Sneak Peeks, Coming Attractions, Works-In-Progress

The Campaign Series: Middle East 1948-1985 is a new turn-based, tactical wargame that focuses on conflicts in the Middle East.

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Warhorse
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Warhorse »

Thanks Dimitris!
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jafele »

Awesome!! [&o]
Las batallas contra las mujeres son las únicas que se ganan huyendo.

NAPOLEÓN BONAPARTE


Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.

LAO TSE
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

Here is a sample of the 25th Infantry Division and how it was organized for combat on November 1st, 1969.

Of course, the various elements would move around depending on the task at hand. These types of structures are intended to be created by the scenario designer. I provide all the pieces of the 25th Infantry Division, but that is at a TO&E level, leaving the shifting of the various units on a per scenario basis.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

Here's a CS Vietnam ALPHA 3D View. Jungle for instance is still missing undergrowth and shadows, looks perhaps more like savannah still but we're getting there [:)]

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

And here's the same scenario with 2D view. Note the added shadow effect to foliage and structures to make the 2D view a bit more lively as well. Work-in-progress here as well.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

ORIGINAL: Crossroads

And here's the same scenario with 2D view. Note the added shadow effect to foliage and structures to make the 2D view a bit more lively as well. Work-in-progress here as well.

And here's the next iteration, with the little 3D effect added to other tiles as well, including Rivers, Tall Grass, Rice Paddies...

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by majgentob »

Beee-YOOOOO-TEEE-Ful! What an improvement! More! More!
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

Thank you. Next task will be to include new Water tiles specific to East Asia. Brownish yuk, not this bright blue as in above [:)]
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by berto »


The conclusion to my play through of the scenario aptly named "Tony Poe Snatches Sam Neua City":

Image

[alpha graphics]

For an earlier screenshot, see Post#572.

Despite my Major Victory, the Pathet Lao AI put up a strong fight. In the early turns, it was tough going. I'm rather surprised by my ultimate win.

A fascinating, little known battle in the Laotian Civil War, the "Secret War".

Thanks to David Galster for creating this fine scenario. The scenario designer notes:
[Sam Neua City, Laos][Best played as Side A][HISB][BB][ALL:No VV] When Tony Poe first signed on with CIA Operation Momentum, his job was to establish dirt airstrips northeast of the Plain of Jars so STOL aircraft could deliver arms and supplies to Hmong volunteers. Poe used helicopters from Thailand to ferry Hmong troops to the new airstrips so they could launch surprise assaults against distant Pathet Lao and North Vietnamese posts. The most ambitious of these assaults was an attack on the Pathet Lao stronghold at Sam Neua City. While crisscrossing the northern highlands searching for potential landing strips, Poe had stumbled on the remnants of former RLA battalions thought to have been destroyed when the Pathet Lao took over Sam Neua Province in late 1960. The soldiers were concealed in highland villages, and survived by raiding Pathet Lao supply stores. To get the soldiers back in uniform and working for him, Vang Pao promoted their commander, Major Khamsao Keovilay, to the post of military subdivision commander for Sam Neua and deputy governor of the province. Khamsao was a trained officer and had survived for nearly three years behind enemy lines, so Vang Pao was not putting a rank amateur in a top leadership slot. Poe airdropped supplies and ammunition to Khamsao and helped with the training of his troops. Soon Poe had three battalions combat-ready for a surprise assault on the communist bastion at Sam Neua City. Vang Pao contributed two Hmong companies to the force and added a fourth battalion commanded by one of his best officers, and brother-in-law, Major Sao Ly. The campaign to take Sam Neua City began with a diversionary action. Three of the four battalions overran a Pathet Lao garrison north of the target, then circled east around it. Pathet Lao troops hurried out of the provincial capital to meet the challenge. With the capital only lightly defended, the fourth battalion struck from the west and took possession of city. It was a brilliant operation that caught the communists totally off-guard.
For more on Anthony Poshepny aka "Tony Poe", go here. See also the Laotian Civil War.
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by David Galster »

Berto,

Interesting playtest. The final score, 651 is higher than any that I achieved
against the AI in my three playtests. So good job on your strategy!

I set the victory levels by using statistical methods, mean & standard deviation
of the scores were used. The expected outcomes for large numbers of games would be
10% draws, 50% minor victories, and 40% major victories

I plan to redo the statistics, based on your playtest and modify the victory levels.
This will make it harder for the human player, but we want these to be challenging.

If you have any suggestions for improvement, please let me know.

Campaign Series Kudos,

David Galster
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by berto »


A (private) Dev Forum post, from over a month ago (ALPHA graphics, since then changed):
ORIGINAL: berto
ORIGINAL: berto

Um, you're right. No tunnels yet in the scen editor. I will have to implement that first!
Tunnels implemented in the scen editor, also the ability to set ground units to XUnderGroundAirLevel:

Image

This presupposes suitable units having the XTunnel capability (0x00008000) applied to their move flag in the platoon OOB file.

Note that for non-air units not underground, no 'G' shows (leaving that space blank for the vast majority of (non-air) units, as Petri suggested).
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Andrea G »

WOW Campaign Series Vietnam is going to be awesome!

are you going to add also psy-ops helos armed with Ride of the Valkyries tapes? [:D]
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Hoplite1963 »

Extending the height level concept to ground units opens up some interesting possibilities for developing the games engine further how about ?

1.Taking Cover (TgCvr) = would fit in between “UnderGround” and “Ground” and would be a stance that could be adopted by infantry and smaller crewed weapons. Increased concealment but reduced mobility as used in the “S....d B...s” series.

2.On top of tall building (OTofTB) = above “Ground” level and usable only for special specific tall buildings (Yet to exist in the game) by infantry and smaller crewed weapons only. This might be a particularly good feature to bring in with the first of the East Front III expansion modules (covering Stalingrad) if you were going to introduce an alternative 125 meters per hex scale at that point.

3.Underwater = Would be good for deep wading armoured vehicles fitted with a snorkel for beach assault and river crossing. When we get to the 1944 – 1945 DLC module for Rising Sun II it would also be handy for Japanese “Fukuryu” suicide frogman for 1945 or 1946 invasion of the Japanese homeland scenarios. Guess you could also use it for subs (which after all are already in the JTCS game) as well if you wanted to.

By itself the new “UnderGround” level and the associated tunnels’ will make it much easier to portray 20th Centaury permanent fortifications such as the Maginot Line and Fort Eben-Emael where casements and bunkers were connected together with underground tunnels. Again I think an alternative 125 meters per hex scale for scenarios could help here.
Wonder if there will also need to be a couple of extra buttons for moving ground units between different ground height zones as they are not choppers after all ?

Really looking forward to the way this series is developing.

Regards
Ian
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

Getting closer, the first installer for 2.01 UPDATE had a couple of issues that needed to be fixed, but this one is looking much better. In fact no issues identified so far, so here's hoping it won't be long now. Note the new color coded Toolbar [:)]

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

For Vietnam, the US has had a lot of work done to them to give the player a richer experience. Like Middle East, the ORG editor spans from 1948-1985 and all the countries listed there are complete for that time span (except South Vietnam).

Here is the 1st Cavalry Division as it was organized in 1965.


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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

Keep in mind, that is still in BETA, hence the error of Algeria showing up for some odd reason.
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by majgentob »

wow[&o] Can't wait!
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by jbmoore68 »

Some very good FREE reading material on Vietnam War https://history.army.mil/html/bookshelv ... usavn.html and https://history.army.mil/html/bookshelv ... udies.html especially the books on combat operations.
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by berto »


A recent (private) Dev Forum post:
ORIGINAL: berto

Before:

Image

After:

Image

Can you spot the difference?

The same effect will be available in 3D. Much more realistic looking, and especially nice (and needed) in 3D.

But note. Going forward, among all of the available ambient waterway terrains

0 default, no ambient terrain
1-12 SparseVillage
13-18 SparseForest
19-24 SparsePalmTree
25-30 SparseThicket
31-36 SparseLightJungle
37-42 SparseDenseJungle
43-48 SparseOrchard
49-54 SparseSwamp

55-60 Marsh
61-66 TallGrass
67-72 DryPaddy
73-78 WetPaddy

the highlighted ones will be unavailable for major waterways (MajorCanal, MajorCanalShallow, MajorRiver, MajorRiverShallow). Otherwise, we would have trees too obviously growing in the middle of the waterway!
Alpha graphics, all still works-in-progres, all still subject to possible change.

The games' graphics systems, both code and data, continue to evolve and improve. We are striving continuously to give you the best looking game possible (and subject to our time and capability constraints).

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Warhorse »

So much better, it's all in the details!!
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