Graviteam Tactics: Mius-Front

Started by Asid, March 03, 2014, 09:02:50 PM

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Moreb

#435
Quote from: Toonces on September 01, 2018, 12:47:19 PM
How does this Mius-Front compare to Op Star?

MF is a greatly enhanced experience from OP:Star If only in the UI alone but there is much that is different. I loved OS but now I can't go back even if there are some campaigns that I miss.

Here are just some of the updates since this year alone long after MF has been released. Not quite the comparison but it gives you an idea about its evolution and how much they constantly improve their system, ALL FOR FREE! Bold is mine just to show some added assets for free. There have been many more.

August 28, 2018
1) Added accounting of the silhouette and speed when displaying the hit chance of the target.
2) Added indication of non-critical damage in the properties panel of selected units.
3) Modified the algorithm of launching of smoke grenades when vehicle is hit, now they are launched only when hits have caused damage.
4) Reduced the threshold at which fragments are considered not damaging.
5) Modified the fragment and shock wave injury model of soldiers.
6) Fixed a bug with "square shadows" on nVidia graphics cards.
7) Fixed flickering of distant landscape areas on nVidia video cards.
8) The support assigned to a battlegroup replaces any units previously selected from the reserve.
9) Chains of orders are displayed if the selected units are in the same platoon.
10) Expanded the indication of damages and their consequences.
11) Fixed a bug with no fuel leakage (and no burning fuel) from tanks.

August 17, 2018
1) Fixed a bug with the button for changing BG composition not working in the operational phase.
2) Changed the icon for restarting the operation in the main menu.
3) Disabled creation of some empty log files.
4) Added icons for indication of frosty and windy weather in the operational phase of the game.
5) Added winter camouflage for the German armored personnel carriers.
6) Corrected the Active defense mission.
7) Modified the algorithm of transmission and execution of a target designation. Added transmission of the target priority status from an observer to a weapon.
8) Added indication of fire on designated target or on unobserved target.
9) Added indication of wire link laying.
10) Fire at the ground order requires connection with the commander conducting fire adjustment.
11) Display of the command hierarchy can be turned on in the deployment phase.
12) Low level of ammunition is indicated for the ammunition of vehicles and heavy weapons, and not for the total number (for units with combat-ready vehicles and heavy weapons).
13) Added a new tools and destructible chassis to the Stuart tank.
14) Added winter camouflage for the Stuart tank.
15) Fixed a bug with an incorrect posture of artillery gun crews when towed by a tank.

August 8, 2018
1) Fixed a bug with the fire at the ground command not working.
2) Modified the algorithm of choosing the ammo storage type for different types of battle, for the battlegroups mode.

August 4, 2018
1) Fixed a bug with text not fitting in the squad selection button.
2) Changed the indication of units status in the firing mode.
3) Fixed a bug in the fire sector algorithm.
4) Fixed a bug with a wrong type of trenches for motorized rifles in APC.
5) Changed the algorithm of choosing the attack type for AI in the operational phase.

July 26, 2018
1) Fixed a bug causing inability to return to the game after computer going to sleep or invoking the login screen with the game running.
2) Added an ability to assign specific artillery support to a battlegroup in an operation. Support is added to the most senior commander in the BG (company or battalion).
3) Added automatic replacement of a commander casualty in a squad or crew, with a decrease in experience.

July 18, 2018
1) Fixed bugs in training missions.
2) Improved interface in tactical battle.
3) Added the ability to add units of a platoon to the selection by holding down Ctrl key in the quick selection panel.
4) Added destructible chassis to Sdkfz 250 ausf. A APC and vehicles based on it.
5) Added Sdkfz 250/11 APC.
6) Added indication of unit states on the panel in the deployment mode.
7) Changed the principle of vehicle parts breaking off.
8) Modified shader for visualization of rotating screws.
9) Fixed a bug with incorrect splitting of scout sections on the "Universal" APC.
10) Message sounds in battle are played only when the message panel is expanded.
11) Reduced the time for displaying events like "under fire" and "contact", event timestamps moved to tooltips.
12) Air support arrives automatically (except for tactical UAV), at the beginning of battle for attackers and during battle for defenders.
13) Added the ability to create an artillery fire plan at the deployment stage.
14) Artillery support divided into 4 categories: battalion, regimental, divisional and HQ. Access to regimental and divisional support during a battle (unscheduled support) depends on the commanders participating in the battle.
15) AI ​​level setting, at the low level, limits the ability to call unplanned artillery support during battle.
16) Extended the set of choices of calling scheduled support, added time delay and options for conducting fire.
17) Fixed a bug with blocked loading of a save file, if no battle was created in the quick battle editor.

June 23, 2018
1) Fixed wheeled vehicles behavior when driving on a log road.
2) Modified the algorithm of surrender.
3) Fixed a bug with a vehicle falling through the ground in case of complete destruction of the chassis

June 22, 2018
1) Changed the algorithm of fragmentation fields impact on vehicle components.
2) Added another gradation of anti-aliasing settings - anti-aliasing of object edges and vegetation.
3) Added winter camouflage for the T-34 mod. 1941 tank.
4) Improved models of the T-34 and OT-34 mod. 1941 tanks, added destructible chassis.
5) Refined the algorithm of sights and observation devices usage.
6) New vehicles: BTR-60PB, GAZ-66, Mi-4, TO-55, B-10, DShK on tripod.
7) New infantry weapons: AKM, Type 56 (SKS), RPG-2, RPG-7, RKG-3, RPK, RPD, SVD, body armor 6B5 (in quick battles).

8) New units for quick battle: USSR border guards and units of PLA infantry battalion.

May 22, 2018
1) Fixed a crash bug when selecting the minimum size in close engagement mode.
2) Changed ammo layout for the Flak36 gun.
3) Changed the algorithm of rotation of the Maxim machine gun when firing.
4) Added an additional check to workaround a bug in XAudio audio library, which caused the game to crash in some cases.
5) Added winter camouflage for Mk2 and Mk3 tanks.
6) Added checking for valid characters in a profile name.

May 11, 2018

May 11, 2018
1) Changed the appearance of some interfaces.
2) In close engagement mode, the type of vehicles and heavy weapons is displayed instead of commander names.
3) Added Mk IV Churchill II tank (in the encyclopedia and quick battle editor).
4) Button for selecting the best platoons in a battlegroup, active only if there are such platoons in the reserve.
5) Messages popping up on the operational map are combining for battlegroups.
6) User guide has been updated (added explanation of abbreviations used in operations).
7) In the operational phase, statistics on the actions of forces are shown after each turn.
8) Added 88 mm Flak 36 gun (in operations and quick battle).
9) Changed numbering of vehicles combined into a company.
10) Added automatic lookup of a suitable video adapter when launching the game.
11) Added the effect of exhaled air in cold weather.
12) Fixed a bug with incorrect calculation of the loudness of soldier shouts.
13) When rotation order is given, stationary heavy weapon turns the turret/gun in the specified direction.
14) When selecting a spotter, the call artillery support menu automatically scrolls to the battery linked with it.
15) Changed the vehicle selection algorithm in the encyclopedia.
16) Added sounds of anti-personnel mines explosions.
17) Adjusted the algorithm of the quick selection panel behavior with a large number of platoons.
18) Added outlining of buttons.
19) Trenches for vehicles and heavy weapons are digged with horizontal alignment.
20) Changed the algorithm of indirect fire indication - added accounting of landscape objects located at up to 500 meters from the gun, added partial accounting of the gun angle of elevation limitations.
21) Added the platoon markers mode.
22) Added indication of the current action of a squad/vehicle in the quick selection panel.
23) Changed the save format in tactical battle, now saving is potentially possible on computers with 2GB of RAM (old saves will be deleted!).
24) Platoon markers in the platoons table in the operational phase change according to the selected in the settings.
25) Added the undo last action button in the deployment phase (Backspace by default, can be redefined).
26) Fixed a bug with a non-displayed text when selecting a line of fire and specifying a sector.
27) Added removal of intersecting text labels for squads and platoons (only the near label is kept).
28) Removed unnecessary "outlining" for units and objects models.
29) Removed dark shadowing artifacts appearing at the edges of the screen.
30) Changed textures of some special effects.
31) Changed the effect of a human on fire.
32) Minimized the delay in the creation of special effects - the effects of gun flashes and explosions are shown more correctly.
33) Fixed a bug with missing highlighting of platoons of the same battalion on the operational map.
34) In the battlegroup mode, battalion and regiment (instead of battalion/company) are highlighted on the operational map.
35) If a battlegroup participates in a battle, then strong limitation of the battle radius, selects platoons only from the attacked and attacking square (highly recommended for slow computers).
36) Changed the algorithm of vehicles and small objects interaction.
37) Changed the algorithm of the objects shading calculation.
38) Changed the algorithm of selecting units in a platoon, after deployment left click (on the panel and in the 3D/map) selects only combat-ready units, click on the platoon button (on the squads panel) selects all units.
39) Modified some special and lighting effects.
40) Changed the algorithm of unit placement when they are combined into one battery (guns and mortars are placed close to the platoon commander).
41) Fixed a bug with visualization of rain effect.

February 11, 2018
1) Fixed a bug with mine clearing with incorrect combination of modifiers.
2) Fixed a bug with incorrect positioning of the engine sound.
3) Added a destructible chassis for the T-70 tank.
4) Added a destructible chassis for the T-34 mod. 42 tank.
5) Added new modifications of the T-34 mod. 42 tank.
6) Modified the models of the KV-1S and KV-8S tanks
.
7) Enlarged the marks of a contact.
8) Modified the algorithm of choosing aiming points on vehicles.
9) Fixed an incorrect selection of sights for shooters with weapons pointed back.
10) Added a destructible chassis for the T-60 tank.
11) Locked camera automatically switches from a disassembled equipment to the commander and back.
12) Modified the algorithm of scattering of the crew after abandoning a vehicle.
13) Changed the order of displaying platoons in the list of forces in the operation.
14) Units automatically take defensive positions if they see the enemy or are under fire and there is no movement order (if the AI movement control modifier is on).
15) Modified the algorithm of the moral calculation in battle.
16) Changed the algorithm of AI units generation in the close engagement mode at high difficulty.
17) AI can use sappers to clear the ways for battlegroups.
18) Fixed a bug with premature HE fuse operation in tree branches, in some cases.
19) Separated divisions and brigades by color in the platoons and battlegroups tables.
20) Added indication of platoon affiliation in the platoon selection menu in a battlegroup.

January 16, 2018
1) Added a button showing the approximate areas of indirect fire for artillery and mortars.
2) Modified the behavior of the line of fire mode - restored the ability to lock a unit.
3) Added automatic saving and loading of unit locations after deployment and restarting of a battle.

January 12, 2018
1) Fixed displaying of status icons of heavy weapons and vehicles on the squad quick selection panel.
2) Added indication of insufficient number of soldiers in a crew for full combat performance.
3) Improved the engine damage model.
4) Increased the time and adjusted the moment of determining vehicle and heavy weapon hidden malfunctions.
5) Removed SmK (H) bullet from ammunition of German machine guns, after the winter of 1943.
6) Added factoring in of the "rarity" of units when picking up composition of forces in the close engagement mode.
7) Fixed a bug with incorrect start of battle from the editor, if there was a previous save.
8) Fixed a bug with displaying of the remaining turns before arrival for invisible platoons.

January 6, 2018
1) Fixed a bug with an incorrectly determined size of battlefield in the close engagement mode.
2) Fixed a bug with displaying of unavailable captured vehicles in the forces list in the close engagement mode.
3) Added predefined locations in all battlefields for the close engagement mode.
4) Added operations with battlegroups to the "Croatian Legion" DLC.
5) The load previously saved game button in quick and close engagement battle made separate in the main menu.
6) Updated the battlefield in the Oskol river area.
7) Added the priority of motorization setting in the close engagement mode.

When dongles fly? - mirth

Moreb

Looks like a solid and well executed plan PanzersEast. After a few games I'd be curious of your opinion.
When dongles fly? - mirth

Silent Disapproval Robot

Shadows are buggered on mine since the latest patch and hotfixes.  Only the shadow of the tank tracks and commander show up.  The shadow of the body of the tank only appears when viewed from a specific angle.


-budd-

Both games had an update yesterday.

) Updated user manual.
2) Added possibility of displaying damages by various types of impact in the statistics.
3) Pressed Shift button toggles the speed of height change of the camera.
4) Changed principle of visualization of some types of damage.
5) Corrected visual effects of shells and fragments impact.
6) Changed the model of shock wave impact on vehicles.
7) Improved the model of grenades interaction with objects of environment.

I took a look at the updated manual, its a lot better, but maybe that's just because i'm familiar with the game already. Seems good enough to get you up an running more quickly than before.
Enjoy when you can, and endure when you must.  ~Johann Wolfgang von Goethe

Be Yourself; Everyone Else is Taken ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.

Silent Disapproval Robot

Another hotfix today.  Resolved the weird shadow issue I was having as well as fixing the tracers for British 2lber guns.  The tracer effect from them wouldn't burn out so you'd see hundreds of little red tracer dots all over the battlefield as a scenario progressed.  Night battles were particularly glowy.


PanzersEast

#440
Attack on Verhnyaya Lubyanka - South

So I knew there were tanks protecting the town and an infantry presence.  My plan was to try and draw the tanks out by placing some infantry and a Pak-40 due South of the town in open terrain.  With the two opposing hills I would create a kill zone in the valley with a platoon of 3 Marder II's on the West hill also accompanied with 2 Pak-40's in cover.  The East hill would have the forward observer position for artillery fire and 2 Pak-40's in ambush locations.   Due West of the town I positioned the bulk of my infantry to assault the town primarily because the terrain was not conducive to tanks and there was plenty of cover all the way leading in.  I also positioned some MG teams on the West hill, escorted by Sd.Kfz. 251 and 2 platoons of infantry.  The West hill group would sweep forward and then provide covering fire from the hill as the West group made it to town. 

Interesting enough and to my surprise (I know it is 1942 and the Russian tactics were not the best), the Russians lined up in column formation and was drawn due South away from the town.  They made quick work as they pressed forward of the exposed Pak-40 and concentrated fire on the infantry positions.  However once they entered the kill zone, all hell broke lose.  They broke formation, however the constant fire, artillery etc.... we were able to knock out all but two which withdrew to the town.  The infantry pushed forward right to the towns edge.  My Marder II's would crest the hill and fire, however they were all knocked out, 2 destroyed, the other a now stationary gun emplacement.  I also lost 2 of the Paks, however we held short of assaulting the city.  The tanks had pretty good position and infantry still remained.  Our West group took a toll, but was at cities edge. 

I was really surprised that the Russians were baited out so easily.  Their situation was not great defending a down in a valley.  They did have infantry on the West hill, however we swept them aside.  I have to say I am really enjoying the game and at this point I can recommend it, even though there are some oddities I have notice (infantry in close proximity and ignoring firing only to eventually throw a grenade from a few yards away).  I think overall however the AI does a pretty good job, but the fun and intensity of the battles really makes up for it..... I need some more time with the AI and wonder if anyone else has noticed anything.....















-budd-

I jumped back into Mius and Tank Warfare, loving that jump into battle quick button. I wonder why the order modifiers aren't available in that mode?

Here's a couple from Tank Warfare.
Up close and personal, my Sherman got off the first shot.



After dispatching the German armor, my Shermans move on.


One from Mius
Flame tank going to work, plugging a gap, killing off some soviet infantry.


For some reason since the last update F12 doesn't work for screenshots for Mius Front? had to use another program, Tank warfare still works fine.
Enjoy when you can, and endure when you must.  ~Johann Wolfgang von Goethe

Be Yourself; Everyone Else is Taken ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.

-budd-

Moreb, think i get what you were talking about with the camera. The regular zoom kind of jumps levels, you have hold shift for more finite control.
Enjoy when you can, and endure when you must.  ~Johann Wolfgang von Goethe

Be Yourself; Everyone Else is Taken ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.

Moreb

#443
Are you playing a campaign Panzer?

It sounds like you had under your control some excellent assets to defend for sure. Attacks that do not use overwhelming forces will have a hard time being successful from either side although it's no secret that the AI, much like them all, has it easier on defense. I've had the AI do brilliant things and absolutely foolish actions, sometimes in the course of a single battle. As much anti-armor as you had waiting in good positions was way too much to overcome. But I agree, the enemy tanks should not have bunched up like that to die like flies.

As far as the infantry seemingly ignoring close enemies, it could be a few factors. 1st would be the need for abstraction. Theres only so much that can be portrayed at this level. 2nd, you have to know the morale and state of the units. They could be cowering and near breaking. 3rd, they may be hunkering down afraid to stick their heads up hence the grenades. Or it could be poor execution by the game. I know the CC animations leave a little to be desired but again, there's only so many resources for specific animations.

I agree though, sometimes the AI expends too many assets to a losing situation.

What length battles are you playing btw? If I remember reading correctly, longer battles allow the time for the AI to develop and execute more complex plans. Then again I stink at the game even after playing it for so long and I read posts of others that smash through the campaigns. Theyre just better players than me.
When dongles fly? - mirth

Moreb

Quote from: -budd- on September 02, 2018, 08:50:17 PM
I jumped back into Mius and Tank Warfare, loving that jump into battle quick button. I wonder why the order modifiers aren't available in that mode?

I asked the same thing. I know it's there for newer players to get into the game but I really hope it's expanded in the future to include more advanced play.

Maybe report the F12 bug.
When dongles fly? - mirth

-budd-

Also seems you cant call arty in when playing the "come to battle" quick battles, anyone confirm? I can move the TRP's during setup, but can never call it in, i swear it worked yesterday. It always says only scheduled support and clicking just takes you to the spotter, left or right click. Shot below. Anyone else having trouble with F12 in Mius? seems to work fine in Tank warfare.


Here's another shot. Took out the driver, and the car just kept rolling until i blasted it.
Enjoy when you can, and endure when you must.  ~Johann Wolfgang von Goethe

Be Yourself; Everyone Else is Taken ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.

PanzersEast

Quote from: Moreb on September 02, 2018, 09:09:46 PM
Are you playing a campaign Panzer?

It sounds like you had under your control some excellent assets to defend for sure. Attacks that do not use overwhelming forces will have a hard time being successful from either side although it's no secret that the AI, much like them all, has it easier on defense. I've had the AI do brilliant things and absolutely foolish actions, sometimes in the course of a single battle. As much anti-armor as you had waiting in good positions was way too much to overcome. But I agree, the enemy tanks should not have bunched up like that to die like flies.

As far as the infantry seemingly ignoring close enemies, it could be a few factors. 1st would be the need for abstraction. Theres only so much that can be portrayed at this level. 2nd, you have to know the morale and state of the units. They could be cowering and near breaking. 3rd, they may be hunkering down afraid to stick their heads up hence the grenades. Or it could be poor execution by the game. I know the CC animations leave a little to be desired but again, there's only so many resources for specific animations.

I agree though, sometimes the AI expends too many assets to a losing situation.

What length battles are you playing btw? If I remember reading correctly, longer battles allow the time for the AI to develop and execute more complex plans. Then again I stink at the game even after playing it for so long and I read posts of others that smash through the campaigns. Theyre just better players than me.

Yes, currently playing the Verhnyaya Lubyanka campaign, July 1942 which is the Dawn of Blau DLC.  I really don't mind a mixture of AI, as a matter of fact the unpredictability makes every battle interesting.  I think these engagements would rank on the shorter side and I say that because after they offer a cease fire I usually continue the fight for a while..... This campaign is pretty nice so far.  I continue to love the various terrain and situations it places you in and historically accurate terrain at that.

Con

ugh this thread is making me itch to start learning again.  I like a lot of the game played the heck out of the first version but now I just dont know if I have the energy to climb this learning curve (watching videos and playing the same small battles over and over again to understand the mechanics and nuances then layer on the strat portion as well).  All my free time is getting sucked into trying to finish CMANO Northern Inferno.  I need to be able to stop working in order to play my wargames in peace.

Con

Grim.Reaper


RyanE

I am months away from getting through all the GT DLC I have, but for $5, I can't resist.