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Topic Summary

Posted by: Marski
« on: September 17, 2022, 09:39:29 AM »

Even greater news, making realistic ground forces will receive a massive quality-of-life improvements;
Quote from: Steve
Ground Force Organizations

A new tab called Organization has been added to the Ground Forces window.

This has two tree view controls. The first, on the right, lists all existing formation templates and their elements. The second, on the left, is for creating organizational hierarchies for ground forces.

To create an organization, you press a button called Create Org and enter the name of your organization. This creates a node without any units that acts in a similar way to a naval admin node. With the top level in place, you can drag and drop formation templates from the right hand side to create any depth of hierarchal organization.

For example, you could create an organization called Infantry Division. Under that you would drag the template with the divisional assets (which might also be called Infantry Division, or Division HQ, etc.). The admin nodes are green, like naval admins, while all nodes containing an actual template are yellow-white. Under the divisional assets, you might drag your infantry regiment template four times, plus perhaps an STO regiment.

You might also drag several battalions under each regiment, but there is an easier way to do that. When you drag nodes on the treeview, anything with an existing parent is moved, but anything without a parent creates a copy instead.

That means, you can create smaller, or lower level, organizations and then drag copies of that entire org into a different org.

For example, you could create a regiment org with a HQ formation template directly under the admin node and then four battalions under the HQ. Then you create a division org, add a division HQ formation template, then drag-copy three regiment orgs under the divisional HQ. When you drag-copy an admin node into another org, the admin node itself is not transferred, so in this example the regimental HQ formation templates of the regimental org would move directly under the divisional HQ (along with their subordinate battalions.

You can set field positions for formation templates in the organization in a similar way to active formations.

Once you have the org created, you can choose a population and add everything in the org to the build queue. The build tasks will retain the organizational hierarchy and the resulting ground formations will assemble into the same org once they are built. They will adopt the specified field positions. Even if you change or remove the organization after issuing the build order, the build tasks will remember the hierarchy and the field positions. The build order will work down the hierarchy so each new formation should have the correct parent waiting when it is built. Changing the build queue manually may prevent this working correctly.

There is also an 'Instant Build' option that can be activated by the SM and will build the entire org instantly with hierarchy and field positions.

The reason for having the admin node is to allow different configurations of similar formations. For example, if the division HQ formation was the top node, you would only have one org under that division HQ. With admin nodes, you can re-use the same top-level templates in multiple similar nodes. You could also have more than one formation directly under the admin node. For example, you could have ten boarding forces under the admin node and build them all with one click.

Using Copy + Update (see earlier post) to create new formation templates based on improved technology will replace the existing templates in the organizational structures with the updated templates.

This screenshot shows simple regimental and divisional organizations, but these could be made very detailed. The 'Infantry Regiment' org was dragged on to the 'Divisional Assets' three times.



The second screenshot shows the OOB view after using the Instant option on the 'Infantry Division' org.
Posted by: Marski
« on: September 12, 2022, 01:51:11 PM »

So in V2.2.0, radiology decontamination will be an actual thing, meaning this section in the OP file will actually become part of the game;
Posted by: Marski
« on: July 13, 2021, 10:49:40 PM »

I have done fairly extensive research, combined with personal experience, to create the most in-depth Order of Battle for a United States Marine Corps Division that you can find without reading pages of Marine Corps Orders.     Feel free to use it to create as in depth of an OOB ingame as you would like.     

Enjoy!!
Excellent contribution, thank you.
Posted by: IntusMortuum
« on: July 13, 2021, 06:13:46 PM »

I have done fairly extensive research, combined with personal experience, to create the most in-depth Order of Battle for a United States Marine Corps Division that you can find without reading pages of Marine Corps Orders.     Feel free to use it to create as in depth of an OOB ingame as you would like.     

Enjoy!!
Posted by: SevenOfCarina
« on: August 04, 2020, 07:41:20 AM »

I'm not sure if this has been posted before, but here is a primer on the force structure of the US Army and the composition of the standard Brigade Combat Teams.
Posted by: Dfuzzed
« on: July 30, 2020, 09:05:01 AM »

http://niehorster.org/000_admin/000oob.htm

Various countries during ww2, some more detailed then others.

Holy sh--- that's really helpful!
Posted by: Droll
« on: July 13, 2020, 10:50:33 AM »

@Marski

The only thing I wonder about this pretty nice formation is how you find commanders to lead them all. I suppose you have a huge Academy program going as well... ;)
Level 10 academy at earth, level 6 at Luna, level 10 at Venus. All with ground force commander as academy commandants.
I can just about fill the three regiments I have, but I've left a suggestion in the suggestions thread to Steve regarding rate of new officer navy/ground officers being relative to the amount of ranks.

Yes... I think the while system should be changed into more of a points system so you can get the officers that you need and promotion is based on demand rather than any set rate or ratio, this is a pretty limiting system.

If you need more ground officers than naval officers you should be able to use the academies to do that, the academy should just produce a certain amount of possible officers every year but the player should pretty much decide what type of officer they should get and how they promote should be more about demand than anything else.

A while ago I posted in the suggestions thread an idea which would split the military academy into multiple installations. One for scientists, one for ground officers, another for naval officers and one last one for civie admins. They would each only create characters of that profession and the academy commandant would instead specialize it by skill / specialization for scientists.

So a missiles/kinetics scientist commandant increases the chance more scientists of that field come.
A GO with ground artillery skill at high levels trains officers with better artillery skill.
A NO with high tactical bonus trains other officers with higher tactical bonus.
A civilian admin with strong mining skill trains admins with more mining skill.

Although this would extend the overall number of installation I think it would confer much better control to the player and work well with the way academy naming works. Right now I have a civilian admin who is graduated from the Mars Ground Combat Academy with a ground officer as commandant which feels somewhat weird.
Posted by: Jorgen_CAB
« on: July 13, 2020, 08:27:50 AM »

@Marski

The only thing I wonder about this pretty nice formation is how you find commanders to lead them all. I suppose you have a huge Academy program going as well... ;)
Level 10 academy at earth, level 6 at Luna, level 10 at Venus. All with ground force commander as academy commandants.
I can just about fill the three regiments I have, but I've left a suggestion in the suggestions thread to Steve regarding rate of new officer navy/ground officers being relative to the amount of ranks.

Yes... I think the whole system should be changed into more of a points system so you can get the officers that you need and promotion is based on demand rather than any set rate or ratio, this is a pretty limiting system.

If you need more ground officers than naval officers you should be able to use the academies to do that, the academy should just produce a certain amount of possible officers every year but the player should pretty much decide what type of officer they should get and how they promote should be more about demand than anything else.
Posted by: Marski
« on: July 13, 2020, 08:13:50 AM »

@Marski

The only thing I wonder about this pretty nice formation is how you find commanders to lead them all. I suppose you have a huge Academy program going as well... ;)
Level 10 academy at earth, level 6 at Luna, level 10 at Venus. All with ground force commander as academy commandants.
I can just about fill the three regiments I have, but I've left a suggestion in the suggestions thread to Steve regarding rate of new officer navy/ground officers being relative to the amount of ranks.
Posted by: Jorgen_CAB
« on: July 13, 2020, 04:02:37 AM »

@Marski

The only thing I wonder about this pretty nice formation is how you find commanders to lead them all. I suppose you have a huge Academy program going as well... ;)
Posted by: Droll
« on: July 12, 2020, 07:50:37 PM »

Yowzas, that is an intense OOB! How do you resupply it after long combats?
Combining combat ineffective units together to make new ones, dedicated reserve formations to lift replacements from, large reserve of logistic supplies.

What do you mean by combining? Just put them under same Hierarchy Command? I don't think you can merge 2 units, or am I wrong?

If you tick the "show elements" checkbox you can actually drag and drop the elements of two formations across eachother. Bonus points if you tick "amount popup" which lets you determine how much of an element to transfer.
Posted by: Froggiest1982
« on: July 12, 2020, 07:06:36 PM »

Yowzas, that is an intense OOB! How do you resupply it after long combats?
Combining combat ineffective units together to make new ones, dedicated reserve formations to lift replacements from, large reserve of logistic supplies.

What do you mean by combining? Just put them under same Hierarchy Command? I don't think you can merge 2 units, or am I wrong?
Posted by: Marski
« on: July 12, 2020, 12:21:22 PM »

Yowzas, that is an intense OOB! How do you resupply it after long combats?
Combining combat ineffective units together to make new ones, dedicated reserve formations to lift replacements from, large reserve of logistic supplies.
Posted by: Sebmono
« on: July 12, 2020, 11:36:13 AM »

Yowzas, that is an intense OOB! How do you resupply it after long combats?
Posted by: Marski
« on: July 12, 2020, 07:53:59 AM »

I've created a Motorstrelki regiment based on the document found on the OP.