A great and huge new scenario for the DC:Community Project
4 German Army Groups, 11 Armies, 4 Allied Armies 50+ Corps, 200+ Divisions are facing 13 Soviet Fronts, 500+ Divisions and Brigades. The great Soviet winter offensives are about to test the mettle of the Wehrmacht once again! All is in the balance.
This scenario by Davide Gambina (nikdav) models operation Uranus, operation Mars and the subsequent operations Little Saturn, Ostrogohsk-Rossosh and Voronezh-Kastornoe. All this on one huge maps that gives the player full operational control.
Amazing detail and very well researched order of battle. Including detailed military hardware, full biographies and officers for both sides, special units like Ski Troops and Arko.
This scenario is a MUST HAVE for any Eastern Front aficionado!
Big thanks for Davide Gambina for completing this titanic work of excellence.
Click here to go to the November 1942 entry in the scenariobank.
Front overview (click for larger version):
Pataplouf completed a new DC:Community Project scenario. Not WW2 this time, but the Great War.
The scenario places you either in the shoes of the Austrian-Hungarian-Germany invasion forces or in those of the stalwart Serbian defenders. A good OOB and plenty of character in this scenario, that includes ww1 Commanders and troop graphics. Expect many nationalities to make an entrance!
A big merci to Pataplouf. It is a pleasure to see the DC:Community Project being used to do World War I.
Give Serbian Campaign a spin! and be sure to check out some of other DC:Community Project scenarios as well.
Click here to go to the Serbian Campaign 1915 entry in the scenariobank.
Davide Gambina (Nikdav) completed a great and super detailed end of 1943 scenario where you take command of part of the Southern Front in a desperate attempt to retake the initiative from the Soviet hordes. This scenario has a very good OOB as well as personalized Divisions, each with their own Commander.
I would like to use this opportunity to give a big thanks to Mister Gambina. It is a pleasure to see the DC:Community Project being used in this fashion.
I encourage any fans of the DC series to try Fastov 1943 out, as well as some of the other DC:Community Project scenarios. It is all Community created and free of charge (well… if you have a DC title installed).
Click here to go to the Fastov 1943 entry in the scenariobank.
Some clickable screenshots:
No snippet this time. I have just started on the Graphics & Interface development phase and everything is now in transition. So it is hard for me to post a screenie on what I am working on. This Graphics & Interface phase is quite a big phase, but things are progressing well and I already know this will be a huge facelift.
I am not only tackling the graphics itself, but also the way they are build. I can already disclose I am going for a modular approach for Leaders and Equipment. I figured that even if I would do a 100 or 200 unique portraits for Leaders they would quickly turn stale. So I am now trying out a 2d layered approach which seems to be working very well. This should result in thousands of clearly different faces (and well… yeah… tens of thousands of slightly different ones as well).
Tests so far show I’ll be able to implement the same method for the Model Types. Remember that every time you play the game you’ll research and then design new models, like Tanks for example. Everytime you play you’ll have different equipment. It just felt wrong if in one game you designed a ‘Puncher Light Tank’ and in another an ‘Arctus Light Tank’ that they looked exactly the same. Or if you’d upgrade the ‘Arctus’ to ‘Arctus II’ that it would visually be completely identical. The method I am working on should assure multiple dozens of quite different looks for each Model Type (and well… yeah… a hundred or more slightly different ones). Over 20 different Model Types are planned for the final game, so the total amount of looks for your military equipment should be quite impressive.
Anyways just wanted to tell I am still working hard. My apologies for not visually showing anything this post. My next snippet will probably show a first screenshot of some of the final graphics.
A new Advanced Tactics Gold scenario has been released! And not just anyone…
Claus E. Fussel (Ernieschwitz) and company have, after years of design, released the 1.00 version of the completely revamped GD’38 mod.
It is the ultimate Play-by-Email global ww2 scenario. A planet spanning and wrapping map of 400 hexes wide, hundreds and hundreds of different troop types, officers, research, diplomatic options and special historical cards.
You can find GD on the scenario bank over here.
And you can find the 50+ page scenario manual PDF over here.
Make sure to visit the Matrix forums to find opponents and team-mates over here.
More screenshots and info over here.
Click map to enlarge
Snippet #26: Moving to the Interface Phase after holidays
Click image to enlarge
The screeny shows a small empire that just started expansion. For a change we find an empire that is on a planet that actually supports open farming and has some rainfall! That’s good because it makes growing crops a lot easier. No need to build domes or do ice mining for supplying your plants with water.
The small empire shown above is starting to deal with some Marauders at its borders but has not yet ran into any real opposition. Only issue it seems to have right now is a Crime Syndicate which is causing some loss of private Credits and increasing the Danger level a little bit.
The Crime Syndicate is an example of a Story Module that is the first of a template approach for later on. It will be relatively easy to add more Modules like that to further flesh out the game universe. I am using a modular approach with further story content and the aim is threefold: allow the player to switch on/off a Module before starting a game, allow VR Designs to add DLC-like content after release and allow modders a way to create extra content for the game.
But for now it has been enough work on content. There is now a quite rich tapestry of immersive details in place. Lots of events to occur and decisions to make, including diplomatic ones, almost 200 Stratagems, detailed Leader stats, dozens of Hex Perks and Unit Feats, politics, elections, internal factions, archeology, rebellions and what not more. There is enough there right now to make the world feel sort of like a real place. It needs some more work for mid and late game in the final content design phase, but I consider the basic content design phase finished.
It’s time to move to the Interface & Graphics Phase start of August and after that do some AI work. Then it will be on to the Final Content Phase. And then we’ll be getting awfully close to full beta.
Thanks for following my progress. It is always a motivating for me to have feedback.