New blood

Discussing the game, editor (Suite) and the related tools.
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eskuche
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New blood

Post by eskuche » 2024-04-13 23:57, Saturday

Hi all,
Discovered OG after a brief childhood with PG2 and then more recently a couple thousand hours into Panzer Corps (as well as games with fewer beers and pretzels, such as Gary Grigsby simulators). There are so many features and campaigns! Are there any good published let's plays (videos) to get a quick handle on things? There seem to be a lot of gameplay improvements. Cheers.

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Wonderdoctor
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Re: New blood

Post by Wonderdoctor » 2024-04-14 10:22, Sunday

:welcome Indeed, so much fun to be had.

You might find some useful in formation here: http://www.open-general.com/doc-manual.php
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randowe
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Re: New blood

Post by randowe » 2024-04-14 18:31, Sunday

Welcome to the forum @eskuche :howdy

If you have concrete questions about the gameplay, feel free to ask!
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Re: New blood

Post by eskuche » 2024-04-16 04:14, Tuesday

Definitely have some questions here. I probably just missed it in the manual.

1. [S] and [H] in the bottom right corner are suppression and # of times attacked, correct? Does the latter decrease only ground defense or also close/ranged defense? It seems to decrease close defense for sure.
2. Does entrenchment affect air defense? From what I read on the advanced mechanics in the forums, entrenchment and experience all modify relevant numbers by 1 each.
3. Is there a mount/dismount, embark/disembark hotkey I'm missing?
4. Do tactical bombers have lasting suppression by default...? Seem to see differing effects here.
5. What exactly is the effect of initiative...? What extent is the die roll?
6. How on earth is damage actually calculated, and is there rate of fire like in panzer corps? One of the unit enhancement (+2 die rolls) seems to imply this. I saw an enemy unit with one strength take out more than one strength point, at which point I was very confused.

Thanks! Am about 1/3 of the way through the Sino-Japanese war.

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Re: New blood

Post by none » 2024-04-18 14:08, Thursday

Can't give totally reliable answers for the rest, but about question #4, suppression depends on what the E-File creator has decided. You could make anything give (or not give) any amount of suppression, lasting or not, so there is no rule, it solely depends on the E-File the scenario uses.

For the mathematical-technical parts, you need to pick the brain of Luis. Being the one who made it, he's the only one who really understands how it works... :lol

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randowe
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Re: New blood

Post by randowe » 2024-04-18 18:53, Thursday

eskuche wrote:
2024-04-16 04:14, Tuesday
3. Is there a mount/dismount, embark/disembark hotkey I'm missing?
ALT+M and ALT+E

As for the combat formulas - i never cared about them :bonk Sorry, can't help here.
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LuisGuzman
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Re: New blood

Post by LuisGuzman » 2024-04-18 19:06, Thursday

:welcome eskuche
eskuche wrote:
2024-04-16 04:14, Tuesday
1. [S] and [H] in the bottom right corner are suppression and # of times attacked, correct? Does the latter decrease only ground defense or also close/ranged defense? It seems to decrease close defense for sure.
:huh At the bottom right corner :dunno .. of the map ?
2. Does entrenchment affect air defense? From what I read on the advanced mechanics in the forums, entrenchment and experience all modify relevant numbers by 1 each.
6. How on earth is damage actually calculated, and is there rate of fire like in panzer corps? One of the unit enhancement (+2 die rolls) seems to imply this. I saw an enemy unit with one strength take out more than one strength point, at which point I was very confused.
Can see all combat details at my web site
5. What exactly is the effect of initiative...? What extent is the die roll?
Here it is a copy of the section explaining how initiative works.

Code: Select all

Eval Initiative procedure
The main purpose of this routine is to define the sequence of combat:

Simultaneous: both units fire and then take casualties
AttackerFirst: Attacker fires first, thus Defender fires back after removing loses
DefenderFirst: Defender fires first, thus Attacker fires back after removing loses
This routine is only called from main combat flow. Default sequence is SIMULTANEOUS and there are some quick-return conditions:
Condition	Return
If .. Attacker is Fort-class and CbtRange is >1) 	SIMULTANEOUS
If .. Attacker is Arty-class and combat is not rugged;	SIMULTANEOUS
If .. rugged combat	DEFENDER-FIRST
If .. Attacker is Air-unit and Defender is FlaK-class	DEFENDER-FIRST
If .. Attacker is Submarine or Defender is Submarine	ATTACKER-FIRST

Engine Attacker and Defender can modify the inititative used as explained below. I'll call AttackerIni and DefenderIni,  the effective inititiative used.

If .. Attacker is Air-unit and Defender is AD-class then AttackerIni and DefenderIni is set to 5.
.... Otherwise:
AttackerIni and DefenderIni are set to Attacker/Defender initiative stats. (if mounted will use its transport initiative)
if both attacker and defender are ground units:
Terrain can set a limit in inititative. See TerrainLimit below
If Attacker has not moved and DefenderIni is bigger and not rugged combat, then AttackerIni is set = to DefenderIni
AttackerIni is reduced to TerrainLimit,  if bigger
DefenderIni is reduced to TerrainLimit,  if bigger
AttackerIni is increased by (Attacker bars+1)/2
DefenderIni is increased by (Defender bars+1)/2

AttackerIni is increased by Defender hits

If .. Attacker is AT-class not having leader TankKiller and has moved and DefenderIni + 3 is bigger than AttackerIni, then:
AttackerIni is set to zero and DefenderIni is set to 99

If .. not forecasting then :
AttackerIni and DefenderIni add a Dice(1,3)

If .. Attacker uses fuel and has no fuel, then :
AttackerIni is halved

If .. Defender uses fuel and has no fuel, then :
DefenderIni is halved

If .. Attacker uses ammo and has no ammo, then :
AttackerIni is halved

If .. Defender uses ammo and has no ammo, then :
DefenderIni is halved

If .. Attacker has leader BattleFieldIntel, then :
AttackerIni is increased by 1

Attacker and Defender checks its attachments and eventually reduce any inititative set as penalty

if .. Attacker and Defender have not same super-class (both Land/Air/Naval units) then:
routine returns (EffAtk/EffDef is not changed)
Otherwise, engine figures InitDif = AttackerIni - DefenderIni

If .. IniDif <0 and Defender.EffAtk > 0 and Defender.EffAtk + 4 > Attacker.EffDef
if Defender has leader FirstStrike or (is on City having leader StretFighter, then: Secuence is DEFENDER-FIRST
Defender.EffDef += 4
Defender.EffAtk = what is less: 4 or absolute value of IniDif


elseif .. IniDif > 0 and not rugged and Attacker.EffAtk > 0 and Attacker.EffAtk + 4 > Defender.EffDef then:
if Attacker has leader FirstStrike then: Secuence is ATTACKER-FIRST
IniDif>1 and Attacker.EffAtk > Defender.EffDef and Attacker has leader "Infiltration Tactics" then Secuence is ATTACKER-FIRST
Attacker.EffDef += 4
Attacker.EffAtk = what is less: 4 or absolute value of IniDif
... and routine returns the sequence eventually modified if both contenders are using same space.

4. Do tactical bombers have lasting suppression by default...? Seem to see differing effects here.
Yes, by default they have, but as none posted each efile can modify that.

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Re: New blood

Post by none » 2024-04-19 07:03, Friday

LuisGuzman wrote:
2024-04-18 19:06, Thursday
:huh At the bottom right corner :dunno .. of the map ?
I'm sure that's what he means, the information shown when you select an enemy unit: On the bottom right corner of the map window frame, after the unit's entrenchment value, there is (when appropriate) a "S" and "H" value. I too supposed those to be suppression and times hit. For the "S" I'm pretty confident, for the "H" it's more difficult to check. :dunno

(Picture: https://www.mediafire.com/view/genjio14 ... y.jpg/file)

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LuisGuzman
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Re: New blood

Post by LuisGuzman » 2024-04-19 08:09, Friday

none wrote:
2024-04-19 07:03, Friday
LuisGuzman wrote:
2024-04-18 19:06, Thursday
:huh At the bottom right corner :dunno .. of the map ?
I'm sure that's what he means, the information shown when you select an enemy unit: On the bottom right corner of the map window frame, after the unit's entrenchment value, there is (when appropriate) a "S" and "H" value. I too supposed those to be suppression and times hit. For the "S" I'm pretty confident, for the "H" it's more difficult to check. :dunno

(Picture: https://www.mediafire.com/view/genjio14 ... y.jpg/file)
Thanks! ... I forgot that text when you select a unit :doh
Effectively that is the unit's suppression and the times the unit fought. And for your picture when "><" appears that means the unit is anchored.
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Re: New blood

Post by none » 2024-04-19 09:48, Friday

LuisGuzman wrote:
2024-04-19 08:09, Friday
that means the unit is anchored.
:idea Thanks! I've always wondered what this might mean.

eskuche
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Re: New blood

Post by eskuche » 2024-04-21 23:25, Sunday

Thanks all! This clears up a lot. I didn't notice the mechanics webpages at first so gave those a good readthrough. I'm still jumping around campaigns trying to find one that I want to play all the way through based on reasonable unit cap and flavor. Got through the first few of CC56 then read the AARs which make it seem like a massssssive slog with, so ditched that for now. :D

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Re: New blood

Post by none » 2024-04-22 06:43, Monday

BTW, concerning question #3, there is a list of all OG hotkeys, you can get it when hitting some key (1? F1?), but also from the "more" button on the right side panel.

Edited: F1 gets the list of hotkeys

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