Sneak Peeks, Coming Attractions, Works-In-Progress
Moderator: Jason Petho
RE: Sneak Peeks, Coming Attractions, Works-In-Progress
Looks good jason
- Jason Petho
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress
Thank you!
Lots of work, but getting there!
So many scenario options, it will be glorious!
Lots of work, but getting there!
So many scenario options, it will be glorious!
- Jason Petho
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress
Campaign Series Vietnam: Design Decision
Many of the Special Forces Camps in Vietnam were triangular, with each edge varying in size between 150 and 200 metres. While this would fit in one hex at the Campaign Series 250 metre scale, due to the unit stacking limitations, a Special Forces camp will be represented by three adjacent hexes. A Special Forces camp would typically consist of a Civilian Irregular Defence Group (consisting of three companies (each of three platoons and a heavy weapons platoon)), a Special Forces A-team (typically 12 men) and usually some form of artillery and/or mortar support, let alone any supporting vehicles. In game terms, this is at least 16 units that would need to squeeze impossibly into one hex.
Many of the Special Forces Camps in Vietnam were triangular, with each edge varying in size between 150 and 200 metres. While this would fit in one hex at the Campaign Series 250 metre scale, due to the unit stacking limitations, a Special Forces camp will be represented by three adjacent hexes. A Special Forces camp would typically consist of a Civilian Irregular Defence Group (consisting of three companies (each of three platoons and a heavy weapons platoon)), a Special Forces A-team (typically 12 men) and usually some form of artillery and/or mortar support, let alone any supporting vehicles. In game terms, this is at least 16 units that would need to squeeze impossibly into one hex.
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- special_forces_camp.jpg (255.74 KiB) Viewed 88 times
RE: Sneak Peeks, Coming Attractions, Works-In-Progress
+1 Good Decision Jason![:D]
Understood that some sacrifice has to be made for scale.
But that's where my imagination will take over and willingly play any scenario with a Special Forces Camp.[:)]
Understood that some sacrifice has to be made for scale.
But that's where my imagination will take over and willingly play any scenario with a Special Forces Camp.[:)]
Blitz call sign Big Ivan.
- Jason Petho
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress
Thank you, John!
Operating from a Special Forces Camp might make for a "Week in..." scenario! Will have to see.
Operating from a Special Forces Camp might make for a "Week in..." scenario! Will have to see.
- Jason Petho
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress
Campaign Series Vietnam: ALPHA graphics. Here is the current progress on the NW II Corps master map. While Plei Me was under siege in 1965, an ARVN task force was sent to relieve the camp. This is the ambush location, eight kilometres to the north of the camp, where the 33rd Regiment was laying in wait. As the ambush was suspected, the ARVN was able to rout the regiment and break through to the camp.
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- xray_map06.jpg (781.2 KiB) Viewed 88 times
RE: Sneak Peeks, Coming Attractions, Works-In-Progress
Finally made progress toward knocking off Squad Battles Vietnam, Tour of Duty and Dien Bien Phu, so I will be ready when you are! Have a nice holiday. The book below is well worth $6 (used) on Amazon, but you probably have them all
https://www.amazon.com/Vietnam-Decisive ... es+vietnam
https://www.amazon.com/Vietnam-Decisive ... es+vietnam
RE: Sneak Peeks, Coming Attractions, Works-In-Progress
Another recent (private) Dev Team Forum post:
ORIGINAL: berto
At current state of development (finished, fully debugged I think), the new air_mission_fire() and air_mission_spot() functions:
The code will have the gunship helos or spotter helos/airplanes:
[*]get a new target assignment, randomly picked from selection of objective or other hexes
[*]fly off to target (typically 2-3 turns, in the VN_640117_Thanh_Phu_Island case)
[*]fire or spot, randomly "dancing" around the target for the duration (typically 3 turns, in the VN_640117_Thanh_Phu_Island case)
[*]return to base for refueling (typically 2-3 turns, in the VN_640117_Thanh_Phu_Island case)
All automatically, over and over again, until the helos/airplanes are destroyed or incapacitated, or until scenario's end. (Typically 3-1/2 such missions, in the VN_640117_Thanh_Phu_Island case.)
Important point: The scenario developer/modder need not code the above. Those are standardized functions in user.lua. All the scenario developer/modder need do is to call those functions in the scenario .lua file. In the VN_640117_Thanh_Phu_Island scenario, for example:
Excluding the comments, and ignoring the 'if DEBUG then ... end' blocks, that's just eight lines of code (3 lines for the target reassignment plus 1 line to execute the mission; X 2, for the gunships and the spotter airplanes). Not too bad.
Similarly, for other purposes -- e.g., riverine embarkation/transport/disembarkation; helo transport; etc. -- I am writing the Lua code in generalized fashion such that all the scenario developer/modder need do is to make high-level function calls. Leaving the difficult, background coding to me!
Campaign Series Legion https://cslegion.com/
Campaign Series Lead Coder https://www.matrixgames.com/forums/view ... hp?f=10167
Panzer Campaigns, Panzer Battles Lead Coder https://wargameds.com
Campaign Series Lead Coder https://www.matrixgames.com/forums/view ... hp?f=10167
Panzer Campaigns, Panzer Battles Lead Coder https://wargameds.com
- Jason Petho
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress
This means that playing as the VC, you aren't safe from computer controlled gunships or spotters!
Cool factor 10!
Cool factor 10!
RE: Sneak Peeks, Coming Attractions, Works-In-Progress
I'd say at least 12 [:D]
RE: Sneak Peeks, Coming Attractions, Works-In-Progress
ORIGINAL: Jason Petho
This means that playing as the VC, you aren't safe from computer controlled gunships or spotters!
Cool factor 10!
Out of the ballpark, Nice!![:)]
Blitz call sign Big Ivan.
- Jason Petho
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress
Campaign Series Vietnam: Scenarios. As I continue to read on the subject and develop the OOB's, I am noticing there are a lot of conventional battles between 1973 and 1975. In the III Corps area, a Assault Task Force was created in 1974 as a fire brigade and was engaged throughout the area until the end in April 1975. It consisted of a few combined arms Task Forces, as shown in the screenshot below.
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- task_forces.jpg (126.35 KiB) Viewed 88 times
- Crossroads
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress
Exciting stuff happening with CS Vietnam [:)]
Meanwhile, posted a little updaate on the CS East Front III sneak peek thread, namely, a few updated German unit images from Fall Weiss era by DM729. Very nice imho!
Have a look and see what you think!
Meanwhile, posted a little updaate on the CS East Front III sneak peek thread, namely, a few updated German unit images from Fall Weiss era by DM729. Very nice imho!
Have a look and see what you think!
Visit us at: Campaign Series Legion
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CS: Vietnam 1948-1967 < Available now
CS: Middle East 1948-1985 2.0 < 3.0 In the works
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CS: Vietnam 1948-1967 < Available now
CS: Middle East 1948-1985 2.0 < 3.0 In the works
- Jason Petho
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress
Campaign Series Vietnam: ALPHA graphics. Here is a revisit of the Plei Me camp with the latest 3D graphics, primarily those used for the camp hexes. Making progress!
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- PleiMe.jpg (288.41 KiB) Viewed 88 times
RE: Sneak Peeks, Coming Attractions, Works-In-Progress
Sweet, buying when done
RE: Sneak Peeks, Coming Attractions, Works-In-Progress
At this writing, two of HPS' Squad Battles titles are (imo) the best computer games representing the Vietnam conflict on a tactical level. However, the databases are sorely missing NVA vehicles of almost any type in the engagements they portray. You can mod your way out of this, but other than a truck, bicycle and PT-76, there is nothing that is Communist on wheels (or tracks).
However, I am hoping this game will not be a "slave" to history and offer some interesting armored conflicts. Good luck!
However, I am hoping this game will not be a "slave" to history and offer some interesting armored conflicts. Good luck!
- Jason Petho
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress
As always, we focus on the historical battles and these will be the primary focus for the scenarios that are included in the 1.00 release.
BUT!
The OOB's are created to span in detail from 1948 to 1985 and this includes the PAVN. As you can see from the screenshot below, there are lots of vehicles to choose from when creating a scenario. (we include the full suite of editors, of course)
BUT!
The OOB's are created to span in detail from 1948 to 1985 and this includes the PAVN. As you can see from the screenshot below, there are lots of vehicles to choose from when creating a scenario. (we include the full suite of editors, of course)
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- VNOOB.jpg (79.94 KiB) Viewed 88 times
- Crossroads
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress
There's the Battle Generator of course, too [:)]
Visit us at: Campaign Series Legion
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CS: Vietnam 1948-1967 < Available now
CS: Middle East 1948-1985 2.0 < 3.0 In the works
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CS: Vietnam 1948-1967 < Available now
CS: Middle East 1948-1985 2.0 < 3.0 In the works
RE: Sneak Peeks, Coming Attractions, Works-In-Progress
can't beat a Battle Generator ty
[&o][&o][&o]
[&o][&o][&o]
Windows 11 Pro 64-bit (10.0, Build 22621) (22621.ni_release.220506-1250)
RE: Sneak Peeks, Coming Attractions, Works-In-Progress
ORIGINAL: zakblood
can't beat a Battle Generator ty
[&o][&o][&o]
+1 Yeah its a highlight of that system![:)]
Blitz call sign Big Ivan.