Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

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

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Campaign Series: Middle East 1948-1985 >> RE: Sneak Peeks, Coming Attractions, Works-In-Progress Page: <<   < prev  9 10 11 12 [13]
Login
Message << Older Topic   Newer Topic >>
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/4/2017 12:09:59 PM   
berto


Posts: 12893
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: online

Valley of Tears: The Opening Round (from Alan R. Arvold's Ode to Divided Ground scenario pack).

With the vehicle bride now successfully laid (magenta circle), with the AT Ditch now crossable, the Syrians begin to exploit the breach:




Attachment (1)

_____________________________


(in reply to berto)
Post #: 361
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/4/2017 12:45:05 PM   
casebier

 

Posts: 457
Joined: 5/7/2000
From: the woodlands, texas
Status: offline
nice 4th wake up call

thanks for sharing


(in reply to berto)
Post #: 362
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/4/2017 12:54:52 PM   
Big Ivan


Posts: 352
Joined: 6/9/2008
From: Mansfield, OH
Status: offline
Sweet, Thanks berto!!

_____________________________

Blitz call sign Ivan the Big.

(in reply to casebier)
Post #: 363
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/4/2017 4:34:04 PM   
berto


Posts: 12893
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: online
quote:

ORIGINAL: berto

With the vehicle bride now successfully laid (magenta circle), with the AT Ditch now crossable, the Syrians begin to exploit the breach:

Easier said than done:




Those Israeli Magach 5s are devastating!

But note a second bridge (leftmost magenta circle), a foot bridge, where Syrian infantry are starting to cross.

Attachment (1)

< Message edited by berto -- 7/4/2017 4:35:26 PM >


_____________________________


(in reply to berto)
Post #: 364
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/9/2017 11:54:40 AM   
berto


Posts: 12893
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: online
quote:

ORIGINAL: berto

Campaign Series: Middle East Betas 20170709 released. [released to the CS Dev Team only!]

...

New features in this release (since the Betas 20170630 release):

  • Implemented 6 new Lua EE functions, for adjusting unit morale values, also storing Lua values/variables:

    inc_morale_shift (nation, increment)
    luav (index)
    max_luav_index ()
    morale_shift (nation)
    set_luav (index, value)
    set_morale_shift (nation, value)

  • With the addition of these latest Lua EE functions, the function count is now up to 157!



    _____________________________


    (in reply to berto)
    Post #: 365
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/13/2017 3:52:39 PM   
    berto


    Posts: 12893
    Joined: 3/13/2002
    From: metro Chicago, Illinois, USA
    Status: online
    quote:

    ORIGINAL: berto

    quote:

    ORIGINAL: berto

    I am finally reviewing the bridge laying stuff, all aspects, including graphics.

    In the course of this, I am generating tons of log entries at higher logging levels.

    Finally, too, I went to the trouble of downloading, installing, and making use of RAMdisk software. This is speeding up the reads/writes of log files tremendously, not to mention saving wear and tear on my physical hard drives.

    (BTW, I tried using AMD Radeon RAMDisk, but the most recent Windows 10 Creators Update broke it. So instead I am using ImDisk, which so far appears to be working well enough.)

    Now, in all cases, by means of the -R command-line option, I am writing engine and editor log files to the ramdisk:



    rober@Rob10rto /cygdrive/c/Games/Matrix Games/Middle East/middle_east
    $ ./Middle\ East.exe -R



    When the launcher calls the game engine, the -R option is passed along to the me.exe too. And so on.

    Using the ramdisk is now SOP for me.

    I have set this (ImDisk) up for a 8 GB ramdisk:



    rober@Rob10rto /cygdrive/c/Games/Matrix Games/Middle East/middle_east
    $ df -h
    Filesystem Size Used Avail Use% Mounted on
    C:/cygwin64 918G 205G 713G 23% /
    E: 3.7G 3.7G 0 100% /cygdrive/e
    F: 2.0T 386G 1.7T 19% /cygdrive/f
    G: 1.7T 461G 1.2T 28% /cygdrive/g
    R: 8.0G 44M 8.0G 1% /cygdrive/r



    Thus far, the largest log files I have generated are ~1/2 GB in size.

    Not only is the writing of log files to the ramdisk much faster, analyzing those log files is now blazingly fast. Here is a command to count the number of trace calls for various functions:



    rober@Rob10rto /cygdrive/r/Temp/logs
    $ egrep TRACE frontend.log | awk -F\( '{print $2}' | awk '{print $NF}' | sed '1,$ s/,//g' | sort | uniq -c | sort -n
    2 GetTimelines
    2 NoShowFlag
    2 SelectScenarioInit
    2 SortFileIndexByComplex
    2 SortFileIndexByName
    2 VictoryFlag
    2 XCSound::XCSound
    4 DoSorting
    4 GetDirDetails
    4 GetDirectoryToDisplay
    4 SetupScenarioList
    6 SwitchMenu
    8 ShowMovie
    32 LoadScenarioPicture
    34 OnLButtonDown
    34 OnLButtonUp
    60 WriteTextSelectScenario
    80 OnPaint
    138 OnTimer
    636 CheckTextExtent
    1092 GetDateValue
    1092 LoadScenarioThumbnail
    1092 SetHistoricalData
    5198 Swap
    13242 Trim
    553020 StringIsLess



    That is, feed the frontend.log -- in this case, ~7 MB in size -- to a series of 7 piped utilities (egrep, awk, sed, sort, uniq, ...; where one utility's output is input for the next utility in the sequence). When I execute such a command, I see results very quickly, in this case in the blink of an eye. Imagine: Processing over 7 million characters of log entries, passing through 7 different Unix (Cygwin) utilities, in the fraction of a second!


    _____________________________


    (in reply to berto)
    Post #: 366
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/14/2017 1:53:36 PM   
    berto


    Posts: 12893
    Joined: 3/13/2002
    From: metro Chicago, Illinois, USA
    Status: online
    quote:

    ORIGINAL: berto

    Campaign Series: Middle East Betas 20170714 released.

    ...

    New features in this release (since the Betas 20170709 release):

  • Implemented the new Recon Reveal feature, where by expending APs recce units can instantly reveal enemy units within visibility range.
  • Added two new toolbar buttons in connection with the preceding: Recon Reveal, and Save APs for Recon. (Also removed the Undo toolbar button.)
  • Fixed a bug with targeting fast recon units... [with the bug fix, fast recon units are now much less vulnerable to enemy direct fire]

    ...




  • quote:

    ORIGINAL: berto

    quote:

    ORIGINAL: Jason Petho

    quote:

    Recon Instant Reveal

    That is crazy exciting!

    No kidding. This is a literal game(play) changer.

    Recon units are no longer just cheap units to throw at the enemy in the hope they will somehow survive the inevitable opfire. In their newly fully developed specialty role, they are much more useful, precious even. The game is about to become much more interesting.


    Attachment (1)

    < Message edited by berto -- 7/14/2017 2:01:09 PM >


    _____________________________


    (in reply to berto)
    Post #: 367
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/14/2017 2:05:09 PM   
    berto


    Posts: 12893
    Joined: 3/13/2002
    From: metro Chicago, Illinois, USA
    Status: online
    quote:

    ORIGINAL: berto

    I will be implementing two new Adaptive AI parameters:



    // 80-89 visibility, spotting
    atg_move_reveal_prob, // Probability moving ATG unit will lose concealment.
    sneaker_move_reveal_prob, // Probability moving Sneaker unit will lose concealment.
    atg_fire_reveal_prob, // Probability firing ATG unit will lose concealment.
    sneaker_fire_reveal_prob, // Probability firing Sneaker unit will lose concealment.
    spotter_prob, // Probability unit will perform spotter function.
    air_spotter_prob, // Probability unit will perform air spotter function.
    recon_reveal_prob, // Probability recon unit will successfully reveal enemy units.
    recon_reveal_cost, // AP cost of instant recon reveal attempt.
    sight_reserved_88,
    sight_reserved_89,



    with the defaults set to



    const int AI_recon_reveal_prob = 100; [applied after any other considerations]
    const int AI_recon_reveal_cost = 35; [AP expenditure per recon attempt]



    Like any other Adaptive AI parameters, the scenario designer is invited to set these to different values, and to vary by side and by nation.

    About the recon_reveal_prob, and the uncertainty of concealment and spotting in general: You will recall that, even in open, clear terrain but also in any terrain, there is a chance that units will remain concealed. This applies to the new Instant Recon also. Just because you expend the 35 APs is no guarantee that all enemy units within Visibility range and LOS will in fact be revealed. Even less certain if recon_reveal_prob is set to < 100. But note: If the first attempted recon fails, or if you suspect it didn't lift the veil from all nearby enemy units, you can attempt a second instant recon, if the unit has sufficient APs remaining. Indeed, we might envision a sequence of: move, recon, move, recon, move.

    This instant recon feature opens up a whole new world of interesting game play choices.


    < Message edited by berto -- 7/14/2017 2:06:31 PM >


    _____________________________


    (in reply to berto)
    Post #: 368
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/14/2017 2:13:27 PM   
    casebier

     

    Posts: 457
    Joined: 5/7/2000
    From: the woodlands, texas
    Status: offline
    just keeps getting better and better.

    thanks for posting!

    (in reply to berto)
    Post #: 369
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/14/2017 6:47:22 PM   
    fritzfarlig


    Posts: 66
    Joined: 1/13/2016
    From: Denmark
    Status: offline
    I am Happy 👍👍👍

    (in reply to casebier)
    Post #: 370
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/17/2017 12:04:09 PM   
    berto


    Posts: 12893
    Joined: 3/13/2002
    From: metro Chicago, Illinois, USA
    Status: online
    quote:

    ORIGINAL: berto

    Campaign Series: Middle East Betas 20170716 released.

    ...

    New features in this release (since the Betas 20170714b release):

  • Implemented 8 new Lua EE functions, for a variety of purposes:

    on_unit_reduce (x, y, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader, loss)
    losses (side)
    loss_points (side)
    objective_points ()
    total_points ()
    inc_luav (index, value)
    debug (text)
    strength (side)

    ...

  • The Campaign Series Lua Event Engine is now up to 164 functions, and continues to grow in expressiveness and capability.



    _____________________________


    (in reply to fritzfarlig)
    Post #: 371
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/17/2017 2:44:11 PM   
    Crossroads


    Posts: 9074
    Joined: 7/5/2009
    Status: offline
    Here's a little snippet of the new Recon functionality in play.

    In this screenshot, we've got:

  • Recon Units highlighted, see the cyan circle marking the Toolbar icon.
  • Save AP for Recon Reveal toggled On for the current unit, see the red circle marking the Toolbar icon, and the little icon on the unit card as well.
  • As always in these types of situations, it is good to check your movement radius when one of the "Save AP for..." actions is On. Lighter green circle for Toolbar icon, and hexes for radius, reveal vital information about this.
  • Finally, there's the Recon Reveal action icon circled in dark green. That's what you use, when (if) you get to a position to do something.

    So let us see, here are the SAS teams behind a ridge, approaching an Objective...






    Attachment (1)

    < Message edited by Crossroads -- 7/17/2017 4:35:10 PM >


    _____________________________

    Campaign Series Legion
    ---
    CS: East Front III | CS: Vietnam IN-THE-WORKS
    CS: Middle East 1948-1985 2.0 DUE OUT SOON
    JTCS: West Front 2.0 * East Front II 2.0 * Rising Sun 2.0

    (in reply to berto)
  • Post #: 372
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/17/2017 2:46:51 PM   
    Crossroads


    Posts: 9074
    Joined: 7/5/2009
    Status: offline
    quote:

    ORIGINAL: Crossroads

  • Recon Units highlighted, see the cyan circle marking the Toolbar icon.
  • Save AP for Recon Reveal toggled On for the current unit, see the red circle marking the Toolbar icon, and the little icon on the unit card as well.
  • As always in these types of situations, it is good to check your movement radius when one of the "Save AP for..." actions is On. Lighter green circle for Toolbar icon, and hexes for radius, reveal vital information about this.
  • Finally, there's the Recon Reveal action icon circled in dark green. That's what you use, when (if) you get to a position to do something.



  • And here we go. One of the SAS teams moved forward, but apparently not quietly enough as the guarding Mech Infantry fired at it, thus revealing themselves!

  • What else is there? Selecting the Objective hex only tells me what I know, that the location is secured by at least one Mech Inf platoon [left screenshot]
  • Clicking at the Recon Reveal, I learn there's more units there, at least(!) the SAM Radar and Battery. There might be more though, we can't rely we've spotted them all even now [right screenshot]

    Now I can plan my next move(s) accordingly!




    Attachment (1)

    < Message edited by Crossroads -- 7/18/2017 8:11:22 AM >


    _____________________________

    Campaign Series Legion
    ---
    CS: East Front III | CS: Vietnam IN-THE-WORKS
    CS: Middle East 1948-1985 2.0 DUE OUT SOON
    JTCS: West Front 2.0 * East Front II 2.0 * Rising Sun 2.0

    (in reply to Crossroads)
  • Post #: 373
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/17/2017 2:48:57 PM   
    Crossroads


    Posts: 9074
    Joined: 7/5/2009
    Status: offline
    D@mn, the Shallow Water tiles are leaking again over the hex side... Tweak one place, you're sure to break something else Edit: Fixed

    < Message edited by Crossroads -- 7/17/2017 4:40:11 PM >


    _____________________________

    Campaign Series Legion
    ---
    CS: East Front III | CS: Vietnam IN-THE-WORKS
    CS: Middle East 1948-1985 2.0 DUE OUT SOON
    JTCS: West Front 2.0 * East Front II 2.0 * Rising Sun 2.0

    (in reply to Crossroads)
    Post #: 374
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/20/2017 2:17:44 PM   
    Jafele


    Posts: 682
    Joined: 4/20/2011
    From: Seville (Spain)
    Status: offline
    This great game is in good hands. I was sure!

    _____________________________

    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

    (in reply to Crossroads)
    Post #: 375
    Page:   <<   < prev  9 10 11 12 [13]
    All Forums >> [New Releases from Matrix Games] >> Campaign Series: Middle East 1948-1985 >> RE: Sneak Peeks, Coming Attractions, Works-In-Progress Page: <<   < prev  9 10 11 12 [13]
    Jump to:





    New Messages No New Messages
    Hot Topic w/ New Messages Hot Topic w/o New Messages
    Locked w/ New Messages Locked w/o New Messages
     Post New Thread
     Reply to Message
     Post New Poll
     Submit Vote
     Delete My Own Post
     Delete My Own Thread
     Rate Posts


    Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

    0.254