg&_nc_oc=AQll7_foFFJkwTV3szr9usj8bfN7f-eb7I0PITbiV8vPQ1_1PrRXc6Dq89Kzz_wFDo0&_nc_ht=scontent-prg1-1.xx&oh=3a607fb128e9ef8552e02c691e7175ea&oe=5DD31064)
Title: Re: Second Front (in Development)
Post by: Jo B on August 15, 2019, 06:40:41 AM
two Squads with LMGs, Bazooka and Flamethrower.
(yes, the Bazooka is very big, but most time you will see it from far distant)
(https://scontent-prg1-1.xx.fbcdn.net/v/t1.0-9/67763407_500919383787130_834864659348586496_n.png?_nc_cat=101&_nc_eui2=AeG_hLcOhKjhXFHPwkN_vkn1OXbRbK464GEL8jZYlCVQThrL6Xz_Xh-pvBHY35KuTA1JWHty8ImL6IuPQziBJ0-PUCKZLjhZLZAfs_9-uJViDw&_nc_oc=AQl7FzsLXEjiVxezOjUBqm09J5qs6J1-Jzh8_qc_FqsuC6y-Td7mCwF2vN8eYLjkDG4&_nc_ht=scontent-prg1-1.xx&oh=37fefc346b27eb57a84867c1eccda2b7&oe=5DD42B37)
Title: Re: Second Front (in Development)
Post by: al_infierno on August 15, 2019, 06:53:33 PM
 :smitten:  Come to daddy!
Title: Re: Second Front (in Development)
Post by: Jo B on August 16, 2019, 09:02:50 AM
Small Weapons got their representation on Flags
(https://scontent-prg1-1.xx.fbcdn.net/v/t1.0-9/68344682_501498697062532_7689732390473695232_o.png?_nc_cat=111&_nc_oc=AQmRp9oaBBVk99SkRacR85ooY-SH1pIbtb_RTBb-UBowA7r2z4TU0HFWllPToYMRraI&_nc_ht=scontent-prg1-1.xx&oh=ab0436f5f640ddc64bb1047b73fbf308&oe=5E132A0A)
Title: Re: Second Front (in Development)
Post by: Scutarii on August 17, 2019, 05:31:33 AM
Very excited with this game, looks like a true modern successor of "Steel Panthers", the original, perfect for tactical combat (i allways liked more original SP because limit number of units in battlefield to 48 and prevent when you play AI with a lot of points fight over battalion scale) and even when is not in alpha at least is showing something not like other games that wanted be SP successors but in 5 years are still Fog Tigers :D

I have a question about infantry... squads are going to model individual soldiers (i refer like in SP show infantry units strenght in nº of soldiers and power based in equipment) or is going to be like in tabletop game with an abstract number to show the unit strenght??? (i think in "Lock and Load Heroes of Stalingrad" with full and reduced squads for example).

I think if game offer good modding tools could be better than SP because you an add new armies and simulate other wars pre and post WWII but all in a single title instead 2 (i think in Win versions of SP).

I keep the wargaming forum where i post in my language update with the info about game and well, game receive a lot of love, could be WWII, could be a little cartoon style but feels like an old school wargame... only need now to be 100% happy a modern version of "Age of Rifles" and "Fighting Steel" because modern version of "Age of Sail II" is comming  :notworthy:

I never was in a kickstarter but if you do it count with my euros  O0

PD: talking about add content to game... if i add it in future to my HD i have very clear whats going to be the first scen i am going to create when i have time... "When Tigers Pounce"... i play this scen in SP demo a lot and made me decide buy SP decades ago  :'( and if we can see Pacific front "On the Munda trail", short and intense.





Title: Re: Second Front (in Development)
Post by: The_Admiral on August 17, 2019, 06:56:45 AM
QuoteI keep the wargaming forum where i post in my language update with the info about game and well, game receive a lot of love, could be WWII, could be a little cartoon style but feels like an old school wargame... only need now to be 100% happy a modern version of "Age of Rifles" and "Fighting Steel" because modern version of "Age of Sail II" is comming  :notworthy:

No worries about the Steel Panthers part, from here and what I've seen over the months, it looks like Jo has you well covered in that respect and many others 8)
About that modern rework of Fighting Steel, what can I say... It is in the works  :-"

Quoteif we can see Pacific front "On the Munda trail", short and intense.
Ah see Jo, at very last, someone who wants PTO! You're not alone! :notworthy:
Title: Re: Second Front (in Development)
Post by: Jo B on August 17, 2019, 10:33:49 AM
thanks  :)
Quote from: Scutarii on August 17, 2019, 05:31:33 AM
I have a question about infantry... squads are going to model individual soldiers (i refer like in SP show infantry units strenght in nº of soldiers and power based in equipment) or is going to be like in tabletop game with an abstract number to show the unit strenght??? (i think in "Lock and Load Heroes of Stalingrad" with full and reduced squads for example).
there are Squads, Halfsquads, Crews, and single Leaders and Heros.
the Squads and Halfsquads can become weakening and  toughening during game. they represent groups of men and behave like that.
when the break and then rout away this is kind of group panic. A hero can be created by combat result. means one of the group gets more angry and individual.
Heros and Leaders can be wounded. I see this groups as big advantage vs single soldiers. the game heavily deals with the unsharpness of scope.
the group breaks and routs away but the reason, a wound or a kill is unkwon and left to imagination.
there is also a "unknown" combat result for tanks , where it is unclear for a while if this tank is destoid or not. so the player has to deal with shoot again or not.
It is all about uncertainties. I try to show them as percentage.

before and after drop down small weapons
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/68516108_502109787001423_877766391883628544_n.png?_nc_cat=108&_nc_oc=AQmTEQAfWLiXjBsv-hgSvVM2YV2x_qHZUAfvYGhYUT79AZ5HhzqzljoodDTJXr5GbQg&_nc_ht=scontent-vie1-1.xx&oh=d6ec90842835db09abbae60e22769ffe&oe=5DCBC500)
Title: Re: Second Front (in Development)
Post by: MrsWargamer on August 17, 2019, 12:34:51 PM
'Uncertainties'. I like everything about that actually Jo.
Title: Re: Second Front (in Development)
Post by: Jo B on August 18, 2019, 04:25:36 AM
rotate the turret, firing the Gun and all three MGs
Title: Re: Second Front (in Development)
Post by: Jo B on August 19, 2019, 12:12:33 PM
Pick up Small weapons. A mouse click on one of the top right small weapons will put it on one of the selected units bottom right (Units in same Hex). Top left Units are shown when mouse moves over a hex. Bottom left shows small weapons unpossesed in hex where the mouse is in.

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/68776958_503148866897515_2594889515050991616_o.jpg?_nc_cat=102&_nc_oc=AQlEbROVUUxJwvnGJb_Iu4COQ6RcWqc31MSjhH6tkqER_nTl-0GaAG1BpbCivjJrlLw&_nc_ht=scontent-vie1-1.xx&oh=96f3be03b20cf4b902e57dadc3e89f2d&oe=5E128266)

German 50 mm Mortar 36
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/68431520_503231133555955_4528068043170906112_n.png?_nc_cat=103&_nc_oc=AQnNtj8PuJi0EsKlBDYzBroiRhnJDbFzyjNtzMYU8cET8r0QnbsAR472FhoZ3hRNM-Y&_nc_ht=scontent-vie1-1.xx&oh=7fa787b570a1404622871d5ab1641f07&oe=5DC7BECF)
Title: Re: Second Front (in Development)
Post by: Jo B on August 21, 2019, 07:42:08 AM

Changed the way soldiers are displaid in buildings. Now should be more clear where everyone is.

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/68629968_504203036792098_588174111667126272_n.jpg?_nc_cat=107&_nc_oc=AQlIKO3oC2qI33dnqWb1si0CXrTKz4goC_TYvNKyjG-10xhOM-_rNUkX8UyORzq-uPk&_nc_ht=scontent-vie1-1.xx&oh=8b46947be95ad8a0f4ead26c1e5045ed&oe=5E153030)
Title: Re: Second Front (in Development)
Post by: Jo B on August 22, 2019, 01:47:37 PM
after treatment of the 'Shadow Acne' we polished helmets and boots
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/69147259_504836023395466_5483455197151756288_o.png?_nc_cat=103&_nc_eui2=AeFf-uDlIRVo_7DMt-5o6GHqoue8xLphaO_6xbFEv2M4b6suqeyjaBFvLX4TG9-uDN6m0G4XfzbCfGKG1boC-4UremHyWRVsSnc3UfZi_w9uow&_nc_oc=AQkuZ_IS_GVnXC8vv69AQRNG3rAif3mzMBcHjhkjzclFGqiC7xA1PfCCOnr6fmPSINk&_nc_ht=scontent-vie1-1.xx&oh=c8b6836445c85d7a740337bd70423fb2&oe=5DCA5BAB)
Title: Re: Second Front (in Development)
Post by: Jo B on August 24, 2019, 02:47:20 AM
the Panzerfausts and improved 50mm Mortar
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/69122776_505717129974022_5406454233195085824_n.png?_nc_cat=102&_nc_eui2=AeHZO43MsA-6-NNqpMS3GIFN-kOSRuBCn9zWhxiPUZDLExnHkCkf-XAgv8z-ia5pMl_PPfy0Z4FM5WtJtOyLXsiBkgb4zDVtKlJoxWOCV3PE_g&_nc_oc=AQmfP8zIdok-mldANEU9San99ukGptIC7FTyZh8TST9yrnv3IcaTXdI_foTDGwPRIao&_nc_ht=scontent-vie1-1.xx&oh=cbe4a88ebd14db68d42b62cd6673c42a&oe=5E0B0383)

after each shot one of the three Panzerfausts will be switchted off. Very dangerous to armored vehicles on short range.
Even with three of them it does not hinder the infantry on running, while carrying 6 of them will slow them down a bit.
(Warning: better not fire out of buildings)
Title: Re: Second Front (in Development)
Post by: Jo B on August 25, 2019, 05:16:59 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/68953271_506281523250916_1757873828706385920_o.jpg?_nc_cat=100&_nc_oc=AQlik9rxnTC0PfGKN4tkCLD6kQxuI1X0BffkxJ5an_UzGmGgbexI9hGtuJ2KiVZAkfw&_nc_ht=scontent-vie1-1.xx&oh=1bdd8c1bcae6bf6ce91b3e03f944bf69&oe=5E0E4A22)

The Stug III G can fire AAMG remotely only when the hatch is closed, and only through frontal facing.
Finally found the origin of the shadow acne and could completely heal it.
Then I was able to beautify the shadows as you can see in this picture.
Title: Re: Second Front (in Development)
Post by: Scutarii on August 25, 2019, 05:52:19 AM
Thats a good detail, i imagine vehicles with "normal" MGs needs one crew member expose half body to use them (the .50 even needs one guy outside!!!)

A little question, is possible you explain the infantry unit atributes??? Thank you.

PD: i read if is possible add later things like schurzen as an option in vehicles... you refer add a new vehicle variant or the option to equip extra modules in the base vehicle???

I have in mind other defensive add-ons but more... mad max style like sandbags, track lugs, bed bases, wood... and in a some cases pieces of dead tanks in a clear example of cannibalism :buck2:
Title: Re: Second Front (in Development)
Post by: Jo B on August 25, 2019, 11:31:03 AM
yes ok, I'll try make a picture what will explain the values visible on  the display
Title: Re: Second Front (in Development)
Post by: Sir Slash on August 25, 2019, 09:53:46 PM
Looking very nice Jo B.  O0
Title: Re: Second Front (in Development)
Post by: Jo B on August 26, 2019, 12:30:04 PM
Quote from: Sir Slash on August 25, 2019, 09:53:46 PM
Looking very nice Jo B.  O0

thanks  :)

Now only Boots and Helmets reflect the sun. Russian Maxime MMG and Russian HMG with new Screwdriver button for to disassemble the weapon.

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/69764379_507046949841040_366056068318494720_n.png?_nc_cat=103&_nc_eui2=AeF49UoG4RM5-kOJzq-kgmiHyey_TdK_mVGFqCK7AOsiUyMfa89kI3w0uqOZfg-pIv6A3SIy4HoOtn9VVVx8kXcIhx2e7paATrqX3xXJI8yQPA&_nc_oc=AQlMbouXaUqWgHwzxUVSw1vFVo03Pl3h8PnU4oRArtlo4nyzOrsJ5weRyRO95S5P4uE&_nc_ht=scontent-vie1-1.xx&oh=7ec4baf42d137dea9ba842afb36caadf&oe=5DD17699)
Title: Re: Second Front (in Development)
Post by: Jo B on August 27, 2019, 10:01:43 AM
first Riders
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/69246941_507465219799213_6435306515011207168_o.png?_nc_cat=102&_nc_oc=AQkLSC9QBCIlFSWqwv09_vGIv1l_fWLEWa0ulA9DX797rWr-H3oj5zrBoJX76V7vLXo&_nc_ht=scontent-vie1-1.xx&oh=992112918b477cb532c0e227dd20c2b4&oe=5E05A9AB)
Title: Re: Second Front (in Development)
Post by: Jo B on August 28, 2019, 03:45:41 AM
the Spring Map:
120 x 32 Hex.
20 Minutes to generate the Line of Sight (60MB)
27 Seconds to load in a Scenario
Title: Re: Second Front (in Development)
Post by: acctingman on August 28, 2019, 08:52:14 AM
Love that HUGE map.

Look good there Jo B. Can't wait to try your game out.
Title: Re: Second Front (in Development)
Post by: Sir Slash on August 28, 2019, 10:11:20 AM
That IS a hell-of-a big map.  :o  Very, 'Russia' looking too.  O0
Title: Re: Second Front (in Development)
Post by: Jo B on August 29, 2019, 05:19:17 AM

thanks  :)

(https://pbs.twimg.com/media/EDE93c4W4AAf-XH?format=jpg&name=medium)
Title: Re: Second Front (in Development)
Post by: Pete Dero on August 29, 2019, 07:24:37 AM
Quote from: Jo B on August 28, 2019, 03:45:41 AM
the Spring Map:
120 x 32 Hex.
20 Minutes to generate the Line of Sight (60MB)
27 Seconds to load in a Scenario

What means '20 minutes to generate the line of sight' ?  Is that part of making the map on your side or is this on the side of the player who runs a scenario on this map ?

Looks great by the way  O0
Title: Re: Second Front (in Development)
Post by: acctingman on August 29, 2019, 08:33:45 AM
This game looks like playing a board game using mini's and I cannot wait to give this a spin.
Title: Re: Second Front (in Development)
Post by: Jo B on August 29, 2019, 11:57:11 AM

Quote from: acctingman on August 28, 2019, 08:52:14 AM
Love that HUGE map.

Look good there Jo B. Can't wait to try your game out.

thanks :-)

Quote from: Pete Dero on August 29, 2019, 07:24:37 AM
Quote from: Jo B on August 28, 2019, 03:45:41 AM
the Spring Map:
120 x 32 Hex.
20 Minutes to generate the Line of Sight (60MB)
27 Seconds to load in a Scenario

What means '20 minutes to generate the line of sight' ?  Is that part of making the map on your side or is this on the side of the player who runs a scenario on this map ?

Looks great by the way  O0

no, you create a map in that size in the mapeditor, then it needs 20 minutes before you can use it and can setup units in the scenario editor
Title: Re: Second Front (in Development)
Post by: mbar on August 29, 2019, 12:24:32 PM
I haven't heard of something that cool since Counter Strike: Condition Zero. You could plug any created map into it and the "turtle" AI software would path all the bots to use the map. Different game type but similar creative flexibility for the user.
Title: Re: Second Front (in Development)
Post by: Jo B on August 29, 2019, 01:38:26 PM

for to plan the scenario on the map you find this tool in the Garage to compare 2 Tanks. The distance can be set wit the ruler on bottom center.
On top it shows the probability to penetrate the six parts of armor on the set distance.

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/69157597_508591183019950_2660002623712657408_o.jpg?_nc_cat=107&_nc_eui2=AeH9-N57lihfccSi3aiBuPnWe6zvjTG-VjmHel7iJvHgfoiPLnAPLiBw3qyuKHodSfQMVYZmf19_sDRjC9tNnvYDPURzJBx0S3lRESjbR15qzQ&_nc_oc=AQn72tCFpLpetL8j_c294o6r9P-pwmbqGdrL68dPk5vLCzyl7EvdqDmhUDFfo3e1FVI&_nc_ht=scontent-vie1-1.xx&oh=8486c429af67130a775f4f594d4f0953&oe=5E0E8E61)
Title: Re: Second Front (in Development)
Post by: Jo B on August 29, 2019, 01:39:27 PM
Quote from: mbar on August 29, 2019, 12:24:32 PM
I haven't heard of something that cool since Counter Strike: Condition Zero. You could plug any created map into it and the "turtle" AI software would path all the bots to use the map. Different game type but similar creative flexibility for the user.

thanks  :)
Title: Re: Second Front (in Development)
Post by: Jo B on August 31, 2019, 07:47:51 AM
a next picture from inside the garage. I had to renew the lighting for then new Render Pipline. Looks a bit brighter compared to the last Garage picture. Also showing the first German riders on a Panther. Notice the heavy frontal Panther armor. There is always a little chance for the grenade is a Dud.

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/69823174_509513996261002_2233153840234889216_o.jpg?_nc_cat=109&_nc_oc=AQnm4lz1RlU8U22wYrWGNEcQ-Mblt7LqS-9HFP6T52ncjahfQ67DtJ7Zz0eTMMHvnlw&_nc_ht=scontent-vie1-1.xx&oh=1ebbfa04a524084040229589d777fb59&oe=5E03AB9C)
Title: Re: Second Front (in Development)
Post by: Staggerwing on August 31, 2019, 08:25:29 AM
Awesome!
Title: Re: Second Front (in Development)
Post by: Jo B on August 31, 2019, 08:39:15 AM
the Panther:
the hatch is open so he can fire the AAMG but can not use the Smokedispenser and can not use the Nahverteidignungswaffe (Long Vehicle) in close combat. the red movement number indicates problems to start the engine. But altleast not tends to start burning as in it's D version. The very powerfull 75mm very long gun will destroy most enmies on a hit.

the Jagd Panther:
Garage camera now rotated closer to the tank.
Hatch is closed so the symbol for the Nahverteidingungswaffe is not cover by the red 'not to use when open hatch' sign.
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/69530530_509542812924787_7759939540801814528_o.jpg?_nc_cat=105&_nc_oc=AQk0x2bJx9h0yLipJ4uJbCyDYksCz_wXZl3sO3Or6_oIpEigAbPAwrMXGs_ZSWppCag&_nc_ht=scontent-vie1-1.xx&oh=768fb7b036ff27bc66493ff7bf020505&oe=5DCF9856)
Title: Re: Second Front (in Development)
Post by: Jo B on September 01, 2019, 12:02:50 PM
new Water
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/70331863_510032709542464_4809673058606383104_o.jpg?_nc_cat=100&_nc_eui2=AeFKeJHiR1sc2CJ9ywn1GS6TYk4P_6H8m0AnLzvN_F4HuNo40qtiRD-Ebh8TJxrhX2jI-S2u7KvJn2aDdwRKGa50IPMxHL9uVVrLuR0nhm4Fgw&_nc_oc=AQm2G06c0fq4NB693llcW-fKvvWLV-9rwoCZ5NINHy6GQ1Hw-nz8AxjUeCrBGz413vE&_nc_ht=scontent-vie1-1.xx&oh=01ea2d4e99f21b5e7676c25a05a91fff&oe=5DD2BE17)
Title: Re: Second Front (in Development)
Post by: Jo B on September 03, 2019, 01:09:42 PM
Created a shader to replace the base color of a tank. so it would be possible to change the color
in game (without loading a new texture) to what ever new color. Here Dark Yellow on a Tiger E.
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/69363595_511277662751302_8229835939673800704_o.png?_nc_cat=105&_nc_eui2=AeGjWFZHpi3HfQr4ZGr5hvYEp_bODXhhmjMRvCyEVK-2u6Z0VVhASGAWiK5kfrbB-144ozBr5PcJtWveaQqhQCQFFVUsGtyP4VkLxoqmqDATIg&_nc_oc=AQl5sEhELeS2l5TBgL_CR2CFyErkuWJpmZpKHjpdnXYW3BGg6oUlpOkABXQKCa-jckU&_nc_ht=scontent-vie1-1.xx&oh=81d52321b99ea42f9fd1f686ae2702ad&oe=5DF91E7A)
Title: Re: Second Front (in Development)
Post by: Jo B on September 04, 2019, 01:43:37 PM
another day in the garage. For steam screenshots I worked on the post processing effects.

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/70175811_511929806019421_4933865375159812096_o.jpg?_nc_cat=109&_nc_oc=AQkUiDNQdd9-1c-WXK2ErcDRthDDvRDdeylHJNDFGdcFzgBMi7p2fbeEG9tKFDpE9qU&_nc_ht=scontent-vie1-1.xx&oh=692921412d80dbdc0d721d1e8685d8ab&oe=5DCDFA4A)
Title: Re: Second Front (in Development)
Post by: Jo B on September 05, 2019, 12:57:51 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/69734533_512477749297960_5146084279100375040_o.png?_nc_cat=109&_nc_eui2=AeFpoKY8niMNVAWPbZED44aXGlo_khtooLh4irOdoPnPYddJguxSoYa4KYz9Uz_kPJeUUrPMGU-GVWx2OdEPljxSldEcBQstHEH9zOm5UT4AIg&_nc_oc=AQntStGSD-y0yV7DSXwj-7YWAHzw1jXX-vNZB1QQExSfrYf5ojBtW6i2zyOAoqydG_U&_nc_ht=scontent-vie1-1.xx&oh=86e44727cc279f4fb7068456652d5c5f&oe=5E071D91)

working on MGs, Rout animation, Garage lighting . Grafics starts with american riders.
the Möbelwagen with open and closed hatch.
Title: Re: Second Front (in Development)
Post by: al_infierno on September 05, 2019, 01:05:24 PM
This thread is like the social media feed of a brand new girlfriend.   :smitten:

Keep em coming!
Title: Re: Second Front (in Development)
Post by: Jo B on September 06, 2019, 05:49:41 AM
Quote from: al_infierno on September 05, 2019, 01:05:24 PM
This thread is like the social media feed of a brand new girlfriend.   :smitten:

Keep em coming!

thanks

Scenario 'Le Cheateau 3'. Turns 1-5, (infantry only) 18 Minutes
Title: Re: Second Front (in Development)
Post by: Barthheart on September 06, 2019, 07:21:35 AM
That's awesome! Well done.

Not sure about the phone for the next phase button but everything else looks great.
:bd:
Title: Re: Second Front (in Development)
Post by: Jo B on September 07, 2019, 03:48:04 AM
Quote from: Barthheart on September 06, 2019, 07:21:35 AM
That's awesome! Well done.

Not sure about the phone for the next phase button but everything else looks great.
:bd:

thanks  :)

lost vs the AI in scenario 'Le Chateau 3'. I thought I rember how to win that. Lost the left wing leader,
was thrown out of the big building and when the russian starts to attack I felt ist time to quit in turn 7.

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/69547580_512864382592630_7574278975157960704_o.jpg?_nc_cat=109&_nc_eui2=AeGjaXcY5pggvSoklUJRk_ywDPD2kU2vtEP0nxFFENSA8I72wzA5MMRrigbxg1E7Gxwu6VYjEORNRlBCQWxEHF8_Slz9Tr8Pmu9IlFI2Swm9hQ&_nc_oc=AQkqRg8EMCCGDtR-cURKrbPm-kInIY2ifLVpy5ZkFkOPiroUmROLaps3p-wLOur65Jw&_nc_ht=scontent-vie1-1.xx&oh=b4a474630964ec1fdf84245177286676&oe=5DF64E07)
Title: Re: Second Front (in Development)
Post by: KyzBP on September 07, 2019, 07:29:43 AM
I love everything about this so far, especially the artwork.

If you feel like you need to keep the phone in there why not go with a field phone instead?
Title: Re: Second Front (in Development)
Post by: Jo B on September 07, 2019, 09:45:08 AM
Quote from: KyzBP on September 07, 2019, 07:29:43 AM
I love everything about this so far, especially the artwork.

If you feel like you need to keep the phone in there why not go with a field phone instead?

it is the 'Ring Ring' what was a bit too load. the graphics could be changed to kind of field phone.

short video about the sounds for the sequence of play.
replaced the loud long "Ring... Ring..." with a short "tut tut".
Title: Re: Second Front (in Development)
Post by: KyzBP on September 08, 2019, 06:53:54 AM
Quote from: Jo B on September 07, 2019, 09:45:08 AM
Quote from: KyzBP on September 07, 2019, 07:29:43 AM
I love everything about this so far, especially the artwork.

If you feel like you need to keep the phone in there why not go with a field phone instead?

it is the 'Ring Ring' what was a bit too load. the graphics could be changed to kind of field phone.

short video about the sounds for the sequence of play.
replaced the loud long "Ring... Ring..." with a short "tut tut".


I imagine something more like this (start at 8:52):


The German field phone cranks much quieter so it might not work for what you're shooting for and I didn't see anything about a Russian field phone during my quick search.  I'm guessing they didn't talk much.
Title: Re: Second Front (in Development)
Post by: Jo B on September 08, 2019, 10:25:39 AM
ok ok,


Suprise Attack on German Convoy. I use this Scenario for testing new features.
Still has a lot of mistakes. However I thought it is fun to watch the Chaos.

Title: Re: Second Front (in Development)
Post by: BradS62 on September 08, 2019, 03:14:14 PM
End of battle does game show total casualties of inf and vehicles?
Title: Re: Second Front (in Development)
Post by: Jo B on September 09, 2019, 07:14:32 AM
Quote from: BradS62 on September 08, 2019, 03:14:14 PM
End of battle does game show total casualties of inf and vehicles?
it is not in the game now , but yes that is the plan. Along with kind of OOB card at start.
Title: Re: Second Front (in Development)
Post by: Jo B on September 10, 2019, 12:50:55 PM
Stug IIIG with Schuerzen and Riders.
we now have all riders on tanks and assaultguns. just some need their Schuerzen first.

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/70098037_515437612335307_3836634087255179264_o.png?_nc_cat=102&_nc_eui2=AeEZ28DLxgH1IT5x7QJiw6DFyCAcaXdSDs7od47BVrQqiQgZ5L6MLkVxM5SuapBe-zsc_DT8iwp7AyUwmsNFg8GUfG7YsjC6LNS2YQ9lU5hA-Q&_nc_oc=AQnERJQynl1A-yXrC7vCOXKfqhgSFJrI7rI_EXm-mp03iCa8iAQTe7I8UzWQ6GBi1Ls&_nc_ht=scontent-vie1-1.xx&oh=fd0af64e3fa12cacb6a2f2976309b053&oe=5DFFA6C9)
Title: Re: Second Front (in Development)
Post by: KyzBP on September 10, 2019, 04:05:37 PM
Quote from: Jo B on September 10, 2019, 12:50:55 PM
Stug IIIG with Schuerzen and Riders.
we now have all riders on tanks and assaultguns. just some need their Schuerzen first.

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/70098037_515437612335307_3836634087255179264_o.png?_nc_cat=102&_nc_eui2=AeEZ28DLxgH1IT5x7QJiw6DFyCAcaXdSDs7od47BVrQqiQgZ5L6MLkVxM5SuapBe-zsc_DT8iwp7AyUwmsNFg8GUfG7YsjC6LNS2YQ9lU5hA-Q&_nc_oc=AQnERJQynl1A-yXrC7vCOXKfqhgSFJrI7rI_EXm-mp03iCa8iAQTe7I8UzWQ6GBi1Ls&_nc_ht=scontent-vie1-1.xx&oh=fd0af64e3fa12cacb6a2f2976309b053&oe=5DFFA6C9)

:smitten:
Title: Re: Second Front (in Development)
Post by: Staggerwing on September 10, 2019, 08:49:33 PM
Never leave the house without proper Schuerzen- it would be scandalous!
Title: Re: Second Front (in Development)
Post by: Sir Slash on September 10, 2019, 10:32:35 PM
I take my Schuerzen with me everywhere I go. It likes to ride in the front seat with me with it's head out the window and bark at the pretty girls as they go by. Good times!  :bd:
Title: Re: Second Front (in Development)
Post by: Jo B on September 11, 2019, 12:33:33 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/69850917_516003035612098_7940947273884631040_o.png?_nc_cat=108&_nc_eui2=AeHHu2ZJ9owHtXwSZG5JUssJArqDNTGfg8N3aFeBs98ZQLPSx-w0X-3K5SsaJOwbNfOxcFaglRjW5vsHK0pX_IC7RqcgjVYxhqWmBJun8UWRKg&_nc_oc=AQm7OELjAMte6a7AE-bCm9nd36iLYgb1iXtUlU0mNcZdsanuRk_1Y1YR0Wlz4MXi1lI&_nc_ht=scontent-vie1-1.xx&oh=7b7b1afb16377d9fb2e52d78e89c7bd3&oe=5DF8F93E)

Tank of the Day 33: T70
working on small weapons, also enter exit buttons, fixing some bugs. :arr:
Title: Re: Second Front (in Development)
Post by: Telemecus on September 11, 2019, 01:48:50 PM
Continuing to be very interesting development
Title: Re: Second Front (in Development)
Post by: Sir Slash on September 11, 2019, 06:32:40 PM
Hey Battlefront! Look, their Russian tanks have actual red stars on them.  :o  Maybe you guys could....steal their secret process for accessorizing tanks.  ^-^
Title: Re: Second Front (in Development)
Post by: Jo B on September 12, 2019, 12:45:41 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/70176242_516590422220026_4123658299151220736_o.png?_nc_cat=109&_nc_oc=AQkJ_566rQ128BZ-AVt2oUTeqeam8u_sbpUQ1KcahCERwKjGA9sdDM_8tOos2T0kfxc&_nc_ht=scontent-vie1-1.xx&oh=18636fcbd67fe96feac953196a124dab&oe=5E1012E7)

new buttons for start/stop engine, open/close hatch, fire the dispenser, mount and unmount vehicle.
In the situation show John can mount the Sherman as a rider while there is no space on the tank for the two second line Squads.
The engine is stopped (ready to start) , otherwise mounting would be not possible.
The MMG can be disassembled, while the LMG can not.
Title: Re: Second Front (in Development)
Post by: LoganismyHERO on September 12, 2019, 12:56:28 PM
I'm sure the line to help beta test is long, but please, add me to that list.

Your game looks to be a real winner and I hope it plays as good as it looks.
Title: Re: Second Front (in Development)
Post by: Sir Slash on September 12, 2019, 02:46:22 PM
Very impressive work Jo B. More detail than I was expecting.  O0
Title: Re: Second Front (in Development)
Post by: Jo B on September 13, 2019, 12:58:16 AM
Quote from: LoganismyHERO on September 12, 2019, 12:56:28 PM
I'm sure the line to help beta test is long, but please, add me to that list.

Your game looks to be a real winner and I hope it plays as good as it looks.

just subscribe to the newsletter for to get informations about the beta  :)
http://www.hexdraw.com/Word/?page_id=311
Title: Re: Second Front (in Development)
Post by: A Canadian Cat on September 13, 2019, 08:44:02 AM
Quote from: Sir Slash on September 11, 2019, 06:32:40 PM
Russian tanks have actual red stars on them.
Is that a marking that was on Soviet tanks in WW2? I did a google image search and found way less than one percent of WW2 images have any kind of star on a Soviet tank in a picture let a lone red. There are a ton of models, drawings and modern photos with red stars on WW2 tanks but I only found one picture taken in WW2 with a star on a Soviet tank.
Title: Re: Second Front (in Development)
Post by: Sir Slash on September 13, 2019, 11:18:02 AM
I can't understand that. Every comic book I read as a kid had red stars on their Russky tanks.  :o  I know, it was less common than commonly thought but compared to CMBB, the Red Thunder Russian tanks just look naked. I use one of the mods that add decals to them to satisfy my non-historically accurate tastes.
Title: Re: Second Front (in Development)
Post by: Jo B on September 13, 2019, 11:40:59 AM
Quote from: A Canadian Cat on September 13, 2019, 08:44:02 AM
Quote from: Sir Slash on September 11, 2019, 06:32:40 PM
Russian tanks have actual red stars on them.
Is that a marking that was on Soviet tanks in WW2? I did a google image search and found way less than one percent of WW2 images have any kind of star on a Soviet tank in a picture let a lone red. There are a ton of models, drawings and modern photos with red stars on WW2 tanks but I only found one picture taken in WW2 with a star on a Soviet tank.
well but the red star looks nice. I think about rusian helmets with red star on front
Title: Re: Second Front (in Development)
Post by: Jo B on September 13, 2019, 11:42:13 AM
we got another mention in the press: :dreamer:
rockpapershotgun.com.
Y is for Yearnworthy:
"Like a deftly driven Kubelwagen that's trailing a column of dawdling Tigers one minute and leading it the next,
Second Front swept to the head of my Highly Anticipated Wargames list in the blink of an eye. By the time I'd finished
the first couple of vids in this collection, I was a proto fan."
at end of this page
https://www.rockpapershotgun.com/2019/09/13/the-flare-path-a2z-12/
Title: Re: Second Front (in Development)
Post by: Gusington on September 13, 2019, 11:51:35 AM
 :notworthy:
Title: Re: Second Front (in Development)
Post by: al_infierno on September 13, 2019, 03:12:34 PM
Nice, you got mentioned by the last good RPS columnist!
Title: Re: Second Front (in Development)
Post by: Jo B on September 14, 2019, 11:20:51 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/70506554_517736365438765_7368232295704035328_o.jpg?_nc_cat=102&_nc_oc=AQn_08r-4B4DM8jI4jdwEmaut40ACz31mjIOcjLdpGSucIA67ArOUHR6xi2UA4h22j4&_nc_ht=scontent-vie1-1.xx&oh=a60079e69c89c5c71eabc1508f443e62&oe=5E083C40)

Panzer IV F2 with Schuerzen in the Garage.
new button for show/hide Schuerzen.
Title: Re: Second Front (in Development)
Post by: Jo B on September 15, 2019, 12:01:02 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/70398070_518369268708808_7443500115802718208_n.png?_nc_cat=106&_nc_oc=AQliDzbJUNcRiAvenRjQYtWuqdUXJvbPVknEA8iTGdssyhNr8pABYVxwqUTHK2jR2Fk&_nc_ht=scontent-vie1-1.xx&oh=cd18bd04f99a8436f798a1cebfde5deb&oe=5DF3F0AC)

MMG, destroid (destroyed) HMG, malfunctioned LMG
need to fix the typo
Title: Re: Second Front (in Development)
Post by: Jo B on September 16, 2019, 01:42:08 PM

ways into close combat
Title: Re: Second Front (in Development)
Post by: KyzBP on September 17, 2019, 05:05:03 AM
Will we be able to edit the leader names, or anything for that matter?
Title: Re: Second Front (in Development)
Post by: Jo B on September 17, 2019, 09:05:15 AM
Quote from: KyzBP on September 17, 2019, 05:05:03 AM
Will we be able to edit the leader names, or anything for that matter?
yes. this are just some random names.
Title: Re: Second Front (in Development)
Post by: Jo B on September 17, 2019, 01:23:10 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/71252188_519553881923680_4815169538708471808_n.png?_nc_cat=103&_nc_oc=AQnYe-YSrVWArt_7jsHfaVDYodT1YMpFr-2VGAHUUxRDE6wD3ApZISlWWnVuRvgRJtc&_nc_ht=scontent-vie1-1.xx&oh=d5f5f2a90052420c075ead547e7b5441&oe=5E06AC7A)

working on riders jump off.
Tank of the Day: M3A1 half track
Title: Re: Second Front (in Development)
Post by: Jo B on September 18, 2019, 12:11:53 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/70852737_520066608539074_3093898052658790400_o.png?_nc_cat=104&_nc_oc=AQm5km5gU5WDU8Pokce-APsJWtJ_D58lluqFsXPtg0KrqJfa1wVeZ0leu81Z-y04SaE&_nc_ht=scontent-vie1-1.xx&oh=79de4169aaabfcc6d6bf2e26c56dfa91&oe=5E00846F)

Tank of the Day No 38: StuPz IV 'Brummbär'
working on Riders Jump, some problems with an important third party tool.
I always avoid using additional software but this I very need. wasted half of the day with try to update.
Title: Re: Second Front (in Development)
Post by: Sir Slash on September 18, 2019, 06:39:39 PM
That's great. The Brummbar is one of my favorites. O0
Title: Re: Second Front (in Development)
Post by: Jo B on September 19, 2019, 07:05:38 AM
Quote from: Sir Slash on September 18, 2019, 06:39:39 PM
That's great. The Brummbar is one of my favorites. O0
hope you will have some fun with it and damage some buildings before it malfuncts  8)

first version of fire, flame and smoke
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/70415048_520533575159044_8371781567969755136_n.png?_nc_cat=102&_nc_oc=AQni3K8jS1Hg7SWm3aOLiA9rvMQzzF9bkrReZIcBmM8ZQhtGB5N4wdu2qOlSqke7Tl4&_nc_ht=scontent-vie1-1.xx&oh=002db2451d138b3837eda9ee9e64d80f&oe=5E03510B)
Title: Re: Second Front (in Development)
Post by: Sir Slash on September 19, 2019, 12:12:04 PM
Not bad at all. How will fires start?
Title: Re: Second Front (in Development)
Post by: Gusington on September 19, 2019, 02:45:35 PM
In my loins, as usual.
Title: Re: Second Front (in Development)
Post by: Jo B on September 20, 2019, 03:38:42 AM
Quote from: Sir Slash on September 19, 2019, 12:12:04 PM
Not bad at all. How will fires start?

possible with a Leader with Squad and a Zippo, or Flamethrower or firing HE. depends on terrain.
Title: Re: Second Front (in Development)
Post by: KyzBP on September 20, 2019, 03:40:37 AM
Quote from: Gusington on September 19, 2019, 02:45:35 PM
In my loins, as usual.
:DD
Title: Re: Second Front (in Development)
Post by: Gusington on September 20, 2019, 06:58:12 AM
^You are too kind.
Title: Re: Second Front (in Development)
Post by: Jo B on September 20, 2019, 11:25:31 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/70926509_521294241749644_9047939429020205056_o.png?_nc_cat=111&_nc_eui2=AeGUIp8GQwuEG-2aZcAziK31wE5j6j4fFCdDOcQqoWo0umlkqwNGbCkRwA0O99J22CJpR_AMacHem6v55gzb4i3uOpizxyzviLLjPmfEUu3y_Q&_nc_oc=AQkPVv2YXZ3ZmbXZgFSXwHcL5bk6EaCHOWdttwg1EcNQd69pH4pbIgU483OenRjMVxA&_nc_ht=scontent-vie1-1.xx&oh=10a6c2c8465721e312a91fb28a71e8d8&oe=5E3CFD8E)

Gun of the Day: Russian 76,2 mm air defense gun M1938
improved gun handling, reworked order buttons, improved infantry counter displays...
Title: Re: Second Front (in Development)
Post by: Jo B on September 21, 2019, 10:14:20 AM
Moving German Infantry with MG42

Moving German Infantry with MG42. Creeping, walking, running with and without an Officer. Disassembling the MMG and HMG.
As Passenger in a halftrack and bail out as riders when the tank rotates its turret.
Also notice the moved MMG, HMG can't fire after the move while the LMG or disassembled HMG, MMG can.
This disassemble HMG/MMG to LMG is only possible with German MG 42.
Disassemble weapons have less weight and costs the Infantry less movement to carry.

The hedge costs one more movement point for the Infantry. The line of sight 'can see' behind the hedge, but no further.
Title: Re: Second Front (in Development)
Post by: Rayfer on September 21, 2019, 11:38:33 AM
Quote from: Jo B on September 21, 2019, 10:14:20 AM
Moving German Infantry with MG42

Moving German Infantry with MG42. Creeping, walking, running with and without an Officer. Disassembling the MMG and HMG.
As Passenger in a halftrack and bail out as riders when the tank rotates its turret.
Also notice the moved MMG, HMG can't fire after the move while the LMG or disassembled HMG, MMG can.
This disassemble HMG/MMG to LMG is only possible with German MG 42.
Disassemble weapons have less weight and costs the Infantry less movement to carry.

The hedge costs one more movement point for the Infantry. The line of sight 'can see' behind the hedge, but no further.

Not sure why but the video link doesn't work.
Title: Re: Second Front (in Development)
Post by: Pete Dero on September 21, 2019, 11:53:49 AM
Quote from: Rayfer on September 21, 2019, 11:38:33 AM
Not sure why but the video link doesn't work.
Part of the link was missing.

Title: Re: Second Front (in Development)
Post by: Rayfer on September 21, 2019, 12:09:04 PM
Thanks PD...!  I was initially put off by the cartoonish look but the more I watch the videos the more I'm liking it.
Title: Re: Second Front (in Development)
Post by: Jo B on September 21, 2019, 12:38:05 PM
Quote from: Pete Dero on September 21, 2019, 11:53:49 AM
Part of the link was missing.

thanks for help.
Title: Re: Second Front (in Development)
Post by: Jo B on September 22, 2019, 01:27:29 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/70862372_522606151618453_8183571655767883776_o.jpg?_nc_cat=110&_nc_oc=AQnnlezceMmdlw5J_XONDAXbhIpCnwv4NOAb1DEa1134O8ivjQnNYslutV9NJVjsYgc&_nc_ht=scontent-vie1-1.xx&oh=3f9b305f18d0e4bfb28d2be3d1d0cdd3&oe=5DF2D293)
Grabbing an unpossessed Gun is now similar to grabbing unpossessed MG.
Title: Re: Second Front (in Development)
Post by: Jo B on September 23, 2019, 12:15:19 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/71085960_523147004897701_4341405431592124416_o.png?_nc_cat=102&_nc_oc=AQkzyvG6dAFMFwOy-scdhpQNCQB3PWqg9NloQgSWwoQMSvnBs_0ZiKXbwHYhOrcheo4&_nc_ht=scontent-vie1-1.xx&oh=658adb003deb0af108c14d2587b0058f&oe=5E044F9B)
Tank of the Day No 40: M36 Jackson
working on 'Camera Mode'.
Title: Re: Second Front (in Development)
Post by: Jo B on September 24, 2019, 11:23:50 AM
 (https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/69615691_523810538164681_8651413849091604480_o.png?_nc_cat=110&_nc_oc=AQm3cZvTJo9-u4-tqukMKVOM0_oLKCzeH1mo8tJUYNb6WxORht7Zkx0g8-gVYGLASTc&_nc_ht=scontent-vie1-1.xx&oh=56f169a9629e7e949e37482e0c537655&oe=5E2D0E9A)
Tank of the day No 41: Panzerkampfwagen IV E
working on Camera Mode
Title: Re: Second Front (in Development)
Post by: Jo B on September 24, 2019, 03:18:51 PM

Camera Mode
Tank steering
Title: Re: Second Front (in Development)
Post by: Jo B on September 25, 2019, 11:59:58 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/71254526_524348054777596_7963152224740179968_o.png?_nc_cat=102&_nc_oc=AQnNX_rlJNoYsD5_T2uVjyjmbPJW_GUJzcYRePqwNItcNhILcuBH3e_nQmJO3g8J0_U&_nc_ht=scontent-vie1-1.xx&oh=75be83eddf7889689da1a435a2e44da7&oe=5E2EAFC1)
Tank of the day No 42: T-60 m40 Russian Light Tank
working on Infantry in Camera Mode
Title: Re: Second Front (in Development)
Post by: Jo B on September 26, 2019, 11:02:25 AM


this long Video starts in turn two.
After they killed my Two Star Leader, I resigned.
Title: Re: Second Front (in Development)
Post by: jomni on September 26, 2019, 08:00:53 PM
How long until release?
Title: Re: Second Front (in Development)
Post by: al_infierno on September 27, 2019, 12:09:52 AM
Quote from: jomni on September 26, 2019, 08:00:53 PM
How long until release?

When it's ready O0
Title: Re: Second Front (in Development)
Post by: Jo B on September 27, 2019, 11:57:13 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/71018390_525665161312552_3606280912267902976_o.png?_nc_cat=106&_nc_eui2=AeGs1UI4dYMqOOAVpPugtDidsgr6yTk55kCLJX-yAyWKPUe-CiR0oD89leRn-jR0w8RyJKnEhG3IvlRSN8aXq2XsarWP6hqH16t_75DZYYAzqA&_nc_oc=AQmKGtHWRgZnpXP53wpY6M2B3e2TSvte3Zpm3vPms_-cQx52CT3nUdJLl_ACRoT0e1s&_nc_ht=scontent-vie1-1.xx&oh=ffb98f2dad898c24eec39fd57d8d0560&oe=5E2F48F0)
Gun of the day No 43: The US 3-inch anti-aircraft gun M3 – one is unlimbered, one just shot.
Title: Re: Second Front (in Development)
Post by: Jo B on September 28, 2019, 12:36:50 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/70189654_526228394589562_9117501698598764544_o.jpg?_nc_cat=109&_nc_oc=AQmRIGiwv5Hbzl6D6VeRB0eV_2UKRkFMz21_uARPMtciAOy1sRLgBKT85NxMPJ7czqQ&_nc_ht=scontent-vie1-1.xx&oh=5f6d45fbde62b4079c626dfb03136cce&oe=5E3CD2CB)
then new Church on hill. playing the Russians. 
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/72382205_526106554601746_9176123007142199296_o.jpg?_nc_cat=103&_nc_oc=AQldgMhVuTBP3ccqDRprX5eL80LLGaqPqZdpKu0e-T6300yYh7iuTEh9WvjtchVRM6c&_nc_ht=scontent-vie1-1.xx&oh=315454ad9287ec61405bb1e63364a567&oe=5E33486F)
winning the improved scenario 'in the fields' after two hours playing time in turn 22 (uff!)
Title: Re: Second Front (in Development)
Post by: Apocalypse 31 on September 28, 2019, 07:46:31 PM
Game looks great.

How much will it differ from Battle Academy 2? BA2 has coop and skirmish (and coop skirmish) which is really amazing.


Also - any likelyhood that you'll ever do something more modern?

Would like to see a Vietnam tactical turn based game much like this or BA2.
Title: Re: Second Front (in Development)
Post by: Jo B on September 29, 2019, 08:54:14 AM
Quote from: Apocalypse 31 on September 28, 2019, 07:46:31 PM
Game looks great.

How much will it differ from Battle Academy 2? BA2 has coop and skirmish (and coop skirmish) which is really amazing.

Also - any likelyhood that you'll ever do something more modern?

Would like to see a Vietnam tactical turn based game much like this or BA2.

oh, it is very different to BA2. there are a lot of thing to add before even a Korea thing is needed.
Title: Re: Second Front (in Development)
Post by: Jo B on September 29, 2019, 10:02:33 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/71075200_526764184535983_1959159262034788352_n.jpg?_nc_cat=108&_nc_oc=AQn5Az-2Wd9fNHG6cg5KLb71tq2yvDejLHs1Nvy9duROaYyY52379irp3INPi0C_EFI&_nc_ht=scontent-vie1-1.xx&oh=0461d7d85e1fc9e6ba5d231572917475&oe=5E2A9B48)
the Factory prototype. currently not fully functional.
Title: Re: Second Front (in Development)
Post by: Jo B on September 30, 2019, 12:04:20 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/71139529_527579504454451_5621572656672276480_n.jpg?_nc_cat=103&_nc_oc=AQkwN9G1KrawC96vNycl-oxKe8PsGoX2aoHGgcKIcbPV83bnOODhkdmzf2ZZOxza1yY&_nc_ht=scontent-vie1-1.xx&oh=d9d868127c39f4d85b670e97276592bf&oe=5DF63EAA)

new wooden building. Now small weapons droped on ground have their own flags. To find them easier.
Title: Re: Second Front (in Development)
Post by: Jo B on October 01, 2019, 07:08:29 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/71377638_527995987746136_3484678907670560768_o.png?_nc_cat=110&_nc_oc=AQlnQhb3ziRTK-DM2IjlgHnYmGiKKJq0Cj_mzFUFFVH7kpR1gsp--ftzEk8fiuCx3dw&_nc_ht=scontent-vie1-1.xx&oh=5a663df5d9c3d424cfe9b63179765dd5&oe=5E3B6B7E)
new small weapon displays for passengers
Title: Re: Second Front (in Development)
Post by: Gusington on October 01, 2019, 08:59:32 AM
That looks great!
Title: Re: Second Front (in Development)
Post by: Jo B on October 01, 2019, 11:08:00 AM
Quote from: Gusington on October 01, 2019, 08:59:32 AM
That looks great!

thanks :-)
Title: Re: Second Front (in Development)
Post by: Jo B on October 02, 2019, 10:59:18 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/71313034_528755877670147_8774216735134842880_n.jpg?_nc_cat=109&_nc_oc=AQkeD7xZTU49MWBz2tawEwXlYY9XBqHcRTZHjKf3DesL9nXxyZRfT-iw6m5tJUfZ03A&_nc_ht=scontent-vie1-1.xx&oh=dd80a845228896e0cd57744b43477d09&oe=5DF65AA6)
new Industrial building. improved small weapon displays
Title: Re: Second Front (in Development)
Post by: Jo B on October 02, 2019, 11:07:30 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/71720399_528761067669628_9030537441307525120_n.png?_nc_cat=100&_nc_oc=AQnxGOXIVrKWSQnaeJnqSIpXTCaI_8wL0X1quy1Hl64VQm8UOF_SzoGct2annheisps&_nc_ht=scontent-vie1-1.xx&oh=ca4a6a665c6f097cb9b17d97eb9ba964&oe=5E31EE10)

improved Factory-Roof
Title: Re: Second Front (in Development)
Post by: Jo B on October 03, 2019, 01:17:16 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/71682880_529406407605094_2920790280556773376_o.png?_nc_cat=107&_nc_eui2=AeGxXzc_LXm8ibV2pwfkzKLFHMwydw2Uf5FMLAem56CXdTsmEdha-T-m1QRiuBu1aOubxE06LHqzTlkV5N1D4LjzG5rtudQTIekf_ZdnPDGTmw&_nc_oc=AQmwl9TubNOFQbdD777cl-qQ0VlAB69WSGrTHHitxWOvicSz4RJnnhB-gUdp-435lsk&_nc_ht=scontent-vie1-1.xx&oh=c2a94a9623a5784e2d84b7486301c5ee&oe=5E29B919)
Tank of the day No 45: Russian Tank BT-7A, a variation of the BT-7 mounting a 76mm infantry gun.
improving gun pushing, also a new building is in the works
Title: Re: Second Front (in Development)
Post by: Jo B on October 04, 2019, 12:32:54 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/71264305_530049380874130_4895713446957416448_o.png?_nc_cat=103&_nc_oc=AQmf85crrc1K5K9iMx-WRWKwlfSDEdPhdMqzld5k3zRkyoA6tXI-NswBc5tCMrth_HE&_nc_ht=scontent-vie1-1.xx&oh=bf0a2f1b71bc4e26e1e48a4680c5b1e0&oe=5E3393F0)
Tank of the day No 46: The M2 halftrack car, generally mounted with a .50 caliber machine gun, was used as a scout vehicle.
Title: Re: Second Front (in Development)
Post by: Jo B on October 05, 2019, 01:12:38 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/71398818_530705064141895_4463251351677173760_o.jpg?_nc_cat=111&_nc_oc=AQm5AwHnr_ebjzB9WvdG-Cxs-bl9UaIPDDg5PR6cyjG6uPXx13ACYESB8yIpqdWBYVM&_nc_ht=scontent-vie1-1.xx&oh=c9164f0971860a2b31883bde5e751377&oe=5DF3E40E)
Gun of the Day 47: 57 mm PTB onr 43.
working on GUI changes and combat dialogs.
Title: Re: Second Front (in Development)
Post by: Jo B on October 07, 2019, 11:51:08 AM

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/71730213_531983177347417_3581684003930898432_o.png?_nc_cat=105&_nc_eui2=AeHXO1zTlWxRmwbPtcVlluZWu-FRGRT41n4BlR3l5dCYCAvKkcOH1WMk5RI_FUqXbl6SJiEiSmBocA8J7o7UAAJ0V6UTupqHzGSppqcu53MlCw&_nc_oc=AQkUUPvyZVz_X1IOhIaIeY70SM1JpCQVT8VkK5B6pQA7OFCWOWWboBO_yLW3j_vs9Ok&_nc_ht=scontent-vie1-1.xx&oh=e63053da0e85f671df0b6142e8bf206d&oe=5E1D80F5)
Tank of the day No 48: Panzerkampfwagen VI Ausf. B Tiger II (called Royal Tiger and King Tiger by Allied soldiers)
working on combat dialogs and new symbols.
Title: Re: Second Front (in Development)
Post by: jomni on October 07, 2019, 08:49:40 PM
That's some extreme gun depression.
Title: Re: Second Front (in Development)
Post by: al_infierno on October 07, 2019, 09:51:12 PM
Quote from: al_infierno on September 05, 2019, 01:05:24 PM
This thread is like the social media feed of a brand new girlfriend.   :smitten:

I just wanted to reiterate this comment.  This thread moistens my loins.
Title: Re: Second Front (in Development)
Post by: MiguelHQ on October 08, 2019, 01:15:00 AM
What a great work you're doing Jo!  :clap:
Which software are you using for the editor and the game? how much months of work until now, Im impressed! O0
Title: Re: Second Front (in Development)
Post by: SirAndrewD on October 08, 2019, 01:24:18 AM
This is looking great. 

Can't wait to give it a spin.
Title: Re: Second Front (in Development)
Post by: Sir Slash on October 08, 2019, 09:53:59 AM
Maybe somewhere down the line, a Spanish Civil War version of this game?  :dreamer:
Title: Re: Second Front (in Development)
Post by: Gusington on October 08, 2019, 11:49:21 AM
^Awesome idea.
Title: Re: Second Front (in Development)
Post by: Jo B on October 08, 2019, 11:54:12 AM
Quote from: MiguelHQ on October 08, 2019, 01:15:00 AM
What a great work you're doing Jo!  :clap:
Which software are you using for the editor and the game? how much months of work until now, Im impressed! O0

thanks :-)
I use Unity, he uses Maya. we work fulltime since April 2018.

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/72338566_532612080617860_5039856208723312640_o.jpg?_nc_cat=100&_nc_eui2=AeHbqtR-OqClgVqru1jHk1JqPxKTYS65D61v_wwty3rXL-YG1RjrQYd7mdbSCUdt71spkrILB9bIKKkhRHTN778ncmyNuPoXmPSIqyrEFI0A-A&_nc_oc=AQnLjHjyXtKOSJ_g3TAaAPbm8NxVPE4Le2NFr-YXztJCl9dd-PTCjgwXmhZyvjiiDAk&_nc_ht=scontent-vie1-1.xx&oh=09b15c8da6b7b78c03a86c4f06fc6ef5&oe=5DF17E06)

the new combat dialogs. At bottom left the last shot is shown.
makes it easier to know what happend.
Title: Re: Second Front (in Development)
Post by: Jo B on October 08, 2019, 11:55:49 AM
Quote from: Sir Slash on October 08, 2019, 09:53:59 AM
Maybe somewhere down the line, a Spanish Civil War version of this game?  :dreamer:
for that we need the partisans
Title: Re: Second Front (in Development)
Post by: Jo B on October 09, 2019, 11:26:04 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/l/t1.0-9/71828460_533181893894212_7347260369829625856_o.jpg?_nc_cat=110&_nc_eui2=AeEN1MRvhEVedj0LzmHNuEy93WtXmjqutGiVzxwGl5EE8vJKA2UjFKGR7RolsjXRKAUZV-xV0X8zONEUsj8fFYahegLSYO8Ky4P4tENBuLMw4w&_nc_oc=AQmkpU6pHMFaUsw-BxGcjoASUWsfv2iOMM92rWIAMm_R3J03YxtfFhXTeXv23nHnAx0&_nc_ht=scontent-vie1-1.xx&oh=8a12b8a6f75d0504069c0bea5aad41d2&oe=5E304B6D)
the combat results of last shot are shown bottom left.
these appear timed one after the other when bullets reach the target hex.

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/73083362_533209700558098_8836938642229297152_o.jpg?_nc_cat=110&_nc_eui2=AeGry13l_I4Bk9j4bF2UxrXRGMGt-e7y2uSbYuFgYw5kqB-GltUObX8ei0NN2DVlEQEyvLI3NhbCT_Jib2aEghykbEGkoR_wX3L1cx_aFLMqdw&_nc_oc=AQlgZBnWZyfz2lzu_5yYv3e2vDlkTWi90GVELNLt7a2vFBQ5mTU4jveRjJRC-frcz5M&_nc_ht=scontent-vie1-1.xx&oh=3124b9bc107276a659e5ee633e0ad9ba&oe=5E25F453)

the scene from the firing Panzer IVH video
Title: Re: Second Front (in Development)
Post by: Jo B on October 10, 2019, 12:21:55 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/72470024_533778353834566_1922994168523653120_o.png?_nc_cat=103&_nc_eui2=AeEFqDB_5WWko6njYO7LpzC10b6vlErSmYrEzoJhxNNmJFvOf38JKZk2T1NAFrCMkV-5zw6Fmsj1d1oQ2kXieprvDOl3fXk0jidlKpUwagod3w&_nc_oc=AQnRneprPVMMcxQu_ksMznjbwciUSVsOjhU6NZ_tAu91Hf5BQZEwlslyVGUU1DP-jes&_nc_ht=scontent-vie1-1.xx&oh=1f2367f6f516d399d5c0457085a975dc&oe=5E3D7B92)

new Russian farm building
Title: Re: Second Front (in Development)
Post by: z1812 on October 10, 2019, 01:34:07 PM
I really like the look of this game.

I am wondering if the game will be mod friendly. What type of file do you use for the terrain?
Title: Re: Second Front (in Development)
Post by: Jo B on October 11, 2019, 01:13:47 AM
Quote from: z1812 on October 10, 2019, 01:34:07 PM
I really like the look of this game.

I am wondering if the game will be mod friendly. What type of file do you use for the terrain?
for new maps players can use this map editor
Title: Re: Second Front (in Development)
Post by: Staggerwing on October 11, 2019, 05:41:18 AM
The sound effects are a nice touch  O0
Title: Re: Second Front (in Development)
Post by: Jo B on October 11, 2019, 11:11:58 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/72303270_2979656818715073_6980364721304109056_o.jpg?_nc_cat=108&_nc_eui2=AeGNwdt7X_RzZwqiK4IVBooy9Sl9uBbwlfLETHw9OakZueqnpmvQyrDx-eHzWNR3Ed89M5tj_Tv0kPNT2pO6YlLzgIIrkRA7wMc01UYU8IYyFQ&_nc_oc=AQmXku4XEp2WV2eKXuH9dKJYbhGEHeedwsDnfN_4LfiEYtd_CUxxpLUn4JUjpWt7QXE&_nc_ht=scontent-vie1-1.xx&oh=a3179e20562e2ce7dc7faa5bd1054a08&oe=5E1C63B8)
Tank of the day No 49: Pak 41 28mm targeting the M8 Scout Car. Start working on Fire and Smoke.
Title: Re: Second Front (in Development)
Post by: Jo B on October 12, 2019, 05:29:30 AM

new Version of the 'in the Village Scenario' 6 Turns.
Germans are still too strong.
Title: Re: Second Front (in Development)
Post by: Jo B on October 13, 2019, 10:15:30 AM

new Flame Fire and Smoke
Title: Re: Second Front (in Development)
Post by: Sir Slash on October 13, 2019, 09:58:10 PM
That fire looks so real, I can feel the heat from my computer screen. I bet the competition is burned-up about it too.  :2funny:
Title: Re: Second Front (in Development)
Post by: MiguelHQ on October 14, 2019, 05:09:27 AM
Nice effects, good sounds too  :clap:
Title: Re: Second Front (in Development)
Post by: Jo B on October 14, 2019, 11:18:04 AM
thanks  :)

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/72476571_536596843552717_95329032517713920_o.jpg?_nc_cat=106&_nc_oc=AQk1c3dy5znUpQJ61b8L4MFWOz8-NFhii2yZLzJ9VVxHEkaoJmV8NpBZAEiRPGnoAUc&_nc_ht=scontent-vie1-1.xx&oh=b793b3f8e5fa54c1b3db9961497a6ba6&oe=5E61192B)

working on other smoke effects for smoke grenade and smoke dispenser.
Title: Re: Second Front (in Development)
Post by: Jo B on October 16, 2019, 11:54:24 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/72988208_537748796770855_6173013399115399168_o.jpg?_nc_cat=100&_nc_oc=AQldol3NK0gPOTJyqSI8sveUVsj8isxgpmF_0xs0lHEWbWliw8FAc_m4wBUEkkOclcI&_nc_ht=scontent-vie1-1.xx&oh=85dc70cbc12a52adc93c5ce35d88d864&oe=5E28DC01)
after 24 turns the fire spread to all burnable hex. it is still a bit too uniform...
Title: Re: Second Front (in Development)
Post by: Sir Slash on October 16, 2019, 02:07:56 PM
Spreading fire? I haven't seen that since CMBB.  :o  Still, I hope the whole screen won't catch and burn.
Title: Re: Second Front (in Development)
Post by: Gusington on October 16, 2019, 05:17:32 PM
Some people just want to watch the whole screen burn, bruh.
Title: Re: Second Front (in Development)
Post by: Sir Slash on October 16, 2019, 06:26:51 PM
The way I play the game that'll probably be my, 'Exit Strategy'.
Title: Re: Second Front (in Development)
Post by: Jo B on October 17, 2019, 08:56:52 AM
new Russian village buildings and sky. New temperator indicator with five levels from very cold to very hot influencing the fire. can be set per scenario.
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/72573712_538508686694866_441749700064837632_o.jpg?_nc_cat=104&_nc_oc=AQmuJFVohui4q1Z6CYl_rUUiuEvB1Wio5A5eNI9i0N1_yRyZh8Fhdw-5TJFvUozz9v8&_nc_ht=scontent-vie1-1.xx&oh=e5d0645a887532bc8146b00c37026920&oe=5E17BBFD)


tools for scenario options
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/72950629_538511736694561_1044762889379905536_n.png?_nc_cat=108&_nc_oc=AQm_085Bj9bWAza9c3pCz5Ei5eyJun_ObimsslGQy81DhRKaltX3JL0Y3kaSPNpHFoI&_nc_ht=scontent-vie1-1.xx&oh=93040c1fed4395f1df989fdabf5278a9&oe=5E34C28C)
Title: Re: Second Front (in Development)
Post by: Jo B on October 18, 2019, 10:07:30 AM
the targeting goes through a burning tank wreck, one orchard ,two grain fileds, and the three smoke levels of a blaze.
Temperatur is very hot what influences the post processing and makes the landscape look hotter.
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/72951124_539297016616033_4737867720882651136_o.jpg?_nc_cat=102&_nc_oc=AQk8qgi73J7aR9Yq17x4521vXrMLwcTGWwSbZggC0VHdi0ypy5dJHNGLVpgMXc6cNEk&_nc_ht=scontent-vie1-1.xx&oh=12042611f865b043d0e4c25b179092b7&oe=5E5C1752)

burning tank wreck losts it's turret
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/72839948_539302383282163_2246738259151421440_o.png?_nc_cat=109&_nc_oc=AQk_TCSlpdGavd7dR1lHnqxsjRaLayDqfomPSnZoJVP_EEdxYzCtWOF3Em_qi8DGQ5o&_nc_ht=scontent-vie1-1.xx&oh=79187662de356dce8991aba82f280b3a&oe=5E5C8C66)
Title: Re: Second Front (in Development)
Post by: Gusington on October 18, 2019, 05:57:44 PM
 :clap:

Nice.
Title: Re: Second Front (in Development)
Post by: W8taminute on October 18, 2019, 06:55:11 PM
I'll be keeping my eye out for this one.  Looks great so far!
Title: Re: Second Front (in Development)
Post by: Jo B on October 19, 2019, 07:10:19 AM
Quote from: W8taminute on October 18, 2019, 06:55:11 PM
I'll be keeping my eye out for this one.  Looks great so far!
thanks  :)

Burning Wreck


new HE Shellholes and three new industrial buildings
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/73546695_540016983210703_3855089226718642176_o.png?_nc_cat=107&_nc_oc=AQlnB6jtkIn9Bp0mEXKtNAIEvCoTqY0aTSgzc4jFdD1WCJrVWq9E1j8ku2FCVuFnWb0&_nc_ht=scontent-vie1-1.xx&oh=24046ef447dbc5436bbd9195dd033537&oe=5E5EB22D)
Title: Re: Second Front (in Development)
Post by: Jo B on October 20, 2019, 01:13:43 PM
(https://pbs.twimg.com/media/EHVyCL4W4AA-DCO?format=jpg&name=medium)
Tank of the day No 52: M3 Light Tank "Stuart"
Title: Re: Second Front (in Development)
Post by: Sir Slash on October 20, 2019, 03:31:22 PM
Ahhh... The Stuart. The Panthers food of choice. It satisfies your hunger but doesn't fill you up.
Title: Re: Second Front (in Development)
Post by: al_infierno on October 20, 2019, 03:40:59 PM
Quote from: Sir Slash on October 20, 2019, 03:31:22 PM
Ahhh... The Stuart. The Panthers food of choice. It satisfies your hunger but doesn't fill you up.

A small snack for a big kitty!
Title: Re: Second Front (in Development)
Post by: Ubercat on October 20, 2019, 04:27:39 PM
Anyone hear the one about the Stuart that took out two King Tigers? The little fellow was racing through a village to return to friendly lines and caught the two giants being refueled. The quick thinking commander had the gunner shoot the fuel truck which exploded, showering the tanks with burning fuel along with several of their crews who were racing to get in them.

I assume it's a true story but it might be a fiction.
Title: Re: Second Front (in Development)
Post by: Sir Slash on October 20, 2019, 10:15:23 PM
I didn't hear that one but I do recall hearing about a Chihuahua that killed a Rottweiler. He got stuck in the Rottweiler's throat and he chocked to death.  :o   No real dogs were harmed for this post.
Title: Re: Second Front (in Development)
Post by: Jo B on October 21, 2019, 06:47:46 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/74288135_541684819710586_3781323691690819584_o.jpg?_nc_cat=107&_nc_oc=AQkbIjgnN4nB3MAor3rlFRppI0t98X7F_TjGBJNyDVHs3P1E2hYbAhBUMd3qMOEKOP8&_nc_ht=scontent-vie1-1.xx&oh=19b76c51ceb08f5268be6c09d0bb8ef2&oe=5E2FC886)

testplaid the Curch on Hill Secnario. Fun, but enemy is not agressive enough.
Title: Re: Second Front (in Development)
Post by: Jo B on October 22, 2019, 09:07:42 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/73229606_542535979625470_2599551435762827264_o.jpg?_nc_cat=103&_nc_oc=AQmblc-68gzQc9rbefIVZnT1l9XU29gEfvYqgP_VYtjk3ZDbtpc4-5K4hdULQiNBy4M&_nc_ht=scontent-vie1-1.xx&oh=c22f890fe4802caa544959bf02550368&oe=5E57BBB1)
new terrain 'plowed fileds'. same to clear terrain but costs more movment.
fixed some issues with walls at valley borders. we restart the shellholes from scratch as the first design has issues.
Title: Re: Second Front (in Development)
Post by: Jo B on October 22, 2019, 11:17:18 AM

Wochenschau


StuG III Ausführung G, in the garage
Title: Re: Second Front (in Development)
Post by: Gusington on October 22, 2019, 12:13:28 PM
StuG looks fantastic!
Title: Re: Second Front (in Development)
Post by: Jo B on October 23, 2019, 01:17:57 AM
Quote from: Gusington on October 22, 2019, 12:13:28 PM
StuG looks fantastic!
thanks, I am glad you like it :-)
Title: Re: Second Front (in Development)
Post by: IronX on October 23, 2019, 09:00:01 AM
I'm very impressed by what you've shown us, Jo B. I think this game is going to be an instant classic. Keep up the good work!
Title: Re: Second Front (in Development)
Post by: Jo B on October 24, 2019, 04:17:50 AM
Quote from: IronX on October 23, 2019, 09:00:01 AM
I'm very impressed by what you've shown us, Jo B. I think this game is going to be an instant classic. Keep up the good work!

thanks :-)

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/73524682_543873469491721_8701707125853782016_o.jpg?_nc_cat=107&_nc_oc=AQlBFi6U3HEZP8hBnVcTv5OY1m2-qwZc5SqB2-WSU56urIiIR5pmYQikjFs8QXmqC70&_nc_ht=scontent-vie1-1.xx&oh=ea45d8af4f78d1bfda0d78e51be59ff3&oe=5E55B3DD)
now Bridge Walls are active for Line of Sight and Fire Effects
Title: Re: Second Front (in Development)
Post by: Jo B on October 24, 2019, 09:47:41 AM
finaly we came to this birch design
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/75251041_544088332803568_5854502867871727616_o.jpg?_nc_cat=110&_nc_oc=AQkf0orho06Mq3hjwoqYg0VA60QdteNRO44ff3O2Bq_KBgEzDH4tMpnMwLTwoZKUK8s&_nc_ht=scontent-vie1-1.xx&oh=f1f60c010fe28107bebbf33c5654049a&oe=5E168FBD)

also Alee-Effect is in place
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/74439673_544092069469861_6934034544009936896_o.jpg?_nc_cat=105&_nc_oc=AQkxv5RqSfdg4Jnvf_QJdzCJWOEfUFd9PiqODg3IBOqUxeqENJnezVwxHiMGQwot6EQ&_nc_ht=scontent-vie1-1.xx&oh=2162e9281d3495c5a3a769c05dd21543&oe=5E2342AC)
Title: Re: Second Front (in Development)
Post by: JasonPratt on October 24, 2019, 12:16:48 PM
I come here, I throw money at the screen, new things show up afterward.

Repeat.

This process has been working well for that Fleet Admiral game, too...  :coolsmiley:
Title: Re: Second Front (in Development)
Post by: Jo B on October 25, 2019, 11:31:55 AM
Quote from: JasonPratt on October 24, 2019, 12:16:48 PM
I come here, I throw money at the screen, new things show up afterward.

Repeat.

This process has been working well for that Fleet Admiral game, too...  :coolsmiley:

thanks :)
glad you like it

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/73341344_544869492725452_726747426131542016_o.png?_nc_cat=109&_nc_oc=AQkYxhrHJSkzqtCGcpFyzEytRnwGRS2D_KF14qvQHfo-asvuxUwTYX6tllA_X5oHRLU&_nc_ht=scontent-vie1-1.xx&oh=0f8ba0d4589512c63d8ddb41c6730460&oe=5E5D777C)
ZIS-5
Title: Re: Second Front (in Development)
Post by: Jo B on October 27, 2019, 06:28:41 AM


we got press coverage ,
letter R in
https://www.rockpapershotgun.com/2019/10/25/the-flare-path-a2z-13/

Title: Re: Second Front (in Development)
Post by: Jo B on October 28, 2019, 08:21:49 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/74956754_546885779190490_451580429233815552_o.jpg?_nc_cat=106&_nc_oc=AQmdgeLY9PvazQ1Z6ayQoR34ircvACdJMvE77q6KUUIoriEWymatRgV3KPP2NMnkmk0&_nc_ht=scontent-vie1-1.xx&oh=adfd8d2016a43c1a757c2eca90033e92&oe=5E26438F)

New wooden russian orthodox Church. perhaps a bit too breezy in the top level
Title: Re: Second Front (in Development)
Post by: Gusington on October 28, 2019, 10:55:49 AM
I like it.
Title: Re: Second Front (in Development)
Post by: Sir Slash on October 28, 2019, 11:20:02 AM
The Church of the Immaculate Observation Post.  :bd:
Title: Re: Second Front (in Development)
Post by: Jo B on October 29, 2019, 06:54:33 AM
Quote from: Gusington on October 28, 2019, 10:55:49 AM
I like it.

thanks

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/74607661_547554212456980_454699696477175808_o.jpg?_nc_cat=108&cachebreaker=hd&_nc_oc=AQlwSOzrHpvKSIxHtqsKp0cLns_7YSJ96-4c44SeUba8QAlEvKGNTxwLe1pMHljpky4&_nc_ht=scontent-vie1-1.xx&oh=6fd4862a94ba95afb28be18c274207f4&oe=5E1E2AA6)

Birchs are kind of game changer. Their one level hight gives a lot of new line of sights.
Title: Re: Second Front (in Development)
Post by: W8taminute on October 29, 2019, 08:38:04 AM
I like the way that church looks.  It looks like a Russian Orthodox church. 

A similar model of your church building can be found in one of the maps in the free to play shooter Heroes and Generals.
Title: Re: Second Front (in Development)
Post by: IronX on October 29, 2019, 10:45:54 AM
Quote from: Jo B on October 29, 2019, 06:54:33 AM
Quote from: Gusington on October 28, 2019, 10:55:49 AM
I like it.

thanks

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/74607661_547554212456980_454699696477175808_o.jpg?_nc_cat=108&cachebreaker=hd&_nc_oc=AQlwSOzrHpvKSIxHtqsKp0cLns_7YSJ96-4c44SeUba8QAlEvKGNTxwLe1pMHljpky4&_nc_ht=scontent-vie1-1.xx&oh=6fd4862a94ba95afb28be18c274207f4&oe=5E1E2AA6)

Birchs are kind of game changer. Their one level hight gives a lot of new line of sights.

Any way of consolidating some of those symbols? That one hex with no less than four symbols looks busy and seems unnecessary. My only criticism of the game's aesthetics from what you've shown us so far is that the interface, in general, appears to present too much detailed information. But not having played the game, I can't judge whether this is a distraction or actually useful.
Title: Re: Second Front (in Development)
Post by: LoganismyHERO on October 29, 2019, 12:29:38 PM
Chiming in too, about the interface. Game looks really great, but WAY too busy. Just my .02c
Title: Re: Second Front (in Development)
Post by: JasonPratt on October 29, 2019, 01:08:40 PM
Each of those symbols represent a unit in the hex, so I'd rather have them than not!

I suspect there is, or will be, a rollover popup or something like that, providing the same information in list form, while the main thing can be turned off.
Title: Re: Second Front (in Development)
Post by: IronX on October 29, 2019, 01:43:39 PM
Okay, I see the multiple units now. That makes sense. A roll-over pop up would be ideal, I think. It's difficult to judge from static images - I should look at some of the gameplay videos again. It may not seem busy while playing.
Title: Re: Second Front (in Development)
Post by: Jo B on October 29, 2019, 02:36:29 PM
the stacking limit is 3 infantry, 2 leaders and one gun or vehicle.
infanty and leaders can have up to three weapons.
vehicle can have up to three passengers.

the units are represented as 3d objects, as I call it Flags on hexes and as (I call it )counters top left and bottom right.

the flags get smaler and bigger related to the distance of camera to ground.

at start of a scenario you want move the infantry with leaders for more movement. (as in the picture above).
later stacking is usually lower , cause by losses, routs or tactics.

from playing I can say it does not show to mouch information.
The real dificulty is the line of sight and the very (very!) long lines of fire . A HMG 24 Hex for example.
the maximum line of sight is 50 hex. And when thy find you moving without cover they will kill your infantry. :-)
Title: Re: Second Front (in Development)
Post by: W8taminute on October 29, 2019, 02:49:52 PM
I also prefer to see multiple flags over a hex to see how many units are in the hex. 
Title: Re: Second Front (in Development)
Post by: Jo B on October 30, 2019, 10:10:56 AM
Quote from: W8taminute on October 29, 2019, 02:49:52 PM
I also prefer to see multiple flags over a hex to see how many units are in the hex.
thanks :-)



first steps to a promo video with new Music.
Feedback is greatly appreciated
Title: Re: Second Front (in Development)
Post by: Zulu1966 on October 30, 2019, 12:06:01 PM
Freaking Awesome. Cant wait for this game.
Title: Re: Second Front (in Development)
Post by: FlickJax on October 31, 2019, 06:50:53 AM
Seconded, looks really good :)
Title: Re: Second Front (in Development)
Post by: Jo B on October 31, 2019, 08:19:51 AM
thanks for kudos.  ::)

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/75332726_548988078980260_6556759583027625984_o.jpg?_nc_cat=108&_nc_oc=AQmMWbdp_YAFcEaNmOdE3XS2-exAsJy_Gi7konOvP1RrqK6M1xani3AFaU4i0mCsdfI&_nc_ht=scontent-vie1-1.xx&oh=7e2ae2d8c5a0279b8e5f1703c384f2df&oe=5E2147BF)

the Path, makes Infantry movement easier through brush, woods, birchs etc
sadly not possible to have path and roads in one hex.

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/74535087_548990435646691_1913018363949350912_o.jpg?_nc_cat=103&_nc_oc=AQk9VnuTxi6KuZD94d_6kUBMfsfu1D-4CECt7G0jk6AI73md4fBLNBfg-WEnGBy4FUg&_nc_ht=scontent-vie1-1.xx&oh=f52a723ca19e98bfaf237533090a7e52&oe=5E4AEB90)

when no own unit is selected all hexes with LOS to any own unit are shown brighter.


Title: Re: Second Front (in Development)
Post by: Jo B on November 02, 2019, 03:49:35 AM
we got press coverage by Wargamer.com  :)
https://www.wargamer.com/articles/war-game-news-november-1st-2019/
Title: Re: Second Front (in Development)
Post by: Jo B on November 03, 2019, 08:04:17 AM

after two days with nasty performance spikes I am happy game runs fluent.
Title: Re: Second Front (in Development)
Post by: Jo B on November 04, 2019, 05:31:03 PM



PzKpfw 38 t E, Player rotates turret
Title: Re: Second Front (in Development)
Post by: Zulu1966 on November 05, 2019, 03:50:29 AM
Looks great as usual - thats one big map.

How is command and control handled in the game - is it like Squad Leader or something more ?
Title: Re: Second Front (in Development)
Post by: Jo B on November 05, 2019, 05:38:44 AM
Quote from: Zulu1966 on November 05, 2019, 03:50:29 AM
Looks great as usual - thats one big map.

How is command and control handled in the game - is it like Squad Leader or something more ?

Leader can do this and that and rally troops. no higher level of command.
perhaps later in the Campaign something can be added
Title: Re: Second Front (in Development)
Post by: Jo B on November 05, 2019, 11:09:53 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/74591093_552616355284099_8071337155231744000_o.jpg?_nc_cat=110&_nc_oc=AQl-TwZx5PTpgdnD8CsK-dArLXDZoiUNEqqWoDAoFh0NkjfJ1x-54fuJlB2ghKNKouc&_nc_ht=scontent-vie1-1.xx&oh=bfbc294f95c43193d9afb388d5acefb7&oe=5E61079C)
new Streams
Title: Re: Second Front (in Development)
Post by: Barthheart on November 05, 2019, 11:22:18 AM
Streams in the middle of hexes? Why not hexside?
Title: Re: Second Front (in Development)
Post by: Jo B on November 05, 2019, 11:52:38 AM
Quote from: Barthheart on November 05, 2019, 11:22:18 AM
Streams in the middle of hexes? Why not hexside?
they represent just soem water on ground. so not russian campaign.  ;)
the effect is just a more movement to enter the hex.
Title: Re: Second Front (in Development)
Post by: Barthheart on November 05, 2019, 12:48:25 PM
Quote from: Jo B on November 05, 2019, 11:52:38 AM
Quote from: Barthheart on November 05, 2019, 11:22:18 AM
Streams in the middle of hexes? Why not hexside?
they represent just soem water on ground. so not russian campaign.  ;)
the effect is just a more movement to enter the hex.

:bd:
Title: Re: Second Front (in Development)
Post by: Sir Slash on November 05, 2019, 02:35:02 PM
That looks too pretty to fight a battle over. What about Seasonal changes?
Title: Re: Second Front (in Development)
Post by: Hot lead and dirty talk! on November 05, 2019, 11:13:25 PM
What about end the battle casualty report?

Number and type of tracked vehicles,tanks knocked out/captured            exp, 2 -Sd.kfz , 3- Panzer IV,
Number of type of guns/artillery knocked out/captured                            exp. 1- 8.8cm Flak, 1-15cm fsH 18
Number and type of mortars knocked/captured                                       exp 2-8cm, 1-5cm, 1-12cm
Number and type of pillboxes, caves. bunkers etc knocked out/captured  exp. 2-caves- 3 concrete pillboxes
number and type of vehicles knocked/captured                                      exp-5 LCM 3, Studebaker US 6
number of troops and leader losses
number of heavy machine guns

Im all about the details, baby                                 
Title: Re: Second Front (in Development)
Post by: Jo B on November 06, 2019, 03:14:00 AM
Quote from: Sir Slash on November 05, 2019, 02:35:02 PM
That looks too pretty to fight a battle over. What about Seasonal changes?

yes I also want like to have autumn and winter
however I want the night first. sometimes working on kind of snow.

Quote from: Hot lead and dirty talk! on November 05, 2019, 11:13:25 PM
What about end the battle casualty report?

yes. there will be some transition in and out of the scenario.
Title: Re: Second Front (in Development)
Post by: Jo B on November 06, 2019, 06:59:56 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/74234631_553178898561178_1212545443200761856_o.png?_nc_cat=102&_nc_oc=AQmDptvI47PmuOQE2k-UTk-ERvNVZcxCXZjWJ5BwIYsti0TpUiSEsYLq7eY73MuNah0&_nc_ht=scontent-vie1-1.xx&oh=8f95c99e445aa1f8e30cf08e8a8f64b8&oe=5E4470E7)

Driving School. It cost one to start, one to stop, one to move a hex, and one to rotate the hull 60 degrees.
Title: Re: Second Front (in Development)
Post by: Jo B on November 07, 2019, 01:02:55 PM
 

Marder III H, with experimental shell emitter
Title: Re: Second Front (in Development)
Post by: Sir Slash on November 07, 2019, 03:19:15 PM
I love the way they all get along with each other in the garage.
Title: Re: Second Front (in Development)
Post by: jomni on November 07, 2019, 09:43:53 PM
Quote from: Sir Slash on November 07, 2019, 03:19:15 PM
I love the way they all get along with each other in the garage.
You haven't seen the fights in the locker room.
Title: Re: Second Front (in Development)
Post by: Sir Slash on November 07, 2019, 10:31:48 PM
Maybe that would make a good game.  :coolsmiley:
Title: Re: Second Front (in Development)
Post by: jomni on November 08, 2019, 02:46:40 AM
Quote from: Sir Slash on November 07, 2019, 10:31:48 PM
Maybe that would make a good game.  :coolsmiley:

Towel slapping fun!

(https://pbs.twimg.com/media/Cx8EFVZWIAAQI10.jpg)
Title: Re: Second Front (in Development)
Post by: Gusington on November 08, 2019, 08:12:52 AM
Ha!
Title: Re: Second Front (in Development)
Post by: Jo B on November 08, 2019, 12:31:39 PM
new railway with 18 different pieces.

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/74936944_554803138398754_4045846887750696960_o.jpg?_nc_cat=100&_nc_eui2=AeFmQvEkTXUjfrK28Zo2XWOSKv4ytswLu399lQOYOybY36rYSscWY4CWDd9Tx9umr81l1EzTrRNePu1B5XT0csiXne_wLUkEFAZQdqN6eKGwjg&_nc_oc=AQnEuMSb42WTIybzxUkIoKyy4G4x0sn1EKW0OCZhnAZXZ_SPMQuzigFjkC3Tz5SQQUI&_nc_ht=scontent-vie1-1.xx&oh=fa6230e0c50647024bbdee1a7e3a5e0d&oe=5E631763)

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/74912306_554804875065247_993025593073205248_o.png?_nc_cat=110&_nc_eui2=AeFgXQjLMNr30xoh5jXItA71UjCQmeuk3uY8qFgGTxqW8EBCDWKJtV_L_5XPSRQKcaffyhjNyK-FPelkHdIqtyoGOVds00x597npYl1x7gqUUQ&_nc_oc=AQmRYeXaO_oY50jmmnMLDtmVB_1utyZbFY9RLDtUKdKnncEVILykA-1oa-7BL66ctoE&_nc_ht=scontent-vie1-1.xx&oh=2a6113c3a379c31ab1af7093e19f0c80&oe=5E6458C0)
Title: Re: Second Front (in Development)
Post by: Sir Slash on November 08, 2019, 01:20:38 PM
Choo-Choo's!  :D
Title: Re: Second Front (in Development)
Post by: Gusington on November 08, 2019, 01:26:55 PM
Really awesome  :clap:
Title: Re: Second Front (in Development)
Post by: IronX on November 08, 2019, 01:47:58 PM
Great!

Von Ryan's Express scenario, please.
Title: Re: Second Front (in Development)
Post by: Staggerwing on November 08, 2019, 06:37:01 PM
^ Book or movie? Each ends differently...
Title: Re: Second Front (in Development)
Post by: Sir Slash on November 08, 2019, 11:19:37 PM
There was a book?  :o  Was Sinatra in it too?
Title: Re: Second Front (in Development)
Post by: Staggerwing on November 08, 2019, 11:58:58 PM

Not so much.

It was written by the guy who wrote 'Days of wine and roses'. Give it a read.
https://smile.amazon.com/Von-Ryans-Express-Westheimer-David/dp/B00H885LOC/ref=tmm_hrd_swatch_0?_encoding=UTF8&qid=&sr=

There's even a sequel.
https://smile.amazon.com/Von-Ryans-Return-David-Westheimer/dp/069811003X/ref=sr_1_10?qid=1573275398&refinements=p_27%3AWestheimer+David&s=books&sr=1-10&text=Westheimer+David
Title: Re: Second Front (in Development)
Post by: Jo B on November 09, 2019, 03:43:05 AM

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/74612410_555220098357058_5646809905978408960_o.png?_nc_cat=102&_nc_eui2=AeH_9GGTC9GoCpxJPC8vIH9D1fSg7Y71Fd0kETHhP-mTNUp6GsKQ6_R2d4qmSl2V8bkAZ9s8LfDb82PXakl92EBKhQ6Y3KPfgHxtVueIAQQb6w&_nc_oc=AQlpuxbijZNN3LvP3Gm-ysFL_4_Lqe1Tr3EWxZ_Y2Q-8K7bThAP_1836NZ-acU8ldgg&_nc_ht=scontent-vie1-1.xx&oh=ba121933fa7f5b2469f958c5a8b928c5&oe=5E4D9057)

this free placable decorations have no impact on gameplay but convert buildings to stations
Title: Re: Second Front (in Development)
Post by: Jo B on November 09, 2019, 10:02:06 AM

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/72660654_555415618337506_4516669144132747264_o.jpg?_nc_cat=105&_nc_eui2=AeFelNjWisSL39YW5OxJypVDyY69eTWtomEW0t6LP_eboOu0tbNG4xD9cX5y9dFWKkG9bPH0-nhB3JQfwE9nln93Hi6voOew6h513sgeswmQ6g&_nc_oc=AQn4n7KihHm4vlMLZ6pXLXQm1v3JgSJ6N6Eyp0nLQ2JyilzuPapEMavy_mja2day4Ug&_nc_ht=scontent-vie1-1.xx&oh=2746f88ef89d78417f245ede1c4e0241&oe=5E6490A2)
new train cars. makes the station less dangerous. can not be placed on roads as this are basicaly wooden buildings
Title: Re: Second Front (in Development)
Post by: Sir Slash on November 09, 2019, 10:21:21 AM
And Outhouses too!  :D  You guys thought of everything.  :bd:
Title: Re: Second Front (in Development)
Post by: IronX on November 09, 2019, 11:57:54 AM
I think it looks great (the trains more so than the outhouses). You don't see this sort of set dressing very often and it presumably complicates the line-of-sight for the combatants, making for more interesting gameplay.
Title: Re: Second Front (in Development)
Post by: Barthheart on November 09, 2019, 12:19:35 PM
Can troops get in the trains for cover?
Title: Re: Second Front (in Development)
Post by: Jo B on November 09, 2019, 01:19:33 PM
Quote from: Barthheart on November 09, 2019, 12:19:35 PM
Can troops get in the trains for cover?
yes they will enter the trains through the doors
Title: Re: Second Front (in Development)
Post by: Barthheart on November 09, 2019, 01:43:36 PM
 :bd:
Title: Re: Second Front (in Development)
Post by: Gusington on November 09, 2019, 03:20:21 PM
If the wargame doesn't pan out you can make the next competitor for Railroad Tycoon.
Title: Re: Second Front (in Development)
Post by: Sir Slash on November 09, 2019, 11:08:10 PM
If you tell me I get to wreck trains in this game I'll buy 10 copies.  <:-)
Title: Re: Second Front (in Development)
Post by: Jo B on November 10, 2019, 06:16:03 AM
Quote from: Sir Slash on November 09, 2019, 11:08:10 PM
If you tell me I get to wreck trains in this game I'll buy 10 copies.  <:-)

yes of course. hope you will support us when it comes to Kickstarter  O:-)

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/73323532_555989134946821_539905327869460480_o.jpg?_nc_cat=103&_nc_eui2=AeECM_hMpfLQwFNKJlkVk0LRr6_nzzVilaTmHxFei0TExMXPDBj1B2QFjF_SijeSHWzj_qj9wwpJpoKOeahOIWdpmo2lrSDohskuVBUjaV0SGg&_nc_oc=AQkGSZiDwa9A6AEc4r6ydBq5_zZmbEqO6_pWYDmZmiyzmDE5kg4qNV4S3NlpBJDlWa0&_nc_ht=scontent-vie1-1.xx&oh=9e1096dd76cef28d8cbf893592595033&oe=5E4F56D2)


(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/74524014_555989768280091_5744411014850412544_o.png?_nc_cat=105&_nc_eui2=AeFkDcmUqi2xeFh7S5g3UjjpcLq7_7P79qHhu6Lzbaa_FjblwHZb3CITkJU6wLXC-ySb5TiPEAL7y_ssAt5oR1JkpP8iFFu0xmuGF0lx7WNMJA&_nc_oc=AQl04Qera8os11ddZrEWVi_B7zfyDrXAzaiuPyPgVGiCAqrRpfHApakOjl7PU1sJ3ew&_nc_ht=scontent-vie1-1.xx&oh=3f83f66ef147f50717592dfe16c05f5e&oe=5E63B77F)

Soldiers in the train cars
Title: Re: Second Front (in Development)
Post by: al_infierno on November 10, 2019, 09:05:08 PM
The idea of kicking money into this game makes my loins moister than you'd believe.  Can't wait for the Kickstarter!
Title: Re: Second Front (in Development)
Post by: Jo B on November 11, 2019, 03:54:53 AM
Quote from: al_infierno on November 10, 2019, 09:05:08 PM
The idea of kicking money into this game makes my loins moister than you'd believe.  Can't wait for the Kickstarter!
Thank you. That's very encouraging.
Title: Re: Second Front (in Development)
Post by: Jo B on November 12, 2019, 08:36:59 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/74601208_557496734796061_5633446355755073536_o.jpg?_nc_cat=105&_nc_oc=AQkxJXRf230jlSPCbD_BT6Nn4O6TkkU62fkaplWeiS8sJMReYdkCnRFLAXOAW2z8gfw&_nc_ht=scontent-vie1-1.xx&oh=6a7fc29dfe284dded0cb702e7547c541&oe=5E5A2B32)

improved rail car and coal car. Coal car hex can not be entered.
Title: Re: Second Front (in Development)
Post by: Jo B on November 13, 2019, 11:35:38 AM

Sherman attacks four targets
Title: Re: Second Front (in Development)
Post by: Zulu1966 on November 13, 2019, 12:12:03 PM
Awesome
Title: Re: Second Front (in Development)
Post by: Jo B on November 15, 2019, 08:50:22 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/l/t1.0-9/76773165_559596304586104_5689213293458096128_o.png?_nc_cat=101&_nc_oc=AQmtQTdCHKP8KFqnq1yncZg3ZhgRNAmKSrcJtMDhQaJqMWpnkneU3zM8kNIpHqAxzXA&_nc_ht=scontent-vie1-1.xx&oh=3363561ecfa019fb398b09ffbd3852b3&oe=5E5CEDD2)

working on railway bridges
Title: Re: Second Front (in Development)
Post by: Gusington on November 15, 2019, 09:11:30 AM
You aren't Rod Stewart working under another name, are you?
Title: Re: Second Front (in Development)
Post by: Jo B on November 15, 2019, 09:14:05 AM
Quote from: Gusington on November 15, 2019, 09:11:30 AM
You aren't Rod Stewart working under another name, are you?

yes, I saw that. was very inspirating. lots of new deco in the works  :)
Title: Re: Second Front (in Development)
Post by: Gusington on November 15, 2019, 09:22:16 AM
Hmm you didn't deny that you are indeed Rod Stewart...in that case, welcome to the forum. I love the music you did with Faces and your taste in women is beyond exquisite!
Title: Re: Second Front (in Development)
Post by: Sir Slash on November 15, 2019, 10:08:17 AM
Perhaps he should change the name from, 'Second Front' to, 'Second Life' then. Anyway, I like the new smashed RR Bridges.  :bd:
Title: Re: Second Front (in Development)
Post by: Jo B on November 15, 2019, 10:38:36 AM
for the record, I am not sailing, and I am not Rod :-)
Title: Re: Second Front (in Development)
Post by: Sir Slash on November 15, 2019, 12:43:04 PM
 :2funny:
Title: Re: Second Front (in Development)
Post by: Gusington on November 15, 2019, 12:47:30 PM
'When someone asks you if you're a god [or Rod Stewart] you say yes!!'
Title: Re: Second Front (in Development)
Post by: Sir Slash on November 15, 2019, 07:49:16 PM
I bet Stewart's Wrecked RR Bridges couldn't come close to Jo B's.
Title: Re: Second Front (in Development)
Post by: Jo B on November 16, 2019, 07:53:45 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/75210242_560350621177339_4433224608245612544_n.jpg?_nc_cat=100&_nc_oc=AQmgy0C20EOv2uRdEp6XvsRD93fP1I4c0swXuZiRZC6czoe27hMC7SGm_EUk4-LqrR4&_nc_ht=scontent-vie1-1.xx&oh=7d5a088544c14dde2e6bb8f2e6dd6212&oe=5E4D6F63)
Rail Bridges, and Ruins. ::)
Title: Re: Second Front (in Development)
Post by: Zulu1966 on November 16, 2019, 08:11:56 AM
 :D Awesome
Be nice to have something more substantial for road bridge as well ... ie not just the small stone bridge.
Title: Re: Second Front (in Development)
Post by: Jo B on November 18, 2019, 06:44:04 AM
Quote from: Zulu1966 on November 16, 2019, 08:11:56 AM
:D Awesome
Be nice to have something more substantial for road bridge as well ... ie not just the small stone bridge.
yes true. I established a system to have more bridges and will later add wooden bridges.
nevertheless we will now continue on damaged rails and improving the map editor.
To be very clear, the map editor is for to use by players.
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/70507751_561423094403425_9154411638223273984_o.png?_nc_cat=105&_nc_eui2=AeGlwnVqYaNQVPaKj7opFh4MTMCZSWTCB2IwGNB1LpmG8WZUTF10YcFXReJW-lXndJ8oR6grwZZRdkSIDVKW96--vxt2rZS_BzeOoG3MHNHcaw&_nc_oc=AQk4iOlPsj-Ra-RH0dzPSuJhI1Tf6GIjA0fTudvTfVNunzRInZ9X5xefhDAqv3j_XR0&_nc_ht=scontent-vie1-1.xx&oh=ced370b3f78619f9f0e7d2c3cb91319b&oe=5E431C94)
Title: Re: Second Front (in Development)
Post by: rocketman on November 18, 2019, 11:16:27 AM
Quote from: Jo B on November 16, 2019, 07:53:45 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/75210242_560350621177339_4433224608245612544_n.jpg?_nc_cat=100&_nc_oc=AQmgy0C20EOv2uRdEp6XvsRD93fP1I4c0swXuZiRZC6czoe27hMC7SGm_EUk4-LqrR4&_nc_ht=scontent-vie1-1.xx&oh=7d5a088544c14dde2e6bb8f2e6dd6212&oe=5E4D6F63)
Rail Bridges, and Ruins. ::)
I like a lot of what I see in this game. Would it be possible though to make the elevation changes a little bit less dramatic. The height difference between hexes look a bit odd to me.
Title: Re: Second Front (in Development)
Post by: Jo B on November 18, 2019, 12:54:10 PM
Quote from: rocketman on November 18, 2019, 11:16:27 AM

I like a lot of what I see in this game. Would it be possible though to make the elevation changes a little bit less dramatic. The height difference between hexes look a bit odd to me.

sadly it is not possible to lower the hills. we have a roughly constat one level hight for all building levels and hills.
On a one level hill we need to be positoned one level higher to have a line of sight over a one level obstacle to another one level hill. (flat)
half levels would make the game , and the game play, dramaticaly more complex. there are walls and hedges which are ignored when having
a sight up and down but block when the sight is flat. the trees in the picture have a hight of 2 levels.

the design of hills was a challenge.
we need to find a outline where the top is as big as possible to hold a vehicle and up to 28 soldiers [ 2xLeader + 3x Squads x4 soldeirs) x2 in close combat]
while the maximum angel of the slope is below 60 degrees. (60 degrees is the maximum the soldiers can climb without stairs.)
After 3 or 4 fill experimental test with changing all of the 64 hill tiles for a level. we got to the design as it is now.
the color of hills was also a big challenge. this must be clear from all sides (becasue of the ilumination by the sun light)
and need also be clear when the hill is out of LOS and is set to dark.

Title: Re: Second Front (in Development)
Post by: Jo B on November 18, 2019, 01:02:11 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/76688869_562005227678545_4426874262875275264_o.png?_nc_cat=103&_nc_oc=AQlfzRr0VvEbXkI9WSbiJQeIZ56AcSC_G2CXHeALp9u5Jc6XZ7GnmRoIyg-NT9ldJGM&_nc_ht=scontent-vie1-1.xx&oh=35789da2c60b68d39b4817fab60ec7e9&oe=5E53E47F)

we now have a connection of roads and streams to the edge of the map. Path are not connected.
Title: Re: Second Front (in Development)
Post by: Jo B on November 19, 2019, 08:19:22 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/s960x960/77357501_562487087630359_5135179584769097728_o.jpg?_nc_cat=111&_nc_oc=AQkT755AupjR-iiwRg0_wSyLWNhMUlRfn4md8zMTxqfSxNxygIFhfj3vmg9urBKlWws&_nc_ht=scontent-vie1-1.xx&oh=46f5885d4db954ff6b00edc06a6d467d&oe=5E5543C7)

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/76611043_562507880961613_7655784436390166528_o.jpg?_nc_cat=103&_nc_oc=AQnTUt3Nk0FVQ-1RQTWwA3BMkX9Wja-NYsgyrfbWA2t4ov8JyCGeym0LkaO9sBVy6p4&_nc_ht=scontent-vie1-1.xx&oh=b3c77c56c65fe72476e4c8e9abec3bc4&oe=5E3F4A6D)

Damaged rails and first version of shellholes
Title: Re: Second Front (in Development)
Post by: Jo B on November 20, 2019, 01:11:12 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/s960x960/77348501_563452667533801_623101498682769408_o.png?_nc_cat=101&_nc_oc=AQkwf-eov7DI2wrvxn15eTOeHgPxOds3AaJdcSaV0KG3OgOyxlViBx3pocrRviApHuY&_nc_ht=scontent-vie1-1.xx&oh=10738fc0954424ac9d43890faa77b658&oe=5E551BAC)

start improving the scenario editor.
the bomb button will give access to demolish the terrain and set fire.
Title: Re: Second Front (in Development)
Post by: Jo B on November 21, 2019, 02:19:33 PM


(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/78365928_564261100786291_4165655017652486144_o.png?_nc_cat=110&_nc_ohc=YgPb9evsClUAQkIz15fv6_6IPPtgw5AV6qfhjLkAE1s1LvIBEUIaZ_nig&_nc_ht=scontent-vie1-1.xx&oh=6b8d80b836bde21a18bfa57973d54553&oe=5E7D98B3)

the grain elevator in the works
Title: Re: Second Front (in Development)
Post by: Jo B on November 22, 2019, 09:08:51 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/75603934_564815220730879_6022451843085369344_o.png?_nc_cat=107&_nc_eui2=AeEn4oJ5a84zZGkz1jNYsrX7aO474AG1f2rKnPswmWl2XwsbjDhWsUP8vTgTwKU45iCU_jN9_wQygRK6PUbhYg9I6aWp27C4vMT8MjknZqac5w&_nc_ohc=Cxg2lqO4f5wAQn0g3wx9oMsOuW5_T0IHp-uZA4DNCMw0YL8LVvilqbKhg&_nc_ht=scontent-vie1-1.xx&oh=9d4c18ce0a468f1048c18ff86a843ca5&oe=5E8BAA1C)
Grain Elevator with pipes and signals
Title: Re: Second Front (in Development)
Post by: Michael Dorosh on November 22, 2019, 10:01:53 AM
Looking great.

What is the map scale (number of metres across each hex)?
Title: Re: Second Front (in Development)
Post by: Jo B on November 22, 2019, 01:18:20 PM
Quote from: Michael Dorosh on November 22, 2019, 10:01:53 AM
Looking great.

What is the map scale (number of metres across each hex)?

hm about 25 meters
Title: Re: Second Front (in Development)
Post by: Michael Dorosh on November 22, 2019, 02:21:39 PM
I like the 3D extras - "Hotel" sign, grain fillers, signal switches.

Knowing the hard work you're putting in to texture all this, I almost hate to ask, but will the 'skins' and UI artwork be editable?
Title: Re: Second Front (in Development)
Post by: Jo B on November 22, 2019, 02:38:15 PM
Quote from: Michael Dorosh on November 22, 2019, 02:21:39 PM
I like the 3D extras - "Hotel" sign, grain fillers, signal switches.

Knowing the hard work you're putting in to texture all this, I almost hate to ask, but will the 'skins' and UI artwork be editable?

thanks. I am glad you like it.
anything is possible. I would have to add extra functonality for that. that leads to the question what is most
important to implement, as we have a low budget. As it is now I would prefer to add more nations and gameplay functions like snow.
But I added a shader for to see the german dark yellow. That was just experimental, perhaps it will make it in the final game.

Title: Re: Second Front (in Development)
Post by: Jo B on November 23, 2019, 05:57:25 AM


Created this map in about one hour.
new Red Star, Piplines and Oil Tanks.
Title: Re: Second Front (in Development)
Post by: Jo B on November 25, 2019, 10:34:29 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/73372400_3085662904781130_4743962262295805952_n.jpg?_nc_cat=104&_nc_ohc=OVXimRhMZ98AQkLcta67fN8jL7RsO3xvAufC9j5wkkRCGdziZeYGygrFw&_nc_ht=scontent-vie1-1.xx&oh=934b760ad95937c683f885dfed36406d&oe=5E8A6448)
Title: Re: Second Front (in Development)
Post by: Gusington on November 25, 2019, 10:59:48 AM
Ha! Clear and simple.
Title: Re: Second Front (in Development)
Post by: Sir Slash on November 25, 2019, 12:21:17 PM
Like First Grade math.  :bd:
Title: Re: Second Front (in Development)
Post by: Jo B on November 26, 2019, 12:13:53 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/s960x960/75649405_568049843740750_6095098951449444352_o.png?_nc_cat=108&_nc_ohc=J2c9laoETvMAQlOGCTJhLaFMRtng0Ajfhfn-tKpy6uEOX2Wi0ISMjDRWA&_nc_ht=scontent-vie1-1.xx&oh=bebe54fcd8ccc914a387fde6c5805946&oe=5E898BC6)

while working on the Scenario editor new Ruins were added to pipelines, oil tanks and the grain elevator.

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/77105724_568050800407321_4280684124559114240_o.png?_nc_cat=104&_nc_ohc=QvQsUhMRFzkAQmXdOI2MLVtJWrbX9sJpaaxhsjlhH13LGJvM2cK103K-Q&_nc_ht=scontent-vie1-1.xx&oh=a9c3e63537b60098f8733e3fdf82f6f0&oe=5E8203BF)
notice the lower basement level
Title: Re: Second Front (in Development)
Post by: Sir Slash on November 26, 2019, 02:57:51 PM
Even the shadows are ruins!  O0  Nice touch.
Title: Re: Second Front (in Development)
Post by: Jo B on November 27, 2019, 01:38:33 PM
Quote from: Sir Slash on November 26, 2019, 02:57:51 PM
Even the shadows are ruins!  O0  Nice touch.
thanks  :)

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/77339131_568823706996697_885481274133708800_o.jpg?_nc_cat=105&_nc_ohc=fiuVc16-U8QAQlHdp4WbENS1nGiuyCxBLqRH0SQRPPTDqbx1uZOzJ20Bw&_nc_ht=scontent-vie1-1.xx&oh=a388f705d5f71f1c616f100608758b44&oe=5E85EDBE)

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/77256680_568823763663358_8195003553039777792_o.jpg?_nc_cat=111&_nc_ohc=BZRq_vnDddIAQnEmBdoNchch9sjNeCjhsxH6NiAVQb-nxB-xRa50tR3kg&_nc_ht=scontent-vie1-1.xx&oh=05c912d4db133fba499c006fb1c4d086&oe=5E3EB26D)

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/77265651_568823846996683_5620569511225720832_o.jpg?_nc_cat=105&_nc_ohc=pV8v2g6tV4EAQmoQLqzOzuAgjAIyppseVVGic6tXJrEP59UCSk3RzADvA&_nc_ht=scontent-vie1-1.xx&oh=c4e1b443f978e8b809fee9368fd12286&oe=5E7ED449)

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/78465336_568823900330011_7175859026889015296_o.jpg?_nc_cat=105&_nc_ohc=Y6zvVeOuFooAQmnnZRS35RYjkp1C0hiH7AzhcDVyDz4mFIF4scIlOEDRg&_nc_ht=scontent-vie1-1.xx&oh=50121e6fd4631e32479eb783a73e0f93&oe=5E7D0563)

new inner factory walls and water tower
Title: Re: Second Front (in Development)
Post by: Jo B on November 28, 2019, 01:37:38 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/78335662_569492660263135_5623653864679931904_o.png?_nc_cat=109&_nc_ohc=5GOiiDVi2lIAQnYWkdKKAXfKT1wxLWBPINA7bBczAjUdj8G1thNeHTuTg&_nc_ht=scontent-vie1-1.xx&oh=9615f799d4cdd9edf6efca6e84479e86&oe=5E7C9E30)

the modular factory needs precision
Title: Re: Second Front (in Development)
Post by: Jo B on November 29, 2019, 12:10:02 PM
we got a new press coverage Letter "O is for Obligatory Second Front video"
https://www.rockpapershotgun.com/2019/11/29/the-flare-path-a2z-14/
Title: Re: Second Front (in Development)
Post by: Gusington on November 29, 2019, 04:10:21 PM
Saw that earlier...nice  O0
Title: Re: Second Front (in Development)
Post by: Jo B on November 30, 2019, 01:46:41 PM


Map Editor and damaged Decorations.
Title: Re: Second Front (in Development)
Post by: Jo B on December 02, 2019, 02:35:27 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/78503350_572573436621724_5693870408101527552_o.png?_nc_cat=109&_nc_ohc=7ccZOUEvF5kAQlnUc69OS3_FgOekg5Bg7UIU51xe94yXP1PhWcPKVyssw&_nc_ht=scontent-vie1-1.xx&oh=b28f8ff956e596e72980d1e74dae4052&oe=5E8B0D7C)
While I'm coding the Scenario Editro, the Kettenkrad drives by.
Austrian woodworker vehicle.
Title: Re: Second Front (in Development)
Post by: Jo B on December 03, 2019, 04:33:21 AM
concerning the campaign
basically that is fighting with the same units over successive maps. There are mornings afternoons and the night.
the player can interrupt the fight (not necessarily at the end of the map) this leads to the next time of day. there is the possibility to buy supplies and logistics. a special infantry fatigue value (already built in) decreases with time. in the fight breaks the troops can recover. destroyed not burning tanks can be recovered. in the night one needs illuminants otherwise one sees nothing. has what to do with the darkness....
Title: Re: Second Front (in Development)
Post by: Jo B on December 03, 2019, 06:04:55 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/78120484_573024416576626_6763579292170321920_n.png?_nc_cat=108&_nc_eui2=AeGBP-9lLkak4tcMgXXuDliNVm9opNgoYZdwDCRB74sArTWvjYBLAepTYk7Rf6X3dScSbHuN8Pyi_4PhOyJYvuAMC8H34GYiknNzJuPENqAXWw&_nc_ohc=SFasX70a-ZUAQmaUzLrAkL0iTtJgtZHvj_Bt--mg0a_bNUR3SdJQ58RnA&_nc_ht=scontent-vie1-1.xx&oh=a0317655fddc5694dd92e05630f2aaec&oe=5E3E3B62)

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/77280960_573024676576600_8294498678064807936_n.png?_nc_cat=107&_nc_eui2=AeGIV3_saghh8FWWrvbB8bPjo0PLsAXinahYbrROMzAZKjLUvVQPJK3Ed1PeMJjdIH9e2I5nLZh7SUVKHP38VqZ7ldJtF1Azzp8aIaj-V_v2hg&_nc_ohc=1j5pZNKsY7IAQlbVUWCJo9Vzh9mYeprxVOOT4jo6job9X063xjs6lnxiQ&_nc_ht=scontent-vie1-1.xx&oh=b3f55739418008263de3f1622b6a71fe&oe=5E86D32B)

prototype of tank driver with hatch
Title: Re: Second Front (in Development)
Post by: Jo B on December 03, 2019, 10:26:43 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/78141339_573180346561033_8569845140170997760_o.jpg?_nc_cat=107&_nc_ohc=p0bM6EkUVhoAQnL9d8dzcArThaBwUxN6r9gtUmYr1aDZj1MO2C9mQWgfQ&_nc_ht=scontent-vie1-1.xx&oh=e73e30ca3fd3ad5ce35c45e9f92939b7&oe=5E70FECA)
T34 85 hatches
Title: Re: Second Front (in Development)
Post by: MOS:96B2P on December 03, 2019, 11:19:53 AM
Quote from: Jo B on December 03, 2019, 04:33:21 AM
concerning the campaign
basically that is fighting with the same units over successive maps. There are mornings afternoons and the night.
the player can interrupt the fight (not necessarily at the end of the map) this leads to the next time of day. there is the possibility to buy supplies and logistics. a special infantry fatigue value (already built in) decreases with time. in the fight breaks the troops can recover. destroyed not burning tanks can be recovered. in the night one needs illuminants otherwise one sees nothing. has what to do with the darkness....

Interesting game.  It reminds me some of the Combat Mission games (IMO a good thing). 
Are the campaigns branching or linear?
Do you mean infantry fatigue decreases or increases with time? 
What does a player buy supplies with (Prestige etc.)? 
Do the maps have persistent damage? So if I fight on a map in battle #2 of the campaign is it possible to fight over that same map again later in the campaign and if so will it retain the damage from the first fight?
Sounds like the game has flares....... pretty cool.   

Title: Re: Second Front (in Development)
Post by: Jo B on December 03, 2019, 02:19:25 PM
Quote from: MOS:96B2P on December 03, 2019, 11:19:53 AM
Quote from: Jo B on December 03, 2019, 04:33:21 AM
concerning the campaign
basically that is fighting with the same units over successive maps. There are mornings afternoons and the night.
the player can interrupt the fight (not necessarily at the end of the map) this leads to the next time of day. there is the possibility to buy supplies and logistics. a special infantry fatigue value (already built in) decreases with time. in the fight breaks the troops can recover. destroyed not burning tanks can be recovered. in the night one needs illuminants otherwise one sees nothing. has what to do with the darkness....

Interesting game.  It reminds me some of the Combat Mission games (IMO a good thing). 
Are the campaigns branching or linear?
Do you mean infantry fatigue decreases or increases with time? 
What does a player buy supplies with (Prestige etc.)? 
Do the maps have persistent damage? So if I fight on a map in battle #2 of the campaign is it possible to fight over that same map again later in the campaign and if so will it retain the damage from the first fight?
Sounds like the game has flares....... pretty cool.   
So the campaign is currently being planned.
more complex variants than only linear are certainly possible.
there is also a very distant operational variant. but
that's really very far away.
fatigue naturally increases.
There are plans to buy konkete, but I don't want to go into more detail at the moment.
Recurring cards with permanent damage are feasible.
That would not be very difficult.
They are star shells and ilumination rounds, mainly from mortars.
Of course fire also illuminates. C:-)
Title: Re: Second Front (in Development)
Post by: MOS:96B2P on December 03, 2019, 02:45:44 PM
Thanks for the information.  It sounds like you're hard at work and this will be interesting to follow.       
Title: Re: Second Front (in Development)
Post by: Father Ted on December 03, 2019, 04:07:59 PM
Quote from: Jo B on December 02, 2019, 02:35:27 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/78503350_572573436621724_5693870408101527552_o.png?_nc_cat=109&_nc_ohc=7ccZOUEvF5kAQlnUc69OS3_FgOekg5Bg7UIU51xe94yXP1PhWcPKVyssw&_nc_ht=scontent-vie1-1.xx&oh=b28f8ff956e596e72980d1e74dae4052&oe=5E8B0D7C)
While I'm coding the Scenario Editro, the Kettenkrad drives by.
Austrian woodworker vehicle. the Rabbit
Title: Re: Second Front (in Development)
Post by: 76mm on December 04, 2019, 09:20:42 PM
Just found this thread, game looks awesome.  When will Kickstarter go live?
Title: Re: Second Front (in Development)
Post by: Jo B on December 05, 2019, 05:02:39 AM
Quote from: 76mm on December 04, 2019, 09:20:42 PM
Just found this thread, game looks awesome.  When will Kickstarter go live?
thanks  :)
need some more months for the Demo.

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/78476326_574015599810841_9115287831936237568_n.png?_nc_cat=104&_nc_ohc=7bQhr1NtBNIAQnoTG0C3b_WC1yIegAGGsfnrDFNUvq4HOpKl76ySE4lhg&_nc_ht=scontent-vie1-1.xx&oh=a7bc29ba35862e91521f89db683cbd47&oe=5E86D6F9)
new tankers cap
Title: Re: Second Front (in Development)
Post by: Jo B on December 06, 2019, 10:49:10 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/78855727_575480212997713_5434536773780766720_o.jpg?_nc_cat=105&_nc_ohc=UE8Kx0AUUl4AQkp5uKE-3X2b9ZgXXFg3x0JIkJrHiXv7Ee6Rlo3Sc20oQ&_nc_ht=scontent-vie1-1.xx&oh=7ccff4e8fd27dad60fbc6bc1649f65f6&oe=5E4202EC)
new Headphones.
Title: Re: Second Front (in Development)
Post by: IronX on December 06, 2019, 12:16:22 PM
Beats by Apfel
Title: Re: Second Front (in Development)
Post by: Gusington on December 06, 2019, 12:56:40 PM
The attention to detail here is incredible.
Title: Re: Second Front (in Development)
Post by: Sir Slash on December 06, 2019, 01:42:42 PM
Wait until he gets around to the shoe laces.  :coolsmiley:
Title: Re: Second Front (in Development)
Post by: Gusington on December 06, 2019, 02:15:12 PM
Can't wait!
Title: Re: Second Front (in Development)
Post by: Jo B on December 07, 2019, 10:25:19 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/78668465_576199439592457_2257817612622757888_o.jpg?_nc_cat=103&_nc_eui2=AeGpPAwa2oTYRYvfNZZ8TOYRuL5xrzv73f8ydXNmEn0_rfPdjGuCYJb48UCcmFytVPIUSc9yTr1qcv43PdEwI7ud8b-kKugoI6NLnW5eZf0bew&_nc_ohc=N8lnmGKvsRYAQk1Uj7HUhcorV5mLNslTofaxxJEozHpEaBLSx3KKe7MsA&_nc_ht=scontent-vie1-1.xx&oh=6a294968ac7490c0692d58437c4549b3&oe=5E85492F)

a little bit dirt, and fresh snow
Title: Re: Second Front (in Development)
Post by: Sir Slash on December 07, 2019, 11:04:23 AM
This game maybe more fun to look at than to play.  <:-)
Title: Re: Second Front (in Development)
Post by: Staggerwing on December 07, 2019, 02:54:00 PM
Quote from: Jo B on November 30, 2019, 01:46:41 PM


Map Editor and damaged Decorations.


Cool!

You should add a giant Godzilla unit so players can just stomp their way around for fun. Give it flammpanzer breath too!
Title: Re: Second Front (in Development)
Post by: Jo B on December 08, 2019, 08:55:04 AM


the Scenario Designer.
Title: Re: Second Front (in Development)
Post by: The_Admiral on December 08, 2019, 09:18:09 AM
Magnificient work Jo  :notworthy:
Title: Re: Second Front (in Development)
Post by: Zulu1966 on December 10, 2019, 01:10:49 PM
Quote from: The_Admiral on December 08, 2019, 09:18:09 AM
Magnificient work Jo  :notworthy:

+1
Title: Re: Second Front (in Development)
Post by: Jo B on December 10, 2019, 02:30:37 PM
Quote from: The_Admiral on December 08, 2019, 09:18:09 AM
Magnificient work Jo  :notworthy:

thanks :-)

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/79814923_578797892665945_3962239959150100480_n.png?_nc_cat=110&_nc_eui2=AeGAMfcZ_WUY_Ob7vaTaoHdYfh2se-xB_Zg4gSn_6p5mxam2TYjG5pmF5JfUz7zmoUNdZi6cBavsrzC7AdEFbfTyH7vEw4tRzosLGRNJTERoVQ&_nc_ohc=8PFhMFM-KW0AQn2sH3q3T9olAYd5S9uEqFbMy5DvLY3wRjLatSwCd77xA&_nc_ht=scontent-vie1-1.xx&oh=5686c615c78dabefe5daa221882e8590&oe=5E7BB54B)

Russian tankers cap.
start working on AI. should do other things but can't resist.
Planed the new aproch for months, now want see it in action.
Title: Re: Second Front (in Development)
Post by: JasonPratt on December 10, 2019, 04:06:52 PM
Re the flowchart: I look forward to the booth babes and cosplayers for this game!  :bd:
Title: Re: Second Front (in Development)
Post by: Jo B on December 12, 2019, 04:32:46 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/79457570_580441005834967_230018747358773248_n.png?_nc_cat=103&_nc_ohc=n1vBkl78X4EAQnpwraqMRSBCGvO6eX0_sn4mxvJr6Vp1QC88lQ-v-K1lQ&_nc_ht=scontent-vie1-1.xx&oh=2c56e62e8165e6eed96ef177648e9b8b&oe=5E7D19D7)
improved KV2. will last a while until all tanks have a second hatch.
Working on AI what also needs a longer time. Better to say the two AIs,
as vehicles are very different to infantry...
Title: Re: Second Front (in Development)
Post by: Jo B on December 13, 2019, 12:30:35 PM
left half of brain
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/80370920_581082319104169_7873056377944408064_o.jpg?_nc_cat=110&_nc_ohc=BhAjhL5L4FkAQll5i2fNOAEnZtRUtoVV6PnZmcS5Zc1a1YhG-bNJ7cA0w&_nc_ht=scontent-vie1-1.xx&oh=713e2d14a018d68a043a0abec2b359b8&oe=5E76DD5B)
right half of brain
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/78170683_581084009104000_999943724530139136_o.jpg?_nc_cat=104&_nc_ohc=ci4Vo0kv9cIAQkQEICuYvK2-frQU9tObiCBUZ3Zj3P4sTtrScNy9xA1Pg&_nc_ht=scontent-vie1-1.xx&oh=a6cf1aaf953bc9a919b9f0f4186c25ca&oe=5E679842)
Title: Re: Second Front (in Development)
Post by: Jo B on December 15, 2019, 11:35:11 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/80555000_582572942288440_3029378289434099712_o.jpg?_nc_cat=106&_nc_ohc=IwuKdNFl5FIAQl1DtCV9eGaGnh6-O88kZczWZg1zBBd6JqdCL_kjOdewA&_nc_ht=scontent-vie1-1.xx&oh=52f46ef85c9f0c508dccf72fabd0beb0&oe=5E7583F9)
what a desaster. not in the picture my dead american two star leader.
Title: Re: Second Front (in Development)
Post by: Jo B on December 16, 2019, 03:05:01 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/80422997_583331562212578_8405565179424669696_o.jpg?_nc_cat=109&_nc_ohc=gHeDLicRelEAQnLCjWzv2mMfba7UvLl-NENeQEJxNjTlai6oADk7OV6qA&_nc_ht=scontent-vie1-1.xx&oh=bc32e182f1767da2c7347ee8acba3f6c&oe=5E717C5C)

the "In the Fileds" Scenario, showing the plan to win.
while the smaller force A is just moving behind the hedge for to binding enemy forces. the much bigger Force B attacks and breaks trough
the other enemy flank. the Force B should then cross the open ground to reach the VP location. In this situation the german AI should
better back up to defend the VP location. That's what I need implement next.
Even the plan looks simple it is not easy to realize. any slompiness .. I tell you. same scenario with a few german MGs would be more difficult.
Title: Re: Second Front (in Development)
Post by: Jo B on December 18, 2019, 01:52:35 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/79772042_585051652040569_6850223832096047104_o.png?_nc_cat=106&_nc_ohc=i1qsW5GneEcAQmIp45w7wcYASRbuQ8s_RJHTnvDJogawlQzouYHtYy6dw&_nc_ht=scontent-vie1-1.xx&oh=e8010f6fae01cffc82cae68759eaa06a&oe=5E814858)
Vehicle of the day No 65: GAZ-67B, Soviet General Purpose Car
Title: Re: Second Front (in Development)
Post by: Jo B on December 19, 2019, 01:50:52 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/79421889_585733405305727_3239889480018034688_o.png?_nc_cat=109&_nc_ohc=ytBb3SoNLBwAQmuF7Lb0z-WLba3GdEsRFl5C8GuPTe78x233uFE6xtQSw&_nc_ht=scontent-vie1-1.xx&oh=252d2587914a91a67c086de8ee5f9521&oe=5EA83150)
Vehicle of the day No 66: Panther D
Title: Re: Second Front (in Development)
Post by: Jo B on December 20, 2019, 01:59:22 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/80030563_586597528552648_6729600800869318656_n.png?_nc_cat=109&_nc_ohc=dB2zBb0DpQYAQmt7PjZZ5NZI_04n3Efxc5BkRC5emVoiXzes3TRusCvWA&_nc_ht=scontent-vie1-1.xx&oh=b3e04bb7a7d12a5db0c074f9a215108c&oe=5EAE7265)
Vehicle of the day No 67: PSW 222
Title: Re: Second Front (in Development)
Post by: Gusington on December 20, 2019, 02:59:20 PM
A sexy beast.
Title: Re: Second Front (in Development)
Post by: Jo B on December 21, 2019, 02:00:13 AM
Quote from: Gusington on December 20, 2019, 02:59:20 PM
A sexy beast.
these hathes can be opend closed. it can blink to you
Title: Re: Second Front (in Development)
Post by: Gusington on December 21, 2019, 12:46:39 PM
Ooh...tell me more!
Title: Re: Second Front (in Development)
Post by: Jo B on December 21, 2019, 01:01:33 PM
Quote from: Gusington on December 21, 2019, 12:46:39 PM
Ooh...tell me more!

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/79686788_587130935165974_6961358430162386944_o.jpg?_nc_cat=101&_nc_eui2=AeE-k4TYJWSm0PXFf4Z4Cdm9zlZdWklzzA4hzDgFwEdKJZc7r9WhqzMHTt1a7rxWtkZbmKmghommA0VD6O5vQHjv6dy6pL36FmOEwXLE-S9BjA&_nc_ohc=Lc-Z2D75B8wAQk745QA5geyc9o6PVb3xx4vVBAIyVJBDczPJ8tInd93EQ&_nc_ht=scontent-vie1-1.xx&oh=e4267521afb92e4611823cf11eb44c5c&oe=5E7D6275)

blink blink
Title: Re: Second Front (in Development)
Post by: Gusington on December 21, 2019, 02:21:22 PM
I need a cigarette.
Title: Re: Second Front (in Development)
Post by: The_Admiral on December 21, 2019, 02:34:08 PM
I thought Gus only had intercourse with my game.  :'(
Jo, you tempter.  :-*
Title: Re: Second Front (in Development)
Post by: Gusington on December 21, 2019, 03:15:44 PM
There's just about enough of me to go around.
Title: Re: Second Front (in Development)
Post by: Jo B on December 25, 2019, 05:34:50 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/s960x960/79897614_589436054935462_7258379466202677248_o.png?_nc_cat=110&_nc_eui2=AeE0ffJXfmsvFR-lhkjzJxLTGwNeKjPecn-tiAvMmFEirSUezYlc6LGTvOfH_jPBZEkG0CMKtBiq-3zNFOxncS13xmlpc9Pesi6nw-9RlJNUAQ&_nc_ohc=nbySrTjh5L0AQkufmKnlx1PhIoJ_1sk53LJj9ANLB80UldLJD7SxC5u-Q&_nc_ht=scontent-vie1-1.xx&oh=3a6e90aa3a91e645aa32da30364159b5&oe=5EAB2061)
after latest unfinished AI update the enemy infantry behaves more agresive and nasty.
Playing the germans I thought I have won, then I thought I have lost, then.. .
A well known feeling.

this small scenario loads in seven seconds. one can create such a map in about 15 minutes. some seconds to render the LOS. then maybe 10 minutes to set up troops.
For uploading to steam workshop estimate 2 minutes. Well, testing and adjusting the scenario can take much more time. No play of a scenario is same, not even similar after thefirst two turns.
Title: Re: Second Front (in Development)
Post by: Jo B on December 28, 2019, 11:09:19 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/80573017_592711451274589_8728557805394460672_o.jpg?_nc_cat=107&_nc_eui2=AeFNRsZf4lgdTHLpwyWYobM7Jmdd3nFH2on4mtW6PENt7ld2pNBjA4QBFmm2yaHDJX6yPWTI2-0reO51NjZS-WztwQe7ZIuIIRXf1tXbiqtVZA&_nc_ohc=Sk_kfW_74nQAQlCBHv3qrp02LIMwlbQPA0YJoJo3V64gAMU47ojSG7MFw&_nc_ht=scontent-vie1-1.xx&oh=ee2378acebdc314d2bd604a51dd23efe&oe=5EB1F7BF)

'In the Fields' Start of Turn 9
By very conservative skulking German AI still holds positions. Prepared to lose ground.

Infantry Squad can be halved to a half-squad or a half-squad can be eliminated. Before this happens the infantry can break or despair and run away. The infantry can also be replaced by a worse version. First line by second line for example. Officers can be wounded or killed. When Infantry must run away but can not they surrender.
Title: Re: Second Front (in Development)
Post by: Lotti Fuehrscheim on December 29, 2019, 07:45:54 AM
Quote from: Jo B on December 28, 2019, 11:09:19 AM
Infantry Squad can be halved to a half-squad or a half-squad can be eliminated. Before this happens the infantry can break or despair and run away. The infantry can also be replaced by a worse version. First line by second line for example. Officers can be wounded or killed. When Infantry must run away but can not they surrender.

So, exactly like ASL. Does all this involve morale checks?
Title: Re: Second Front (in Development)
Post by: Jo B on December 29, 2019, 08:23:09 AM
Quote from: Lotti Fuehrscheim on December 29, 2019, 07:45:54 AM
Quote from: Jo B on December 28, 2019, 11:09:19 AM
Infantry Squad can be halved to a half-squad or a half-squad can be eliminated. Before this happens the infantry can break or despair and run away. The infantry can also be replaced by a worse version. First line by second line for example. Officers can be wounded or killed. When Infantry must run away but can not they surrender.

So, exactly like ASL. Does all this involve morale checks?

yes, sure
Title: Re: Second Front (in Development)
Post by: Jo B on January 02, 2020, 01:25:30 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/82042127_597254717486929_7338864649363783680_o.png?_nc_cat=104&_nc_ohc=ipKqrgwVY88AQnxz0k-us8LF-qX8auFwE3mJv05xorcsqF5JGq3XaXUPw&_nc_ht=scontent-vie1-1.xx&oh=0559851955f1d46e536e7a565420b311&oe=5EB0CFAD)
experimental fences
Title: Re: Second Front (in Development)
Post by: Jo B on January 03, 2020, 12:57:40 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/82446127_597778814101186_7506308094041784320_o.jpg?_nc_cat=106&_nc_ohc=8xZo_S9dK5MAQm880tZk3wwZ7VtJ-AI51cKYB1J7_48XGfw37ZAWm8nLA&_nc_ht=scontent-vie1-1.xx&oh=af0c00f6f28f34cfb264aae197dcac95&oe=5E6BFE44)
loosing 'In the Fields' strategicaly
Title: Re: Second Front (in Development)
Post by: Jo B on January 03, 2020, 01:02:19 PM
we have a new Press Coverage by Tim Stone at Rock Paper Shotgun
https://www.rockpapershotgun.com/2020/01/03/the-flare-path-emburdens-second-front/
Title: Re: Second Front (in Development)
Post by: Gusington on January 03, 2020, 06:54:00 PM
^Saw that earlier today, nice. He really likes it!
Title: Re: Second Front (in Development)
Post by: Jo B on January 06, 2020, 12:13:42 PM

Russian Convoy
Title: Re: Second Front (in Development)
Post by: Jo B on January 07, 2020, 01:05:09 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/s960x960/82296208_600980783780989_3584000348513107968_o.jpg?_nc_cat=109&_nc_ohc=Bc4Nq_AF9A4AQmcz3wmfyI6qN2bx135zmAORFkPFuu96MPNbiWYDj_pqQ&_nc_ht=scontent-vie1-1.xx&oh=d075669251669b6ba238714f3059c190&oe=5E9AEE56)
for better testing I work on the auto-save-game code.
During testing this situation shows up. American green AI is about to initiat close combat with the german SdKfz 251-1. On board are a Squad half Squad and Leader but the hatch is closed, crew and infantry take cover in the vehicle no body is manning the AAMG. two american crews with leader advanced into the melee while the nearby Squad fails the bravery test and pinns down. Then the two crews with leader killed the SdKfz 251-1 and all infantry on board...
Title: Re: Second Front (in Development)
Post by: Jo B on January 10, 2020, 11:17:13 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/82488948_603522966860104_6810036536071946240_o.jpg?_nc_cat=107&_nc_ohc=iBThFopOD9QAX_jBfoa&_nc_ht=scontent-vie1-1.xx&oh=a1c6c192971255c4f9506ecf90c7d5b9&oe=5E9EB516)

these new rail cars have a row house component.
New Oil Cars. Reworked phase sequence top right corner.
Added 'Auto Save Game' every turn.
Title: Re: Second Front (in Development)
Post by: Zulu1966 on January 11, 2020, 05:40:24 AM
 :smitten:This thing looks more cool every time you post something.
Title: Re: Second Front (in Development)
Post by: Jo B on January 12, 2020, 02:42:07 AM
Quote from: Zulu1966 on January 11, 2020, 05:40:24 AM
:smitten:This thing looks more cool every time you post something.

thanks, I am glad you like it  :)
Title: Re: Second Front (in Development)
Post by: Jo B on January 12, 2020, 01:46:47 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/82140492_604922003386867_9191527354025902080_o.png?_nc_cat=110&_nc_eui2=AeGVjYqSSS9fPsjJZkt7OblKAZYLj2aLtU35SqPUfq76ht5GH1qJGJNXbyPaPm-mI3Ur9KRwyB59KGpRcO3eckt8Xn5yY7dXIv1LHkZfmAxQHw&_nc_ohc=mHV2k4b6-qoAX-KGBrk&_nc_ht=scontent-vie1-1.xx&oh=28f719cbc5ff1e843b9938a6e423cc74&oe=5E9F4EAC)

the shown situation results in a very bad AI move. Now I can improve the AI and then
test it by loading the situation from save game file. And not need to play through the scenario to a similar situation.

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/81902860_604939826718418_5201358352126312448_o.jpg?_nc_cat=105&_nc_eui2=AeGulKi12LBBJPxJABKtZKd1mH72YEXbi0rmoTqZLPDfcCJLH-W5MNvTpnkLjjKUyrxceUsd2KYH5a3WuYQsdeBfklcXpEAI_MZjoivQWptxyw&_nc_ohc=9ixsLcuy714AX_sv2sj&_nc_ht=scontent-vie1-1.xx&oh=c225c8f2179da415bda6ecab9395093a&oe=5E9CDB93)
after improvment the AI (two star with squads) moves to a better defending position out of LOS, two hex apart and gained concealment.

Title: Re: Second Front (in Development)
Post by: Jo B on January 13, 2020, 12:48:37 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/82913241_606122859933448_1716728531636977664_o.jpg?_nc_cat=107&_nc_eui2=AeFUA0JErDFJCzgsDhtTkBeyvSA5YWAtIU_S0itBPgbwODmduukZMnUf05v09KmKg0GZO7s3dvE-1ncKZK0ryKvh1dSvc_L2Zh5KMFSeOuDkZg&_nc_ohc=huFm65PlkZsAX_Y5zlM&_nc_ht=scontent-vie1-1.xx&oh=d414e34934ababc43f41a4e784468189&oe=5E95C7A5)

some of my GIs made it through enemy lines to the German Victory Position. AI send some back to VP,
but not enough forces to defend it. Now need improve AI back up strategy.
Title: Re: Second Front (in Development)
Post by: WinnipegMedicalMJ on January 14, 2020, 04:19:51 PM
Hi there. I'm the person pestering you about tabulating data for the game from the YouTube channel.

I'm willing and have all the time in the world (medical retirement, dialysis at home).

Spent 30 years gathering data, collating, formatting and presenting it

WMJ
Title: Re: Second Front (in Development)
Post by: Jo B on January 14, 2020, 05:15:20 PM
send you a private message ::)
Title: Re: Second Front (in Development)
Post by: Jo B on January 15, 2020, 01:21:44 PM
after improving the attack tactics AI germans take back the VP faster. I tried to counter attack with
the two star, but failed with causalities. Could recover troops in the woods top right. SNAFU!
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/82450643_607576183121449_5745956593191616512_o.jpg?_nc_cat=110&_nc_ohc=DY4qGGCuEjQAX_x1zXJ&_nc_ht=scontent-vie1-1.xx&oh=9b5a66037b16154a3831266d24ecabec&oe=5EA5AB61)

meanwhile at the Railwaystation...
(this is about to end our engagement at railways for a while)
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/82060308_607724986439902_155446677602304000_o.png?_nc_cat=102&_nc_ohc=jHS9zaL7-tIAX_NAsW3&_nc_ht=scontent-vie1-1.xx&oh=6ce57c2a8b81687b9ae7f669d175620c&oe=5EAA44EC)

top view
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/82595522_607725636439837_5480113944523702272_n.png?_nc_cat=111&_nc_ohc=Yt1gRIBGCGYAX-LmzIL&_nc_ht=scontent-vie1-1.xx&oh=dfdc0ba27d01a309d1a76f66945afc16&oe=5E9AA785)
Title: Re: Second Front (in Development)
Post by: Jo B on January 16, 2020, 03:56:09 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/82279639_608418649703869_68472477461774336_o.jpg?_nc_cat=100&_nc_eui2=AeEw9ZccRWVUTEaTnn5JlkP8y-3ggLEgrCAoF5t5JdEHUTrRde7kLtHUIElw_jXq7a87K5-4HiBjXNjp6rp_-eI2HH8vdPxKXYPF9MMRgsKDyg&_nc_ohc=49UgpCLNfoAAX_Ci8Do&_nc_ht=scontent-vie1-1.xx&oh=1ab13e51bcf77faac5b18577112359ca&oe=5EA51854)
test improved AI in the 'In the Village' scenario. Kind of besieged situation for the AI.

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/82357489_608461836366217_5115488821869281280_o.jpg?_nc_cat=111&_nc_eui2=AeGvxElVVao2RS6S7ERCqA8RcVrUCuTj_L1jZT3qi_0Bff1u0DrHhYl-D4miupbFs4OZ523EYRLvpw4a2UECPpJC1AllsParQju1iI2w1whwTQ&_nc_ohc=sx4dm5Gu030AX80vwLY&_nc_ht=scontent-vie1-1.xx&oh=84079bdf0e3b831300088249f12f4f36&oe=5EA8A0FD)

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/82910169_608402843038783_4724351819579392000_o.png?_nc_cat=108&_nc_eui2=AeHzSgGQBkD43ErUQsrvAbxUOxb3qWB_Qw539O-6ph09Cy1nDAGieiNQZQzeg_C7E0mC6qfSvxvC0ro8BhBrDUf1G4hvc1tkoWRuDg1zBNGiAw&_nc_ohc=GW9zcoff91QAX-48biA&_nc_ht=scontent-vie1-1.xx&oh=2126cef6e77842534597a3504a49c024&oe=5E8F062A)
the Locomotive-Workshop in the Mapeditor. All hex and levels are switched to damaged state.
Title: Re: Second Front (in Development)
Post by: Jo B on January 21, 2020, 12:30:30 PM
German AI storming the Church Hill.
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/82769295_611514742727593_1716571902769627136_o.jpg?_nc_cat=107&_nc_eui2=AeE7jK0yoIoR-JT_ApipAxDNJVs3vgcwiUhNmqxIYDj4wJ6E5ofoZeIaxVDUGSk7DtI-Jvlwb7BfFYaGFSxE0-7d4-6PK7ngpTGcus1zbc3ZRQ&_nc_ohc=mF6n6rOLusgAX8xwmnj&_nc_ht=scontent-vie1-1.xx&oh=7665d0f671b206d045d38a86542f3e7c&oe=5E9D10E4)

they are super cautious. but now they are about to win...
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/82502240_611552319390502_2135213416061599744_o.png?_nc_cat=106&_nc_eui2=AeG1Q1KzyRKDc4VfR_6x_D6KLY7svZI2CTs6Gar06q_FKinZMUMq-NBg_0m7S5LE0ruy72NNphY9YEoeV-TvWVFMgP8yO_IcdQAKIaH-amRJoA&_nc_ohc=U2TjxnpTl7AAX-WPMpZ&_nc_ht=scontent-vie1-1.xx&oh=0db8d46bbadd91a7ba4359677a504f5c&oe=5EA187D5)

at the green beach....
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/83056891_611680052711062_2188566698108387328_o.jpg?_nc_cat=108&_nc_eui2=AeHVZ39ORBFck7h_xcrUWqVFc0GQ6yPizZ83eIsC4JG00hiU_hPW1vdLPi-sIK8k3ppsvRYirwlY_GgR2o2Ls9y4PpCDt1n-uCCtBKKiH3hODw&_nc_ohc=kuGQ3PsRKGwAX-uZY-2&_nc_ht=scontent-vie1-1.xx&oh=3ee2f8b553f7edb47f99f0ba07513ac6&oe=5E98FD98)
Title: Re: Second Front (in Development)
Post by: Gusington on January 21, 2020, 01:12:18 PM
'Church Hill.' I get it.
Title: Re: Second Front (in Development)
Post by: Jo B on January 22, 2020, 01:30:05 PM
Quote from: Gusington on January 21, 2020, 01:12:18 PM
'Church Hill.' I get it.

right, sounds similar


we got press coverage

https://www.wargamer.com/articles/upcoming-war-games-2020/
Title: Re: Second Front (in Development)
Post by: al_infierno on January 23, 2020, 01:44:34 PM
My loins are approaching dangerous levels of sustained moistness.
Title: Re: Second Front (in Development)
Post by: Gusington on January 23, 2020, 02:41:56 PM
Careful.
Title: Re: Second Front (in Development)
Post by: Sir Slash on January 23, 2020, 07:29:53 PM
Sounds like a Bounty-Insert stat could take care of that. Not sure the insurance will cover it though.
Title: Re: Second Front (in Development)
Post by: Jo B on January 24, 2020, 02:51:07 PM
Sandbeach and Radar. just a first version. Still needs some improvement..
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/83077843_613542355858165_9140731737888784384_n.png?_nc_cat=106&_nc_ohc=3ad2TwpcFrAAX-TRPwb&_nc_ht=scontent-vie1-1.xx&oh=62714202298524979235fd6660c090ce&oe=5E9DBF57)

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/84256411_613483202530747_5003951411705151488_o.png?_nc_cat=111&_nc_ohc=Olj9lPTu250AX_aoUw6&_nc_ht=scontent-vie1-1.xx&oh=a154add4f5b840b987185121dc421e75&oe=5ECC37B9)
new decorations for buildings
Title: Re: Second Front (in Development)
Post by: Jo B on January 25, 2020, 02:26:43 PM

Tuna Fight, German vs Russian AI
Title: Re: Second Front (in Development)
Post by: al_infierno on January 25, 2020, 04:07:24 PM
To which god do I need to sacrifice infants to get my hands on this game???
Title: Re: Second Front (in Development)
Post by: Gusington on January 25, 2020, 04:16:34 PM
 :o
Title: Re: Second Front (in Development)
Post by: Jo B on January 29, 2020, 01:30:28 PM
thanks  :)

the new Phase Display
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/83810871_616485012230566_7081178942454890496_n.png?_nc_cat=106&_nc_ohc=ZmzAGGH_dIIAX9VZVyh&_nc_ht=scontent-vie1-1.xx&oh=13510fe58b660a05db3a6e8d31a7d8b9&oe=5EC1208F)

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/84649035_616485905563810_2746651389886201856_n.png?_nc_cat=104&_nc_ohc=mVF8WiQ1BxgAX9zN2lb&_nc_ht=scontent-vie1-1.xx&oh=5d96bb73f3a86448cd07a1a6012f5831&oe=5EC21F37)
victory panel left and right panel will also be improved next
Title: Re: Second Front (in Development)
Post by: W8taminute on January 29, 2020, 04:33:59 PM
^Very nice!  I like the look and layout of those screens.
Title: Re: Second Front (in Development)
Post by: al_infierno on January 29, 2020, 04:36:04 PM
This game seriously looks better and better with every update.

Steel Who?  Something about cats?  I dunno.  I'm all-in on the Second Front hype train  8)
Title: Re: Second Front (in Development)
Post by: Jo B on January 31, 2020, 10:44:18 AM
Quote from: W8taminute on January 29, 2020, 04:33:59 PM
^Very nice!  I like the look and layout of those screens.

Quote from: al_infierno on January 29, 2020, 04:36:04 PM
This game seriously looks better and better with every update.

Steel Who?  Something about cats?  I dunno.  I'm all-in on the Second Front hype train  8)

thanks  :)

new Fatigue and Scenario Values Display. Germans are very fatigue but take a Victory Building with 30 Points.
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/83535717_617479545464446_4120275084692684800_o.jpg?_nc_cat=110&_nc_ohc=_BH9lAnSu4IAX-HKVEk&_nc_ht=scontent-vie1-1.xx&oh=ff4af7658a44229574a0e5452705f1c4&oe=5EC9A38E)

the six Map Editor Modes
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/84440115_617449342134133_4802540951878762496_o.png?_nc_cat=105&_nc_ohc=v_qoa_iDr9QAX9bK6Mb&_nc_ht=scontent-vie1-1.xx&oh=78ed4abd07aff829f9ee18063b55839f&oe=5EC7A55C)

the three Scenario Editor Modes
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/84849580_617426305469770_217251639243833344_o.png?_nc_cat=104&_nc_ohc=QUujeGnv4GwAX_8LS6X&_nc_ht=scontent-vie1-1.xx&oh=188a73390750a22d72693f1f6acf3545&oe=5E95C114)
Title: Re: Second Front (in Development)
Post by: Jo B on February 03, 2020, 11:29:14 AM
setting the Scenario Date
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/84821708_618017202077347_6406095317149679616_n.png?_nc_cat=103&_nc_ohc=-_x58jxhZAAAX_-qdvG&_nc_ht=scontent-vie1-1.xx&oh=f5326580100c8581a4fd6b6ef10a5f2d&oe=5ED765D0)
Title: Re: Second Front (in Development)
Post by: Jo B on February 04, 2020, 02:34:42 PM
working through all vehicle pictures...
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/84850274_3253189461361806_5008631848021000192_o.jpg?_nc_cat=104&_nc_ohc=B_MbuUrVI_0AX_qtoOu&_nc_ht=scontent-vie1-1.xx&oh=088f66938757419b1f11bd729da811a0&oe=5EC24991)
Title: Re: Second Front (in Development)
Post by: Jo B on February 08, 2020, 02:51:29 AM
first sketch of Base Camp for the dynamic Campaign
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/84259842_621771091701958_8992249680469426176_o.png?_nc_cat=102&_nc_ohc=JQrhQstzwzEAX-LFYiy&_nc_ht=scontent-vie1-1.xx&oh=669974ea682287754fa0450a4c9135b7&oe=5EBA1388)

the causalities need to replaced in the campaign
Title: Re: Second Front (in Development)
Post by: Apocalypse 31 on February 08, 2020, 01:43:57 PM
That field hospital looks like a real hospital.
Title: Re: Second Front (in Development)
Post by: Staggerwing on February 08, 2020, 07:54:27 PM
Maybe the front lines have been static for quite a while and the medical staff got a bit settled?
Title: Re: Second Front (in Development)
Post by: Jo B on February 09, 2020, 10:48:35 AM
Quote from: Apocalypse 31 on February 08, 2020, 01:43:57 PM
That field hospital looks like a real hospital.
Quote from: Staggerwing on February 08, 2020, 07:54:27 PM
Maybe the front lines have been static for quite a while and the medical staff got a bit settled?

yes this should look like a more build up hospital.
the idea to this screen is to show the advances in the base
Title: Re: Second Front (in Development)
Post by: Jo B on February 09, 2020, 03:50:24 PM
playtesting 'in the fields' again
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/84726200_622824514929949_8779769689761906688_o.jpg?_nc_cat=107&_nc_eui2=AeHHaJUwCFYtio_S8QZkkLXYUR0bTnkmKN1eHirWpJebTqumDOjKb6BdOId-TWzK9sleNLfgNl-pvs10Sna4LuATSXNjAHN1ZcF2B2hYc4cY1A&_nc_ohc=ftNFVM8CzEgAX9G5uQd&_nc_ht=scontent-vie1-1.xx&oh=be28f1550f592d41ee0089cced5f603e&oe=5ECB1FD0)
Title: Re: Second Front (in Development)
Post by: Jo B on February 10, 2020, 12:55:46 PM
improved shell holes
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/84669748_623604654851935_851302083305930752_o.jpg?_nc_cat=103&_nc_eui2=AeFGib4Ljz3TDPuDXN_Bv9fdEtbdXj1WVo3igpbl7raoyaQWpKjl8DbCkOlxRxmHcav4IKBCz9id7cMlImtthPqdDaFZdOuMjQJ0_7GxX1JYSw&_nc_ohc=7n_FKpYbnrgAX_KmgWj&_nc_ht=scontent-vie1-1.xx&oh=29cf4108b45b3f4623704efeb4785ffa&oe=5ECFF03A)
Title: Re: Second Front (in Development)
Post by: Jo B on February 12, 2020, 02:16:59 PM
improved display for to compare tanks in the garage
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/85164088_624935801385487_9160214783285264384_o.jpg?_nc_cat=104&_nc_eui2=AeFqwiaacKV37eaamuuhhv44Aw2QI0rePHMDGJWK2BXbYhuYviVXqu2HRYsx-oJ75w-GcgVZezeUZ6ABQgpmLbZPrgXp25aSu_l1X8D3XlKG_g&_nc_ohc=am8j_ZlndUcAX8QsPA2&_nc_ht=scontent-vie1-1.xx&oh=8526a2f677db61b586ba9cc5bb2f268b&oe=5F01ABC6)
Title: Re: Second Front (in Development)
Post by: MOS:96B2P on February 12, 2020, 02:25:47 PM
That's kind of cool.  They don't try to kill each other?  Maybe like in CM you can put them both on the same team in the Editor?
Title: Re: Second Front (in Development)
Post by: Gusington on February 12, 2020, 03:05:45 PM
Two tanks enter, one tank leaves.
Title: Re: Second Front (in Development)
Post by: Sir Slash on February 12, 2020, 04:31:25 PM
I'd watch that even if it were PPV.  :D
Title: Re: Second Front (in Development)
Post by: Gusington on February 12, 2020, 05:45:46 PM
I think we're on to something.
Title: Re: Second Front (in Development)
Post by: al_infierno on February 13, 2020, 09:23:57 PM
I had a dream the other night where I vividly remember being at a computer and seeing Second Front Early Access installing on my computer.

I can't explain how upset I was to wake up  :'(  :pullhair:
Title: Re: Second Front (in Development)
Post by: Jo B on February 14, 2020, 10:57:34 AM
thanks  :)

Dampflok Br 86
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/86227615_626166191262448_1609472130125135872_o.png?_nc_cat=111&_nc_ohc=Bc-wBvMGrN4AX8oQyiq&_nc_ht=scontent-vie1-1.xx&oh=ea297e75274a369f9b980394b22408fa&oe=5ECE1C55)
Title: Re: Second Front (in Development)
Post by: JasonPratt on February 14, 2020, 04:05:05 PM
The best thing about that IS snapshot (vs the Tiger next to it), is the squad of airborne assault elite troopers on the back.

That's an actual historical feature, not a bug! (The Guards Rifle divisions and corps and armies were built from about two million air assault troops Stalin had training in the backfield in case he ever needed to land a few air assault armies in someone's backfield by surprise. Turns out he never needed to do that, but he had been preparing since the early 30s. They damn well saved Russia, and also by the way Stalin's government, several times in WW2. This is why ever since 1943, whenever a new airborne assault unit is formed, it has gotten the Guards designation in remembrance of the sacrifices of the airborne assault armies on the defense from 1941 going forward.)
Title: Re: Second Front (in Development)
Post by: Jo B on February 16, 2020, 08:03:12 AM
Quote from: JasonPratt on February 14, 2020, 04:05:05 PM
The best thing about that IS snapshot (vs the Tiger next to it), is the squad of airborne assault elite troopers on the back.

That's an actual historical feature, not a bug! (The Guards Rifle divisions and corps and armies were built from about two million air assault troops Stalin had training in the backfield in case he ever needed to land a few air assault armies in someone's backfield by surprise. Turns out he never needed to do that, but he had been preparing since the early 30s. They damn well saved Russia, and also by the way Stalin's government, several times in WW2. This is why ever since 1943, whenever a new airborne assault unit is formed, it has gotten the Guards designation in remembrance of the sacrifices of the airborne assault armies on the defense from 1941 going forward.)
hope you are right on this :-)

Russian Tanks
Title: Re: Second Front (in Development)
Post by: Jo B on February 17, 2020, 12:00:44 PM
We ask for community help!
That Hotel is not really a Hotel, so what would you write on that Station sign?
Tigers are being trasported as they have to feature heavily on the upcoming trailer!

a small station in France or Belgium with a short name.
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/86635916_628137061065361_7516629471684722688_o.png?_nc_cat=103&_nc_ohc=TeO2Ff49SxgAX-mlGmw&_nc_ht=scontent-vie1-1.xx&oh=ab345c920e1a4888066dafe4064164d5&oe=5EF9DEB9)
Title: Re: Second Front (in Development)
Post by: Sir Slash on February 17, 2020, 03:31:58 PM
California? No, no forget that one. How about, 'The Grogheads Inn'? Give it a little class.  :bd:
Title: Re: Second Front (in Development)
Post by: al_infierno on February 17, 2020, 04:53:46 PM
Maybe something like this?

(https://images-na.ssl-images-amazon.com/images/I/41vV4dhpo9L._AC_.jpg)

(https://cdn3.volusion.com/upjbr.kbufz/v/vspfiles/photos/ENS1001508-2.jpg)
Title: Re: Second Front (in Development)
Post by: JasonPratt on February 17, 2020, 08:32:00 PM
I ran across a fair number of those reading Case Red last year (the first half of which covers Case Yellow/Fall Gelb in equal depth). I'm not where I can access my Kindle at the moment, but I'll try to check on some things.
Title: Re: Second Front (in Development)
Post by: Jo B on February 19, 2020, 01:57:36 PM
thanks for the suggestions

the Train
Title: Re: Second Front (in Development)
Post by: al_infierno on February 19, 2020, 02:02:51 PM
Looks great!  O0
Title: Re: Second Front (in Development)
Post by: Sir Slash on February 19, 2020, 02:24:14 PM
That's my ride right there!  :clap:
Title: Re: Second Front (in Development)
Post by: Jo B on February 23, 2020, 06:45:48 AM
thanks for kudos  :)

first building ruin decoration (the extension to rowhouse wall)
Decorations can be freely aranged and rotated in the map-editor, they have no impact on game. Some of them have a ruin version.
When a vehicle comes too close they get damaged. We now have about 45 decorations. more to come.

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/85149231_631703674042033_1346029895729283072_o.png?_nc_cat=108&_nc_ohc=jkkv3x6Pg4UAX_EmeVv&_nc_ht=scontent-vie1-1.xx&oh=50da6f37dfb2144d522f0367617c46e2&oe=5EC26F7A)
Title: Re: Second Front (in Development)
Post by: JasonPratt on February 23, 2020, 10:54:41 AM
I reloaded Case Red onto my Kindle the other day, though I haven't been in a position to search for a small rail-town on the French/Belgian border (in the first Case Yellow half of the book) circa WW2. Do you still want some selections?
Title: Re: Second Front (in Development)
Post by: CJReich46 on February 23, 2020, 09:41:45 PM
 O0

I like it! Great job!
Title: Re: Second Front (in Development)
Post by: Jo B on February 24, 2020, 05:24:08 AM
Quote from: JasonPratt on February 23, 2020, 10:54:41 AM
I reloaded Case Red onto my Kindle the other day, though I haven't been in a position to search for a small rail-town on the French/Belgian border (in the first Case Yellow half of the book) circa WW2. Do you still want some selections?
thanks for your interest in the game. we now have 'Vitry' and 'Amiens' for the staion. this will apear only for a short moment in the trailer video, but not in game.
there are some PzKpfw VI loaded. It is just late war. We not have the French nor British nations in game but want add them later.
Title: Re: Second Front (in Development)
Post by: Jo B on February 24, 2020, 05:24:36 AM
Quote from: CJReich46 on February 23, 2020, 09:41:45 PM
O0

I like it! Great job!
thanks  :)
Title: Re: Second Front (in Development)
Post by: Jo B on February 24, 2020, 05:40:05 AM
the decorations are easy to create and implement in short time.
more difficult is to find some good ones.

A decoration has no impact on gameplay. (Decoration has no rules, it is just for making them game more pretty)
A decoration must be small enough that it not looks like a terrain or something that prevents a truck or infantry to move into the hex
A decoration should not look like a new obstacle to LOS
A decoration must be big enough to be visible.

Some examples:
a broken car , maybe
a broken Bus , could be too big
a water ton, is ok
a chair or table very close, could be too small. but we have a bench. too many of them could be seen as hindrance to LOS.
Barbet wire, that has rules and is not decoration, will be created later with implemented rules.

when you guys have ideas about new decorations, let me know.   
Pictures of dioramas are sometimes very useful to illustrate a specific idea.

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/87208235_632322317313502_8612056933454577664_n.png?_nc_cat=109&_nc_ohc=MJ0BpmY9BQgAX_8stxQ&_nc_ht=scontent-vie1-1.xx&oh=05b6c6b06296b3fc6613387fc016908c&oe=5EC6365F)


Title: Re: Second Front (in Development)
Post by: Jo B on February 27, 2020, 11:10:26 AM

the same situation four times
after the Pak knoced out two tanks the others fight back
Title: Re: Second Front (in Development)
Post by: Jo B on February 29, 2020, 09:56:29 AM
new decorations
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/s960x960/84698504_635528853659515_955750881876246528_o.jpg?_nc_cat=102&_nc_sid=8024bb&_nc_ohc=mwpktad5-q0AX_mTLJ6&_nc_ht=scontent-vie1-1.xx&_nc_tp=7&oh=58aa8ad6303f592c02097edd4489b85b&oe=5EEEB916)

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/85092111_635528933659507_3909737514419617792_o.jpg?_nc_cat=100&_nc_sid=8024bb&_nc_ohc=uHbc7noZ4_8AX91r5WT&_nc_ht=scontent-vie1-1.xx&oh=131d370234e9a4ba2f463c2129b0a79c&oe=5EF4D0A1)

added 12 new building ruin corners the telephone booth, guard booth. this is just decoration has no impact on gameplay other than confusing the player. :-)
Title: Re: Second Front (in Development)
Post by: Jo B on March 04, 2020, 11:56:29 AM
Future plans
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/88228320_638031893409211_8439279865244418048_o.png?_nc_cat=101&_nc_sid=8024bb&_nc_ohc=Uey43QKsVZsAX86ciS4&_nc_ht=scontent-vie1-1.xx&oh=e510d7be5667e7c2d094dde4dfd8af6b&oe=5E7FE546)
Title: Re: Second Front (in Development)
Post by: Jo B on March 07, 2020, 12:27:40 PM
new header
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/88248294_638688003343600_6447113315683401728_n.png?_nc_cat=100&_nc_sid=dd9801&_nc_ohc=lwoCQbTrrygAX8ap_C1&_nc_ht=scontent-vie1-1.xx&oh=011b6cf19c10c4993dfd23eeedeab665&oe=5E93FF11)

end of steam text
(https://scontent-vie1-1.xx.fbcdn.net/v/l/t1.0-9/89382011_639912156554518_9155297101565919232_n.png?_nc_cat=111&_nc_sid=8024bb&_nc_ohc=pC6CsLDKjsQAX-Zn2sQ&_nc_ht=scontent-vie1-1.xx&oh=4c60caba174dfe1fbb012aaa35776503&oe=5E9826A6)
Title: Re: Second Front (in Development)
Post by: al_infierno on March 07, 2020, 12:29:16 PM
Is that a Steam store listing I see?!?
Title: Re: Second Front (in Development)
Post by: Jo B on March 08, 2020, 01:38:43 AM
Quote from: al_infierno on March 07, 2020, 12:29:16 PM
Is that a Steam store listing I see?!?

yes, we are working on it
Title: Re: Second Front (in Development)
Post by: hellfish6 on March 08, 2020, 11:21:15 AM
I was a bit put off at first by the cartoony look of game and the hexes, but I think I'm coming around. The vehicle lists are pretty impressive, too...
Title: Re: Second Front (in Development)
Post by: Jo B on March 11, 2020, 11:33:42 AM
Quote from: hellfish6 on March 08, 2020, 11:21:15 AM
I was a bit put off at first by the cartoony look of game and the hexes, but I think I'm coming around. The vehicle lists are pretty impressive, too...
Glad you could come up with the graphics. For the game you have to be able to see clearly where which units are.
Title: Re: Second Front (in Development)
Post by: Jo B on March 11, 2020, 11:36:44 AM
add to your whislist
https://store.steampowered.com/app/1148490/Second_Front/

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/s960x960/89543253_642238546321879_6197907020973080576_o.png?_nc_cat=107&_nc_sid=8024bb&_nc_eui2=AeGFOqGaS003qLdJFkyep6bLsOptNR5kQ98B4uMkIuiWPkg6tI4975GH6QRgIG6DWB7JTUe6hQOrZCn_Gda1988w5jLnBumIt2eu5NSPQRQyQw&_nc_ohc=Sqd7pG10xGIAX8U1qD5&_nc_ht=scontent-vie1-1.xx&oh=0dc87c6fe36ce1bd0e0604ae6046c2c6&oe=5E93995B)

Our steam page is up!
Come watch our brand new Trailer and Wishlist the game!
http://bit.ly/2W2pTUr

Title: Re: Second Front (in Development)
Post by: Gusington on March 11, 2020, 12:08:35 PM
NICE. Congrats! Will be wishlisting when I get to my pc.
Title: Re: Second Front (in Development)
Post by: Sir Slash on March 11, 2020, 01:45:50 PM
On my list.  :bd:
Title: Re: Second Front (in Development)
Post by: W8taminute on March 11, 2020, 05:36:27 PM
Awesome news!  I will wishlist as well.   ;)
Title: Re: Second Front (in Development)
Post by: Jo B on March 13, 2020, 05:49:21 AM
thanks for Whishlisting!
Title: Re: Second Front (in Development)
Post by: mbar on March 13, 2020, 07:05:17 AM
Quote from: Jo B on March 13, 2020, 05:49:21 AM
thanks for Whishlisting!

done!
Title: Re: Second Front (in Development)
Post by: acctingman on March 13, 2020, 10:32:03 AM
This game looks like exactly what I've been looking for!!

I know you probably don't have an answer to this Jo B, but any estimate on when this might go live? Summer? Fall? Winter?

thanks
Title: Re: Second Front (in Development)
Post by: Jo B on March 13, 2020, 02:00:36 PM

thanks for whislisting

Quote from: acctingman on March 13, 2020, 10:32:03 AM
This game looks like exactly what I've been looking for!!

I know you probably don't have an answer to this Jo B, but any estimate on when this might go live? Summer? Fall? Winter?

thanks
I think at end of year. want do it right

we got a new press coverage
https://www.wargamer.com/articles/war-game-news-march-13th-2020/
Title: Re: Second Front (in Development)
Post by: Jo B on March 14, 2020, 12:47:01 PM
improved the Rowhouse system.
this brown wagons work as rowhouse. No line of sight across the black end. the green wagons have a line of sight to all adjacent hex.
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/89801610_644136856132048_4970080694018506752_o.png?_nc_cat=105&_nc_sid=8024bb&_nc_ohc=CDsCKbMSLaEAX8iVp07&_nc_ht=scontent-vie1-1.xx&oh=2f49e443a4fb9906cb801d53bc509647&oe=5E92565B)
Title: Re: Second Front (in Development)
Post by: Jo B on March 15, 2020, 03:29:02 PM
the stairs.
Soldiers run up the outer stairs. This alows the placement of buildings at the edge of hills. The stairs are automaticaly generated when the building is placed . The stairs in center which leads into the ground of building will be switched to a grey block.
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/90147582_644632779415789_2750367842267299840_o.png?_nc_cat=107&_nc_sid=8024bb&_nc_ohc=lGG3MU_YtYYAX_DHnVp&_nc_ht=scontent-vie1-1.xx&oh=9f6951b1c35fc2c05ede0bdd04790cbe&oe=5E954173)
Title: Re: Second Front (in Development)
Post by: Jo B on March 16, 2020, 01:52:45 PM

still a lot to adjust. but the stairs will give us much more complex maps.

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/89974863_645414259337641_8578018299726528512_o.png?_nc_cat=101&_nc_sid=8024bb&_nc_ohc=npRDMTPFW2EAX-gosDr&_nc_ht=scontent-vie1-1.xx&oh=6fdaaab71e9a67cddfd5b624b73b3650&oe=5E940BA0)

And don't forget to wishlist on our Steam page: http://bit.ly/2W2pTUr
Title: Re: Second Front (in Development)
Post by: Jo B on March 19, 2020, 03:19:16 PM
some more lendlease
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/90303844_647388245806909_3270833972061405184_n.png?_nc_cat=100&_nc_sid=8024bb&_nc_ohc=YJuMrulUSkYAX_CZPHx&_nc_ht=scontent-vie1-1.xx&oh=5db98a84545a9e7de893e2e5c115d833&oe=5E9A9143)
Title: Re: Second Front (in Development)
Post by: Gusington on March 19, 2020, 04:52:06 PM
^Those look great.
Title: Re: Second Front (in Development)
Post by: Jo B on March 20, 2020, 12:57:46 PM
Quote from: Gusington on March 19, 2020, 04:52:06 PM
^Those look great.

thank you Gusington
Title: Re: Second Front (in Development)
Post by: Jo B on March 21, 2020, 06:14:12 AM
select scenario screen (under construction)
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/90522569_648549849024082_4254746645259878400_o.png?_nc_cat=111&_nc_sid=8024bb&_nc_eui2=AeFjtosgJyNz1BtcOr9jcF1LJD6nja3zjFfRLo0DkfEjnG9sjA1LDy8As5w__5_SMd-WYQGMPDMKEKPp0doNT2oktfUaf6dclXY-cA2Z2Ym8AQ&_nc_ohc=CngiXYBJAxwAX9oNzNO&_nc_ht=scontent-vie1-1.xx&oh=4b0693e30fccc25926ac4acec757e955&oe=5E99BB5F)
Title: Re: Second Front (in Development)
Post by: Jo B on March 23, 2020, 04:39:56 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-0/p417x417/90702290_649290848949982_9180993985387167744_o.png?_nc_cat=105&_nc_sid=8024bb&_nc_eui2=AeE5Hvmu8JTNIsmprpDiNWx8tbyLuM9KFGyUEIa2xQw5HWEtJJoqK9wh5pqox2feFAsLBt-mCb376_GSWBc8wqgOhVe0rweoI7AFeRDoAlSCpw&_nc_ohc=waRDPxKUhWEAX8Bh7Cy&_nc_ht=scontent-vie1-1.xx&oh=894b83d6f86c09d6575f6544205c5750&oe=5E9FDF65)
Title: Re: Second Front (in Development)
Post by: Sir Slash on March 23, 2020, 09:13:53 AM
Those are plane beautiful.  :bd:
Title: Re: Second Front (in Development)
Post by: Jo B on March 23, 2020, 12:09:49 PM
Quote from: Sir Slash on March 23, 2020, 09:13:53 AM
Those are plane beautiful.  :bd:
thanks
it is a gift by Task Force Admiral

still without reinforcements
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/90277118_650054815540252_9183690400215334912_o.png?_nc_cat=102&_nc_sid=8024bb&_nc_ohc=O0vCQkac1cgAX8FJ7b4&_nc_ht=scontent-vie1-1.xx&oh=906298c3f82b065f98e72d616782ec62&oe=5E9ED054)
Title: Re: Second Front (in Development)
Post by: Father Ted on March 23, 2020, 01:29:54 PM
Quote from: Sir Slash on March 23, 2020, 09:13:53 AM
Those are plane beautiful.  :bd:

Jo - how will those feature in the game?
Title: Re: Second Front (in Development)
Post by: Jo B on March 23, 2020, 01:36:25 PM
Quote from: Father Ted on March 23, 2020, 01:29:54 PM
Quote from: Sir Slash on March 23, 2020, 09:13:53 AM
Those are plane beautiful.  :bd:

Jo - how will those feature in the game?

player can call close air support. a late feature.
also planes on ground in hexes can not be entered but damaged and set on fire
Title: Re: Second Front (in Development)
Post by: Father Ted on March 24, 2020, 03:29:56 PM
Quote from: Jo B on March 23, 2020, 01:36:25 PM
Quote from: Father Ted on March 23, 2020, 01:29:54 PM
Quote from: Sir Slash on March 23, 2020, 09:13:53 AM
Those are plane beautiful.  :bd:

Jo - how will those feature in the game?

player can call close air support. a late feature.
also planes on ground in hexes can not be entered but damaged and set on fire

Cool
Title: Re: Second Front (in Development)
Post by: Jo B on March 25, 2020, 05:10:44 AM
where reinforcements enter the map.
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/90710738_650601625485571_5950040773238980608_o.png?_nc_cat=108&_nc_sid=8024bb&_nc_ohc=1Y71y2tnbBgAX8oCyl_&_nc_ht=scontent-vie1-1.xx&oh=e41cce864563ab25af7c60d1d4dcffac&oe=5EA0AC93)
Title: Re: Second Front (in Development)
Post by: Jo B on March 25, 2020, 06:21:41 AM
Line of Sight Tool
Title: Re: Second Front (in Development)
Post by: The_Admiral on March 25, 2020, 07:29:50 AM
Looks good Jo, very clean!  :peace:
Title: Re: Second Front (in Development)
Post by: Sir Slash on March 25, 2020, 08:58:31 AM
I agree! This looks like THE way to do LOS.  :notworthy:
Title: Re: Second Front (in Development)
Post by: W8taminute on March 25, 2020, 01:42:38 PM
That's definitely the best LOS tool I've seen for this type of game. 
Title: Re: Second Front (in Development)
Post by: al_infierno on March 25, 2020, 04:27:18 PM
Quote from: W8taminute on March 25, 2020, 01:42:38 PM
That's definitely the best LOS tool I've seen for this type of game.

Yeah, compared to the wonky tool in JTS titles this looks like a delight to use!
Title: Re: Second Front (in Development)
Post by: Jo B on March 31, 2020, 04:06:56 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/91909355_654828571729543_6993428620249137152_o.png?_nc_cat=110&_nc_sid=8024bb&_nc_ohc=qO-iC9gAC6gAX_1h-XB&_nc_ht=scontent-vie1-1.xx&oh=08ce12fe3ff23fd7c38cbda4f481ddae&oe=5EA82793)
Scenario with Reinforcements. (redish colors need to be adjustded)

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/91131363_654847281727672_235941030518587392_o.png?_nc_cat=102&_nc_sid=1480c5&_nc_ohc=uwhWzpTZhqkAX9PZEKy&_nc_ht=scontent-vie1-1.xx&oh=a68b6b96d9cddea721b7acb249aa7a37&oe=5EA6CFDE)
this will add the 3 squads to turn 7
Title: Re: Second Front (in Development)
Post by: Jo B on April 02, 2020, 10:18:50 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/91525523_655497374995996_8339771730763448320_n.png?_nc_cat=106&_nc_sid=8024bb&_nc_ohc=tlpEzuB9JrQAX-koO1S&_nc_ht=scontent-vie1-1.xx&oh=e77b83f6c05cecacfd4f5a75a22d2fa7&oe=5EAD1194)
today we have finished the second year of development on Second Front.
Title: Re: Second Front (in Development)
Post by: Gusington on April 02, 2020, 10:21:38 AM
 :notworthy:
Title: Re: Second Front (in Development)
Post by: Jo B on April 05, 2020, 09:23:29 AM
we got new press coverage
https://www.rockpapershotgun.com/2020/04/03/the-flare-path-a2z-17/

creating new Scenario 'the River' with reinforcements

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/92616226_657909554754778_5359098864387227648_o.jpg?_nc_cat=105&_nc_sid=8024bb&_nc_ohc=byfuYXvIhQkAX9MDxIg&_nc_ht=scontent-vie1-1.xx&oh=90a7c6a5fcc66e4e4bf9a85c9af1c7f7&oe=5EAF0694)
Title: Re: Second Front (in Development)
Post by: Jo B on April 09, 2020, 09:55:22 AM
Developer Version running on Steam!
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/92442443_660103031202097_6209551566370766848_o.jpg?_nc_cat=109&_nc_sid=8024bb&_nc_ohc=-ugTti3NQI8AX_YOGg7&_nc_ht=scontent-vie1-1.xx&oh=dcce0cd74f9b94e1d300d80a5ddbafb1&oe=5EB6B089)

don't forget to whislist
https://store.steampowered.com/app/1148490/Second_Front/
that is good for you, me and the Gretchen AI

Title: Re: Second Front (in Development)
Post by: Jo B on April 10, 2020, 11:48:02 AM
Trucks transporting troops and unload close to the frontline.
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/92578549_660924087786658_4066115379586400256_o.png?_nc_cat=103&_nc_sid=8024bb&_nc_ohc=lu6hl7OrJsYAX_4o3go&_nc_ht=scontent-vie1-1.xx&oh=0a648b9cb5a21cb25c3922bf44e3f69f&oe=5EB6825C)
Title: Re: Second Front (in Development)
Post by: Lotti Fuehrscheim on April 13, 2020, 03:43:56 PM
I cannot see any images in this thread any more. Is there something wrong?
Title: Re: Second Front (in Development)
Post by: al_infierno on April 13, 2020, 08:18:49 PM
Quote from: Lotti Fuehrscheim on April 13, 2020, 03:43:56 PM
I cannot see any images in this thread any more. Is there something wrong?

They work fine for me -- in all their heartflutter-inducing glory  :smitten:
Title: Re: Second Front (in Development)
Post by: Jo B on April 17, 2020, 09:47:51 AM
the new main menue (still in development)
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/93721914_665365330675867_6298143328504381440_o.jpg?_nc_cat=110&_nc_sid=8024bb&_nc_ohc=Vid3iIRWEhUAX_dU6wp&_nc_ht=scontent-vie1-1.xx&oh=b6c1b03d65f101f486abc385758664f6&oe=5EC06FAD)

this engine is too big...
Title: Re: Second Front (in Development)
Post by: Pete Dero on April 17, 2020, 10:54:23 AM
Quote from: Lotti Fuehrscheim on April 13, 2020, 03:43:56 PM
I cannot see any images in this thread any more. Is there something wrong?

Images are also gone for me in Firefox.   But when I press F9 (toggle reader view) and press F9 again (to return to normal view) the thread has all the missing images !!
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on April 17, 2020, 11:13:15 AM
Weird for sure.  I see them all in Chrome and FireFox.
Title: Re: Second Front (in Development)
Post by: Jo B on April 22, 2020, 12:26:25 PM
Fury
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/94111052_668267343718999_8326858628120182784_o.png?_nc_cat=103&_nc_sid=8024bb&_nc_ohc=7FT1TLII2D8AX92DEMR&_nc_ht=scontent-vie1-1.xx&oh=da8990aaf4cadba59290dd341f9c7238&oe=5EC7068B)
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/93913105_668267513718982_1965373452646875136_o.jpg?_nc_cat=101&_nc_sid=8024bb&_nc_ohc=jXybJHIiv0AAX88qTqX&_nc_ht=scontent-vie1-1.xx&oh=aa45a9d468a568b34ffea53d1d7b23b0&oe=5EC7E4E1)
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/94567868_668267850385615_6107921855484526592_o.jpg?_nc_cat=110&_nc_sid=8024bb&_nc_ohc=QP8618U4ydsAX9UwyiS&_nc_ht=scontent-vie1-1.xx&oh=4ca8759d3e2eb833c5ab9e09549008f2&oe=5EC67E3B)
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/94386725_668269117052155_1854140967980892160_o.jpg?_nc_cat=108&_nc_sid=8024bb&_nc_ohc=Sxv9XkxFASQAX8HG-jh&_nc_ht=scontent-vie1-1.xx&oh=e007ef5bdefe9659eb2862b9db9a2fde&oe=5EC45296)
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/94486484_668269613718772_7334616853693595648_o.jpg?_nc_cat=101&_nc_sid=8024bb&_nc_ohc=gBwuGhnuT3UAX90su4w&_nc_ht=scontent-vie1-1.xx&oh=ee9873fca49cb138a25a9b319884a3bb&oe=5EC46D76)
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/94267772_668269840385416_6113280445661577216_o.jpg?_nc_cat=101&_nc_sid=8024bb&_nc_ohc=qH55pQgRvaoAX9qm9JP&_nc_ht=scontent-vie1-1.xx&oh=9f1528278237ff031310737f5109d7f8&oe=5EC5CCF1)
Title: Re: Second Front (in Development)
Post by: Sir Slash on April 22, 2020, 02:19:29 PM
Brad would be proud.  :clap:
Title: Re: Second Front (in Development)
Post by: Gusington on April 22, 2020, 05:06:28 PM
Ha! I really liked that movie.
Title: Re: Second Front (in Development)
Post by: Jo B on April 29, 2020, 07:51:27 AM

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/95224396_672547739957626_7143234502553239552_o.jpg?_nc_cat=106&_nc_sid=8024bb&_nc_ohc=-SnFghFQW3IAX903lqT&_nc_ht=scontent-vie1-1.xx&oh=7d566c013296a3c7e5785447fcfa4546&oe=5ECF4916)

Title: Re: Second Front (in Development)
Post by: Sir Slash on April 29, 2020, 09:32:04 AM
Damn! Looks like the Covid Virus closed-down this garage too.  :-[
Title: Re: Second Front (in Development)
Post by: sandman2575 on April 29, 2020, 11:39:41 AM
This can't come out soon enough for me.  It's looking fantastic.   :smitten:
Title: Re: Second Front (in Development)
Post by: Jo B on May 01, 2020, 09:50:25 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/95143880_673881653157568_5621130730307321856_o.jpg?_nc_cat=104&_nc_sid=8024bb&_nc_ohc=7ZUauTaYDb4AX_ryYMk&_nc_ht=scontent-vie1-1.xx&oh=1011fc4ed84281fe1ec5a525d8ddff76&oe=5ED3AB98)
still not finished...
Title: Re: Second Front (in Development)
Post by: Gusington on May 01, 2020, 11:56:42 AM
 :clap:
Title: Re: Second Front (in Development)
Post by: Jo B on May 03, 2020, 01:34:59 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/95410043_674521353093598_4207715460583522304_o.png?_nc_cat=108&_nc_sid=730e14&_nc_ohc=EvLrfcCje0MAX9ugKR1&_nc_ht=scontent-vie1-1.xx&oh=9070e0e6aa3a0f3ff34b01f48471c1b8&oe=5ED2C485)
Hope it is not boring.
Title: Re: Second Front (in Development)
Post by: Jo B on May 05, 2020, 11:04:45 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/96266842_676341402911593_3451109095392673792_o.jpg?_nc_cat=103&_nc_sid=730e14&_nc_ohc=P63iiSav-scAX9zOLH_&_nc_ht=scontent-vie1-1.xx&oh=a32154d66b54cd2cb474c7229c102edb&oe=5ED8CF95)
we have contract with MicroProse
Title: Re: Second Front (in Development)
Post by: Sir Slash on May 05, 2020, 11:05:56 AM
I'll drink to that!  <:-)
Title: Re: Second Front (in Development)
Post by: JasonPratt on May 05, 2020, 11:16:53 AM
I was just going to say congrats on being one of the flagship titles for the resurgence of Microprose!


Just be sure to read the fine print in the Microprose contract...








("fine print" = "micro prose" {gg!} )
Title: Re: Second Front (in Development)
Post by: Gusington on May 05, 2020, 01:07:00 PM
Congratulations!
Title: Re: Second Front (in Development)
Post by: al_infierno on May 05, 2020, 04:04:47 PM
Man, that oldschool Microprose logo over screenshots of this game...  :notworthy:
Title: Re: Second Front (in Development)
Post by: Jo B on May 05, 2020, 04:51:02 PM
thank you guys :-)
Title: Re: Second Front (in Development)
Post by: Jo B on May 06, 2020, 10:54:00 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/96422915_676681489544251_2389077650049073152_o.png?_nc_cat=107&_nc_sid=730e14&_nc_ohc=wFJSNK8jcZ8AX_mqYoo&_nc_ht=scontent-vie1-1.xx&oh=88ef80e14b4e2048f71fe04639b85253&oe=5ED9602C)

meanwhile behind the Ural...
Title: Re: Second Front (in Development)
Post by: Jo B on May 07, 2020, 01:17:07 PM


(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/96359861_677260976152969_5997281457830100992_o.png?_nc_cat=109&_nc_sid=730e14&_nc_ohc=hkQhrSFcvuwAX9X5WYz&_nc_ht=scontent-vie1-1.xx&oh=62cbb64a7456f4cd096a22a857bf929d&oe=5EDA723C)
Title: Re: Second Front (in Development)
Post by: Jo B on May 17, 2020, 04:21:54 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/96810740_680526305826436_7307366102244261888_o.jpg?_nc_cat=111&_nc_sid=730e14&_nc_ohc=fFM-tv3dLMEAX8rYwkG&_nc_ht=scontent-vie1-1.xx&oh=46fcc964a615bb01ffd3f567fb712a94&oe=5EE7FAEC)
final version of main menu 2/3

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/98354126_682894185589648_6501413461925298176_o.jpg?_nc_cat=101&_nc_sid=730e14&_nc_ohc=WpGAbhMK4jUAX_6Lu63&_nc_ht=scontent-vie1-1.xx&oh=24b52be5ccf89b02bbf852627e40608f&oe=5EE6EACE)
first version  of main menu 3/3
Title: Re: Second Front (in Development)
Post by: Jo B on May 19, 2020, 11:57:43 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/98272859_684882552057478_2006033242318176256_o.jpg?_nc_cat=108&_nc_sid=730e14&_nc_ohc=s2KBUaJR40kAX-TmQJY&_nc_ht=scontent-vie1-1.xx&oh=2acc44be0be11e85df5904f09a12f4cb&oe=5EEB47F8)
...improving....
Title: Re: Second Front (in Development)
Post by: Jo B on May 24, 2020, 06:44:05 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/99295665_687238228488577_5131437925224939520_o.png?_nc_cat=106&_nc_sid=730e14&_nc_ohc=t_WzFBaoRksAX8fUaUB&_nc_ht=scontent-vie1-1.xx&oh=cd304875ae256e8734e49821a09abe79&oe=5EEF1BF6)
finishing..
Title: Re: Second Front (in Development)
Post by: W8taminute on May 28, 2020, 10:08:48 AM
^Nice!  Eagerly awaiting release date.   :)
Title: Re: Second Front (in Development)
Post by: Barthheart on May 28, 2020, 10:26:07 AM
Ditto!

I like the umbrella, with the MG and radio,  in the back of the kublewagon. :D
Title: Re: Second Front (in Development)
Post by: Jo B on June 06, 2020, 08:38:14 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/103024087_3571377196209696_4309858523507154458_o.jpg?_nc_cat=105&_nc_sid=730e14&_nc_ohc=A-DUkCQuT40AX-j8SUI&_nc_ht=scontent-vie1-1.xx&oh=96b00d2b80f82d1e26ad909413f73915&oe=5F022B4C)
Hit at Range 20
Title: Re: Second Front (in Development)
Post by: Lotti Fuehrscheim on June 06, 2020, 03:27:35 PM
I cannot see any of these pictures.

Until a few weeks ago I could see them all, and every day I would come in here to admire them, but then they disappeared for me, and I gave up on it. Now I was just checking if they were back again, but alas, not.

I went to the page source, and there I discovered scripts that contained links to the pictures, but those links contain some mechanism that prevents displaying them under certain conditions. Maybe the wrong referral headers or something.

Anyway, I am sad about this situation.
Title: Re: Second Front (in Development)
Post by: al_infierno on June 06, 2020, 04:06:12 PM
They show up fine for me, but I noticed that last image seems to be linked from Facebook.  Maybe you need a Facebook account for the images hosted from there to display?
Title: Re: Second Front (in Development)
Post by: Jo B on June 10, 2020, 02:13:18 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/103574239_698627264016340_2015096978794248838_o.jpg?_nc_cat=106&_nc_sid=730e14&_nc_ohc=-Jpx6vUA6jUAX_1Em8A&_nc_ht=scontent-vie1-1.xx&oh=0696c6b78a4f327163b66e9f91dec7fa&oe=5F07E4DB)
placing alternate AI gun positions in the Scenario Editor
(this one Gun starts the scenario hidden at one randomly choosen)
Title: Re: Second Front (in Development)
Post by: al_infierno on June 13, 2020, 06:53:32 PM
A 30-minute gameplay video showing a full scenario!   :clap:

Title: Re: Second Front (in Development)
Post by: Jo B on June 21, 2020, 12:02:42 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/104273222_702496300296103_2253773356123311738_n.png?_nc_cat=103&_nc_sid=730e14&_nc_ohc=qkUdT8Bv9QMAX-TSQXG&_nc_ht=scontent-vie1-1.xx&oh=1cf6da5f3fd33d98f86c912cff5d0155&oe=5F14AFA8)

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/84295743_702496386962761_1891694809361712542_n.png?_nc_cat=100&_nc_sid=730e14&_nc_ohc=j-J9mRK8uX8AX-xrjYa&_nc_ht=scontent-vie1-1.xx&oh=8a6ff5bec3c07710d59c47e4ae8976fe&oe=5F14CB3B)

(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/104232290_702496493629417_611561291796628475_n.png?_nc_cat=109&_nc_sid=730e14&_nc_ohc=HnsPZyWKt9EAX-Z26BL&_nc_ht=scontent-vie1-1.xx&oh=d96d65607bf5cbe430e79f10680c07d1&oe=5F15CD57)

this first picture is firing HE aimed, the second is firing HE un-aimed.
The third picture shows the situation after the first shot. A second shot is possible but would overheat the gun. The green hex shows the target is now acquired by the first shot.
What firing option(s) you would choose? 🙂
Title: Re: Second Front (in Development)
Post by: Jo B on July 04, 2020, 03:17:56 AM
playing through the scenario "Crisis Hour"
Title: Re: Second Front (in Development)
Post by: Jo B on July 12, 2020, 03:45:20 AM
Play through Scenario Outpost

Create the Scenario

Create the map


Title: Re: Second Front (in Development)
Post by: al_infierno on July 12, 2020, 04:12:44 AM
The videos look great!

Out of curiosity, any ETA on when the game will go into early access? 
Title: Re: Second Front (in Development)
Post by: Apocalypse 31 on July 12, 2020, 08:18:49 AM
This looks good - very simple, it seems.

PLEASE add a Steam workshop so we can share custom content.
Title: Re: Second Front (in Development)
Post by: Apocalypse 31 on July 13, 2020, 07:11:08 AM
Quote from: Apocalypse 31 on July 12, 2020, 08:18:49 AM
This looks good - very simple, it seems.

PLEASE add a Steam workshop so we can share custom content.

Again, I ask for you guys to PLEASE consider using the Steam workshop to allow players to easily distribute content.

There's another publisher out there that refuses to utilize the Steam workshop. Instead, they have no distribution method for custom content and force players to use their forums as a means to search for custom content. It is not efficient, specifically when the Steam workshop offers a 1-click subscribe feature and a consolidated location for all custom content.
Title: Re: Second Front (in Development)
Post by: Vintage Dude on July 13, 2020, 10:57:04 AM
Quote from: Apocalypse 31 on July 13, 2020, 07:11:08 AM
Quote from: Apocalypse 31 on July 12, 2020, 08:18:49 AM
This looks good - very simple, it seems.

PLEASE add a Steam workshop so we can share custom content.

Again, I ask for you guys to PLEASE consider using the Steam workshop to allow players to easily distribute content.

There's another publisher out there that refuses to utilize the Steam workshop. Instead, they have no distribution method for custom content and force players to use their forums as a means to search for custom content. It is not efficient, specifically when the Steam workshop offers a 1-click subscribe feature and a consolidated location for all custom content.
+1
Title: Re: Second Front (in Development)
Post by: Jo B on July 14, 2020, 12:11:56 AM
Quote from: Apocalypse 31 on July 13, 2020, 07:11:08 AM
PLEASE add a Steam workshop so we can share custom content.

no worrys, it is planed to upload the player content to steam workshop.
Title: Re: Second Front (in Development)
Post by: Jo B on July 21, 2020, 04:26:31 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/114588287_723787844833615_7200258969112082855_o.jpg?_nc_cat=108&_nc_sid=730e14&_nc_ohc=M2LxgTDmR9kAX8fKMwB&_nc_ht=scontent-vie1-1.xx&oh=80cb07bbcc679742fb98802cbcb15080&oe=5F3A89E9)
Firing TMG and AAMG on enemy Infantry in Woods (A) through the burning Wreck (B) and the Tank (C). (Hex (B) is still aquired by the PzKpfw IV. The BMG can not fire)
A Smoke Grenade was just fired on Hex (D) , and fired on (E) in the last turn. (therefore the smoke effect in (E) is now weaker)
Hex (F) shows a burning woods.
Title: Re: Second Front (in Development)
Post by: Jo B on July 24, 2020, 06:17:18 AM
the StuH 42 L needs to close the Hatch to use the Smoke Dispenser
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/110308791_724514088094324_6968079466047290318_o.png?_nc_cat=106&_nc_sid=730e14&_nc_ohc=FiRjAhzNGQAAX8mnPca&_nc_ht=scontent-vie1-1.xx&oh=41e6d615432dcff81a495fd9d6fc730b&oe=5F3F321C)
Title: Re: Second Front (in Development)
Post by: Sir Slash on July 24, 2020, 10:08:55 AM
Nice work!  O0
Title: Re: Second Front (in Development)
Post by: em2nought on July 24, 2020, 12:28:14 PM
I love the way this game "looks"
Title: Re: Second Front (in Development)
Post by: Jo B on July 25, 2020, 12:51:31 AM
thanks :-)
Title: Re: Second Front (in Development)
Post by: Jo B on August 09, 2020, 05:34:21 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/117175570_733381137207619_1219178036682790510_n.png?_nc_cat=104&_nc_sid=730e14&_nc_ohc=p2myyXd1QtoAX-M4YUN&_nc_ht=scontent-vie1-1.xx&oh=d1e0e57f3d36562ee37f9d5034dbb705&oe=5F542D9C)

fighting in Buildings is more clear now with a full hex shown for each level hex. Also the Counter flags got an improvment. Now are more sharp and no jittering.
Title: Re: Second Front (in Development)
Post by: Jo B on August 12, 2020, 01:34:45 PM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/117705702_738815753330824_5307522628069491741_o.png?_nc_cat=105&_nc_sid=730e14&_nc_ohc=I9yjQK2_e4gAX-5t0a2&_nc_oc=AQn-ib5zqYx0-2DjBRyE_OQ4F2lvxt94XjLP9_5h2nBamx0AVQv86MwUzRG1mcLhzhM&_nc_ht=scontent-vie1-1.xx&oh=98b26e29e486f04c8b9257b2c6181527&oe=5F58F86C)
during game we now can take a picture for the scenario description
Title: Re: Second Front (in Development)
Post by: Jo B on August 15, 2020, 05:17:54 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/117857651_739733123239087_8375639966618448464_o.jpg?_nc_cat=105&_nc_sid=730e14&_nc_ohc=H8yX1LhgLh8AX8a9KpJ&_nc_ht=scontent-vie1-1.xx&oh=aca63c66dae0e919a36cf58a266ca545&oe=5F5CB468)
Title: Re: Second Front (in Development)
Post by: Sir Slash on August 15, 2020, 09:42:46 AM
Very nice!   O0
Title: Re: Second Front (in Development)
Post by: W8taminute on August 15, 2020, 05:53:59 PM
Quote from: Sir Slash on August 15, 2020, 09:42:46 AM
Very nice!   O0

I second that!  Very nice indeed.   :)
Title: Re: Second Front (in Development)
Post by: Jo B on August 24, 2020, 11:43:53 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/118399410_747639332448466_1590337919855448285_o.png?_nc_cat=102&_nc_sid=730e14&_nc_ohc=xbTfaCw4PhgAX9m0SdN&_nc_ht=scontent-vie1-1.xx&oh=1768ed92eb6c522b3e0e47951a7795f8&oe=5F6913A0)
M32B1 armored recovery vehicle
Title: Re: Second Front (in Development)
Post by: Jo B on August 29, 2020, 09:23:15 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/118616137_750145245531208_5018504994361645788_o.png?_nc_cat=102&_nc_sid=730e14&_nc_ohc=ciDn5P8Ouz8AX_2ll88&_nc_ht=scontent-vie1-1.xx&oh=ebfd6982aa896b0e683b851dd4f58351&oe=5F70C7BB)
not finished but improved...
Title: Re: Second Front (in Development)
Post by: MOS:96B2P on August 29, 2020, 09:45:49 AM
If you are allowed to answer.  What do the numbers mean?  For example the big white number 4 on the Panzer IV H.  As long as we are talking numbers what is the significance of the smaller number in the upper right corner? 
Title: Re: Second Front (in Development)
Post by: RyanE on August 29, 2020, 10:37:03 AM
A guess would be the white numbers are the number in the scenario and the black numbers are movement points.
Title: Re: Second Front (in Development)
Post by: Jo B on August 30, 2020, 01:20:23 AM
Quote from: RyanE on August 29, 2020, 10:37:03 AM
A guess would be the white numbers are the number in the scenario and the black numbers are movement points.
that's true
Title: Re: Second Front (in Development)
Post by: MOS:96B2P on August 30, 2020, 09:08:44 AM
Cool beans.  Thanks.
Title: Re: Second Front (in Development)
Post by: Jo B on October 09, 2020, 04:46:28 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/121164813_780790165800049_6806229283663242064_n.png?_nc_cat=103&_nc_sid=730e14&_nc_ohc=XBpqjlukj3AAX-kww4N&_nc_ht=scontent-vie1-1.xx&oh=daf0c4eeeb05904472c7776890e68937&oe=5FA5490F)
improved Scenario selection
Title: Re: Second Front (in Development)
Post by: Jo B on October 12, 2020, 09:00:47 AM


Playthrough the scenario 'the River'. Some systems are still in the works and not finsihed.
Scenario is still unbalanced or too easy. Shows pushing Guns and AI unloading infantry.
Title: Re: Second Front (in Development)
Post by: al_infierno on October 12, 2020, 10:58:12 AM
Good to see you back Jo!   O0
Title: Re: Second Front (in Development)
Post by: Jo B on October 12, 2020, 11:58:22 AM
Quote from: al_infierno on October 12, 2020, 10:58:12 AM
Good to see you back Jo!   O0

thanks,
yes I did some holidays and had to learn about Unity DOTS.
DOTS gives a huge perfomance boost.
Title: Re: Second Front (in Development)
Post by: Jo B on October 22, 2020, 09:34:22 AM
(https://scontent-vie1-1.xx.fbcdn.net/v/t1.0-9/122405764_790101801535552_8502386010995704072_n.png?_nc_cat=111&ccb=2&_nc_sid=730e14&_nc_ohc=swPj6_7KLo4AX-0l4DC&_nc_ht=scontent-vie1-1.xx&oh=c925f343500f1df100dcbef3587e3170&oe=5FB500A2)
Firing the Panzerschreck with and without backblast
Title: Re: Second Front (in Development)
Post by: Jo B on November 15, 2020, 05:22:14 AM

The Garage as a tool for scenario creation
Title: Re: Second Front (in Development)
Post by: JasonPratt on November 16, 2020, 11:47:43 PM
One of the great things about 2020 returns!  :bd: :notworthy:
Title: Re: Second Front (in Development)
Post by: Jo B on December 01, 2020, 06:25:21 AM
(https://nextcloud.secondfront.eu/index.php/s/3aq7CPdbzfSd2SN/preview)
Falmigo in action

this old links to facebook pictures are not accssesable after a while what is sad.
I now try to link to a new source
and maybe sart the thread again later :-\
Title: Re: Second Front (in Development)
Post by: Sir Slash on December 01, 2020, 10:24:04 AM
OUCH! That's gotta hurt. Roasting Russkies?
Title: Re: Second Front (in Development)
Post by: al_infierno on December 01, 2020, 06:01:15 PM
Glad to see you're still chuggin' away at this game, Jo.  O0  Can't wait to see a working product!
Title: Re: Second Front (in Development)
Post by: Jo B on December 02, 2020, 11:23:58 AM
Quote from: al_infierno on December 01, 2020, 06:01:15 PM
Glad to see you're still chuggin' away at this game, Jo.  O0  Can't wait to see a working product!

thanks :-)

(https://nextcloud.secondfront.eu/index.php/s/5jJW3Mp5zHKZmKz/preview)
Scenario card (white numbers are for number of this type)
(https://nextcloud.secondfront.eu/index.php/s/FiSpANYzb3mcxdG/preview)

won this playtest scenario after 3.5 hours first time. Well I added some flamethrowers and a 81mm Mortar before.
On bottom a captured russina gun. On the right a Sig Ib out of ammo (they are so bad). 
The hot temperature kindles a lot. Finaly won with one mobile tank in turn 18.



Title: Re: Second Front (in Development)
Post by: Pete Dero on December 02, 2020, 11:36:26 AM
Quote from: Jo B on December 01, 2020, 06:25:21 AM
this old links to facebook pictures are not accssesable after a while what is sad.
I now try to link to a new source

And all of a sudden I can see the pictures  :bd:

I guess it was an issue on my side.  In Belgium when you don't have a Facebook account you are blocked from all Facebook content so that must have been why I couldn't see any pictures until now.


https://www.demorgen.be/nieuws/facebook-dan-toch-in-belgie-geblokkeerd~b99db51e/

As of today, anyone who is not a member of Facebook will no longer have access to Facebook. Not even to pages that were previously public, such as those of shops or cafes. Facebook only does this in Belgium for the time being, because the company has been convicted here because it also follows the surfing behavior of non-users.
Title: Re: Second Front (in Development)
Post by: Lotti Fuehrscheim on December 02, 2020, 12:01:46 PM
Quote from: Pete Dero on December 02, 2020, 11:36:26 AM
Quote from: Jo B on December 01, 2020, 06:25:21 AM
this old links to facebook pictures are not accssesable after a while what is sad.
I now try to link to a new source

And all of a sudden I can see the pictures  :bd:

I guess it was an issue on my side.  In Belgium when you don't have a Facebook account you are blocked from all Facebook content so that must have been why I couldn't see any pictures until now.


https://www.demorgen.be/nieuws/facebook-dan-toch-in-belgie-geblokkeerd~b99db51e/

As of today, anyone who is not a member of Facebook will no longer have access to Facebook. Not even to pages that were previously public, such as those of shops or cafes. Facebook only does this in Belgium for the time being, because the company has been convicted here because it also follows the surfing behavior of non-users.


Yes, I had been suffering from the same blockage of pictures (although by pasting the raw link of the picture into another browser I could see that picture, but that was far too much trouble, as I had to look at the page source code to get that link.

Happy to see the pictures, and ceterum censeo Facebook delendum esse.
Title: Re: Second Front (in Development)
Post by: Jo B on December 02, 2020, 01:25:01 PM
 
[/quote]

I guess it was an issue on my side.  In Belgium when you don't have a Facebook account you are blocked from all Facebook content so that must have been why I couldn't see any pictures until now.

[/quote]

this new pictures are not linked to facebook
Title: Re: Second Front (in Development)
Post by: Pete Dero on December 02, 2020, 03:00:17 PM
Quote from: Jo B on December 02, 2020, 01:25:01 PM
this new pictures are not linked to facebook

It is the new pictures I can see.  The old ones still don't show.  But like I said that is a local issue.
Title: Re: Second Front (in Development)
Post by: Boggit on December 03, 2020, 06:46:16 PM
This is coming on really well. Are you planning linked/dynamic campaigns for the battles?
Title: Re: Second Front (in Development)
Post by: Jo B on December 04, 2020, 05:30:58 AM
Quote from: Boggit on December 03, 2020, 06:46:16 PM
This is coming on really well. Are you planning linked/dynamic campaigns for the battles?
yes campaigns are in  the works.
there will be no shopping. layer just can send request for reinforcements and supply to the regimental or divisonal HQ.
if these request will be fullfilled is uncertain. at least that is the plan.
Title: Re: Second Front (in Development)
Post by: Boggit on December 04, 2020, 06:09:36 AM
Sounds good. :)
Title: Re: Second Front (in Development)
Post by: Jo B on December 05, 2020, 11:17:33 AM
(https://nextcloud.secondfront.eu/index.php/s/WreziysdNDfTZ9k/preview)
Second try on the Directive 41. the Camera is set to the Stug 3B (with injured crew) behind the building in front. Can swicth on/off this view with space bar...
Close Combat on the road (the red hex  with my burning halftrack)
Title: Re: Second Front (in Development)
Post by: fabius on December 06, 2020, 09:46:39 AM
Jo B posted porn on a Sunday  :bd:
Title: Re: Second Front (in Development)
Post by: Jo B on December 12, 2020, 01:12:47 PM
(https://nextcloud.secondfront.eu/index.php/s/9jLx46A44AqABEE/preview)
three new armored vehicles
Title: Re: Second Front (in Development)
Post by: W8taminute on December 14, 2020, 06:22:15 PM
Nice additions!
Title: Re: Second Front (in Development)
Post by: Sir Slash on December 14, 2020, 07:29:53 PM
Ditto. I love me some Hummels.  :bd:
Title: Re: Second Front (in Development)
Post by: Jo B on December 20, 2020, 06:30:46 AM


Short video how to select and move a tank

Steam wishlist: https://bit.ly/37za3Gi
Title: Re: Second Front (in Development)
Post by: Sir Slash on December 20, 2020, 11:05:32 PM
Santa Panzers.   :bd:
Title: Re: Second Front (in Development)
Post by: Jo B on December 27, 2020, 02:01:03 PM
 (https://media.giphy.com/media/LQW4dsxqflXSI9gOL8/giphy.gif)
now we can show Gifs in here :-)
Title: Re: Second Front (in Development)
Post by: Gusington on December 27, 2020, 02:55:29 PM
Nice!  8)
Title: Re: Second Front (in Development)
Post by: hellfish6 on December 27, 2020, 04:49:40 PM
Ahahaha that's great
Title: Re: Second Front (in Development)
Post by: rocketman on December 28, 2020, 10:05:47 AM
Quote from: Jo B on December 27, 2020, 02:01:03 PM
(https://media.giphy.com/media/LQW4dsxqflXSI9gOL8/giphy.gif)
now we can show Gifs in here :-)
Nice. Now the game might also appeal to the model train set crowd.
Title: Re: Second Front (in Development)
Post by: Sir Slash on December 28, 2020, 11:20:00 AM
CHOO-CHOOS!  :bd:
Title: Re: Second Front (in Development)
Post by: JasonPratt on December 31, 2020, 10:20:53 PM
Now just add in track-laying functionality and the ability to issue stock, and you've got a WW2 18xx game!  In 3D! ^-^

(Just kidding, though a war-running rail game would be interesting as a mix of genres.)

Glad to see you still chugging along; Merry (belated) Christmas and Happy New Year!
Title: Re: Second Front (in Development)
Post by: Jo B on January 17, 2021, 09:47:58 AM


Short video about how target size impacts aiming
Title: Re: Second Front (in Development)
Post by: Jo B on January 25, 2021, 07:43:56 AM

Creating the map of Saint-Côme-du-Mont in 2.5 hours ,4 minutes time lapse
Title: Re: Second Front (in Development)
Post by: Father Ted on January 25, 2021, 03:36:14 PM
Very interesting! Loved the sound-track, too!
Title: Re: Second Front (in Development)
Post by: al_infierno on January 25, 2021, 05:45:42 PM
Quote from: Father Ted on January 25, 2021, 03:36:14 PM
Very interesting! Loved the sound-track, too!

+1
Title: Re: Second Front (in Development)
Post by: Jo B on January 28, 2021, 09:10:29 AM
(https://nextcloud.secondfront.eu/index.php/s/NwMSmYDm9TCNSiC/preview)
Dead Man's Corner
http://bit.ly/2W2pTUr
Title: Re: Second Front (in Development)
Post by: SlagDog on January 28, 2021, 11:03:30 AM
OK Now that's just plain COOL! I'm really looking forward to playing the guts out of this. Keep up the great work!
Title: Re: Second Front (in Development)
Post by: Sir Slash on January 28, 2021, 11:28:21 AM
That is pretty cool indeed.  :clap:
Title: Re: Second Front (in Development)
Post by: Skoop on January 28, 2021, 02:26:09 PM
I'm pretty amped for this too.  From the vids it reminds me of a cross of original combat mission and east front from talon soft but with modern innovation added in.   Absolutely love this project, this is what I wanted to see tillergames do, add some 3D graphics flare to the turn based world.  If it can work for field or glory why not WWII.
Title: Re: Second Front (in Development)
Post by: al_infierno on January 28, 2021, 02:45:06 PM
Anybody somebody says something about how "hex and counter" games are too stale and aren't exciting anymore, I want to link to this thread.   :smitten:
Title: Re: Second Front (in Development)
Post by: rustyshackleford on January 29, 2021, 11:29:06 AM
Quote from: al_infierno on January 28, 2021, 02:45:06 PM
Anybody somebody says something about how "hex and counter" games are too stale and aren't exciting anymore, I want to link to this thread.   :smitten:

Hex and Counter games are my bread and butter, and this looks like it's going to be a feast for the ages :D
Title: Re: Second Front (in Development)
Post by: Boggit on February 01, 2021, 12:45:38 AM
The more I see of this game the more I like it. O0
Title: Re: Second Front (in Development)
Post by: Jo B on February 18, 2021, 01:00:01 PM
(https://nextcloud.secondfront.eu/index.php/s/qZNdacEA2R6HJTa/preview)
new rowhouses

(https://nextcloud.secondfront.eu/index.php/s/3bfqRxANXmmXMb8/preview)
deco cars

(https://nextcloud.secondfront.eu/index.php/s/KQ7Wd5DnBWWiJ9s/preview)
Vierville
Title: Re: Second Front (in Development)
Post by: Gusington on February 18, 2021, 01:29:11 PM
Really nice!
Title: Re: Second Front (in Development)
Post by: Jo B on February 21, 2021, 06:04:37 AM
working on shifting the Map for Campaign

(https://nextcloud.secondfront.eu/index.php/s/yb32SiEmfiiFiCB/preview)
top down
(https://nextcloud.secondfront.eu/index.php/s/342fCSLRpx6jSEb/preview)
the new map in game
(https://nextcloud.secondfront.eu/index.php/s/T2mCdZBqL5nq4rn/preview)
Shift the Map in the direction of attack
(https://nextcloud.secondfront.eu/index.php/s/Me6PB3jCP5Wqnq4/preview)
after shifting..
(https://nextcloud.secondfront.eu/index.php/s/JX9tKfge7mNZdYf/preview)
then edit the shifted map

https://t.co/9YDiomwZec?amp=1
Title: Re: Second Front (in Development)
Post by: Thomm on February 21, 2021, 11:15:10 AM
While I am not really interested in hex-based games, I have to compliment you on the graphics!

It looks really neat!

Best regards
Thomm
Title: Re: Second Front (in Development)
Post by: Zulu1966 on February 21, 2021, 12:44:49 PM
Any idea how much longer ?

Cant wait for this ...
Title: Re: Second Front (in Development)
Post by: Jo B on February 22, 2021, 01:26:59 AM
want release later this year  8)
Title: Re: Second Front (in Development)
Post by: al_infierno on February 22, 2021, 01:34:35 AM
 :smitten: :smitten: :smitten:
Title: Re: Second Front (in Development)
Post by: Jo B on February 25, 2021, 06:24:25 AM
Start of Borisov Tanker School
(https://nextcloud.secondfront.eu/index.php/s/pGzNF4zpAnj43id/preview)

End of Borisov Tanker School
(https://nextcloud.secondfront.eu/index.php/s/mY34E6H8e6YycT9/preview)
Title: Re: Second Front (in Development)
Post by: rocketman on February 25, 2021, 12:58:22 PM
Any chance for a setting with slightly smaller NATO icons? In some screenshots it looks a bit cluttered. Might differ once I play the game, but just an idea.
Title: Re: Second Front (in Development)
Post by: Jo B on March 03, 2021, 05:32:00 AM
Quote from: rocketman on February 25, 2021, 12:58:22 PM
Any chance for a setting with slightly smaller NATO icons? In some screenshots it looks a bit cluttered. Might differ once I play the game, but just an idea.
the symbols change size depending on zoom
Title: Re: Second Front (in Development)
Post by: Jo B on March 03, 2021, 05:33:07 AM

In this short video we illustrate how we create maps for the "Second Front" Campaign. (with voice)
Title: Re: Second Front (in Development)
Post by: fabius on March 03, 2021, 06:50:29 AM
Love what you're going for with the 'sense of continuity' with persistent campaign map.

From early on Second Front has given me Combat Mission Barbarossa Berlin feelings, which are great nostalgia in my mind.

One request, please balance it so that we can have infantry vs infantry games that can give a developing firefight feel. Perhaps making infantry on infantry squad wipes in one turn not too frequent or easy without significant local superiority. Reason is I find turn based games that wipe squads in one turn never feel like a decent firefight and leave me feeling unsatisfied.

Edited. Thought popped in.
Possibly the games with suppression levels being significantly important help pull this off. By making the infantry on infantry being induced to be more about pin and manoeuvre in closer to get the actual breaks, surrenders and whole unit kills.

Also, something about how John Tiller Squad Battles does the amount of fire back and forth whose ever turn it is adds hugely to the feel of a decent, prolonged firefight.
Title: Re: Second Front (in Development)
Post by: al_infierno on March 03, 2021, 05:35:27 PM
I need this game yesterday.
Title: Re: Second Front (in Development)
Post by: Jo B on March 14, 2021, 01:34:26 PM
(https://media.giphy.com/media/uMYmZUykmjntAJ4JaV/giphy.gif)
Scenario Properties
Title: Re: Second Front (in Development)
Post by: Jo B on April 03, 2021, 02:33:24 AM

Second Front - Tactical WW2 Wargame - Developer Gameplay (1 of 2)
Title: Re: Second Front (in Development)
Post by: acctingman on April 04, 2021, 10:46:24 AM
This game reminds me of Battle Academy 2 but on steroids. Looking forward to picking this up.
Title: Re: Second Front (in Development)
Post by: JasonPratt on April 04, 2021, 12:35:51 PM
Quote from: fabius on March 03, 2021, 06:50:29 AM
From early on Second Front has given me Combat Mission Barbarossa Berlin feelings, which are great nostalgia in my mind.

Yeah! -- kind of crossed with LnL's Heroes of Stalingrad they did for Matrix.
Title: Re: Second Front (in Development)
Post by: Father Ted on April 04, 2021, 05:17:13 PM
Quote from: fabius on March 03, 2021, 06:50:29 AM
From early on Second Front has given me Combat Mission Barbarossa Berlin feelings, which are great nostalgia in my mind.

What it gives me is a digitised, WW2 version of H G Wells' "Little Wars".
Title: Re: Second Front (in Development)
Post by: ArizonaTank on April 06, 2021, 10:08:12 AM
When I see the map, particularly zoomed out, I think ASL...that is a good thing. 
Title: Re: Second Front (in Development)
Post by: Jo B on April 06, 2021, 12:41:49 PM

Part two
Title: Re: Second Front (in Development)
Post by: BradS62 on April 15, 2021, 04:42:57 PM
Quote from: Jo B on April 03, 2021, 02:33:24 AM

Second Front - Tactical WW2 Wargame - Developer Gameplay (1 of 2)

Looking forward to game. A question though. At 33:10 can the Ai always be baited into using its opportunity fire on one squad while another squad moves 5 hexes in the open into a defenders position in a building. There is no final protective fire available? Does it take that long to reload a MG and fire on approaching inf traveling some 200 meters, to put it another way.
Title: Re: Second Front (in Development)
Post by: Boggit on April 16, 2021, 12:01:53 AM
Quote from: ArizonaTank on April 06, 2021, 10:08:12 AM
When I see the map, particularly zoomed out, I think ASL...that is a good thing.
Ditto. O0
Title: Re: Second Front (in Development)
Post by: Jo B on April 17, 2021, 04:14:02 AM
(https://nextcloud.secondfront.eu/index.php/s/mEta6pqekiJAKdg/preview)
the Grain Elevator
Title: Re: Second Front (in Development)
Post by: JasonPratt on April 19, 2021, 02:16:50 PM
Your hilarious map name: I saw it.  >:D
Title: Re: Second Front (in Development)
Post by: al_infierno on April 19, 2021, 03:31:39 PM
 ;D
Title: Re: Second Front (in Development)
Post by: Sir Slash on April 19, 2021, 06:28:04 PM
Sounds like a, 'Giant' scenario.  ::)
Title: Re: Second Front (in Development)
Post by: Jo B on April 20, 2021, 05:30:35 AM
Quote from: Sir Slash on April 19, 2021, 06:28:04 PM
Sounds like a, 'Giant' scenario.  ::)

this one is created by a near friend, not by me. was fascinating to play someone else idea. C:-)
no the scenario is not very big. plaid it in one hour, 9 turns. After several plays he wants to improve the map and the setup.
Title: Re: Second Front (in Development)
Post by: Jo B on April 20, 2021, 05:36:26 AM
(https://nextcloud.secondfront.eu/index.php/s/HZSkAkMA62MKac2/preview)
new runway/square terrain mixed with a glimse of tramway. Also the hangar, control tower and planes.
Title: Re: Second Front (in Development)
Post by: Gusington on April 20, 2021, 07:40:35 AM
The little details are awesome.
Title: Re: Second Front (in Development)
Post by: Sir Slash on April 20, 2021, 11:10:37 AM
Very cool Jo B!  O0
Title: Re: Second Front (in Development)
Post by: bobarossa on April 20, 2021, 01:10:14 PM
With all those craters in the runway, it's no wonder their all in pieces!
Title: Re: Second Front (in Development)
Post by: Boggit on April 22, 2021, 08:36:06 PM
I love the clarity of the cartoon like graphics and the ASL type vibe. O0
Title: Re: Second Front (in Development)
Post by: Jo B on April 24, 2021, 01:06:59 AM
(https://nextcloud.secondfront.eu/index.php/s/TaQH2fdd2RmeRrr/preview)
(https://nextcloud.secondfront.eu/index.php/s/ArkM6o6yxWJSXG3/preview)
(https://nextcloud.secondfront.eu/index.php/s/K4ZTnxm8dz5t2cZ/preview)
(https://nextcloud.secondfront.eu/index.php/s/eFm6sRYGwwSmEnP/preview)

more Airfiled decorations
Title: Re: Second Front (in Development)
Post by: Zulu1966 on April 24, 2021, 02:27:35 AM
Quote from: Jo B on April 24, 2021, 01:06:59 AM
(https://nextcloud.secondfront.eu/index.php/s/TaQH2fdd2RmeRrr/preview)
(https://nextcloud.secondfront.eu/index.php/s/ArkM6o6yxWJSXG3/preview)
(https://nextcloud.secondfront.eu/index.php/s/K4ZTnxm8dz5t2cZ/preview)
(https://nextcloud.secondfront.eu/index.php/s/eFm6sRYGwwSmEnP/preview)

more Airfiled decorations

I love the fact you are making the game with these so it's a less sterile experience.

But do they offer protection ? Some of them appear substantial. It's a squad level game...

If they don't would need to avoid too many as could become confusing during play ?
Title: Re: Second Front (in Development)
Post by: Jo B on April 24, 2021, 05:24:45 AM
the searchlight is just a deco
but the planes and their wrecks makes it a debris terrain what is hindrance to LOS and and gives some protection to the infantry.
The depot and oild tank is a obstacle what can not be entered but kindles fastly. (the Oiltank is 2 lelves while the depot only one level)
The hangars can be enterd by vehicles through the doors. Also the repair shop close to the red star.
In general when it is small like a bench it is just dekoration.
Also the red star or the black red car is decortaion what become a wreck when the hex is entered by a tracked vehicle via a non road hexside.
Anything else has effect on gameplay by individual protection, hindrance to fire or movment costs.
Dificult thing is the fence what has no effect, but the hedges have effect.
Title: Re: Second Front (in Development)
Post by: Zulu1966 on April 24, 2021, 06:28:23 AM
Quote from: Jo B on April 24, 2021, 05:24:45 AM
the searchlight is just a deco
but the planes and their wrecks makes it a debris terrain what is hindrance to LOS and and gives some protection to the infantry.
The depot and oild tank is a obstacle what can not be entered but kindles fastly. (the Oiltank is 2 lelves while the depot only one level)
The hangars can be enterd by vehicles through the doors. Also the repair shop close to the red star.
In general when it is small like a bench it is just dekoration.
Also the red star or the black red car is decortaion what become a wreck when the hex is entered by a tracked vehicle via a non road hexside.
Anything else has effect on gameplay by individual protection, hindrance to fire or movment costs.
Dificult thing is the fence what has no effect, but the hedges have effect.

Brilliant. Any idea on when we get our hands on this beauty yet ?
Title: Re: Second Front (in Development)
Post by: Jo B on April 24, 2021, 07:19:33 AM
the earlier the better :-)
but yes, have to finish it
Title: Re: Second Front (in Development)
Post by: Sir Slash on April 24, 2021, 10:46:02 AM
Who DOESN'T like to blow-up fuel tanks?  :dreamer:
Title: Re: Second Front (in Development)
Post by: Jo B on May 12, 2021, 09:55:50 AM
(https://nextcloud.secondfront.eu/index.php/s/bdfFRknrezHfQtk/preview)
the Stalingrad Factory district
(https://nextcloud.secondfront.eu/index.php/s/qGqffKnL6PDxXeA/preview)
broken roofs
(https://nextcloud.secondfront.eu/index.php/s/XFnZB2zNCjyHbYP/preview)
long shot with Stug 3 G (25 hex to the right) -->
(https://nextcloud.secondfront.eu/index.php/s/JWCPBkg5ACjDrHX/preview)
Stug 3B in Factory
Title: Re: Second Front (in Development)
Post by: Sir Slash on May 12, 2021, 10:03:30 AM
You can drive StuG's into factories? I'm sold!
Title: Re: Second Front (in Development)
Post by: Jo B on May 27, 2021, 10:31:15 AM
(https://nextcloud.secondfront.eu/index.php/s/SqgwSLfw4yktKPz/preview)
Gumrak Airfield
Title: Re: Second Front (in Development)
Post by: Jo B on May 29, 2021, 11:36:58 AM

Join us tomorrow Sunday 10AM US CST for an interview by @The Historical Gamer  & @TortugaPower  with our mates from the Microprose label  Sea Power & Task Force Admiral
Title: Re: Second Front (in Development)
Post by: Gusington on May 29, 2021, 12:45:52 PM
Sweet!
Title: Re: Second Front (in Development)
Post by: Jo B on June 03, 2021, 09:23:02 AM

4 maps for continuous gameplay, surviving player units will be transferred to the next map
Title: Re: Second Front (in Development)
Post by: Sir Slash on June 03, 2021, 10:16:09 AM
WOW! That's a lot of map.  :wow:
Title: Re: Second Front (in Development)
Post by: Jo B on June 05, 2021, 05:50:37 AM
(https://nextcloud.secondfront.eu/index.php/s/FzFX55t3famiHrX/preview)

Barricady Ordnance Factory
Title: Re: Second Front (in Development)
Post by: Zulu1966 on June 05, 2021, 08:52:05 AM
Wow... :wow:
Title: Re: Second Front (in Development)
Post by: Sir Slash on June 05, 2021, 09:41:11 AM
That IS impressive Jo B. Please tell me again what the scale is per hex, I've forgotten.
Title: Re: Second Front (in Development)
Post by: Jo B on June 07, 2021, 01:39:21 AM
that is about 27m per hex
Title: Re: Second Front (in Development)
Post by: al_infierno on June 07, 2021, 03:18:28 AM
I've said it before and I'll reiterate it again.  I need this game yesterday   :clap: :dreamer:
Title: Re: Second Front (in Development)
Post by: Jo B on June 07, 2021, 05:15:37 AM
Quote from: al_infierno on June 07, 2021, 03:18:28 AM
I've said it before and I'll reiterate it again.  I need this game yesterday   :clap: :dreamer:
yeah, I am sorry, it lasts longer than expected. and I must and will do it right. I have no option to release a half finished game.
hope you guys still stand by me. ::)
Title: Re: Second Front (in Development)
Post by: Gusington on June 07, 2021, 08:37:40 AM
^I will! The amount of care you put into this is clear.
Title: Re: Second Front (in Development)
Post by: Geezer on June 07, 2021, 08:46:15 AM
Quote from: Jo B on June 07, 2021, 05:15:37 AM
]
yeah, I am sorry, it lasts longer than expected. and I must and will do it right. I have no option to release a half finished game.
hope you guys still stand by me. ::)

Stay the course.  You won't get a second chance to make a good first impression.
Title: Re: Second Front (in Development)
Post by: Sir Slash on June 07, 2021, 11:05:08 AM
NO! Please, no half-finished games.  :hide:
Title: Re: Second Front (in Development)
Post by: Zulu1966 on June 07, 2021, 12:32:11 PM
Quote from: Jo B on June 07, 2021, 05:15:37 AM
Quote from: al_infierno on June 07, 2021, 03:18:28 AM
I've said it before and I'll reiterate it again.  I need this game yesterday   :clap: :dreamer:
yeah, I am sorry, it lasts longer than expected. and I must and will do it right. I have no option to release a half finished game.
hope you guys still stand by me. ::)

Absolutely.
Title: Re: Second Front (in Development)
Post by: al_infierno on June 07, 2021, 05:24:28 PM
+1 to what the others said!  Don't mind my impatience  O0
Title: Re: Second Front (in Development)
Post by: Jo B on June 13, 2021, 01:54:05 PM

interview tomorrow on youtube
Title: Re: Second Front (in Development)
Post by: al_infierno on June 15, 2021, 11:43:59 PM
Here it is lads  :notworthy:

Great interview and really just stokes the flames of my hype train.  I didn't get the impression the interviewer was much of a wargamer, let alone an ASL fan, but he still asked some pretty decent questions.


Title: Re: Second Front (in Development)
Post by: Gusington on June 16, 2021, 09:19:35 AM
Awesome thanks for posting.
Title: Re: Second Front (in Development)
Post by: Jo B on June 19, 2021, 04:00:34 AM
thanks for posting the interview
I hope I am understandable most time

(https://nextcloud.secondfront.eu/index.php/s/B46EW2zdSmtnPiy/preview)
so far 138 Buildings

(https://nextcloud.secondfront.eu/index.php/s/8SfgCiRYr4SnbrK/preview)
and their ruined version

(https://nextcloud.secondfront.eu/index.php/s/PToFQDNXXdmQcRi/preview)
more car decos

(https://nextcloud.secondfront.eu/index.php/s/4TMg7BZ4N87xWxr/preview)
new city props

(https://nextcloud.secondfront.eu/index.php/s/yez4PJb93n2GAZ4/preview)
city decorations
Title: Re: Second Front (in Development)
Post by: al_infierno on June 19, 2021, 04:27:23 AM
Your English is great Jo.  Looking forward to more updates!   :)
Title: Re: Second Front (in Development)
Post by: devoncop on June 19, 2021, 05:43:14 AM
Nice.

Kudos on the buildings and vehicle varieties. Amazing variety.

Keeping fingers crossed on the AI which will make or break the game ..... ;)
Title: Re: Second Front (in Development)
Post by: Gusington on June 19, 2021, 07:29:40 AM
Purely secondary but the car models are awesome!
Title: Re: Second Front (in Development)
Post by: Jo B on August 13, 2021, 07:25:14 AM
(https://nextcloud.secondfront.eu/index.php/s/zLSYSppampWg2py/preview)
Glider concept
(https://nextcloud.secondfront.eu/index.php/s/FB9pKGrzokDe8PN/preview)

(https://nextcloud.secondfront.eu/index.php/s/nXkccJrDTHSX7kK/preview)
white flags
(https://nextcloud.secondfront.eu/index.php/s/mH4DfDKkNJbocxR/preview)
gfx is a bid bad on my 10 year old laptob
(https://nextcloud.secondfront.eu/index.php/s/pdW4PemCCHrjadw/preview)
this last one is defending vs the AI. you win on holding the Victory Location when it counts down to zero. so for 10 turns...
Title: Re: Second Front (in Development)
Post by: Sir Slash on August 13, 2021, 10:45:35 AM
I'm almost expecting to see deer scampering away in the woods next.  O0
Title: Re: Second Front (in Development)
Post by: Geezer on August 13, 2021, 11:48:43 AM
So it was two years ago today that Jo B first posted about the game here.  In light of this anniversary could we get some unofficial inkling of when it might be released?   Thanks.  ;)
Title: Re: Second Front (in Development)
Post by: Gusington on August 13, 2021, 12:03:08 PM
  :dreamer:
Title: Re: Second Front (in Development)
Post by: Jo B on August 13, 2021, 12:03:32 PM
Quote from: Geezer on August 13, 2021, 11:48:43 AM
So it was two years ago today that Jo B first posted about the game here.  In light of this anniversary could we get some unofficial inkling of when it might be released?   Thanks.  ;)
yeah you know , in short : nope :-)
Title: Re: Second Front (in Development)
Post by: Gusington on August 13, 2021, 12:09:31 PM
 :2funny:
Title: Re: Second Front (in Development)
Post by: al_infierno on August 13, 2021, 03:04:32 PM
"When it's ready" works for me.   O0
Title: Re: Second Front (in Development)
Post by: Geezer on August 13, 2021, 03:19:12 PM
Quote from: Jo B on August 13, 2021, 12:03:32 PM
Quote from: Geezer on August 13, 2021, 11:48:43 AM
So it was two years ago today that Jo B first posted about the game here.  In light of this anniversary could we get some unofficial inkling of when it might be released?   Thanks.  ;)
yeah you know , in short : nope :-)

It was worth a shot....   ;D
Title: Re: Second Front (in Development)
Post by: Jo B on August 27, 2021, 11:47:21 AM
(https://nextcloud.secondfront.eu/index.php/s/3WnHePfZqfJAnNd/preview)
new Soldiers
(https://nextcloud.secondfront.eu/index.php/s/z6yEkkYYMeHGwso/preview)
vehicles in player help
Title: Re: Second Front (in Development)
Post by: Skoop on August 27, 2021, 06:25:43 PM
I've seen some of the YouTube's so far and it looks pretty playable already, I'd imagine it can't be far off.  I'd even go for early access on this one if it was in the plan. 
Title: Re: Second Front (in Development)
Post by: Jo B on September 01, 2021, 10:24:55 AM
(https://nextcloud.secondfront.eu/index.php/s/HqWHnD2jHLMQdyP/preview)
even after improving the Ai could not capture the hill before turn 12.
Title: Re: Second Front (in Development)
Post by: Jo B on September 14, 2021, 03:38:50 AM
(https://nextcloud.secondfront.eu/index.php/s/5RG38B7zA3BJK2n/preview)
Tankers
(https://nextcloud.secondfront.eu/index.php/s/SmTEkkYFHRgM53s/preview)
Popcorn
(https://nextcloud.secondfront.eu/index.php/s/7MKaFEFjYbA5yKj/preview)
Russian Riders
Title: Re: Second Front (in Development)
Post by: FlickJax on September 14, 2021, 03:44:53 AM
Looks great but I will wait until UK and Commonwealth forces added
Title: Re: Second Front (in Development)
Post by: al_infierno on September 14, 2021, 02:36:54 PM
Personally, I'll be buying this on launch day even if the only playable forces are Finland and China.   8)
Title: Re: Second Front (in Development)
Post by: hellfish6 on September 14, 2021, 03:24:21 PM
Quote from: al_infierno on September 14, 2021, 02:36:54 PM
Personally, I'll be buying this on launch day even if the only playable forces are Finland and China.   8)

Amen. Really looking forward to this
Title: Re: Second Front (in Development)
Post by: FlickJax on September 15, 2021, 04:12:08 AM
Quote from: hellfish6 on September 14, 2021, 03:24:21 PM
Quote from: al_infierno on September 14, 2021, 02:36:54 PM
Personally, I'll be buying this on launch day even if the only playable forces are Finland and China.   8)

Amen. Really looking forward to this

Good for you ;)   I understand why developers do this for sales reasons so I dont blame him :)

Just it is way too common in WWII games for the Brits and Commonwealth that were in it from the start to be left out initially
Title: Re: Second Front (in Development)
Post by: Jarhead0331 on September 15, 2021, 06:46:05 AM
Quote from: FlickJax on September 15, 2021, 04:12:08 AM
Quote from: hellfish6 on September 14, 2021, 03:24:21 PM
Quote from: al_infierno on September 14, 2021, 02:36:54 PM
Personally, I'll be buying this on launch day even if the only playable forces are Finland and China.   8)

Amen. Really looking forward to this

Good for you ;)   I understand why developers do this for sales reasons so I dont blame him :)

Just it is way too common in WWII games for the Brits and Commonwealth that were in it from the start to be left out initially

Yeah! If that is your standard, what about the Japanese? Their army was rampaging around in the 1930s way before anyone else even fired a shot.  :crazy2:
Title: Re: Second Front (in Development)
Post by: FlickJax on September 15, 2021, 06:48:00 AM
Quote from: Jarhead0331 on September 15, 2021, 06:46:05 AM
Quote from: FlickJax on September 15, 2021, 04:12:08 AM
Quote from: hellfish6 on September 14, 2021, 03:24:21 PM
Quote from: al_infierno on September 14, 2021, 02:36:54 PM
Personally, I'll be buying this on launch day even if the only playable forces are Finland and China.   8)

Amen. Really looking forward to this

Good for you ;)   I understand why developers do this for sales reasons so I dont blame him :)

Just it is way too common in WWII games for the Brits and Commonwealth that were in it from the start to be left out initially

Yeah! If that is your standard, what about the Japanese? Their army was rampaging around in the 1930s way before anyone else even fired a shot.  :crazy2:

:)
Title: Re: Second Front (in Development)
Post by: ArizonaTank on September 15, 2021, 09:13:51 AM
Quote from: Jarhead0331 on September 15, 2021, 06:46:05 AM
or the Brits and Commonwealth that were in it from the start to be left out initially

Yeah! If that is your standard, what about the Japanese? Their army was rampaging around in the 1930s way before anyone else even fired a shot.  :crazy2:

The Soviets were in early. Khalkhin Gol - May to Sep '39

Anyway, everyone who has been around wargaming for any length of time knows the commercial hierarchy of WWII theaters. Eastern Front is always on top. European theaters where the Brits and Commonwealth fought are the next tier down, while the East Asian/Pacific theaters they fought in are on the bottom.

But back to the game. I assume that if it is commercially successful, the game will see expansions and DLC for other theaters and nationalities.

I appreciate that the devs are taking their time to get this right. If they do get it right...the Brit/Commonwealth expansion can't be far behind.
Title: Re: Second Front (in Development)
Post by: Gusington on September 15, 2021, 10:01:34 AM
In the US my impression is that the WWII western front was always tops.
Title: Re: Second Front (in Development)
Post by: Staggerwing on September 15, 2021, 07:01:13 PM
Quote from: Gusington on September 15, 2021, 10:01:34 AM
In the US my impression is that the WWII western front was always tops.

And in reverse chronological order- Bulge, then D-Day, then North Africa/Italy, and then Blitzkrieg/Fall of France.
Title: Re: Second Front (in Development)
Post by: Jo B on September 16, 2021, 12:06:44 AM
(https://nextcloud.secondfront.eu/index.php/s/AoozHxybnwL9yqe/preview)
a glimbse ?
Title: Re: Second Front (in Development)
Post by: al_infierno on September 16, 2021, 12:16:22 AM
 <:-)  :clap:

Can't say Jo doesn't listen!
Title: Re: Second Front (in Development)
Post by: FlickJax on September 16, 2021, 06:16:18 AM
Quote from: Jo B on September 16, 2021, 12:06:44 AM
(https://nextcloud.secondfront.eu/index.php/s/AoozHxybnwL9yqe/preview)
a glimbse ?

:smitten:
Title: Re: Second Front (in Development)
Post by: Jo B on September 25, 2021, 07:48:08 AM
Stuka dive bomb video:
https://nextcloud.secondfront.eu/index.php/s/6g5YWTAFDDjBkPr
Title: Re: Second Front (in Development)
Post by: Hot lead and dirty talk! on September 25, 2021, 11:07:16 AM
awesome
Title: Re: Second Front (in Development)
Post by: Sir Slash on September 25, 2021, 09:34:49 PM
That was fun.  :clap:
Title: Re: Second Front (in Development)
Post by: Jo B on December 04, 2021, 05:35:33 AM
(https://nextcloud.secondfront.eu/index.php/s/QRmYPQQowk6icrT/preview)
(https://nextcloud.secondfront.eu/index.php/s/wBLNLPKwGosbak7/preview)
(https://nextcloud.secondfront.eu/index.php/s/SWBTs8ei3DM63mr/preview)
(https://nextcloud.secondfront.eu/index.php/s/nBjqgxbZEqGxMNE/preview)
(https://nextcloud.secondfront.eu/index.php/s/GAesJ8kJqmMEiDq/preview)
(https://nextcloud.secondfront.eu/index.php/s/JBHbecQcZcqfcE4/preview)
(https://nextcloud.secondfront.eu/index.php/s/WKzWiePXcPgseTT/preview)
(https://nextcloud.secondfront.eu/index.php/s/HBjz6ynaitNdPwS/preview)
(https://nextcloud.secondfront.eu/index.php/s/63245cHQqMjxeo7/preview)
(https://nextcloud.secondfront.eu/index.php/s/dAfLKmq28sJzPRk/preview)
(https://nextcloud.secondfront.eu/index.php/s/TTGxrf6nFNfPWkf/preview)
(https://nextcloud.secondfront.eu/index.php/s/WN7Pij28gb2o8Sn/preview)
(https://nextcloud.secondfront.eu/index.php/s/dpXBrCXtZG8xSJ9/preview)
(https://nextcloud.secondfront.eu/index.php/s/jN3xSzbXxJfXeid/preview)

Gameplay and comments by Playtester Martin. (4k Screen)



Title: Re: Second Front (in Development)
Post by: Pete Dero on June 30, 2022, 12:24:50 PM
https://www.twitch.tv/dastactic (now live)

DasTactic : First look at SECOND FRONT
Title: Re: Second Front (in Development)
Post by: al_infierno on June 30, 2022, 12:31:26 PM
 <:-)
Title: Re: Second Front (in Development)
Post by: Gusington on June 30, 2022, 01:05:23 PM
Nice  :D
Title: Re: Second Front (in Development)
Post by: GDS_Starfury on June 30, 2022, 01:06:27 PM
(//)

learn to use it.
Title: Re: Second Front (in Development)
Post by: Zulu1966 on July 07, 2022, 11:05:32 AM
So - just got a steam key for a beta test as I subscribed to the mailing list. Open for two weeks - be interesting to see what this looks like.
Title: Re: Second Front (in Development)
Post by: JasonPratt on July 07, 2022, 12:17:06 PM
Nothing to add, just reposted with 1024 size for convenience. Click to toggle back and forth with full size.

Also  :notworthy: for the unreasonable awesomeness of this game development!

Quote from: Jo B on December 04, 2021, 05:35:33 AM
(https://nextcloud.secondfront.eu/index.php/s/QRmYPQQowk6icrT/preview)

(https://nextcloud.secondfront.eu/index.php/s/wBLNLPKwGosbak7/preview)

(https://nextcloud.secondfront.eu/index.php/s/SWBTs8ei3DM63mr/preview)

(https://nextcloud.secondfront.eu/index.php/s/nBjqgxbZEqGxMNE/preview)

(https://nextcloud.secondfront.eu/index.php/s/GAesJ8kJqmMEiDq/preview)

(https://nextcloud.secondfront.eu/index.php/s/JBHbecQcZcqfcE4/preview)

(https://nextcloud.secondfront.eu/index.php/s/WKzWiePXcPgseTT/preview)

(https://nextcloud.secondfront.eu/index.php/s/HBjz6ynaitNdPwS/preview)

(https://nextcloud.secondfront.eu/index.php/s/63245cHQqMjxeo7/preview)

(https://nextcloud.secondfront.eu/index.php/s/dAfLKmq28sJzPRk/preview)

(https://nextcloud.secondfront.eu/index.php/s/TTGxrf6nFNfPWkf/preview)

(https://nextcloud.secondfront.eu/index.php/s/WN7Pij28gb2o8Sn/preview)

(https://nextcloud.secondfront.eu/index.php/s/dpXBrCXtZG8xSJ9/preview)

(https://nextcloud.secondfront.eu/index.php/s/jN3xSzbXxJfXeid/preview)

Gameplay and comments by Playtester Martin. (4k Screen)
Title: Re: Second Front (in Development)
Post by: al_infierno on July 07, 2022, 12:35:43 PM
Quote from: Zulu1966 on July 07, 2022, 11:05:32 AM
So - just got a steam key for a beta test as I subscribed to the mailing list. Open for two weeks - be interesting to see what this looks like.

:o  Time to keep an eye on my email!
Title: Re: Second Front (in Development)
Post by: Father Ted on July 10, 2022, 12:37:01 PM
Tim Stone has a glowing review: https://tallyhocorner.com/2022/07/second-front-first-impressions-part-i/
Title: Re: Second Front (in Development)
Post by: Sir Slash on July 10, 2022, 03:17:02 PM
My loins are moistening.  :smitten:
Title: Re: Second Front (in Development)
Post by: Gusington on July 10, 2022, 04:15:52 PM
I thought I heard something.
Title: Re: Second Front (in Development)
Post by: Sir Slash on July 11, 2022, 09:43:25 AM
Sorry. Something about blowing the pooh out of little European villages gets me worked up.  :D
Title: Re: Second Front (in Development)
Post by: Gusington on July 11, 2022, 10:17:01 AM
^Same thing with SGT Wilkerson, and look how that turned out.
Title: Re: Second Front (in Development)
Post by: Jo B on July 11, 2022, 11:56:53 AM
Playtest is running.
gathering player feedback.
Title: Re: Second Front (in Development)
Post by: devoncop on July 12, 2022, 01:19:30 AM
Quote from: Sir Slash on July 11, 2022, 09:43:25 AM
Sorry. Something about blowing the pooh out of little European villages gets me worked up.  :D

Is that you Vladimir  ?  ;)
Title: Re: Second Front (in Development)
Post by: GDS_Starfury on July 12, 2022, 01:54:32 AM
Slash lost me at blowing the pooh out
Title: Re: Second Front (in Development)
Post by: Sir Slash on July 12, 2022, 10:14:05 PM
Well I didn't want to say shit because some people are sensitive to that kind of shit. Opps..Said it twice.  #:-)
Title: Re: Second Front (in Development)
Post by: Gusington on July 13, 2022, 09:46:20 AM
Feels like old times, suddenly.
Title: Re: Second Front (in Development)
Post by: SirAndrewD on July 13, 2022, 03:52:03 PM
Quote from: Sir Slash on July 12, 2022, 10:14:05 PM
Well I didn't want to say shit because some people are sensitive to that kind of shit. Opps..Said it twice.  #:-)

Holy fuck, we can say shit?
Title: Re: Second Front (in Development)
Post by: Gusington on July 13, 2022, 04:05:06 PM
 :D  FUCK YEAH  :D
Title: Re: Second Front (in Development)
Post by: Sir Slash on July 13, 2022, 09:50:10 PM
But not, 'Dongle'. That's below the belt.  :2funny:
Title: Re: Second Front (in Development)
Post by: Thomas Davie on July 22, 2022, 12:35:22 PM
On Steam, a question was asked if Second Front would have a 'random map generator'. The reaponse was that 'no...it does not make sense to this game'.

Why? It's equivalent to incessant doodling for me or of getting vast replayability without having to out in a lot of effort. I'm not sure that I'm interested in editing maps honestly. It rather reminds of board SL/ASL where you have terrain overlays. One of my friends took it to an insane degree; a 5x9 ping pomg table i. A studio apartment covered with a giant city map.

For him, he would have loved to create, edit and place units on the maps.

Is there a technical reason why this can not be done?

I've been playing Civilization, pretty much daily since October, 2001. Last time I did not play a random map was with Civ 3 (Ancient Mediterranean).

Please Jo, I'd pay a little bit extra.

Tom
Title: Re: Second Front (in Development)
Post by: ArizonaTank on July 22, 2022, 04:14:51 PM
Quote from: Thomas Davie on July 22, 2022, 12:35:22 PM
On Steam, a question was asked if Second Front would have a 'random map generator'. The reaponse was that 'no...it does not make sense to this game'.

Why? It's equivalent to incessant doodling for me or of getting vast replayability without having to out in a lot of effort. I'm not sure that I'm interested in editing maps honestly. It rather reminds of board SL/ASL where you have terrain overlays. One of my friends took it to an insane degree; a 5x9 ping pomg table i. A studio apartment covered with a giant city map.

For him, he would have loved to create, edit and place units on the maps.

Is there a technical reason why this can not be done?

I've been playing Civilization, pretty much daily since October, 2001. Last time I did not play a random map was with Civ 3 (Ancient Mediterranean).

Please Jo, I'd pay a little bit extra.

Tom

Random map generator absolutely makes a superior tactical game. I still regularly play Combat Mission X1 series just because of the great random map generators. If they did it 20 years ago, no reason why it can't be done today.
Title: Re: Second Front (in Development)
Post by: acctingman on July 23, 2022, 12:51:33 PM
Quote from: Thomas Davie on July 22, 2022, 12:35:22 PM
On Steam, a question was asked if Second Front would have a 'random map generator'. The reaponse was that 'no...it does not make sense to this game'.

Why? It's equivalent to incessant doodling for me or of getting vast replayability without having to out in a lot of effort. I'm not sure that I'm interested in editing maps honestly. It rather reminds of board SL/ASL where you have terrain overlays. One of my friends took it to an insane degree; a 5x9 ping pomg table i. A studio apartment covered with a giant city map.

For him, he would have loved to create, edit and place units on the maps.

Is there a technical reason why this can not be done?

I've been playing Civilization, pretty much daily since October, 2001. Last time I did not play a random map was with Civ 3 (Ancient Mediterranean).

Please Jo, I'd pay a little bit extra.

Tom

Yea, that's deal breaker for me. I love having that option. I'll still buy this game, but I'll wait for a sale.
Title: Re: Second Front (in Development)
Post by: Jo B on July 24, 2022, 08:15:31 AM
Quote from: Thomas Davie on July 22, 2022, 12:35:22 PM
On Steam, a question was asked if Second Front would have a 'random map generator'. The reaponse was that 'no...it does not make sense to this game'.

Why? It's equivalent to incessant doodling for me or of getting vast replayability without having to out in a lot of effort. I'm not sure that I'm interested in editing maps honestly. It rather reminds of board SL/ASL where you have terrain overlays. One of my friends took it to an insane degree; a 5x9 ping pomg table i. A studio apartment covered with a giant city map.

For him, he would have loved to create, edit and place units on the maps.

Is there a technical reason why this can not be done?

I've been playing Civilization, pretty much daily since October, 2001. Last time I did not play a random map was with Civ 3 (Ancient Mediterranean).

Please Jo, I'd pay a little bit extra.

Tom

well Civilization, a good example. fight is per adjacent hex.
in Second Front you have a fight on unlimited range.
The usual workflow to create a scenario is this.
- create a map and finalize the LOS. (for creating own maps there is a place random woods at start option. just for that, the map is not empty.)
- place units of both sides for a specific date. and one or more victory locations.
- playtest this a bit. on that you find some line of sights you not want to have.
- adjust the map. and playtest again.
- then try to reduce the number of units for faster better gameplay.
- then upload to steam workshop.

on the playtest we saw a bunch of scenarios with maps created by playtesters
and also could see that their later creations get better and better with more experience of the designer.
(a lot can be done wrong on map and scenarios)

what you want is like a MS-paint program that creates art when someone hits the 'make art button'
This might be possible for a kind of Civilization game with not many important terrain types. 
in SF this would result in something strange and odd.

I bet, you will find a bunch very unique and individually created scenarios with own maps,
where designers spent a lot of time of thinking and playtesting into.


Title: Re: Second Front (in Development)
Post by: Thomas Davie on July 24, 2022, 10:40:24 AM
@Jo I respect your opinion, but I would rather rely on the designer of the game instead of purchasers of the game to give me the featureset that I would like.

Steel Panthers
Combat Mission

Those two games are definitely not adjacent hex combat games. I am not sure that has any bearing on  my like/desire for the capability of randomly generated maps. Adjacent hex combat or not, I do like these types of scenarios that are randomly generated and actually tend not to play designed scenarios.

regards

Tom

Tom
Title: Re: Second Front (in Development)
Post by: GDS_Starfury on July 24, 2022, 11:08:41 AM
Quote from: Thomas Davie on July 24, 2022, 10:40:24 AM
@Jo I respect your opinion, but I would rather rely on the designer of the game instead of purchasers of the game to give me the featureset that I would like.

the history of user based maps, levels and mods far outstrips developer based content.
Title: Re: Second Front (in Development)
Post by: Skoop on July 24, 2022, 02:08:26 PM
I have feeling we aren't gonna miss a random map generator and still have plenty of replay ability.  There's a reason combat mission2 didn't have it either.
Title: Re: Second Front (in Development)
Post by: Thomas Davie on July 24, 2022, 02:47:07 PM
Quote from: Skoop on July 24, 2022, 02:08:26 PM
I have feeling we aren't gonna miss a random map generator and still have plenty of replay ability.  There's a reason combat mission2 didn't have it either.

And there were reasons I didn't buy any of the Combat Mission series.  :) You might not miss a random scenario generator - but others will (already, I am one). It was mentioned on Steam and here.

That's the great thing about having options; you would not be forced to use such a choice, no?

Steel Panthers (1995) had this feature 27 years ago.

You could be right in that most people will not miss it. I'll buy the game on day 1. That's my freebie. The cost of getting me to buy DLC's *is* a random scenario generator.

Tom
Title: Re: Second Front (in Development)
Post by: Axeking240 on July 24, 2022, 03:36:42 PM
Theres 2 factors in a random scenario generator - the map and the forces.

Building a random map generator will take substantial effort - and all of that would be taking away from adding other features (like Brits).

And you will get better maps built by hand. There's a lot of people out there that can make good maps, and save the effort of making a random generator.

Building a random force generator - this is also a lot of work. It would be cool, but again, I wouldn't want to see a lot of other features delayed for this. And it is really a lot of challenge to get playable forces generated, because not only do the units need to be selected, they must also be positioned on the map reasonably. Shifting the VP locatons (or values) even a little bit can make a good setup completely worthless. There is a lot done to try and get the manually created scenarios as both fun and winnable - while making them challenging at the same time.

Given the quality of the map and scenario editors already in the game, if you were to skip on this because it currently doesn't plan to have random scenario generation, you will be missing out on a great game...
Title: Re: Second Front (in Development)
Post by: al_infierno on July 24, 2022, 03:56:38 PM
Yeah creating a *good* random map generator is not easy.  Just look at Panzer Corps 2, the random map generator is terrible and broken, but it's still there.

I'm with AxeKing.  If Jo thinks it's not worth the effort, I'm inclined to agree the development time would be better spent refining the game or adding new content and hand-crafted maps.
Title: Re: Second Front (in Development)
Post by: Thomas Davie on July 24, 2022, 07:03:46 PM
Quote from: al_infierno on July 24, 2022, 03:56:38 PM
Yeah creating a *good* random map generator is not easy.  Just look at Panzer Corps 2, the random map generator is terrible and broken, but it's still there.

I'm with AxeKing.  If Jo thinks it's not worth the effort, I'm inclined to agree the development time would be better spent refining the game or adding new content and hand-crafted maps.

Fair enough. For me I'm honestly not sure if it will be a deal breaker or not. I used it in Steel Panthers, Combat Mission, Field of Glory II, Civ VI so it's quite likely that I would use it extensively in Second Front no matter it's form. I get that people would rather have the game sooner than later and that's ok.

Tom
Title: Re: Second Front (in Development)
Post by: JasonPratt on July 25, 2022, 07:35:38 AM
I'm okay with hand-crafted maps in this case. Workshopping will provide lots of content, if people like the game.

The random map generator in CMx1 was pretty barebones -- I ended up having to tweak it a lot for final usage. Basically it just served as the starting point for hand-crafting a map.
Title: Re: Second Front (in Development)
Post by: Thomas Davie on July 25, 2022, 02:25:20 PM
Quote from: JasonPratt on July 25, 2022, 07:35:38 AM
I'm okay with hand-crafted maps in this case. Workshopping will provide lots of content, if people like the game.

The random map generator in CMx1 was pretty barebones -- I ended up having to tweak it a lot for final usage. Basically it just served as the starting point for hand-crafting a map.

And the tweaking is not a problem that I had with any of the games I listed, including stock CM. For me it was the start AND end point. I liked randomly generated maps and games.

I already know that people will like the game. However it's not them that I am buying from or relying on to get what I want.

I'll go out on a limb and guess that more people want British forces than a random generator  :) But honestly, I'm not one of them.

regards

Tom
Title: Re: Second Front (in Development)
Post by: Skoop on July 25, 2022, 03:20:49 PM
The random map thing could be something added down the road I bet if enough people request it.  I doubt the dev is going to hold up release for it at this point.  It's not a deal breaker for the majority, and I bet map making won't be that hard with this.
Title: Re: Second Front (in Development)
Post by: Axeking240 on August 13, 2022, 05:32:13 PM
Building maps with the included tools is pretty easy - and they look great!

The challenges with building a map are to make one that presents an interesting challenge, while still remaining playable. This is where it shifts from a function to an art...

  And once you master that art, it will be hard to not make maps and just play instead  :bd:
Title: Re: Second Front (in Development)
Post by: Axeking240 on August 25, 2022, 06:27:21 PM
For those of you who are anxiously awaiting the arrival of Second Front, you can get a sneak peak at and an overview of both the Scenario Editor and Map Editor components with the guides posted on steam.

https://steamcommunity.com/sharedfiles/filedetails/?id=2850510768
https://steamcommunity.com/sharedfiles/filedetails/?id=2847764259

Title: Re: Second Front (in Development)
Post by: Gusington on August 26, 2022, 09:01:38 AM
Nice  :D
Title: Re: Second Front (in Development)
Post by: Michael Dorosh on October 09, 2022, 09:50:20 AM
Quote from: Skoop on July 25, 2022, 03:20:49 PM
The random map thing could be something added down the road I bet if enough people request it.  I doubt the dev is going to hold up release for it at this point.  It's not a deal breaker for the majority, and I bet map making won't be that hard with this.

There will be such a giant rush to recreate Squad Leader and ASL maps in the editor that no one will even notice a lack of random maps.
Title: Re: Second Front (in Development)
Post by: ArizonaTank on October 09, 2022, 12:16:18 PM
Quote from: Michael Dorosh on October 09, 2022, 09:50:20 AM
Quote from: Skoop on July 25, 2022, 03:20:49 PM
The random map thing could be something added down the road I bet if enough people request it.  I doubt the dev is going to hold up release for it at this point.  It's not a deal breaker for the majority, and I bet map making won't be that hard with this.

There will be such a giant rush to recreate Squad Leader and ASL maps in the editor that no one will even notice a lack of random maps.

Sorry to call you on that one. I am at least one person who will miss random maps. But I do concede that based on this conversation, I am probably the only one...:)

One of the reasons that random maps have kept CMx1 on my HD so long, is that every time I play a random map game, I have to learn the terrain, as well as the situation. I have played CMx2 quite a bit against human opponents, where one, or both of us knew the map like the proverbial "back of our hand". Not as fun...because you are always thinking; 'well there is that cool depression 40 meters away where I got hull down on that Panther two plays ago...I just have to get over there and do the same thing again.' 

Learning the terrrain with each battle is a big part of immersion for me. Random maps are the only way to consistently get that.
Title: Re: Second Front (in Development)
Post by: Bardolph on October 09, 2022, 07:58:31 PM
Quote from: ArizonaTank on October 09, 2022, 12:16:18 PM

Sorry to call you on that one. I am at least one person who will miss random maps. But I do concede that based on this conversation, I am probably the only one...:)

One of the reasons that random maps have kept CMx1 on my HD so long, is that every time I play a random map game, I have to learn the terrain, as well as the situation. I have played CMx2 quite a bit against human opponents, where one, or both of us knew the map like the proverbial "back of our hand". Not as fun...because you are always thinking; 'well there is that cool depression 40 meters away where I got hull down on that Panther two plays ago...I just have to get over there and do the same thing again.' 

Learning the terrrain with each battle is a big part of immersion for me. Random maps are the only way to consistently get that.



You aren't the only one.

Title: Re: Second Front (in Development)
Post by: Sigwolf on October 09, 2022, 08:13:27 PM
Quote from: Bardolph on October 09, 2022, 07:58:31 PM
You aren't the only one.
Not at all.  I am a single-player only wargame player.  Random maps are a huge thing.
Title: Re: Second Front (in Development)
Post by: Axeking240 on October 10, 2022, 06:47:14 PM
Quote from: Sigwolf on October 09, 2022, 08:13:27 PM
Not at all.  I am a single-player only wargame player.  Random maps are a huge thing.

I'd suggest that _good_ random maps are a huge thing. Just plain random maps can lead to a very wide range of quality - with most tending towards unfun to play on.

But I guess the real question is - are you looking for a random map generator, or a random scenario generator? These are very different things. And simply having random maps wont get you any high quality scenarios to play - these are quite a bit of an art to get interesting and fun situations assembled. Just go look at ASl scenarios - there is a very wide range in quality as well as fun factor in them. And none of them were built randomly...

The reality is that it will take a huge effort to have either a random map generator or a random scenario generator built. And that would be effort not spent on improving other aspects that are more universally needed - and for which we can't just fall back on player designed content for.

Adding British, Japanese, Italian, French forces, and Jungle and desert terrain IMO would be a much better target of effort. If sales are good enough, then perhaps it can become ecnomical to build random generators. But until that happens, I don't see them appearing any time soon...
Title: Re: Second Front (in Development)
Post by: JasonPratt on October 10, 2022, 07:28:21 PM
The only Panzer General-ish game I have ever played that had randomized maps, was Fantasy General -- they were salted into the campaign here and there.

How many PGish games have I bought and enjoyed since Panzer General? I can't say "all", but I feel pretty safe saying "most".  O0
Title: Re: Second Front (in Development)
Post by: al_infierno on October 11, 2022, 12:57:24 PM
Quote from: Axeking240 on October 10, 2022, 06:47:14 PM
Quote from: Sigwolf on October 09, 2022, 08:13:27 PM
Not at all.  I am a single-player only wargame player.  Random maps are a huge thing.

I'd suggest that _good_ random maps are a huge thing. Just plain random maps can lead to a very wide range of quality - with most tending towards unfun to play on.

But I guess the real question is - are you looking for a random map generator, or a random scenario generator? These are very different things. And simply having random maps wont get you any high quality scenarios to play - these are quite a bit of an art to get interesting and fun situations assembled. Just go look at ASl scenarios - there is a very wide range in quality as well as fun factor in them. And none of them were built randomly...

The reality is that it will take a huge effort to have either a random map generator or a random scenario generator built. And that would be effort not spent on improving other aspects that are more universally needed - and for which we can't just fall back on player designed content for.

Adding British, Japanese, Italian, French forces, and Jungle and desert terrain IMO would be a much better target of effort. If sales are good enough, then perhaps it can become ecnomical to build random generators. But until that happens, I don't see them appearing any time soon...

+1, the random map maker in Panzer Corps 2 was utter garbage and a waste of development time.
Title: Re: Second Front (in Development)
Post by: ArizonaTank on October 11, 2022, 04:00:45 PM
Quote from: Axeking240 on October 10, 2022, 06:47:14 PM
Quote from: Sigwolf on October 09, 2022, 08:13:27 PM
Not at all.  I am a single-player only wargame player.  Random maps are a huge thing.

....

But I guess the real question is - are you looking for a random map generator, or a random scenario generator? These are very different things. And simply having random maps wont get you any high quality scenarios to play - these are quite a bit of an art to get interesting and fun situations assembled. Just go look at ASl scenarios - there is a very wide range in quality as well as fun factor in them. And none of them were built randomly...

The reality is that it will take a huge effort to have either a random map generator or a random scenario generator built. And that would be effort not spent on improving other aspects that are more universally needed - and for which we can't just fall back on player designed content for.

....


Definitely talking about randomly generated maps. Random scenarios on pre-made maps are just a shadow of what they could be IMHO.

Strangely, many players seem to be on the side of 'can't be done well, so not worth the effort.'

I challenge that assumption.

Again, I point to CMx1 series where I think it was done very well. Random scenarios, on randomly generated maps, in 3D no less. I still play the games regularly today (I often pick forces however). Every once in a while you get a map with a strange oddity, but mostly they are realistic.

I really enjoyed CMx1s randomly generated maps with PBEM games as well. 

BTW, if you haven't tried CMx1, I highly recommend them. All of them are available on GOG for the price of a fancy cup of coffee ($5.99; less if on sale).  Here is a link to the latest and greatest CMx1 title:
https://www.gog.com/en/game/combat_mission_afrika_korps (https://www.gog.com/en/game/combat_mission_afrika_korps)



Title: Re: Second Front (in Development)
Post by: al_infierno on October 11, 2022, 04:24:07 PM
^ I would say it's not "can't be done well, not worth the effort" and more "difficult to do well, generally not worth the effort if there are other areas of the game that can still be expanded upon and improved."  And if it's not done well (e.g. Panzer Corps 2) then it falls flatly under the column of "not worth the effort."

The CMx1 random maps are an exception rather than the rule IMO.  It helps a lot that CMx1 is so heavily abstracted and graphically simplistic.  The CMx1 randomizer just has to put a few boxes with big general features next to each other.  With the scope and detail of Second Front, I think it would be difficult to make a "good" map maker that doesn't just simplistically recycle large map chunks together.
Title: Re: Second Front (in Development)
Post by: ArizonaTank on October 11, 2022, 05:19:48 PM
Quote from: al_infierno on October 11, 2022, 04:24:07 PM
^ I would say it's not "can't be done well, not worth the effort" and more "difficult to do well, generally not worth the effort if there are other areas of the game that can still be expanded upon and improved."  And if it's not done well (e.g. Panzer Corps 2) then it falls flatly under the column of "not worth the effort."

The CMx1 random maps are an exception rather than the rule IMO.  It helps a lot that CMx1 is so heavily abstracted and graphically simplistic.  The CMx1 randomizer just has to put a few boxes with big general features next to each other.  With the scope and detail of Second Front, I think it would be difficult to make a "good" map maker that doesn't just simplistically recycle large map chunks together.

I agree, if someone just puts minimum effort functionality out there, they wasted everybody's time and money. But isn't that true of entire games as well?

I do think you are selling what CMx1 does graphically far too short. There is "intelligence" to where terrain is placed in CMx1. In general large features such as roads, villages, and hills "make sense"; and are not just randomly plopped down. Of course because CMx1 uses relatively large terrain tiles, the maps are by definition not as realistic as those produced by hand in CMx2. But this thread really isn't about CMx1 / CMx2. So I will back off.

As far as Second Front is concerned, the maps are hex based... Good random hex map generation has been solved over and over again in PC game land. And certainly a good map generator doesn't just put random hexes down next to each other. There needs to be logic about woods, houses, buildings, roads, fields...everything. So yes, it would take some effort; but my guess is that it is not 'too difficult' if the devs thought there was good market demand for it.

Look no further than John Tiller's original "Campaign Series" (the WWII one) that had a very nice random hex map feature. In fact, many games from the 90s and early 2000s had random hex map generators...and yes, some were better than others.

But I know the market in general isn't clamoring for random map generation, so we will not see it in Second Front or any other upcoming game.

Realistically, in PC wargame land the way it might happen is somebody puts out a game that does randomly generated maps really well because they thought it was a cool idea. The game does well, and within a year, every other game is doing it as well (and of course, some doing it better than others).

As a side note, the use of artificial intelligence / machine learning (AI/ML) is spreading even into what used to be mundane areas, and the cost of utilizing it is dropping (in terms of software and hardware). Someday soon, somebody is going to use AI/ML to build really nice 3D randomly generated maps for wargames and we will all be happy.
Title: Re: Second Front (in Development)
Post by: TitusGroen on October 14, 2022, 04:38:32 AM
Quote from: ArizonaTank on October 11, 2022, 05:19:48 PM
But I know the market in general isn't clamoring for random map generation, so we will not see it in Second Front or any other upcoming game.

Not clamoring for it? It seems to me that every other day there's a new game claiming new procedurally generated something (even if its not in the wargames niche). So much so that marketing copy for games is starting to swing the other way and brag about having "handcrafted maps". Random generation is overplayed, particularly when so many other features would be nicer to have.
Title: Re: Second Front (in Development)
Post by: Skoop on October 14, 2022, 12:30:20 PM
I get what you guys are saying about the map generator for mp play, makes sense.  I think most of us would like to see jo get second front released first, then we could talk about a map generator / scenario generator features to follow as dlc down the road.
Title: Re: Second Front (in Development)
Post by: Axeking240 on October 15, 2022, 04:36:24 PM
I've never stated that a random map generator couldn't be done.

What I have said is that effort required to get agood one is substantial.

So the choice becomes...  British, Japanese, desert, jungle (all of these) vs random map generator in europe terrain only...

For me, its a no brainer - the effort required for a map generator is much better spent on adding other features. The dev team is small, and building (and testing) a map generator to the quality level expected would probably take 6 months + all by itself... and still leave us with randomly generated maps with no scenario on them. You'd still have to manually build the scenarios after this. Or spend another 6 months or so building a scenario generator too.

Keep in mind that 99% of players that want a map generator actually want a random map and scenario generator (both parts)... so adding this in, is it worth (optomistically) another 1 year added to development before release? And further delay of the extra forces caused by need to integrate with random scen and map generators?

Title: Re: Second Front (in Development)
Post by: Sigwolf on October 15, 2022, 09:40:30 PM
Quote from: Axeking240 on October 15, 2022, 04:36:24 PM
I've never stated that a random map generator couldn't be done.

What I have said is that effort required to get agood one is substantial.

So the choice becomes...  British, Japanese, desert, jungle (all of these) vs random map generator in europe terrain only...

For me, its a no brainer - the effort required for a map generator is much better spent on adding other features. The dev team is small, and building (and testing) a map generator to the quality level expected would probably take 6 months + all by itself... and still leave us with randomly generated maps with no scenario on them. You'd still have to manually build the scenarios after this. Or spend another 6 months or so building a scenario generator too.

Keep in mind that 99% of players that want a map generator actually want a random map and scenario generator (both parts)... so adding this in, is it worth (optomistically) another 1 year added to development before release? And further delay of the extra forces caused by need to integrate with random scen and map generators?
Why do you think that this has to be done before release?  Maybe people that want this would be perfectly happy with a follow-up dlc that adds the functionality?  It's not like it hasn't been done before.  It's amazing how people can think, 'I don't care about this feature, so it shouldn't exist".
Title: Re: Second Front (in Development)
Post by: Axeking240 on October 16, 2022, 03:52:56 PM
Quote from: Sigwolf on October 15, 2022, 09:40:30 PM
Why do you think that this has to be done before release?  Maybe people that want this would be perfectly happy with a follow-up dlc that adds the functionality?  It's not like it hasn't been done before.  It's amazing how people can think, 'I don't care about this feature, so it shouldn't exist".

Not sure who this would be referring to. I haven't seen anyone say they don't care about it. Just saying its pretty low on the priorityies - there are so many other things that have a broad reach to work on - even after release.

I'm firmly in the "if there is enough desire for it - it will come" camp :-) 

Just not so sure yet that SF will see enough demand for random content to warrent the huge effort in developing it... but theres always hope ;-)
Title: Re: Second Front (in Development)
Post by: al_infierno on October 16, 2022, 04:10:32 PM
Yeah I don't think anybody in this thread said anything to the effect of "it shouldn't exist."  If you actually read what we've been saying, we simply believe there are other high-priority features that should come first - such as new content to cover additional theaters of the conflict.
Title: Re: Second Front (in Development)
Post by: Axeking240 on October 19, 2022, 07:53:57 PM
Hey all,

Dev Notes number 2 is up on the Steam page:
https://steamcommunity.com/games/1148490/announcements/detail/6456498378612376233
Title: Re: Second Front (in Development)
Post by: Thomas Davie on October 21, 2022, 04:30:47 PM
Quote from: JasonPratt on October 10, 2022, 07:28:21 PM
The only Panzer General-ish game I have ever played that had randomized maps, was Fantasy General -- they were salted into the campaign here and there.

How many PGish games have I bought and enjoyed since Panzer General? I can't say "all", but I feel pretty safe saying "most".  O0

No, as I've stated before, I will gladly take random maps before other sorts of expansions. Having waited this long, I can easily wait some more; although I'd rather hand my $ over  :)

I actually haven't played many scenarios in many game systems. The John Tiller releases I do play scenarios b/c that's all they are. It goes further - I prefer random maps/scenarios. Never liked Panzer General/Corps.

Tom
Title: Re: Second Front (in Development)
Post by: Axeking240 on November 01, 2022, 03:15:16 PM
Just to give an idea of how complex just map making is, here are some of the things to consider:
Map size - from 12x12 up to 50x50 (big maps would be harder to use)
Approx numbers of current versio:
- Elevations - there are 6 for ground, plus you could have a tall building on top so possible range is +9 to -1 (and -1 could be water, ocean or ground)
- Terrain types - currently around 15
- Two kinds of roads - dirt or paved
- streams and trails
- 7 kinds of bridges (and they are parts that can be put together to effectively make a bridge of any length)
- train tracks - multiple parts to lay rails in almost any pattern you can think of
- buildings - over 100 (probably getting close to 150), and many of these are parts that can be put together to make larger buildings
- and decorations and facades - over 160. These can be placed in a lot of different ways, with as many as 5 in a hex being reasonable in some cases.

A large number of the buildings and other items can also be placed in a rubbled state. And note most  of this stuff comes in a summer and winter version. Quite a few of them come in "random" placements too - you can click in a hex to place some trees, click again to get a different arrangements, and repeat until you get a result you like...

So its not just placing terrain - its adding the buildings, road, decorations, etc that makes it very complex to get good looking (and playable!) maps done randomly.

Truley a massively complex thing to do based on some random generation, requiring a huge effort.

And then, even if this is done, all you have is a map - no scenario to play on it... that must still be created.


The reality is that creating a map by hand will give much better results with less effort. And a map generator without a scenario generator will leave most people unhappy because what they really would want is random scenarios...

Title: Re: Second Front (in Development)
Post by: Axeking240 on November 01, 2022, 03:17:34 PM
Dev notes #3 is out now!

https://store.steampowered.com/news/app/1148490/view/3379415101028105937

More pages from the manual and progress on the game. Getting closer!
Title: Re: Second Front (in Development)
Post by: Thomas Davie on November 01, 2022, 04:05:48 PM
Quote from: Axeking240 on November 01, 2022, 03:15:16 PM
The reality is that creating a map by hand will give much better results with less effort. And a map generator without a scenario generator will leave most people unhappy because what they really would want is random scenarios...

I know I am not going to get what I want in the release version, and perhaps not even with DLC's. But that *is* what I want. A random map, a selection of random forces pulled from the OOB's and an encounter scenario with easily defined victory terms/conditions. Which I can play over and over and over and ..... (you get the idea). Sure. the bar could be set a lot higher (user  selectable toggles for various parameters).

Respectfully, don't be ridiculous in that people just would accept a map generator with no scenario, or even want that. Of course everyone means a scenario of some kind to go along with the random map. I would claim that given the acceptance of random maps, players would also accept a random scenario (and yes, random quality ranging from garbage to not bad; hopefully brilliant once every 1000 generations).

Otherwise, the system is what I have been waiting for since 1977.

Tom
Title: Re: Second Front (in Development)
Post by: ArizonaTank on November 01, 2022, 05:21:40 PM
Quote from: Axeking240 on November 01, 2022, 03:15:16 PM
Just to give an idea of how complex just map making is, here are some of the things to consider:
Map size - from 12x12 up to 50x50 (big maps would be harder to use)
Approx numbers of current versio:
- Elevations - there are 6 for ground, plus you could have a tall building on top so possible range is +9 to -1 (and -1 could be water, ocean or ground)
- Terrain types - currently around 15
- Two kinds of roads - dirt or paved
- streams and trails
- 7 kinds of bridges (and they are parts that can be put together to effectively make a bridge of any length)
- train tracks - multiple parts to lay rails in almost any pattern you can think of
- buildings - over 100 (probably getting close to 150), and many of these are parts that can be put together to make larger buildings
- and decorations and facades - over 160. These can be placed in a lot of different ways, with as many as 5 in a hex being reasonable in some cases.

A large number of the buildings and other items can also be placed in a rubbled state. And note most  of this stuff comes in a summer and winter version. Quite a few of them come in "random" placements too - you can click in a hex to place some trees, click again to get a different arrangements, and repeat until you get a result you like...

So its not just placing terrain - its adding the buildings, road, decorations, etc that makes it very complex to get good looking (and playable!) maps done randomly.

Truley a massively complex thing to do based on some random generation, requiring a huge effort.

And then, even if this is done, all you have is a map - no scenario to play on it... that must still be created.


The reality is that creating a map by hand will give much better results with less effort. And a map generator without a scenario generator will leave most people unhappy because what they really would want is random scenarios...

Amazing how hard you guys are fighting this....  ;)  What you just described can be done...and in fact has been done (in days long gone and with some variation)... 

Random hex maps, with multiple levels, roads, train tracks, streams etc. and random scenarios to go with them used to be a common feature...in games long past. 

And yes, random scenarios on the random maps. With randomly generated forces and setups.

As you said in your earlier post, it can be done, but it takes effort. The only question is where is the priority for the market?

Please, oh please... if there are any questions about what a good random scenario generator looks like for WWII tactical combat...get a copy of Combat Mission Afrika Korps. Sure hand made maps are better. But the random ones are pretty damn good, and they are generated very quickly (note the CMAK maps are grid based, but the issues are similar).

Try it. It is on sale at GOG now for less than the price of a good cup of coffee.
https://www.gog.com/en/game/combat_mission_afrika_korps (https://www.gog.com/en/game/combat_mission_afrika_korps)

If you do try it...just pick a quick battle and follow the prompts.

A few more examples of random maps with WWII tactical would be: Steel Panthers and John Tiller's Campaign Series...the old one, not the WDS ones. Both of these games are still available from Matrix.

And you want to talk size? 

JTs 'Campaign Series' is squad based. But by example, the Eastern Front game allows you to set up random Corps level scenarios with random maps, organizations and deployment at the squad level on random maps 180 x 80 hexes. It is on sale now at Matix for $9. It is a great example of what I am talking about.

https://www.matrixgames.com/game/john-tillers-campaign-series (https://www.matrixgames.com/game/john-tillers-campaign-series)

Title: Re: Second Front (in Development)
Post by: Axeking240 on November 01, 2022, 07:30:00 PM
Quote from: Thomas Davie on November 01, 2022, 04:05:48 PM
Respectfully, don't be ridiculous in that people just would accept a map generator with no scenario, or even want that. Of course everyone means a scenario of some kind to go along with the random map. I would claim that given the acceptance of random maps, players would also accept a random scenario (and yes, random quality ranging from garbage to not bad; hopefully brilliant once every 1000 generations).

Just go look back over the posts here- I've asked several times, and several people say they want just a map generator...

Including you - "No, as I've stated before, I will gladly take random maps before other sorts of expansions. "

And ArizonaTank - "Definitely talking about randomly generated maps. "

Reality is, that it will take both tools; and then next will be the demand for random campaign generation. Sure it would be cool - but I don't think that will ever happen.

The other two - may or may not happen in one way or another.  But I wouldn't put off getting the game to wait for that because the built in editors are so good. ;)
Title: Re: Second Front (in Development)
Post by: Axeking240 on November 01, 2022, 07:46:33 PM
Also, remeber when you are comparing to Campaign series, you really need to compare SF to East Front (the original 1997 release). By the time it became campaign series, a further 10 years of development had been put into it.

I don't know how many were involved in the development of it, but SF has just one guy doing all the coding... If it is as successful as the early talonsoft versions were, I can see a lot more development being put into it - and these kinds of things become viable. And with another 10 years of development time, it can easily be done in a way that works well.

But I doubt anyone wants to wait another 10 years for SF ;-)

I'm just hoping for now that it does well enough to make it worth expanding the theatres and forces covered :-)

At present, the best I can say is to wait for it to come out and give the editors a try - they will both impress you with their capabilities, and more sales = more chance that further development is feasable :-)
Title: Re: Second Front (in Development)
Post by: Thomas Davie on November 02, 2022, 04:50:31 PM
I'll buy the game, but will pass on the editors. just not. interested

Tom
Title: Re: Second Front (in Development)
Post by: Jo B on November 08, 2022, 05:10:34 AM
nough said :-)
(https://nextcloud.secondfront.eu/index.php/s/M7ZR4X7eEPATFRw/preview)
Title: Re: Second Front (in Development)
Post by: JasonPratt on November 08, 2022, 08:21:46 AM
 :notworthy: Raspy!
Title: Re: Second Front (in Development)
Post by: Sir Slash on November 08, 2022, 11:26:58 AM
Damn! That's a lot of factory to clear! Better send-in the Rumanians first.  O0
Title: Re: Second Front (in Development)
Post by: Jo B on November 08, 2022, 12:59:38 PM
AAR-Hills and Forest by Daffy

I played "Hills and Forest" from the 'Play' list. It's an interesting situation. Achieved a turn 8 victory with 145 points. The map was very interesting and challenging. The major feature a high ridge that ran north-south through the center of the map. A stream cut through the ridge near the north edge, which provided the only route (one hex wide) between the east and west for vehicle movement. The ridge had a flat top which was open terrain, but the slopes were basically tree covered. The Americans (player) start and are reinforced on the SW corner of the map. The Germans (AI) defend a town in the SE corner and receive reinforcements there as well.

The initial recon of the map showed me that there were a lot of very tricky LOS situations with all the different levels in play. I also knew that there was a hidden Pak 40 out there and figured that it was guarding the bowling ally next to the stream and would devour the meager American mechanized forces with glee (I was wrong about that). One specific hex caught my eye. The first German reinforcements were scheduled for turn 3 on the south edge. The road was screened by a high cliff, but there was an open terrain hex near the entry point. I counted out the movement between my nearest bazooka squad and, with a leader, I could make it there before the Germans entered (sleazy move, but its war ... games). Then I started checking LOS form German positions and realized that the four occupied positions in the town could all see this hex. I planned to avoid that area like the plague.

So, the plan of attack. There was only one VP building tucked into the SE corner of the map with a one hex buffer from the edge on the east and south side (imo, not a good design feature using the board edge to guard flanks). Since there was only one path for the vehicles, I decided to unload the mech infantry and use the tracks as scouts to search for the ATG while the TDs, mortar track, AA track, and the tank stayed a safe distance away. The infantry would go over the ridge and enter the town from the west.

On turn one, I sent the infantry up the ridge not quite reaching the top and the tanks toward the gap. Surprisingly, the AI moved to meet me on the ridge, getting to the top before me. My response was to throw some bullet catchers, errr, point squads out to get the AI to break concealment and then overwhelm the defenders, which is what happened (lost a half squad and had two broken units, AI lost 4 squads and a leader). This situation was repeated in turns 3 and 4 as I crested the ridge and started down the slope toward the town. In the meantime, my recon of the northeast corner of the map started in earnest on turn 2 when I sent a track down the Death Valley bowling alley, and nothing happened. So, I moved my armor into the gap and sent two tracks off to catch 75mm AP shells. On turn 3, the ATG opened up and missed the track they targeted. There were only 5 hexes that the still hidden gun could be in and I was already adjacent to 4 of them with the lucky track. I moved the other track up to option 5 and nothing, the gun was still hidden. The Pak 40 blew up the track in its turn (still hidden). So, next turn, I moved a squad and a half (the one I used to draw fire on turn 2) toward the area, and found the HIP gun (adjacent to the now dead track), moved adjacent with the half squad, they fired and missed, moved up the other squad, did an ineffective move and fire, went in for a melee and managed to kill everybody, the crew, and my squad and a half. At least the gun was done. So, turn 5 was spent rushing the town. In the exchange of fire in the two player turns, (in order of death) the Tiger killed a track, an M-36 killed the Pz IV, the Tiger killed the Hellcat, an M-36 killed the Tiger. Turn 6 saw the collapse of the German defense and turns 7 and 8 were the mop-up (kill the Stug, take the building, break the survivors and KIA/Capture them to pad the score).

As for the scenario, I believe this was a hypothetical situation as no location or description was included, although the date was given. The OB was interesting. It looked like the American armory officer forgot to lock the door to his warehouse and this bunch made off with everything they could lay their hands on. Lots of MMGs, HMGs, but the mortars, wow, lots of mortars. They were difficult to get into position, but once they started popping, the situation turned very bad for the Germans. There was one surprising item in the American arsenal. It appears that the Johnson M1941 LMG use to be in SF as there were two of these rather rare items stolen from the arsenal and used here. Overall, this was a good experience in a tough, and bloody fight. But the real winner of the scenario was the LOS tool. Had I not used that tool VERY liberally, the AI would have made mincemeat of my forces with its ability to exploit every angle.
Title: Re: Second Front (in Development)
Post by: Jo B on November 30, 2022, 03:35:29 AM
https://steamcommunity.com/app/1148490/allnews/
Second Front Developer News #4
we will have a release date to announce in the next Developer News #5  in 2 weeks from now!

(https://nextcloud.secondfront.eu/index.php/s/66oey8JsiQZKEob/preview)

Title: Re: Second Front (in Development)
Post by: bobarossa on November 30, 2022, 07:19:26 AM
Wonderful news!  <:-)  As long as it's in 2023  :knuppel2:
Title: Re: Second Front (in Development)
Post by: JasonPratt on November 30, 2022, 08:33:30 AM
"Nwo for the godo news! Relaese date will be 2032!"  >:D
Title: Re: Second Front (in Development)
Post by: Sir Slash on November 30, 2022, 11:29:49 AM
Finally! A reason to get all my 'Old Man' vaccinations up to date.  O0
Title: Re: Second Front (in Development)
Post by: Gusington on December 15, 2022, 10:19:52 AM
A little digital birdie has notified me of a January 31, 2023 release date!
Title: Re: Second Front (in Development)
Post by: JasonPratt on December 15, 2022, 11:17:53 AM
 :smitten: :smitten: :smitten: :smitten: :smitten: :smitten: :smitten: :smitten: :smitten: :smitten:
Title: Re: Second Front (in Development)
Post by: Sir Slash on December 15, 2022, 11:19:28 AM
Kiss that digital birdie for me.  :-* 
Title: Re: Second Front (in Development)
Post by: Axeking240 on December 15, 2022, 02:59:09 PM
Check the steam page - has updated contents, and the offical release date!

Jan 31, 2023 confirmed.  ;)

There's also a great teaser video in the steam news page. Just to help you all wait for another 7 weeks...

Store page: https://store.steampowered.com/app/1148490/Second_Front/

And Dev news: https://store.steampowered.com/news/app/1148490/view/5921701621725341286

Let the celebrations begin  <:-)
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on December 15, 2022, 03:06:25 PM
Quote from: Axeking240 on December 15, 2022, 02:59:09 PM
Check the steam page - has updated contents, and the offical release date!

Jan 31, 2023 confirmed.  ;)

There's also a great teaser video in the steam news page. Just to help you all wait for another 7 weeks...

Store page: https://store.steampowered.com/app/1148490/Second_Front/

And Dev news: https://store.steampowered.com/news/app/1148490/view/5921701621725341286

Let the celebrations begin  <:-)

Good news, been waiting for this one...
Title: Re: Second Front (in Development)
Post by: acctingman on December 15, 2022, 05:55:25 PM
Waiting for this one too, but I need to see reviews before I buy.

Oh, SNAP! You can create your own maps and scenarios?? Well, unless the reviews are bad, I might be buying this sooner than I thought.

Looking on their Steam page I see it's Americans, Germans and Russians, but what's the time frame? 44'-45'?
Title: Re: Second Front (in Development)
Post by: Axeking240 on December 16, 2022, 03:34:35 AM
Quote from: acctingman on December 15, 2022, 05:55:25 PM
Waiting for this one too, but I need to see reviews before I buy.

Oh, SNAP! You can create your own maps and scenarios?? Well, unless the reviews are bad, I might be buying this sooner than I thought.

Looking on their Steam page I see it's Americans, Germans and Russians, but what's the time frame? 44'-45'?

It covers Sep 39 to May 45. Obviously the Americans weren't involved all the way through, and Russians didn't start fighting Germany until 1941, so with current forces, you can cover 1941 to the end of the war in Europe.
Title: Re: Second Front (in Development)
Post by: acctingman on December 16, 2022, 10:56:10 AM
Quote from: Axeking240 on December 16, 2022, 03:34:35 AM
Quote from: acctingman on December 15, 2022, 05:55:25 PM
Waiting for this one too, but I need to see reviews before I buy.

Oh, SNAP! You can create your own maps and scenarios?? Well, unless the reviews are bad, I might be buying this sooner than I thought.

Looking on their Steam page I see it's Americans, Germans and Russians, but what's the time frame? 44'-45'?

It covers Sep 39 to May 45. Obviously the Americans weren't involved all the way through, and Russians didn't start fighting Germany until 1941, so with current forces, you can cover 1941 to the end of the war in Europe.

Nice! That's not bad.

Does anyone know if the developer plans on any expansions/DLC's?

Is this gaming going to be moddable like Battle Academy? It would be neat to see other units made for the game if possible.
Title: Re: Second Front (in Development)
Post by: Axeking240 on December 16, 2022, 04:03:06 PM
Answers to questions are also appearing on steam. Just copying here for convienience :-)

There are definitely plans for more content ( adding new nations, and new theaters to fight in). Some will probably be DLC, others may be updates to the base game.

Specifics as to what and when will eventually be announced - watch the Dev Notes for this info.

Modding currently isn't specifically planned for, but there are ways that certain aspects can be tweaked.
Title: Re: Second Front (in Development)
Post by: Oche on December 20, 2022, 11:21:59 AM
Quote from: Axeking240 on December 16, 2022, 04:03:06 PM
Answers to questions are also appearing on steam. Just copying here for convienience :-)

There are definitely plans for more content ( adding new nations, and new theaters to fight in). Some will probably be DLC, others may be updates to the base game.

Specifics as to what and when will eventually be announced - watch the Dev Notes for this info.

Modding currently isn't specifically planned for, but there are ways that certain aspects can be tweaked.

I will buy it from release, regardless of initial reviews just to support it. I got very high hopes with this one. I bet it will breakthru on the wargame tactical turn base genre, just like Steel Panthers I & II did in the mid 90s.

I just hope at some point it gets mod friendly enough (if not from release) to get rid a bit of the cartoonish look, like the popeye goon faces of the soldiers  ;). Oh, and also looking forward to add the historically correct flags and banners, not the PC BS flags.
Title: Re: Second Front (in Development)
Post by: SlagDog on December 20, 2022, 12:30:35 PM
Quote from: Oche on December 20, 2022, 11:21:59 AM
Quote from: Axeking240 on December 16, 2022, 04:03:06 PM
Answers to questions are also appearing on steam. Just copying here for convienience :-)

There are definitely plans for more content ( adding new nations, and new theaters to fight in). Some will probably be DLC, others may be updates to the base game.

Specifics as to what and when will eventually be announced - watch the Dev Notes for this info.

Modding currently isn't specifically planned for, but there are ways that certain aspects can be tweaked.

I will buy it from release, regardless of initial reviews just to support it. I got very high hopes with this one. I bet it will breakthru on the wargame tactical turn base genre, just like Steel Panthers I & II did in the mid 90s.

I just hope at some point it gets mod friendly enough (if not from release) to get rid a bit of the cartoonish look, like the popeye goon faces of the soldiers  ;). Oh, and also looking forward to add the historically correct flags and banners, not the PC BS flags.

+1

I'm just hoping for solid tactical gameplay. That is what I'm waiting for.
Title: Re: Second Front (in Development)
Post by: Gusington on December 20, 2022, 12:38:45 PM
Welcome back, Oche.
Title: Re: Second Front (in Development)
Post by: Oche on December 23, 2022, 08:24:26 AM
Quote from: Gusington on December 20, 2022, 12:38:45 PM
Welcome back, Oche.

O0  :arr:
Title: Re: Second Front (in Development)
Post by: Zulu1966 on December 24, 2022, 04:06:31 AM
Quote from: Oche on December 20, 2022, 11:21:59 AM
Quote from: Axeking240 on December 16, 2022, 04:03:06 PM
Answers to questions are also appearing on steam. Just copying here for convienience :-)

There are definitely plans for more content ( adding new nations, and new theaters to fight in). Some will probably be DLC, others may be updates to the base game.

Specifics as to what and when will eventually be announced - watch the Dev Notes for this info.

Modding currently isn't specifically planned for, but there are ways that certain aspects can be tweaked.

I will buy it from release, regardless of initial reviews just to support it. I got very high hopes with this one. I bet it will breakthru on the wargame tactical turn base genre, just like Steel Panthers I & II did in the mid 90s.

I just hope at some point it gets mod friendly enough (if not from release) to get rid a bit of the cartoonish look, like the popeye goon faces of the soldiers  ;). Oh, and also looking forward to add the historically correct flags and banners, not the PC BS flags.

I am pretty sure this was developed in unity and the graphics are paid for package not built from scratch. Probably had to do to make it doable for a one man show. Not a fan myself but given this is a one man show what he has achieved seems pretty remarkable to me. So day 1 purchase for me.
Title: Re: Second Front (in Development)
Post by: Sir Slash on December 24, 2022, 11:07:26 AM
I agree. I guess I didn't realize, or forgot, that apparently this game is a two-man creation? Is that still correct? Remarkable work if it's true. And it's got....T-35's, the ones with about 7 cannons and 20 MG's.  :D
Title: Re: Second Front (in Development)
Post by: Jo B on December 25, 2022, 06:37:17 AM
Quote from: Sir Slash on December 24, 2022, 11:07:26 AM
I agree. I guess I didn't realize, or forgot, that apparently this game is a two-man creation? Is that still correct? Remarkable work if it's true. And it's got....T-35's, the ones with about 7 cannons and 20 MG's.  :D

yes, this is done by me the coder and all artwork is done from scratch by a Graphics Artist, the second man on the team. Additional graphics are added by others.
the T35 will show up later and will not be in the release.
Title: Re: Second Front (in Development)
Post by: Skoop on December 25, 2022, 02:24:28 PM
The graphics are actually good in a sense that things are pretty detailed, I think it's mainly the cartoony Roblox style faces of the figures that might be off putting to some.  I'm curious if graphic mods will be supported and people can just mod the graphics to whatever their preference is.  Personally, I like it, reminds me of a 2022 version of the original combat mission, and the graphics have that same feel, but also looking more modern at the same time.
Title: Re: Second Front (in Development)
Post by: JasonPratt on December 25, 2022, 05:12:22 PM
YES! -- I was trying to figure out what they resembled (in a good nostalgic way), and CMx1 was it!
Title: Re: Second Front (in Development)
Post by: Sir Slash on December 26, 2022, 12:01:27 AM
I was thinking CMBB with all those Barbarossa scenarios. I hope there's a bunch in this game as well.
Title: Re: Second Front (in Development)
Post by: Jo B on December 26, 2022, 03:44:58 AM
Second Front in numbers

5 years of full-time work by a coder and a graphics artist

74000 words in text (including those in the manual)
2163 png files
628 symbols (icons)
1361 fbx 3D models
154323 lines of code
in 258 code files

3 nations (German, American and Russians)

220 vehicles and ordinances (AT and AA)
38 Infantry (squads half-squads, crews)
30 single Soldiers (Leaders, Heros, Snipers)
28 weapons (Mgs, Mortars, Flamethrowers etc.)

AP, HE, HEAT and Smoke ammo.

4 Vehicle Movement types (tracked, half-tracked, offroad wheels, truck)
4 Infantry Movment types (creeping, walking, running, gun pushing)

about 30 terraintypes and terrain hexsides (not including flame, blaze, wire etc)
wind, ground snow and ice,

148 destructable Buildings (multiple hex up to 3 level)

maximum map size 50 x 50.
maximum firing and Line of sight range 50 hex.
6 Levels of ground elevation

48 Scenarios and some campaigns and tutorials. (and a bunch in the steam workshop https://steamcommunity.com/app/1148490/workshop/)

Guides https://steamcommunity.com/app/1148490/guides/

(https://cdn.akamai.steamstatic.com/steam/apps/1148490/extras/LYjNp_R8.png?t=1671527575)
Title: Re: Second Front (in Development)
Post by: Oche on December 26, 2022, 09:22:34 AM
Quote from: Skoop on December 25, 2022, 02:24:28 PM
The graphics are actually good in a sense that things are pretty detailed, I think it's mainly the cartoony Roblox style faces of the figures that might be off putting to some.  I'm curious if graphic mods will be supported and people can just mod the graphics to whatever their preference is.  Personally, I like it, reminds me of a 2022 version of the original combat mission, and the graphics have that same feel, but also looking more modern at the same time.

'Roblox style faces'. Nailed it.  :clap:
Title: Re: Second Front (in Development)
Post by: joram on December 27, 2022, 09:26:37 PM
If this was actually on Roblox I might have a chance to get my kids into wargaming....
Title: Re: Second Front (in Development)
Post by: GDS_Starfury on December 27, 2022, 09:52:45 PM
sell it to them as such.  :bd:
Title: Re: Second Front (in Development)
Post by: JasonPratt on December 28, 2022, 08:50:53 AM
Wait, there are Workshop mods already?!

Insert Green Goblin "IMPRESSIVE!" meme here.  :notworthy:
Title: Re: Second Front (in Development)
Post by: Axeking240 on December 28, 2022, 11:38:04 AM
Workshop content is a bunch of scenarios for SF. Which include maps.

I don't see any link between SF's custom graphics and those of roblox... SF has its own unique style. :-)

And if you are playing zoomed in to see the troops faces all the time, you are going to have a tough time playing. Hard to get a feel for the battlefield when you can only see 1% at a time that way. ;-)
Title: Re: Second Front (in Development)
Post by: Father Ted on December 28, 2022, 07:42:02 PM
Quote from: Axeking240 on December 28, 2022, 11:38:04 AM
Workshop content is a bunch of scenarios for SF. Which include maps.

I don't see any link between SF's custom graphics and those of roblox... SF has its own unique style. :-)

And if you are playing zoomed in to see the troops faces all the time, you are going to have a tough time playing. Hard to get a feel for the battlefield when you can only see 1% at a time that way. ;-)
Not to worry chap,  I think there is actually a general appreciation of SF's unique visual style.  For me I think of it as a virtual representation of ASL played with minis on a minis terrain.  The so-called "Roblox" look I think fits this  idea  better than an attempt to make "realistic" units and countryside.
Title: Re: Second Front (in Development)
Post by: dafriedrichs-daffy on December 29, 2022, 03:08:58 PM
Quote from: Jo B on December 26, 2022, 03:44:58 AM
Second Front in numbers

5 years of full-time work by a coder and a graphics artist

74000 words in text (including those in the manual)
2163 png files
628 symbols (icons)
1361 fbx 3D models
154323 lines of code
in 258 code files

3 nations (German, American and Russians)

220 vehicles and ordinances (AT and AA)
38 Infantry (squads half-squads, crews)
30 single Soldiers (Leaders, Heros, Snipers)
28 weapons (Mgs, Mortars, Flamethrowers etc.)

AP, HE, HEAT and Smoke ammo.

4 Vehicle Movement types (tracked, half-tracked, offroad wheels, truck)
4 Infantry Movment types (creeping, walking, running, gun pushing)

about 30 terraintypes and terrain hexsides (not including flame, blaze, wire etc)
wind, ground snow and ice,

148 destructable Buildings (multiple hex up to 3 level)



I think it was about two years ago when I saw the first glimpses into SF on one of the board wargame FB pages or blogs. It was love at first sight. I had done a lot of work for "The Gamers" back in the late 80's and 90's (designed Black Wednesday, Leros, Hube's Pocket and Burma) and wasn't this excited for a new game since those heady days. The next two years were spent periodically nagging/begging/pleading to do anything to help out. This October, Jo finally invited me in for some playtesting and I've been in heaven since.

I do have some words of warning for the future SF fans (I know, Jan 31, 2023 can't come fast enough). I still can't believe this, but Jo is basically a one man show for the programming. When people first see this game, they will fall in love and enjoy the play, making custom maps, doing their own scenarios. After a bit they are going to start thinking, gee I wish xxxxx was in this too (I did), its a natural inclination to want more. But after working with Jo these last few months, I'm convinced that one reason this game is so good, and so solid, is his tight control over direction (as frustrating as that can be at times). Rest assured, Jo has plans for expansion. Let's just hope he lives a long and productive life as we will be the beneficiary of his good works for years to come.

Title: Re: Second Front (in Development)
Post by: al_infierno on December 29, 2022, 05:04:43 PM
^ Thanks for your thoughts, and welcome to the board!   O0
Title: Re: Second Front (in Development)
Post by: dafriedrichs-daffy on December 31, 2022, 07:09:43 PM
Quote from: Axeking240 on December 28, 2022, 11:38:04 AM
And if you are playing zoomed in to see the troops faces all the time, you are going to have a tough time playing. Hard to get a feel for the battlefield when you can only see 1% at a time that way. ;-)

Actually.... maybe after Jo implements radios/phones we could have an "active player" mode option in scenario generation where the game is played as if the player were the senior commander sitting in their HQ directing the battle, or on map and subject to the combat situation directly and all they would do is give orders to those they could communicate directly (see) and those on the wire. Now wouldn't that make for an outstanding nightmare Axe?

I'm just kidding by the way. This would be a terrible idea.
Title: Re: Second Front (in Development)
Post by: al_infierno on January 18, 2023, 05:28:33 PM
New video from DasTactic:

Title: Re: Second Front (in Development)
Post by: Jarhead0331 on January 18, 2023, 05:34:52 PM
I'm playing and running through the tutorials right now. No embargo, so you'll have my initial feedback soon.
Title: Re: Second Front (in Development)
Post by: JasonPratt on January 18, 2023, 06:29:26 PM
Planned release date on Steam, Jan 31st! -- did I know that already?! I KEEP CLICKING THE SCREEN WHERE I WANT A PRE-ORDER BUTTON TO EXIST AND NOTHING HAPPENS!!  :Dreamer:
Title: Re: Second Front (in Development)
Post by: Gusington on January 18, 2023, 08:29:26 PM
^Heh me too  :Nerd:
Title: Re: Second Front (in Development)
Post by: SlagDog on January 19, 2023, 11:55:05 AM
I watched Dastactic last night go through all of the tutorial stuff. I immediately put this on my number one spot in my wish list. I'm really digging the way this is playing. I really like the mechanics. Das does a great job at explaining how it works. I was on the fence prior to last night because of the graphics choice. But I can easily look past that since the gameplay looks so solid. I really love games that I can use strategy and tactics with squads and this looks like it has it. Really great work! I also love the garage screen with all of the comparison mechanics that can be viewed. That's a really cool feature! Day one purchase for me!
Title: Re: Second Front (in Development)
Post by: SirAndrewD on January 19, 2023, 12:29:18 PM
I feel like Cartman in the South Park Wii episode.

Can I just freeze myself till release?
Title: Re: Second Front (in Development)
Post by: acctingman on January 19, 2023, 04:12:24 PM
I stopped buying games day 1 of release, but this one is tempting. I've read that they are going to have expansions/dlcs of other nations/fronts, so the depth of this game could be immense.
Title: Re: Second Front (in Development)
Post by: Thomas Davie on January 20, 2023, 01:26:04 PM
Just found out an issue (item?) about the game that concerns me. Regarding the tutorials. It is my understanding that a person would be required to play some (1, 2? I've got no idea of the number) before progressing to other scenarios.

It makes sense if you follow the concept of programmed instruction as found in say the Squad Leader board games. Learning to walk before running is sometimes a good idea.

However, this is something I am absolutely opposed to. It is, in fact, a deal breaker for me. Being forced to start playing the game in a certain manner - just not my cup of tea.

I hope this is reconsidered, made optional, whatever you want to call it.

Regards

Tom
Title: Re: Second Front (in Development)
Post by: Jarhead0331 on January 20, 2023, 01:37:07 PM
^This is not entirely true. All tutorials are unlocked. There are about 10 of them for infantry and 5 or so for vehicles and tanks. You can complete them in any order.

The campaigns, however, appear to be locked until certain single mission scenarios are completed.
Title: Re: Second Front (in Development)
Post by: devoncop on January 20, 2023, 01:38:14 PM
I can see why they do this tbh.

How many folk jump onto a game to review bomb it in the first half hour as a result of not understanding the first thing about the mechanics because they feel they are " above" doing a tutorial.

It's an unusual approach I grant you but I totally understand the reasoning.
Title: Re: Second Front (in Development)
Post by: Thomas Davie on January 20, 2023, 01:51:25 PM
Quote from: Jarhead0331 on January 20, 2023, 01:37:07 PM^This is not entirely true. All tutorials are unlocked. There are about 10 of them for infantry and 5 or so for vehicles and tanks. You can complete them in any order.

The campaigns, however, appear to be locked until certain single mission scenarios are completed.

I'm not exactly sure b/c I'm not in on the beta testing. I will rephrase. Being forced to play certain aspects of the game (whatever they be) before being allowed to play other aspects of the game (again, whatever they be) is not good (for me).

Campaigns not being allowable w/o first having played (completed?) certain single scenarios - this is specifically what I do not like.

Be that as it may I am going to wait for early reviews and clarifications/specificity.

Thanks for the info.

Tom
Title: Re: Second Front (in Development)
Post by: Jarhead0331 on January 20, 2023, 02:07:00 PM
Here is a screenshot of the campaign interface showing what is required to unlock any given campaign.

(https://i.ibb.co/wdMJTvB/Screenshot-2023-01-20-140508.jpg)
Title: Re: Second Front (in Development)
Post by: Skoop on January 20, 2023, 03:50:05 PM
Could this be only in the beta version ?  Maybe it won't be in the release version.
Title: Re: Second Front (in Development)
Post by: Thomas Davie on January 20, 2023, 04:44:20 PM
@Jarhead0331Thank you for the information. That is not what I was hoping for, but c'est la vie.

Tom
Title: Re: Second Front (in Development)
Post by: ArizonaTank on January 20, 2023, 08:04:16 PM
Quote from: Thomas Davie on January 20, 2023, 01:26:04 PMHowever, this is something I am absolutely opposed to. It is, in fact, a deal breaker for me. Being forced to start playing the game in a certain manner - just not my cup of tea.


A deal breaker? OK. But it seems like a relatively minor issue from my side of the battle table. Still everyone is different.

Title: Re: Second Front (in Development)
Post by: undercovergeek on January 20, 2023, 08:42:06 PM
Quote from: ArizonaTank on January 20, 2023, 08:04:16 PM
Quote from: Thomas Davie on January 20, 2023, 01:26:04 PMHowever, this is something I am absolutely opposed to. It is, in fact, a deal breaker for me. Being forced to start playing the game in a certain manner - just not my cup of tea.


A deal breaker? OK. But it seems like a relatively minor issue from my side of the battle table. Still everyone is different.



Seems to make perfect sense to me - as previously mentioned there's too much waaaaaaah my units won't do this in steam reviews that can crush a small games sales chances - whereas here's a bit of handholding to make sure you understand your forces before going off into campaignland
Title: Re: Second Front (in Development)
Post by: Thomas Davie on January 20, 2023, 08:46:20 PM
Quote from: ArizonaTank on January 20, 2023, 08:04:16 PM
Quote from: Thomas Davie on January 20, 2023, 01:26:04 PMHowever, this is something I am absolutely opposed to. It is, in fact, a deal breaker for me. Being forced to start playing the game in a certain manner - just not my cup of tea.


A deal breaker? OK. But it seems like a relatively minor issue from my side of the battle table. Still everyone is different.




This by itself is not a deal breaker. Lack of player .vs. player and randomly generated maps/scenarios/campaigns.

From what I gather this game will be well supported as well as expansions/DLC's forthcoming, so I'll follow the game.

Tom
Title: Re: Second Front (in Development)
Post by: Axeking240 on January 21, 2023, 01:26:25 AM
As it currently is, the scenarios are locked in a way to prevent you from trying stuff without haveing a clue how to play.

Initially, there are 2 scenarios for each nationality pair (US vs Germany, Russia vs Germany, Germany vs US, Germany vs Russia - in all cases player side listed first). There are 19 bootcamp tutorials completely unlocked. It is very highly recommended to play all of these scenarios first before playing any of the regular scenarios (or even any from the Steam workshop).

If you watch any videos released by reviewers, you can fairly quickly see who has played the bootcamp and who hasn't. DasTactic has definitely worked through the bootcamps, as has Herzog Sieg (in German).

Scenario unlocking works that you need to complete 2 for that matchup (eg. US vs German) to unlock the next 4, win 2 more to unlock the next 4, and win 4 more to unlock the last 2. They get tougher the further down you go - and you will need to know what you are doing to have a chance... just wait until you try one of the beach landings...  :HideEyes:

The campaigns, as shown above, unlock as soon as you have won 4 scenarios for that matchup. This is because they are tough, and you will not have a clue what to do without getting some practice first...

And I can say that there are a good number of the scenarios and campaigns that will cause you a lot of stress trying to beat. And that's not because the AI cheats - it uses the same rules you do.

The first time I tried one of the landing scenarios, out of the landing force of about 50 squads, I managed to get 6 off the beach... yikes! And thats having a resonable idea of what to do.

So for your enjoyment - learn how to play (do the bootcamps, read the manual) before you get slammed by the competent AI.  :ThumbsUp:
Title: Re: Second Front (in Development)
Post by: Thomas Davie on January 21, 2023, 06:28:20 AM
@Axeking240 Thank you for the information. I can certainly understand the phased approach to learning the game.

losing will not cause me stress. Finding out that I can't do something or that I am doing it i properly - no, it's my 4x daily dialysis that causes stress.

I'll just have to wait and see if everything becomes unlocked (no restrictions), P .vs. P shows up and we get random maps/scenarios/campaigns before I purchase.

Again, thank you for all the information from the beta.

Tom
Title: Re: Second Front (in Development)
Post by: Skoop on January 22, 2023, 01:26:26 PM
Man I really wish I had joined the beta.  I snoozed and loosed I guess.
Title: Re: Second Front (in Development)
Post by: Jarhead0331 on January 22, 2023, 01:43:07 PM
This game is going to drive me nuts. I can sense it already. The graphics make it seem deceptively easy and forgiving. it isn't. In fact, it's brutal. It keeps chewing my up and spitting me out...but I keep coming back for more. It definitely has hooks that sink deeply. Prepare yourself. You've been warned.  :guillotine:
Title: Re: Second Front (in Development)
Post by: Sir Slash on January 22, 2023, 02:49:55 PM
Great! I was hoping for a new version of Combat Mission that I could actually not suck at. Looks like that's not going to happen.  :soapbox:
Title: Re: Second Front (in Development)
Post by: Skoop on January 22, 2023, 05:32:52 PM
I like the brutal challenge as well.  Plus it's turn based so you see everything, like combat mission in classic turn based system.  Wego is more realistic I know, but interesting to have a go at a combat mission depth game in classic turn based.
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on January 22, 2023, 09:10:40 PM
Manual to review until release

https://cdn.cloudflare.steamstatic.com/steam/apps/1148490/manuals/SecondFrontManualv.1.05.pdf?t=1674372750
Title: Re: Second Front (in Development)
Post by: acctingman on January 22, 2023, 10:59:07 PM
Oh, so this game is pretty brutal huh? I'm not an expert at these sorts of games, so maybe I should hold off until there is a deep sale.
Title: Re: Second Front (in Development)
Post by: al_infierno on January 22, 2023, 11:05:05 PM
This sounds right up my alley!  I cannot wait  :twirl:
Title: Re: Second Front (in Development)
Post by: Groggy on January 23, 2023, 11:09:08 AM
I will buy this game just for the stalingrad factory district alone. Pump it directly into my veins.

Well done on the manual!
Title: Re: Second Front (in Development)
Post by: Old TImer on January 23, 2023, 12:42:38 PM
Can you set up scenarios between the USA and Russia?  It would be fun to try some immediate post-war stuff.
Title: Re: Second Front (in Development)
Post by: Sir Slash on January 23, 2023, 12:58:50 PM
I'm thinking the Barbarossa scenarios may be worth the price of admission by themselves. I haven't played a really good one since CMBB.  :ThumbsUp: 
Title: Re: Second Front (in Development)
Post by: Skoop on January 23, 2023, 01:09:24 PM
Quote from: gregb41352 on January 23, 2023, 12:42:38 PMCan you set up scenarios between the USA and Russia?  It would be fun to try some immediate post-war stuff.

I was thinking the same thing, like patton goes East.
Title: Re: Second Front (in Development)
Post by: Jarhead0331 on January 23, 2023, 03:42:37 PM
I does not look like this is possible to me. In the scenario editor options, I only see the possibility of matching American v. German or Russian v. German. However, it is not something I've really tried to explore in depth or tinker with.
Title: Re: Second Front (in Development)
Post by: Old TImer on January 24, 2023, 12:58:11 PM
Quote from: Jarhead0331 on January 23, 2023, 03:42:37 PMI does not look like this is possible to me. In the scenario editor options, I only see the possibility of matching American v. German or Russian v. German. However, it is not something I've really tried to explore in depth or tinker with.

Who am I kidding.  I'll undoubtedly buy the game when it comes out.
Title: Re: Second Front (in Development)
Post by: Sir Slash on January 24, 2023, 02:57:59 PM
There could be many mods that do all manner of things non-historical in the Steam Workshop.
Title: Re: Second Front (in Development)
Post by: Axeking240 on January 26, 2023, 02:15:48 PM
SF only allows US vs German and Russia vs German (player as either side in these combos). No US vs Russia possible.

Check the manual - it has a lot of detail in the scenario editor section about things that are possible. ;-)
Title: Re: Second Front (in Development)
Post by: Sir Slash on January 26, 2023, 04:02:14 PM
I hope not. There is no such thing as, 'impossible' on the Steam Workshop.  :axechaser:
Title: Re: Second Front (in Development)
Post by: Michael Dorosh on January 29, 2023, 08:24:14 AM
It only now occurs to me that release is scheduled for a Tuesday. I suppose that is one way to avoid melting the server down.
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on January 29, 2023, 08:47:06 AM
Quote from: Jarhead0331 on January 18, 2023, 05:34:52 PMI'm playing and running through the tutorials right now. No embargo, so you'll have my initial feedback soon.

Just curious with the release on Tuesday, were you planning on doing any kind of write up prior on your thoughts and/or review?  I saw some of your additional comments but wasn't sure how deep you planned to go.  Either way I plan on purchasing it, unless the asking price ends up shocking me:)
Title: Re: Second Front (in Development)
Post by: Jarhead0331 on January 29, 2023, 09:17:56 AM
Quote from: Grim.Reaper on January 29, 2023, 08:47:06 AM
Quote from: Jarhead0331 on January 18, 2023, 05:34:52 PMI'm playing and running through the tutorials right now. No embargo, so you'll have my initial feedback soon.

Just curious with the release on Tuesday, were you planning on doing any kind of write up prior on your thoughts and/or review?  I saw some of your additional comments but wasn't sure how deep you planned to go.  Either way I plan on purchasing it, unless the asking price ends up shocking me:)

Yes, but not before release.

To summarize my present thoughts after about 6 in-game hours, I don't think the game is the second coming of Christ, but I'm definitely hooked on it and keep coming back for more. I tend to play it in brief spurts. A scenario here and a scenario there. It has become my go to game when I don't have the time or patience to get into something that requires real preparation.
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on January 29, 2023, 09:23:58 AM
Quote from: Jarhead0331 on January 29, 2023, 09:17:56 AM
Quote from: Grim.Reaper on January 29, 2023, 08:47:06 AM
Quote from: Jarhead0331 on January 18, 2023, 05:34:52 PMI'm playing and running through the tutorials right now. No embargo, so you'll have my initial feedback soon.

Just curious with the release on Tuesday, were you planning on doing any kind of write up prior on your thoughts and/or review?  I saw some of your additional comments but wasn't sure how deep you planned to go.  Either way I plan on purchasing it, unless the asking price ends up shocking me:)

Yes, but not before release.

To summarize my present thoughts after about 6 in-game hours, I don't think the game is the second coming of Christ, but I'm definitely hooked on it and keep coming back for more. I tend to play it in brief spurts. A scenario here and a scenario there. It has become my go to game when I don't have the time or patience to get into something that requires real preparation.

Thanks, appreciate it.  Definitely something I am interesting trying but I do have caution as to whether it will be something that keeps my interest long term.  Hope so, guess we will see in few days.
Title: Re: Second Front (in Development)
Post by: Jarhead0331 on January 29, 2023, 09:39:16 AM
I'll also comment on what I do not like so far.

1. The unlock system. it wouldn't be so bad if the scenarios weren't so damn difficult.
2. No save system. The game seems to save automatically at the end of each phase I suppose. When you exit a scenario, it will save your progress. However, there is no ability to save manually in order to load a past save in the event of disaster, which is frequent and inevitable. I don't like playing my wargames as if they were "rogue-likes".
3. The impact of luck and chance. I tend to tackle each scenario with the same strategies based on my training and education. I rarely deviate from these accepted tactical stratagems. Sometimes they lead to text-book success and sometimes they lead to disastrous failure...the difference being attributable to chance and  luck of the draw. Sometimes my units break. Sometimes their units break. Sometimes a hero will arise. Sometimes the effect of fire is appreciable. other times it is not. This all has to do with the games roll or calculations I suppose and although I'm certain it's being calculated, unit ability, terrain, position, equipment, etc. doesn't always seem to make a difference where it should.

These are just the major things that have jumped out at me.
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on January 29, 2023, 09:52:40 AM
Quote from: Jarhead0331 on January 29, 2023, 09:39:16 AMI'll also comment on what I do not like so far.

1. The unlock system. it wouldn't be so bad if the scenarios weren't so damn difficult.
2. No save system. The game seems to save automatically at the end of each phase I suppose. When you exit a scenario, it will save your progress. However, there is no ability to save manually in order to load a past save in the event of disaster, which is frequent and inevitable. I don't like playing my wargames as if they were "rogue-likes".
3. The impact of luck and chance. I tend to tackle each scenario with the same strategies based on my training and education. I rarely deviate from these accepted tactical stratagems. Sometimes they lead to text-book success and sometimes they lead to disastrous failure...the difference being attributable to chance and  luck of the draw. Sometimes my units break. Sometimes their units break. Sometimes a hero will arise. Sometimes the effect of fire is appreciable. other times it is not. This all has to do with the games roll or calculations I suppose and although I'm certain it's being calculated, unit ability, terrain, position, equipment, etc. doesn't always seem to make a difference where it should.

These are just the major things that have jumped out at me.

Thanks for the additional info.

Unlocks - Yep, I hate them in all games, not just what will be included with this one.  I know some folks have said "its for our own good" to learn the system, but why should they care how I learn the system and if I become frustrated?  Don't hide content that I have paid for and might not ever be good enough to ever reach.  Again, not just griping about this game, just hate the whole concept period with all games.  At least make it an "option" to turn on/off unlocks, that way everyone gets to play their own way.

Saves - Yikes, not a big fan of that either.

Again, thanks for the feedback...giving me more to think about before Tuesday.....
Title: Re: Second Front (in Development)
Post by: undercovergeek on January 29, 2023, 12:19:20 PM
https://tallyhocorner.com/2023/01/second-front-romans-reservations/
Title: Re: Second Front (in Development)
Post by: acctingman on January 29, 2023, 05:40:37 PM
@JH

Thank you for your assessment of the game. For several reasons you've posted (and my expertise level for these games) I'm going to buy this game when a good sale hits. I hope it's a huge hit for the developer as this is his baby. Looking forward to more reviews from you seasoned vets.
Title: Re: Second Front (in Development)
Post by: Thomas Davie on January 29, 2023, 06:12:07 PM
Quote from: Grim.Reaper on January 29, 2023, 09:52:40 AM
Quote from: Jarhead0331 on January 29, 2023, 09:39:16 AMI'll also comment on what I do not like so far.

1. The unlock system. it wouldn't be so bad if the scenarios weren't so damn difficult.
2. No save system. The game seems to save automatically at the end of each phase I suppose. When you exit a scenario, it will save your progress. However, there is no ability to save manually in order to load a past save in the event of disaster, which is frequent and inevitable. I don't like playing my wargames as if they were "rogue-likes".
3. The impact of luck and chance. I tend to tackle each scenario with the same strategies based on my training and education. I rarely deviate from these accepted tactical stratagems. Sometimes they lead to text-book success and sometimes they lead to disastrous failure...the difference being attributable to chance and  luck of the draw. Sometimes my units break. Sometimes their units break. Sometimes a hero will arise. Sometimes the effect of fire is appreciable. other times it is not. This all has to do with the games roll or calculations I suppose and although I'm certain it's being calculated, unit ability, terrain, position, equipment, etc. doesn't always seem to make a difference where it should.

These are just the major things that have jumped out at me.

Thanks for the additional info.

Unlocks - Yep, I hate them in all games, not just what will be included with this one.  I know some folks have said "its for our own good" to learn the system, but why should they care how I learn the system and if I become frustrated?  Don't hide content that I have paid for and might not ever be good enough to ever reach.  Again, not just griping about this game, just hate the whole concept period with all games.  At least make it an "option" to turn on/off unlocks, that way everyone gets to play their own way.

Saves - Yikes, not a big fan of that either.

Again, thanks for the feedback...giving me more to think about before Tuesday.....

The unlocking system? it's holy hell, and for me, unacceptable. I understand and have read comments from those in the developement that it is to present the game in digestible (my choice of words) portions so that you accumulate a playing ability without getting/becoming frustrated.I kinda perceive it as 'programmed instruction' quite similar to the gradual accumulation of playing ability in the board wargame Squad Leader.

Maybe it's just me, but I like learning by making mistakes. And I do not like being forced to learn in a specific manner by qualifying in specific scenarios.

I hope it does extremely well sales wise b/c that makes it more likely that I will get what I want.

Tom
Title: Re: Second Front (in Development)
Post by: Silent Disapproval Robot on January 29, 2023, 10:41:46 PM
I'm holding off until they add British/Commonwealth units to the mix.

Does it bug anyone else that they keep referring to the Soviet Union as Russia?  That puts way more sand up my vagina than it should but it irks me for some reason.
Title: Re: Second Front (in Development)
Post by: Gusington on January 29, 2023, 10:42:57 PM
  :whistle:
Title: Re: Second Front (in Development)
Post by: Sir Slash on January 29, 2023, 10:49:03 PM
WOW! No ability to Save whenever you want? That could be a deal-breaker.  :TimeOut:
Title: Re: Second Front (in Development)
Post by: JasonPratt on January 30, 2023, 08:46:15 AM
Do they refer to the German side as "Nazis"? I can't recall, but if not, that may be due to requirements for a proper European market for the game. In which case, it would bother my OCD (I mean OD-C!) to call the Nazi side "Germans" but the Soviet side "Soviets".

Not enough to avoid the game. ;) I understand realpolitik marketing.

(Besides, this is what modding is for, among other things.)

Quote from: Sir Slash on January 29, 2023, 10:49:03 PMWOW! No ability to Save whenever you want? That could be a deal-breaker.  :TimeOut:

....yeah, I could see that being potentially more of a problem for me. I'm still willing to give it a try, but I'd rather have the option than the necessity to play Ironman mode. That combined with the requirement to beat certain missions in a particular order to unlock later kit and missions... well, okay, that's a tutorial-designed campaign structure, I get that, but imagine playing Panzer General or Combat Mission or CommandOps2 (or its predecessors) with a forced Ironman mode to campaign progression unlocking kit and missions.

To be fair, I do usually choose to play those games as a reload-mission on mission failure, but I also like the option to choose otherwise! Having that lack, combined with a forced campaign structure, is.... man, I dunno. I'm still willing to try, but I don't understand the design choice to combo those characteristics.
Title: Re: Second Front (in Development)
Post by: Sir Slash on January 30, 2023, 11:13:12 AM
I may have been too harsh. Looking at videos of the game, it kind of brings back memories of Steel Panthers WWII, the version of the game with individual vehicles and squads. Mostly because of the Turn Phases. And that game could be a real pain to deal with because the AI in large scenarios could take forever to take it's turns. And not being able to save when you wanted to could kill your game. I'm assuming this won't be an issue in this game so, I'm willing to wait on the consensus. Also I'm willing to bet the Modders will find ways around the Unlocks if they are able to legally.  :justice: 
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on January 30, 2023, 11:40:38 AM
Even though it has mechanics I might not like, still plan on purchasing since have been waiting a long time.  Unless it's price is outside what I would want to reasonably pay for this, and for me that would be $29-$39, above that might be a wait and see:)
Title: Re: Second Front (in Development)
Post by: Jarhead0331 on January 31, 2023, 04:05:39 AM
$34.99, presently discounted 15%. $29.74.
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on January 31, 2023, 04:51:55 AM
Quote from: Jarhead0331 on January 31, 2023, 04:05:39 AM$34.99, presently discounted 15%. $29.74.

Yep and thanks.  Good enough price for me to try it so just bought and downloaded.  Fingers crossed.
Title: Re: Second Front (in Development)
Post by: Steve Walmsley on January 31, 2023, 07:05:27 AM
Only reading the manual so far, not playing, but it looks like the game auto-saves every turn and you can go back and load any autosave, so it isn't forced ironman - you just can't save mid-turn.
Title: Re: Second Front (in Development)
Post by: Jarhead0331 on January 31, 2023, 07:16:50 AM
Quote from: Steve Walmsley on January 31, 2023, 07:05:27 AMOnly reading the manual so far, not playing, but it looks like the game auto-saves every turn and you can go back and load any autosave, so it isn't forced ironman - you just can't save mid-turn.

That's an important distinction if that is in fact the case. It isn't readily apparent to me. I didn't see a "load" or "save" option anywhere, but I'll double check!
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on January 31, 2023, 07:28:34 AM
Yep, does look like it saves after every turn.  On the screen when the turn ends, "Game Saved" comes up and when you go into the load screen, it does show a save file.  So I guess that isn't too bad from a saving standpoint.
Title: Re: Second Front (in Development)
Post by: Steve Walmsley on January 31, 2023, 07:32:06 AM
Quote from: Jarhead0331 on January 31, 2023, 07:16:50 AM
Quote from: Steve Walmsley on January 31, 2023, 07:05:27 AMOnly reading the manual so far, not playing, but it looks like the game auto-saves every turn and you can go back and load any autosave, so it isn't forced ironman - you just can't save mid-turn.

That's an important distinction if that is in fact the case. It isn't readily apparent to me. I didn't see a "load" or "save" option anywhere, but I'll double check!

According to the manual, the last auto-saved game is loaded from the main menu using the 'Continue' option and any earlier auto-save can be loaded using the 'Continue Saved Game' (page 11). There is a screenshot of a dialog with multiple turn saves from a single scenario (page 12)

If you press escape mid-scenario to bring up the Pause menu, there should also be a 'Load' option to load previous auto-saves from the current scenario (page 15).

However, I haven't checked in game to see if it matches the manual.
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on January 31, 2023, 07:42:06 AM
Quote from: Steve Walmsley on January 31, 2023, 07:32:06 AM
Quote from: Jarhead0331 on January 31, 2023, 07:16:50 AM
Quote from: Steve Walmsley on January 31, 2023, 07:05:27 AMOnly reading the manual so far, not playing, but it looks like the game auto-saves every turn and you can go back and load any autosave, so it isn't forced ironman - you just can't save mid-turn.

That's an important distinction if that is in fact the case. It isn't readily apparent to me. I didn't see a "load" or "save" option anywhere, but I'll double check!

According to the manual, the last auto-saved game is loaded from the main menu using the 'Continue' option and any earlier auto-save can be loaded using the 'Continue Saved Game' (page 11). There is a screenshot of a dialog with multiple turn saves from a single scenario (page 12)

If you press escape mid-scenario to bring up the Pause menu, there should also be a 'Load' option to load previous auto-saves from the current scenario (page 15).

However, I haven't checked in game to see if it matches the manual.

Yes, this appears to be the case and match what I see.  Seems to work as described in the manual so this is a good thing.  The only downside I can see is that you can't have different saves of the same scenario in progress in case you wanted to try different things out, which a manual save process would allow.  Likely not a huge deal.
Title: Re: Second Front (in Development)
Post by: bobarossa on January 31, 2023, 08:24:17 AM
You can always manually copy saves to a different directory as an archive.
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on January 31, 2023, 08:29:21 AM
Quote from: bobarossa on January 31, 2023, 08:24:17 AMYou can always manually copy saves to a different directory as an archive.

At least for me, too much manual work to try and keep that all sorted out, haven't even found where they actually keep the save files yet:)  But in any event for me, not a big deal and based on my play style, highly unlikely I will be having the same scenario going at the same time for multiple purposes.
Title: Re: Second Front (in Development)
Post by: Ian C on January 31, 2023, 08:46:13 AM
Quote from: Steve Walmsley on January 31, 2023, 07:05:27 AMit looks like the game auto-saves every turn and you can go back and load any autosave

That's me in.



Title: Re: Second Front (in Development)
Post by: JasonPratt on January 31, 2023, 08:50:23 AM
Ah, yay! -- autosave set for a mission is fine with me!
Title: Re: Second Front (in Development)
Post by: Groggy on January 31, 2023, 09:11:41 AM
I'm definitely buying it with 5 bucks off the price. There's no shame in loin moistening this early in the week.
Title: Re: Second Front (in Development)
Post by: Sir Slash on January 31, 2023, 10:05:51 AM
Great news. Any reports of bugs in the game so far?
Title: Re: Second Front (in Development)
Post by: Geezer on January 31, 2023, 10:11:11 AM
Watched a short Youtube video of the Town Too Far scenario.  Seemed like the US Elite Rangers broke very quickly in some cases.  Looking forward to more opinions here on how it plays.  Thanks.
Title: Re: Second Front (in Development)
Post by: Michael Dorosh on January 31, 2023, 10:44:28 AM
Downloaded - so strange to have it drop on a workday morning, but that ought to help with the server load I guess.  No issues downloading and installing - it was amazingly quick in fact.  Tried the first tutorial and messed around the map editor. Looking forward to more after work.

Burden of Command now goes to the top of my list of favorite vapor ware. :-)
Title: Re: Second Front (in Development)
Post by: SlagDog on January 31, 2023, 11:06:59 AM
And here I am stuck at work while all you chumps enjoy the game  :tickedoff:  :hair:

Only 7 more hours until I can jump into the game! Woot!

Enjoy Grogs!
Title: Re: Second Front (in Development)
Post by: JasonPratt on January 31, 2023, 11:15:00 AM
7 Hours To Die...  :evil:  :RockOn:

Not only looking forward to the game, but to map editor missions, too!
Title: Re: Second Front (in Development)
Post by: SirAndrewD on January 31, 2023, 12:27:46 PM
Quote from: SlagDog on January 31, 2023, 11:06:59 AMAnd here I am stuck at work while all you chumps enjoy the game  :tickedoff:  :hair:


That ain't stopping me.
Title: Re: Second Front (in Development)
Post by: Groggy on January 31, 2023, 12:32:08 PM
Are victory conditions based on map objectives and/or exiting a certain amount of units?
Title: Re: Second Front (in Development)
Post by: Geezer on January 31, 2023, 12:39:09 PM
Quote from: GroggyGrognard2022 on January 31, 2023, 12:32:08 PMAre victory conditions based on map objectives and/or exiting a certain amount of units?

Don't have the game but I've watched the Town Too Far scenario played twice by different streamers.  The objectives for that one are on the map and there were no victory points for exiting units.  Also, the objectives decreased in value each turn and if they got to 0 before being captured then the Americans lost.
Title: Re: Second Front (in Development)
Post by: al_infierno on January 31, 2023, 02:12:00 PM
Saw a negative review on Steam where some guy played the game for half an hour, criticized it for being "too easy," then complained that he lost the first mission because he didn't complete the objectives.   :uglystupid2:

Can't wait to sink my teeth into this!
Title: Re: Second Front (in Development)
Post by: Jarhead0331 on January 31, 2023, 02:34:16 PM
Quote from: GroggyGrognard2022 on January 31, 2023, 12:32:08 PMAre victory conditions based on map objectives and/or exiting a certain amount of units?

It is scenario specific. Points can be awarded for seizing and/or holding objectives, eliminating enemy assets and units, or exiting units from the map.
Title: Re: Second Front (in Development)
Post by: JasonPratt on January 31, 2023, 02:53:15 PM
FINALLY HOME! THREW MONEY AT MY PAYPAL ACCOUNT! I MEAN FROM MY PAYPAL ACCOUNT!!  :notworthy:
Title: Re: Second Front (in Development)
Post by: devoncop on January 31, 2023, 03:37:29 PM
Oh hell.

I made up my mind not to engage with this game launch as I was going to pick up the Spellforce game in February but I made the mistake of "just dipping into" this thread to see how things were going and then watching a couple of You Tube  videos on it.....and then checking out the reviews on Steam.

Looks like Spellforce may have to wait a bit.... :undecided:
Title: Re: Second Front (in Development)
Post by: Sir Slash on January 31, 2023, 03:55:08 PM
What IS this thing you call, 'work'? I caved. Smart move getting it in under $40. That'll help sales a lot.
Title: Re: Second Front (in Development)
Post by: SirAndrewD on January 31, 2023, 04:03:55 PM
Quote from: Sir Slash on January 31, 2023, 03:55:08 PMWhat IS this thing you call, 'work'? 

It's where I get most of my best gaming in. 

Although, I'll admit this one's gripping.  I almost missed a podcast appearance I had scheduled getting engrossed in this.
Title: Re: Second Front (in Development)
Post by: Thomas Davie on January 31, 2023, 07:22:41 PM
I picked up the game today after telling myself 'No, not without randomly generated maps, scenarios and/or campaigns.

It installed ok under Windows 11 Arm64 under Parallels under MacOS Monterrey(?). Starts and plays w/o issue. resolution is 2540 x something.

And......I can't play it today b/c of dialysis issues.

Specwise, the laptop I'm using has 16gb ram, large SSD and an M1 cpu.


Tom
Title: Re: Second Front (in Development)
Post by: SirAndrewD on January 31, 2023, 07:30:25 PM
It's worth it even without the random maps. 

The user made scenario list is already massive. 

Kelly's Heroes Scenario already!  And it's damned accurate to the film!  Positive waves Moriarty!  Positive waves!
Title: Re: Second Front (in Development)
Post by: Groggy on January 31, 2023, 09:14:10 PM
A very good review from PC Invasion has been posted.

8.5

https://www.pcinvasion.com/second-front-review/ (https://www.pcinvasion.com/second-front-review/)
Title: Re: Second Front (in Development)
Post by: Steve Walmsley on February 01, 2023, 08:38:12 AM
Is there anything posted anywhere regarding how to calculate the percentage chance of hitting. I know there are in-game modifiers for long-range, short-range, amount of firepower, etc. and the game shows the final chance to hit, but it would be good to see the numbers behind them.

EDIT - the above question was based on the bootcamp scenario shooting at targets. I've just pulled out the ASL manual and it looks like the game might use a similar mechanics - using firepower modified by range, etc. as a basis for the % chance of certain results. Once I get into actual combat, I will try to work out the numbers behind it and post any results here.
Title: Re: Second Front (in Development)
Post by: SlagDog on February 01, 2023, 10:54:40 AM
(https://tenor.com/view/im-a-believer-monkees-i-believe-you-i-believe-believe-gif-16419560)

I started through the Tuts last night. I'm really liking it so far. There is a lot going on for this title I think. I'm really interested to see what comes from having the editor out on day one.

This is definitely a game that will stay on my system for a long time.

Great work!
Title: Re: Second Front (in Development)
Post by: Geezer on February 01, 2023, 05:25:34 PM
So this guy claims the AI is cheating.  I'll be curious to know what you guys think after you have played it a while.  One test doesn't confirm anything in my mind.

https://www.youtube.com/watch?v=4NCHsjcSuuY
Title: Re: Second Front (in Development)
Post by: al_infierno on February 01, 2023, 05:59:49 PM
Quote from: Geezer on February 01, 2023, 05:25:34 PMSo this guy claims the AI is cheating.  I'll be curious to know what you guys think after you have played it a while.  One test doesn't confirm anything in my mind.

https://www.youtube.com/watch?v=4NCHsjcSuuY

Yeah, as one of the comments pointed out, I would be more convinced if he did this test a hundred times.  Looks to me like he just got bad RNG.

I get that RNG can be frustrating when you don't see the actual rolls, but that just seems silly.
Title: Re: Second Front (in Development)
Post by: Jarhead0331 on February 01, 2023, 06:18:41 PM
Quote from: al_infierno on February 01, 2023, 05:59:49 PM
Quote from: Geezer on February 01, 2023, 05:25:34 PMSo this guy claims the AI is cheating.  I'll be curious to know what you guys think after you have played it a while.  One test doesn't confirm anything in my mind.

https://www.youtube.com/watch?v=4NCHsjcSuuY

Yeah, as one of the comments pointed out, I would be more convinced if he did this test a hundred times.  Looks to me like he just got bad RNG.

I get that RNG can be frustrating when you don't see the actual rolls, but that just seems silly.

i've found that I get bad RNG quite often, frequently with results that don't seem reasonable or probable. I'm not saying the AI is cheating, but it does make the game frustrating to play at times. No less addictive, mind you.
Title: Re: Second Front (in Development)
Post by: Thomas Davie on February 01, 2023, 07:44:39 PM
I bought the game yesterday morning and didn't get to it today b/c septic field back-up and forced work to avoid disaster.

Started in in the tutorials, which I was absolutely opposed to at first. Now, I am convinced that it is the right thing to do - there is an awful lot of information to process and it's a different interface to learn. I do not yet know if succeeding at all the tutorials unlocks 'everything'. But I'll save complaining u til I actually know 🇨🇦

Regarding the RNG; unless you are actually willing to store and calculate a lot of data, there is just no way that ome could conclude that cheating is occuring.

Thinking back to when I used to play Squad Leader, there was one person who was preternaturally lucky. He would say a 'magic phrase' which everyone else took to mean oncoming cheating. And would roll snake-eyes. Thus, cheating proved. Of course no one counted the number of times that he said the magic phrase and did not roll snake-eyes. Unless cheating is hard coded into the game, it ain't happening.

I'd still rather have generated battles and campaigns than not. Still want these features, but not at the expense of being implemented first before British, Canadian, Italian, Japanese and etc. Off board artillery, desert, Pacific terrain and so on.

Based on 90 minutes toying around with the tutorials it's easy to see that there is an immense amount of content. More will constantly be added.

Extremely surprised at the low cost. I was expecting 80$+ Cdn and it was only $40 Cdn. The utility and usefulness of unit comparisons in the garage is genius. There's a lot of data. To pull from there to create vehicle stand off ranges.

Well done Jo and thanks playtesters.

Tom
Title: Re: Second Front (in Development)
Post by: Thomas Davie on February 01, 2023, 07:55:48 PM
Quote from: Geezer on February 01, 2023, 05:25:34 PMSo this guy claims the AI is cheating.  I'll be curious to know what you guys think after you have played it a while.  One test doesn't confirm anything in my mind.

https://www.youtube.com/watch?v=4NCHsjcSuuY

Very small sample size consisting of a few dice rolls. If he (or she) repeated this 100 times and then did a distribution plot of results I would be more likely to give weight to this argument.

I've been playing wargames since ~1972 and there was always someone who seemed blessed by the dice gods. If you roll a pair of 6 sided dice 1000 times you should expect ~27 snake-eyes. But then if you get 1000 people to roll 2 six sided dice 1000 times each you'll get a nice (gaussian I think) plot. Some lower or higher results could look funny but aren't.

I don't see any cheating and don't see any reason to think this

It almost makes me want to play some tutorials repeatedly.

Tom
Title: Re: Second Front (in Development)
Post by: JasonPratt on February 01, 2023, 09:51:45 PM
Yeah, I'd need to see a proper test study plotted over MANY times. How often have people complained in reviews and elsewhere about the dice-rolling in the digital Blood Bowl games being broken? But I've always felt like I'm seeing randomly distributed rolls without special prejudice to the computer. (I say "felt" because, again, I didn't do a certified stat test.)
Title: Re: Second Front (in Development)
Post by: Geezer on February 02, 2023, 07:47:17 AM
Are there different settings for fog of war?  While watching a couple of videos it looked like information about enemy units was being revealed when there was no line of sight to them.  Thanks.
Title: Re: Second Front (in Development)
Post by: Rekim on February 02, 2023, 09:20:16 AM
Quote from: Geezer on February 02, 2023, 07:47:17 AMAre there different settings for fog of war?  While watching a couple of videos it looked like information about enemy units was being revealed when there was no line of sight to them.  Thanks.

I haven't bought/played yet, but as an ASL player I can say that fog of war is a game mechanic where generic concealment counters are used to obfuscate units in particular situations.
Title: Re: Second Front (in Development)
Post by: Rayfer on February 02, 2023, 10:07:03 AM
Any word yet on removing the 'you must win a scenario to be able to play the next one' nonsense?  If I remember correctly, Matrix did this with "Scourge of War: Gettysburg" when it first released. Modders quickly came out with a fix.
Title: Re: Second Front (in Development)
Post by: Sir Slash on February 02, 2023, 01:29:41 PM
Is it just me or do all the soldiers look like the Stone Heads from Easter Island?  :shocked:
Title: Re: Second Front (in Development)
Post by: Geezer on February 02, 2023, 01:31:40 PM
I'm not fond of the locked content but it wouldn't be a deal breaker for me.  Regarding FoW, I guess the game is leaning more toward ASL than being a simulation using computer capabilities to completely hide unseen units.  That's fine.
Title: Re: Second Front (in Development)
Post by: Rayfer on February 02, 2023, 03:03:21 PM
Haven't pulled the trigger yet because of the annoying locked scenario function.  But looking at the Steam workshop there are already quite a few popular classic Squad Leader and Advanced Squad Leader scenarios available for download.
Title: Re: Second Front (in Development)
Post by: WYBaugh on February 02, 2023, 03:23:55 PM
Just read this is r/computerwargaming

https://www.reddit.com/r/computerwargames/comments/10rrgcp/second_front_banned_for_trolling/

Not sure the veracity concerning this but thought it was interesting.
Title: Re: Second Front (in Development)
Post by: devoncop on February 02, 2023, 03:34:50 PM
Quote from: WYBaugh on February 02, 2023, 03:23:55 PMJust read this is r/computerwargaming

https://www.reddit.com/r/computerwargames/comments/10rrgcp/second_front_banned_for_trolling/

Not sure the veracity concerning this but thought it was interesting.


I was still wavering on this one but I think this issue has finally persuaded me to keep away.

Best of luck to those who are enjoying it though !
Title: Re: Second Front (in Development)
Post by: acctingman on February 02, 2023, 03:47:48 PM
I'm glad some people are enjoying this game, but for me, I'm reading too many things that are keeping me away. Appreciate all the folks here who are playing commenting about their likes/dislikes.
Title: Re: Second Front (in Development)
Post by: Geezer on February 02, 2023, 04:00:31 PM
Quote from: WYBaugh on February 02, 2023, 03:23:55 PMJust read this is r/computerwargaming

https://www.reddit.com/r/computerwargames/comments/10rrgcp/second_front_banned_for_trolling/

Not sure the veracity concerning this but thought it was interesting.

That's the same guy I mentioned above who did one test and claimed the game was rigged for the AI.  It might be but one test doesn't prove anything.
Title: Re: Second Front (in Development)
Post by: WYBaugh on February 02, 2023, 04:03:38 PM
Quote from: Geezer on February 02, 2023, 04:00:31 PM
Quote from: WYBaugh on February 02, 2023, 03:23:55 PMJust read this is r/computerwargaming

https://www.reddit.com/r/computerwargames/comments/10rrgcp/second_front_banned_for_trolling/

Not sure the veracity concerning this but thought it was interesting.

That's the same guy I mentioned above who did one test and claimed the game was rigged for the AI.  It might be but one test doesn't prove anything.

Sorry, totally missed your post.  I agree but should he have been banned for trolling concerning this or the dev speak out to how it works?

Probably easier to ban, but thought it would be an interesting discussion.
Title: Re: Second Front (in Development)
Post by: devoncop on February 02, 2023, 04:16:20 PM
I agree and the decision to implement a ban on a poster for questioning the AI balance rather than engaging (and if possible negating his points) is what has pushed me into not buying the game.

Too much banning going on in this world already  :tickedoff:
Title: Re: Second Front (in Development)
Post by: Skoop on February 02, 2023, 04:58:07 PM
I don't know if I'd say it's rigged, might just be the mechanics are punishing in a sense that it may seem that way.  If you do the defense tutorial, the defender is outnumbered 3to1, and the scenario is pretty difficult.   In combat mission, a well-placed platoon could hold off a company assaulting over open ground no problem.  The fire and movement in this game is totally different, because the AI can fire 3 times more, just mathematics, they will eventually break your defenders.  Makes defending 3to1 really challenging.

When you play balanced scenarios, I wouldn't notice any AI cheating.  I'd say I nail them as much as they nail me.

My Favorite feature so far is the sliding maps on campaigns, reminds me of the operations in original combat mission.     

Also, the editor is really fun, you can cook up some interesting stuff with it.
Title: Re: Second Front (in Development)
Post by: Axeking240 on February 02, 2023, 07:43:18 PM
There are already 97 scenarios (of various quality) on workshop. 45 or so before release, so in 3 days, its been growing at more than 15 a day. This is great, and bodes well for future.

Especially when we get UK and Japanese, OBA, air support - so many other things. It will be greater than it already is - despite the trolls making false claims.

Those that Can't see the overwhelming positive rating for the game and wait are missing out :-)

Title: Re: Second Front (in Development)
Post by: Thomas Davie on February 02, 2023, 07:56:06 PM
Quote from: Rayfer on February 02, 2023, 03:03:21 PMHaven't pulled the trigger yet because of the annoying locked scenario function.  But looking at the Steam workshop there are already quite a few popular classic Squad Leader and Advanced Squad Leader scenarios available for download.

It is annoying and shouldn't be there.......but

I'm currently working my way through the tutorials. This method is a direct application of the original ethos in Squad Leader (programmed instruction). The stated intent is to lessen frustration by helping players to learn. It's digestible bite size chunks.

If there were no tutorialsmI would have jumped in with scenario #1 - and quickly become very pissed off.

I've made 3 Squad Leader maps already. That is very satisfying.

TThe Koolaid is inside my body and I'm aboard, hoping we get lots of other content.

Tom

Title: Re: Second Front (in Development)
Post by: Axeking240 on February 02, 2023, 08:39:18 PM
For those wondering, ther is NO AI bonus - it plays by the same rules, using the same rng as the player. Just to confirm for myself, I ran a scenario 40 times. Player rolls came out over all about 10% above expected hit rate, AI rolls were about 3% above.

Granted runs (total of 160 shots for player and almost 120 for AI) were small, so...

At least it wasn't one shot :-)
Title: Re: Second Front (in Development)
Post by: SirAndrewD on February 02, 2023, 10:13:36 PM
Yeah, one more on the list of those that hasn't noticed the results being anything that weird. 

I've had no problem advancing scenarios and I tend to give as good as I get.  I play very, very carefully though.

Not a good look seeing people get banned for asking for details though.  I imagine there has to be something more to it.
Title: Re: Second Front (in Development)
Post by: Sir Slash on February 02, 2023, 10:41:09 PM
I played the tutorial for firing at different ranges 4 or 5 times and got different results each time, not a bad thing. However in one play all my troops seemed unable to hit anything, only knocking down one target and both groups firing adjacent to their targets missed completely. This seems to be more than just bad luck to me. But I am still enjoying the game so far and can't wait to get into some real fights.
Title: Re: Second Front (in Development)
Post by: ArizonaTank on February 02, 2023, 11:26:38 PM
Sure, there are a few things I don't like.

And it would be easy for me to spin down into mechanics rabbit holes about features and problems with game.. I do find the scenario locks to be incredibly irritating. 

But overall I find the game to be fun, and at a high level, it accurately portrays WWII tactical combat. By that I mean fire and maneuver, and the complex combined arms symphony.

The game fills a gap left open by many other game systems that just don't do this as well. The Matrix / Slitherine catalog has several awkward games that SF leaves in the dust.

IMHO, If you are a wargamer, and you are holding back on this one...you are missing out.
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on February 03, 2023, 06:59:14 AM
I also asked this on steam forum but thought would try here as well since a number of folks commenting.

No secret that I am not a fan of the unlock scenarios expectation regardless of what people say that is for our own good.  But if I do complete all the unlocks and then someday uninstall the game, after I reinstall will I be forced to unlock all over again?  If not, how does it remember that I previously completed them?  Unless the game is using cloud saves, which it could be but typically I thought there was some kind of label if it was.

If I have to grind through them again, not going to be thrilled with that.
Title: Re: Second Front (in Development)
Post by: Geezer on February 03, 2023, 07:21:52 AM
No idea, but you could try the SF Discord.  I'd bet you would get an answer there.

PS - I posted the question there.  Stay tuned...
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on February 03, 2023, 07:27:26 AM
Quote from: Geezer on February 03, 2023, 07:21:52 AMNo idea, but you could try the SF Discord.  I'd bet you would get an answer there.

Thanks, already posted here and Steam so will give this a shot first.  Not a big discord user.
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on February 03, 2023, 08:18:49 AM
Developer responded on Steam that they plan to test out if the unlocks have to be done again if you reinstall the game...said they would post when they figured it out.  Initially said they think its the case (which I take as it has to be unlocked again) but I guess we will see.
Title: Re: Second Front (in Development)
Post by: Jo B on February 03, 2023, 08:25:58 AM
Quote from: Grim.Reaper on February 03, 2023, 07:27:26 AM
Quote from: Geezer on February 03, 2023, 07:21:52 AMNo idea, but you could try the SF Discord.  I'd bet you would get an answer there.

Thanks, already posted here and Steam so will give this a shot first.  Not a big discord user.
I am pretty sure you will win a town to far and recon by force on a first attempt. and you will need about one hour max for both. ((or 10 minutes for the farmhouse) with this you can instantly try the beachlandings. when you watch youtube videos by players which can not play SL etc. you will see how difficult this is for them. it is not unlocking one by one. not kind of long level by level thing.
Title: Re: Second Front (in Development)
Post by: Jo B on February 03, 2023, 08:27:35 AM
Quote from: Grim.Reaper on February 03, 2023, 08:18:49 AMDeveloper responded on Steam that they plan to test out if the unlocks have to be done again if you reinstall the game...said they would post when they figured it out.  Initially said they think its the case (which I take as it has to be unlocked again) but I guess we will see.
no , we are testing this now. and I think the unlocking is not deleteed on a reinstall . but to be sure we will test this extra for you now.
Title: Re: Second Front (in Development)
Post by: Jo B on February 03, 2023, 08:29:31 AM
Quote from: Grim.Reaper on February 03, 2023, 08:18:49 AMDeveloper responded on Steam that they plan to test out if the unlocks have to be done again if you reinstall the game...said they would post when they figured it out.  Initially said they think its the case (which I take as it has to be unlocked again) but I guess we will see.
and when this all is not enough, the I will add an exclusive button for you to unlock all. this button only you can see.
and use. ( not a joke)

edit: is done , will come with the patch
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on February 03, 2023, 08:32:39 AM
Quote from: Jo B on February 03, 2023, 08:29:31 AM
Quote from: Grim.Reaper on February 03, 2023, 08:18:49 AMDeveloper responded on Steam that they plan to test out if the unlocks have to be done again if you reinstall the game...said they would post when they figured it out.  Initially said they think its the case (which I take as it has to be unlocked again) but I guess we will see.
and when this all is not enough, the I will add an exclusive button for you to unlock all. this button only you can see.
and use. ( not a joke)

Thanks for the response.  If you are truly being serious about including an "unlock all" button, I would take you up on it in a heart beat so sign me up immediately.  Although I suspect many of your other users would want it too, so hopefully can be just an option for everyone.  And that is potentially good news if a reinstall doesn't delete your progress, will be interested to hear your final results.
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on February 03, 2023, 08:41:03 AM
Developer did respond on Steam to confirm your unlock progress will not be lost after a reinstall.  That is good news.
Title: Re: Second Front (in Development)
Post by: Geezer on February 03, 2023, 08:42:48 AM
Good news regarding not losing progress.  I bought the game and am going through the tutorials now.
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on February 03, 2023, 08:50:32 AM
Quote from: Geezer on February 03, 2023, 08:42:48 AMGood news regarding not losing progress.  I bought the game and am going through the tutorials now.

Yep, although I suspect the progress would be lost if you change out computers.  I hope to get a new computer this year and suspect at that point I would have to go through them all again, unless the game is using steam cloud saves.  I guess I will worry about that in the future and maybe by then the "unlock all" button will be in the game:)
Title: Re: Second Front (in Development)
Post by: Thomas Davie on February 03, 2023, 09:28:49 AM
Quote from: Grim.Reaper on February 03, 2023, 08:50:32 AM
Quote from: Geezer on February 03, 2023, 08:42:48 AMGood news regarding not losing progress.  I bought the game and am going through the tutorials now.

Yep, although I suspect the progress would be lost if you change out computers.  I hope to get a new computer this year and suspect at that point I would have to go through them all again, unless the game is using steam cloud saves.  I guess I will worry about that in the future and maybe by then the "unlock all" button will be in the game:)

Nope Sir. If you use backup software, you can clone your entire hard drive - or only a portion. and restore/reinstall all or portions of what you have backed up. You'd need a spare portable hard drive and either commercial or share/freeware software. Can't help you with Windows, but I use Carbon Copy Cloner for the Mac (and can reach into and backup portions of my Windows install).

Tom
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on February 03, 2023, 09:42:54 AM
Quote from: Thomas Davie on February 03, 2023, 09:28:49 AM
Quote from: Grim.Reaper on February 03, 2023, 08:50:32 AM
Quote from: Geezer on February 03, 2023, 08:42:48 AMGood news regarding not losing progress.  I bought the game and am going through the tutorials now.

Yep, although I suspect the progress would be lost if you change out computers.  I hope to get a new computer this year and suspect at that point I would have to go through them all again, unless the game is using steam cloud saves.  I guess I will worry about that in the future and maybe by then the "unlock all" button will be in the game:)

Nope Sir. If you use backup software, you can clone your entire hard drive - or only a portion. and restore/reinstall all or portions of what you have backed up. You'd need a spare portable hard drive and either commercial or share/freeware software. Can't help you with Windows, but I use Carbon Copy Cloner for the Mac (and can reach into and backup portions of my Windows install).

Tom

When I implement new computers, I start from scratch and selectively bring data over, not cloning.  Yes, I know it is possible to find the save folder and copy that for the game and would do that.  I have asked the developer where that location is.  That is assuming the "unlock" config is in one of those files accessible by us versus in the windows registry or something like that.
Title: Re: Second Front (in Development)
Post by: Jo B on February 03, 2023, 09:48:33 AM
the unlock will button will only show up to people which can properly spell snugiewoofer
Title: Re: Second Front (in Development)
Post by: acctingman on February 03, 2023, 10:31:08 AM
Does this mean, after the next patch, you can unlock all the scenarios now?
Title: Re: Second Front (in Development)
Post by: Jo B on February 03, 2023, 10:34:48 AM
Quote from: acctingman on February 03, 2023, 10:31:08 AMDoes this mean, after the next patch, you can unlock all the scenarios now?
so far only Grim Reaper can

edit : uploaded the patch
Grim Reaper please confirm you see the unlock all button
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on February 03, 2023, 10:42:07 AM
Quote from: Jo B on February 03, 2023, 10:34:48 AM
Quote from: acctingman on February 03, 2023, 10:31:08 AMDoes this mean, after the next patch, you can unlock all the scenarios now?
so far only Grim Reaper can

Works for me:)  just let me know how:)  In all seriousness, would be great if it does get added for everyone as an option some day, think this would go a long way as it is one of the things mentioned, the base game seems good so looking forward to diving into it more.
Title: Re: Second Front (in Development)
Post by: Sir Slash on February 03, 2023, 11:29:54 AM
Snugiewoffer? How did you get my Professional Stripper name? I told them to keep that secret. Really liking the game so far Jo B, that means before it's kicked my ass a few times.  :knuppel2:
Title: Re: Second Front (in Development)
Post by: acctingman on February 03, 2023, 11:38:55 AM
Quote from: Grim.Reaper on February 03, 2023, 10:42:07 AM
Quote from: Jo B on February 03, 2023, 10:34:48 AM
Quote from: acctingman on February 03, 2023, 10:31:08 AMDoes this mean, after the next patch, you can unlock all the scenarios now?
so far only Grim Reaper can

Works for me:)  just let me know how:)  In all seriousness, would be great if it does get added for everyone as an option some day, think this would go a long way as it is one of the things mentioned, the base game seems good so looking forward to diving into it more.

I'll wait until this is implemented or modded before I make a purchase.
Title: Re: Second Front (in Development)
Post by: Jo B on February 03, 2023, 12:19:20 PM
Quote from: Grim.Reaper on February 03, 2023, 10:42:07 AM
Quote from: Jo B on February 03, 2023, 10:34:48 AM
Quote from: acctingman on February 03, 2023, 10:31:08 AMDoes this mean, after the next patch, you can unlock all the scenarios now?
so far only Grim Reaper can

Works for me:)  just let me know how:)  In all seriousness, would be great if it does get added for everyone as an option some day, think this would go a long way as it is one of the things mentioned, the base game seems good so looking forward to diving into it more.
please confirm you can now see the unloack all button
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on February 03, 2023, 12:28:10 PM
Quote from: Jo B on February 03, 2023, 12:19:20 PM
Quote from: Grim.Reaper on February 03, 2023, 10:42:07 AM
Quote from: Jo B on February 03, 2023, 10:34:48 AM
Quote from: acctingman on February 03, 2023, 10:31:08 AMDoes this mean, after the next patch, you can unlock all the scenarios now?
so far only Grim Reaper can



Works for me:)  just let me know how:)  In all seriousness, would be great if it does get added for everyone as an option some day, think this would go a long way as it is one of the things mentioned, the base game seems good so looking forward to diving into it more.
please confirm you can now see the unloack all button

Wow!  Fabolous!  I can see the button and works to unlock everything!  Haven't tried to actually play any of the unlocked items as still at work, but the unlock symbols were all removed.  This is great, can't thank you enough!
Title: Re: Second Front (in Development)
Post by: Rayfer on February 03, 2023, 02:57:59 PM
Nothing on Steam about a button to unlock all the scenarios??  The only mention was to unlock scenarios for those who played through some or all of them but then uninstalled the game, when they reinstalled they had to start all over again. Steam discussions suggest this has be fixed but nothing about an unlocking of all scenarios for first time installers of the game??
Title: Re: Second Front (in Development)
Post by: Geezer on February 03, 2023, 05:05:45 PM
Would be nice if all scenarios/campaigns were unlocked so we could play them in whatever order we want.  This isn't an MMO where you have to level up to unlock new skills and be eligible for new zones.
Title: Re: Second Front (in Development)
Post by: acctingman on February 03, 2023, 05:17:07 PM
The unlocking thing is getting a lot of attention on the steam forums. Be interesting to see what the devs do.
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on February 03, 2023, 05:23:02 PM
Quote from: acctingman on February 03, 2023, 05:17:07 PMThe unlocking thing is getting a lot of attention on the steam forums. Be interesting to see what the devs do.

So if they unlock, you will purchase?  Only thing holding you back?
Title: Re: Second Front (in Development)
Post by: acctingman on February 03, 2023, 05:27:31 PM
Quote from: Grim.Reaper on February 03, 2023, 05:23:02 PM
Quote from: acctingman on February 03, 2023, 05:17:07 PMThe unlocking thing is getting a lot of attention on the steam forums. Be interesting to see what the devs do.

So if they unlock, you will purchase?  Only thing holding you back?

Yep. I know this game is going to be a challenge for me, but I dislike this feature.
Title: Re: Second Front (in Development)
Post by: Skoop on February 03, 2023, 05:32:19 PM
I'd love to have the unlock all button as well. 

Also, is there a way to open all the scenarios and campaigns in the editor ?  Would be nice to customize the shipped content the way you like it, or modify/ build off the shipped content or use the maps for your own quick battles.
Title: Re: Second Front (in Development)
Post by: acctingman on February 04, 2023, 08:38:58 PM
So, either someone from Steam or the developer are only allowing people to post who own the game? Seriously, WTF?
Title: Re: Second Front (in Development)
Post by: Thomas Davie on February 04, 2023, 11:01:59 PM
Quote from: acctingman on February 04, 2023, 08:38:58 PMSo, either someone from Steam or the developer are only allowing people to post who own the game? Seriously, WTF?

Same concept as someone getting banned from Twitter or Facebook. Prior to purchasing the game on day 1 it was very hard (for me personally) to figure out reliable criticism from useless, inaccurate claims.

As my therapist states 'It is entirely ok if you disagree with me'.

Tom
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on February 05, 2023, 04:11:27 PM
Quote from: Skoop on February 03, 2023, 05:32:19 PMI'd love to have the unlock all button as well. 

Also, is there a way to open all the scenarios and campaigns in the editor ?  Would be nice to customize the shipped content the way you like it, or modify/ build off the shipped content or use the maps for your own quick battles.

Developer announced in steam forum that unlock of all scenarios coming to everyone
Title: Re: Second Front (in Development)
Post by: Bardolph on February 05, 2023, 05:38:06 PM
Heh, that's good to hear. I was on the fence for refunding for a few reasons, including the locked scenario nonsense... at least until last night when I decided to fire it up and make a scenario for Bucholz Station. Went way over my 2 hour Steam limit lol. Now I think I might go back and see about resizing the map, Second Front apparently uses 28m hexes and SL used 40m hexes so the ranges will be off a bit with my 1:1 translation.

(https://i.postimg.cc/0QZqQSSZ/bucholzgrass.png)

In the snow
(https://i.postimg.cc/q7TfxwXj/bucholzsnow.png)

Old school
(https://i.postimg.cc/9XqvKs8J/Untitled.png)
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on February 06, 2023, 06:43:14 AM
The patch to unlock all scenarios has been released

Version 1.133

the 'unlock all button' for all players
fixed loading campaign scenario from auto save
fixed the wrong symbol in Recon at Prokhorovka Campaign
can not reproduce the "?"-"ß" mistake in german texts
fixed reload chance not shown in unaimed fire description
fixed concealment on loading an auto saved game
I adjusted times for to avoid the hang bug (game is a bit slower now)
Title: Re: Second Front (in Development)
Post by: bobarossa on February 06, 2023, 07:29:52 AM
So, do you think people who have never played ASL would enjoy this game? 
Title: Re: Second Front (in Development)
Post by: Geezer on February 06, 2023, 08:01:18 AM
Quote from: bobarossa on February 06, 2023, 07:29:52 AMSo, do you think people who have never played ASL would enjoy this game? 

I haven't played ASL in over 30 years so it might as well have been that I never played it.  Enjoying this game so far and would recommend it to gamers who like tactical WWII games.  You can watch plenty of gameplay, review, and tutorial videos on Youtube to check it out.
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on February 06, 2023, 08:43:45 AM
Quote from: bobarossa on February 06, 2023, 07:29:52 AMSo, do you think people who have never played ASL would enjoy this game? 

Never played asl...so far enjoying so wouldn't say it's required.
Title: Re: Second Front (in Development)
Post by: devoncop on February 06, 2023, 10:23:04 AM
Well I don't think it is for me but as someone who was quite critical earlier on the thread the responsiveness of the developer to the locked scenario criticism and the speed of the patching has to be applauded.

Paradox could learn a lot.....
Title: Re: Second Front (in Development)
Post by: ArizonaTank on February 06, 2023, 10:48:57 AM
Quote from: bobarossa on February 06, 2023, 07:29:52 AMSo, do you think people who have never played ASL would enjoy this game? 

Yes, I think so.

ASL-like features and turn sequence have popped up quite a bit in turn-based tactical computer games over the last ten years or so.

ASL-like is a solid, logical way to portray combat in turn-based physical games.

Having said that, I think the ASL-like gameplay doesn't allow the computer to shine. ASL was conceived over 40 years ago, for board-game play. But having played a bunch of ASL (and loved it), I do think it can be "gamey" at times...just because it is a physical board game.

I think a much better use of the computer's ability in WWII tactical, turn-based combat are WEGO systems, like Battlefront's Combat Mission 1 and CMx2 series.

Still, to get a gaming audience hyped about a computer game, the SF dev made a solid choice, ASL-like is always a crowd pleaser.

BTW, I applaud the dev in another way. The ASL-style gameplay is not easy to pull off well in a computer game. The Matrix/Slitherine catalog is peppered with several awkward attempts. I find at least one of them to be downright painful to play. So in IMHO, the SF dev has done an excellent job in implementing a very good UI.
Title: Re: Second Front (in Development)
Post by: bobarossa on February 06, 2023, 06:25:57 PM
Thanks for the opinions!  I realized that I have purchased 4 games in last two months and only barely touched one of them so far (Knights of Honor 2).  I am going to hold off on purchasing but will probably get it later this year.
Title: Re: Second Front (in Development)
Post by: Geezer on February 07, 2023, 05:48:28 AM
Version 1.137

fixed a urgent bug what let steam not show the game is stopped
Title: Re: Second Front (in Development)
Post by: Bardolph on February 07, 2023, 04:30:22 PM
Yah, I reported that a day or two ago. Jo replied in that thread and said he was able to duplicate the issue and was working on a fix. My play time went from two hours to 18 hours without me being there lol! Glad to see he stomped that bug so quickly
Title: Re: Second Front (in Development)
Post by: Sir Slash on February 07, 2023, 11:26:26 PM
One piece of advice, avoid Melee Combat unless you have no other alternative. Three German squads plus a Leader vs one Russian squad and a Leader equals everybody KIA, on both sides!  :shocked:
Title: Re: Second Front (in Development)
Post by: Skoop on February 08, 2023, 12:36:58 AM
The key is the leader.  Kill or break the leader and you'll win the melee.
Title: Re: Second Front (in Development)
Post by: acctingman on February 08, 2023, 05:07:47 PM
So, how is everyone liking the game?

I try and avoid steam reviews/forums but there are quite a few non-toxic posts. I think it's the "quality" of the folks who play these sorts of games  :RockOn:

I read that the RNG has been toned down a bit, which was my #2 concern (#1 being locked scenarios, which they'd addressed).

I've watched several Youtube videos (mainly DasTactic) and the game seems pretty decent. It will kick your ass if you play dumb, but lots of good vids out there.
Title: Re: Second Front (in Development)
Post by: Geezer on February 08, 2023, 05:29:04 PM
The game is fun for me, but I'm finding it a bit hard.  Even when I think a move is safe it often happens that I missed an enemy unit that could shoot.  That usually ends up badly for me.  You really have to look for every possible enemy with a LoS before moving.

I started with the Soviet scenarios and their units break if an enemy gives them even a harsh look.  Realistic in some cases, but there were also times their men fought to the last bullet.  Might switch to the German or US scenarios for a different perspective.
Title: Re: Second Front (in Development)
Post by: acctingman on February 08, 2023, 06:37:00 PM
Quote from: Geezer on February 08, 2023, 05:29:04 PMThe game is fun for me, but I'm finding it a bit hard.  Even when I think a move is safe it often happens that I missed an enemy unit that could shoot.  That usually ends up badly for me.  You really have to look for every possible enemy with a LoS before moving.

I started with the Soviet scenarios and their units break if an enemy gives them even a harsh look.  Realistic in some cases, but there were also times their men fought to the last bullet.  Might switch to the German or US scenarios for a different perspective.

Thanks Geezer

I think I'll keep an eye out for future updates before I buy it (it's a for sure purchase for me, but I want to see if the developer is going to flesh things out a bit).
Title: Re: Second Front (in Development)
Post by: Sir Slash on February 08, 2023, 11:02:45 PM
I'm really liking it. Another update today, the locks are off! Or rather the un-lock buttons are on. Thank you developers.  :notworthy:  Geezer is right, the AI is a very worthy opponent and you'll get your ass shot-off if you don't check those LOS's.  :magnify:
Title: Re: Second Front (in Development)
Post by: JasonPratt on February 09, 2023, 08:32:29 AM
Quote from: Geezer on February 08, 2023, 05:29:04 PMThe game is fun for me, but I'm finding it a bit hard.  Even when I think a move is safe it often happens that I missed an enemy unit that could shoot.  That usually ends up badly for me.  You really have to look for every possible enemy with a LoS before moving.

That's certainly realistic! (I own it but still haven't played yet. I currently suck at time management...)

QuoteI started with the Soviet scenarios and their units break if an enemy gives them even a harsh look.  Realistic in some cases, but there were also times their men fought to the last bullet.

This sounds like it models the catastrophic Soviet command-and-communications snafu during 1941, combined with an institutional training of Soviet troops to stick to the (at-the-time-falling-apart) plans of their superior officers at risk of being shot by Soviet bullets (both the soldiers and the officers). This made for brittle morale in many cases at the time, although a few prodigies were achieved early on where things went more-or-less to Soviet pre-war plans. (Mainly capturing bridges and enemy territory on the other side of rivers where TeamNazi wasn't attacking from.)

"Uh, sirs, we're being attacked. Is it time to open the M-Day plans?"
"DO NOT OPEN THE PLANS UPON PENALTY OF BEING SHOT AS A TRAITOR!"
"....okay, well, uh, do you have any other plans?"
"...bssshhk, crackle, static..."
"You realize we can hear you saying that."
{Stukas wipe out the radio network nodes}
"Hello? ...Comrade Ivan, should we open the plans??"
"Shot by the Huns or by the Chekists, what's the difference now?? .......what the borscht, these plans are completely useless!!"
Title: Re: Second Front (in Development)
Post by: Rayfer on February 09, 2023, 10:11:57 AM
Liking it a lot as well.  Haven't even played any of the scenarios/campaigns that come with the game. Everyone says they are really tough.  I'm enjoying the map/scenario creator program, making my own maps and various scenarios.  I hope they flesh out the map creator to add more variety in buildings, rivers, roads and such.
Title: Re: Second Front (in Development)
Post by: Sir Slash on February 09, 2023, 11:40:04 AM
OK, I lost the Factories at Pskov scenario so I'm 1 for 2. I couldn't get to the last Victory Point in time. I had the strength for the win, just ran out of time. So, question. Is there any way to see how many turns a scenario has, or how many are left to play in a scenario? I've looked everywhere and can't find anything.
Title: Re: Second Front (in Development)
Post by: Geezer on February 09, 2023, 12:23:07 PM
Quote from: Sir Slash on February 09, 2023, 11:40:04 AM...So, question. Is there any way to see how many turns a scenario has, or how many are left to play in a scenario? I've looked everywhere and can't find anything.

The victory points for objectives count down by 10 each turn.  So the highest number on any objective divided by 10 ten tells you the maximum number of turns for the scenario.  If you have to capture all objectives then dividing each by 10 will tell you how many turns you have to take each objective.
Title: Re: Second Front (in Development)
Post by: em2nought on February 09, 2023, 12:49:40 PM
Are there forts ala Fort Eben-Emael in the map editor?  Realizing that's not quite in the current timeline for the game of course.
Title: Re: Second Front (in Development)
Post by: Sir Slash on February 09, 2023, 03:10:43 PM
Thanks Geezer. I hadn't thought of that.  :notworthy:
Title: Re: Second Front (in Development)
Post by: Bardolph on February 09, 2023, 09:54:43 PM
Quote from: em2nought on February 09, 2023, 12:49:40 PMAre there forts ala Fort Eben-Emael in the map editor?  Realizing that's not quite in the current timeline for the game of course.

There are some bunkers and such, more like Normandy beach or Siegfried Line stuff than Eben Emael. Didn't really look that closely, been making maps and scenarios but haven't tried that sort of thing yet. There is a LOT of railway stuff and Stalingrad style factory buildings in there too. Would be nice to have a bigger variety of buildings- Normandy, German, Low Countries etc. but perhaps in time.

Like Rayfer I've probably spent more time messing with the editor making maps and scenarios than actually playing the scenarios that came with the game. There are things I take issue with, but all in all for $30 its a damn good effort.

To the chap who said he was going to wait and see if the designer was going to flesh things out, it already has a bigger variety of units and terrain than Squad Leader shipped with. And Squad Leader did ok. And the dev has been actively squashing bugs and participating on the forums. Why wait? Buy it now to support future expansion!  :grin:
Title: Re: Second Front (in Development)
Post by: GDS_Starfury on February 14, 2023, 10:01:47 PM
QuoteThere is a LOT of railway stuff

do a Kelly's Heros scenario.  :Party:
Title: Re: Second Front (in Development)
Post by: Sir Slash on February 14, 2023, 11:16:11 PM
There's already one in the Workshop. Does NOT include a Marching Band.
Title: Re: Second Front (in Development)
Post by: Skoop on February 15, 2023, 01:04:28 PM
Haven't played it but the Kelly's hero's scenario is one of the highest rated workshop scenarios.
Title: Re: Second Front (in Development)
Post by: crowdrake on October 30, 2023, 01:09:17 AM
this is the best wargame i ever played !!! nothing else to say, except been waiting for a true ASL type game like this for years, they said back then it could not be done
Title: Re: Second Front (in Development)
Post by: crowdrake on October 30, 2023, 01:31:06 AM
ps 20% off till 3rd
Title: Re: Second Front (in Development)
Post by: W8taminute on October 30, 2023, 09:04:19 AM
Quote from: Sir Slash on February 14, 2023, 11:16:11 PMThere's already one in the Workshop. Does NOT include a Marching Band.

But does it include the grave diggers battalion?  Oh what the hell am I doing here?  Booker!  Get me my uniform!
Title: Re: Second Front (in Development)
Post by: Old TImer on October 30, 2023, 06:22:37 PM
Isn't there an expansion in the works?  Any kind of a timeline on it?
Title: Re: Second Front (in Development)
Post by: crowdrake on October 30, 2023, 07:55:21 PM
no need for expansion, as loads of scenarios by steam users in steam workshop, and map editor
Title: Re: Second Front (in Development)
Post by: ArizonaTank on October 30, 2023, 09:52:00 PM
I believe the expansion includes Commonwealth troops and a desert tile set.
Title: Re: Second Front (in Development)
Post by: crowdrake on October 30, 2023, 10:19:17 PM
ohh AFRIKA KORPS sounds nice,
Title: Re: Second Front (in Development)
Post by: JasonPratt on October 31, 2023, 11:53:30 AM
I saw something about the expansion on Steam, but I think all I could do is wishlist it?
Title: Re: Second Front (in Development)
Post by: Grim.Reaper on October 31, 2023, 05:55:06 PM
Looking through steam forums seems like has been no update on dlc release date and kind of interesting, the last actual game update was back in March.  Seems like a long time for no additional updates, even for minor tweaks.
Title: Re: Second Front (in Development)
Post by: acctingman on November 01, 2023, 09:51:14 AM
This was one of my fears about this game. No to minimal updates/dlc's. I'll pick this up when it's 50% or more down the road.
Title: Re: Second Front (in Development)
Post by: ArizonaTank on November 01, 2023, 10:28:58 AM
Quote from: acctingman on November 01, 2023, 09:51:14 AMThis was one of my fears about this game. No to minimal updates/dlc's. I'll pick this up when it's 50% or more down the road.

When put that way, it sounds a little bleak. :HideEyes:

But the game has been released, and IMHO is in good stable shape. I haven't missed constant updates.

The game also has a great set of editors, and so there is a ton of user developed scenarios and content. 

Considering the price of some of its peers, I think the game is already a good value. 

Having said that, it is on sale right now for a 20% discount.

Still, I understand your points, and am not disputing your stance. Just from my standpoint, the game is already in a good place.

Title: Re: Second Front (in Development)
Post by: Uberhaus on November 01, 2023, 01:49:06 PM
Second Front is a great game, especially, if you have enjoyed SL, ASL or ASLSK; it being a streamlined version of those board game rules.  After it was released the programmer, Jo Bader, squashed bugs at an amazing rate and the game runs very well now.

The community is releasing great content, scenarios from the board games, historically researched ones, even Curt Schilling has done two for MMP's Hatten in Flames.  I've even got to playtest Steve Overton (Mad Russian)'s incredible HSG scenarios.  Very lucky me.

Title: Re: Second Front (in Development)
Post by: Silent Disapproval Robot on November 01, 2023, 07:01:26 PM
No Commonwealth, no sale.
Title: Re: Second Front (in Development)
Post by: Father Ted on November 02, 2023, 01:08:26 PM
Quote from: Silent Disapproval Robot on November 01, 2023, 07:01:26 PMNo Commonwealth, no sale.

The upcoming DLC is Commonwealth