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

Post by demyansk »

Looks good jason
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Jason Petho
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

Thank you!

Lots of work, but getting there!

So many scenario options, it will be glorious!
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

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.

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

Post by Big Ivan »

+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.[:)]
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

Thank you, John!

Operating from a Special Forces Camp might make for a "Week in..." scenario! Will have to see.
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

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

Post by Rosseau »

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

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

Post by berto »


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:

Image

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:

Image

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

Post by Jason Petho »

This means that playing as the VC, you aren't safe from computer controlled gunships or spotters!

Cool factor 10!
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Andrea G
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Andrea G »

I'd say at least 12 [:D]
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Big Ivan »

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!![:)]
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

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

Post by Crossroads »

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!
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CS: Middle East 1948-1985 2.0 < 3.0 In the works
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

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

Post by demyansk »

Sweet, buying when done
Rosseau
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Rosseau »

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

Post by Jason Petho »

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)

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

Post by Crossroads »

There's the Battle Generator of course, too [:)]
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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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zakblood
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by zakblood »

can't beat a Battle Generator ty

[&o][&o][&o]
Windows 11 Pro 64-bit (10.0, Build 22621) (22621.ni_release.220506-1250)
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Big Ivan
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Big Ivan »

ORIGINAL: zakblood

can't beat a Battle Generator ty

[&o][&o][&o]


+1 Yeah its a highlight of that system![:)]
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