Ok that's what I want a battle a month from 41-45 give or take a battle or two so 48 to 50 would be fine. If I could see these campaign templates I think I would understand more about how the selection works.
The RBG doesn't guarantee one battle per month, but if you want to specify 50 battles that is fine. On average it should even out, you might get two battles on one day and miss a month though
I thought I'd just "enter a number in some box like 50 or 55 or 72 or 88 or 100 or 1000" and the game engine would generate that many battles for me no matter how small of a spread of years I picked.
The plain jane generic random campaigns will be able to do this. More specifc or focused campaigns may or may not depending on their designer's intent.
For instance maybe I want 50 battles in 1942? ;) Is that possible without having to muck with xml files or inside the engine?
Once again yes for the generics.
Now will I get core reinforcements after each encounter or hopefully you put in some instances where one would have to fight without reinforcements for one more battle or can't reinforce all your units before the next battle starts sort of thing like Renegade Legionaire Interceptor does? ;) It's ok if it don't do all that, but, that would have made it a bit more realistic and immersive if there were times we don't get reinforcements and have to fight the next battle with what we have left from the previous one.
Ok the system does do exactly this, however what you have described is pretty much a specific "scripted" random campaign and not a purely generic. I will try and explain the difference as well as I can.
The RBG/RCG all work with a "script". Now I use the term "script" here loosely as it is essentially a group of driving xml files, but you can think of it in terms of a script. Like any good script it is broken up into sections. There are characters, there is plot, there is setting, etc. The RBG script comes in 4 main sections (battle plans, unit structure, maps and setups) and was done this was so that subparts of the script can be recombined to make new scripts in the future.
Now just like writing a movie script, you can knock off something pretty quick and dirty but rather generic.
"A German Infantry Company Fights Random Battles 1941-1945"
Or you can start adding to the plot and add some interesting (but still generic) elements like
"A German Infantry Company Fights mid to late 1941 with some great initial success, but then has supply difficulties 1942, but rallies again 1943, etc"
Or you can make it really interesting
"The 1st Panzer visits the Ostfront! Follow the history of elements from this division from Leningrad to Wiasma, Moscow and Rshew ... "
This last setup can be really detailed with key battles interspersed with more "filler" stuff. Unit upgrades, etc.
Now obviously it is relatively easy to make a generic script and quite a bit more work to make a really good specific one. The above are all just illustrative examples to make a point. The game will not ship with what I have just described.
Also, will I get a certain amount of support units during a campaign game like SP does it? Will I get to choose or will it be RANDOM?
Once again depending on how it is setup you will often get support units. The list of support units available to you is historically accurate (wrt to historical distributions given the date) and you often have the ability to choose between which support units you want, however you can't pick tigers in 1941 if that is what you are thinking?
Sorry for asking so many questions. I'm just hoping the game has nearly everything I think it does. It is confusing to call something random and then say it must have certain static elements in it for it to work that way like these templates. Perhaps I'm not sure what these really are or mean. I figured they were just things you put into the game for the engine to design ALL the random engagements I wanted and make them different enough I wouldn't see the same one twice in a campaign or at least not more than twice. ;)
The system is pretty flexible. It may not be able to do exactly everything that you want (eg there are no random maps), and due to release date pressures may only ship with a small amount of what is possible RBG/RCG wise, however I know that Erik is planning to add more RBG/RCG content over time and it is also something that hopefully modders with some historical bent will take too.
I'm an AI modder not a scenario or mission modder or map maker. I like mucking with AI's in games that let me, but, I never got into maps and stuff like that or creating a whole scenario. I think Adventure Construction Set burnt me out of that kind of modding....it's too much work. ;) Thas why we pay you the big bucks to do all that for us. lol hahaha
If big bucks = $0 then you are right. That is why when people post very negative comments it can be extremely disheartening If I was getting big bucks it would all be water off a ducks back.
Seriously modding in PCK is really easy. There is even a random campaign editor to allow you to make you own random campaign "scripts" pretty easily. There is still a bit of messing around in xmls required, but not as much as you may think. The game will have extensive documentation as a separate pdf file which explains RBG/RCG operation inside and out.
Stridor (aka Laryngoscope - don't ask!)