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  30 31 32 33 [34]
Login
Message << Older Topic   Newer Topic >>
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/28/2019 7:06:30 PM   
Jason Petho


Posts: 12586
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: online
Did you know there are 4 different Flight Zones in Campaign Series Vietnam? Ground (when the aircraft is on the ground), Nap of the Earth (Flying in the weeds!), Low and High. Each Flight Zone has advantages and disadvantages.

There is also an "Underground" zone where tunnels operate. Only certain unit types are permitted to operate in the Underground zone.

_____________________________


(in reply to Jason Petho)
Post #: 991
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/29/2019 5:48:50 AM   
Big Ivan


Posts: 713
Joined: 6/9/2008
From: Mansfield, OH
Status: offline
Underground Zone!, Tunnels!

Dare I fast forward to the distant future and EFIII, "The Sewers of Stalingrad!?"

_____________________________

Blitz call sign Ivan the Big.

(in reply to Jason Petho)
Post #: 992
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/29/2019 10:15:21 AM   
benpark

 

Posts: 3843
Joined: 8/12/2002
Status: offline
quote:

Only certain unit types are permitted to operate in the Underground zone.


The C.H.U.D. Force.

_____________________________

"Fear is a darkroom where the devil develops his negatives" Gary Busey

(in reply to Big Ivan)
Post #: 993
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 4/2/2019 3:27:25 PM   
Jason Petho


Posts: 12586
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: online
Campaign Series Vietnam: Scenarios: ALPHA graphics. Here are a few scenarios related to the battle of Binh Gia

For the People - Battle of Binh Gia
29-30 December, 1964
[Binh Gia, 67 km southeast of Saigon South Vietnam]: [H2H/SIDE A][HIS][CSL]: While there was political unrest in Saigon, the Communist leadership in North Vietnam and the NLF were formulating plans to fight the South. Besides actions in the Mekong Delta, the Viet Cong were ordered to conduct other military operations in South Vietnam as part of their Winter-Spring Offensive. Since July, the new Viet Cong 271st and 272nd Regiments had overran a number of strategic hamlets, including Xan Sang, Cam Xe, Dog Xa and Thai Khai. The next target for the 271st Regiment was the fortified village of Binh Gia in Phuoc Tuy Province. The village of roughly 6,000 Roman Catholics that fled from North Vietnam and resettled. The 1st Battalion of the 271st Regiment started their assault in the early morning hours. The defending Popular Force units were overwhelmed and retreated into the bunkers near the village parish. Reinforcements, in the form of the 30th Ranger Battalion, were helicoptered with helicopters of the 118th Aviation Company and attempted to retake the village. [ALL][CSEE, Variable Objectives][1.00]



Attack of the Killer Sharks - Battle of Binh Gia
31 December, 1964
[Binh Gia, 67 km southeast of Saigon South Vietnam]: [H2H/SIDE A][HIS][CSL]: The previous days battle saw the 30th Ranger Battalion be mauled and split between the parish area and the outskirts of the western side of the village. The Viet Cong were reinforced by another battalion of the 271st Regiment and had dug in in preparation for another assault by Government forces. Due to the shortage of helicopters and the long transit times from Bien Hoa, only a company at a time could be transported. The 38th ARVN battalion landed unopposed to the south of the Binh Gia and the 4th ARVN Marine Battalion, the "Killer Sharks", had their first company on the ground, securing their Landing Zone to the northwest. The 38th Rangers began their assault on the village and ended up spending the whole day fighting against the entrenched Viet Cong. Only when the 4th Marines started their attack did the Viet Cong begin to falter. With gunships and air support, the ARVN units eventually pushed the Viet Cong back into the Quang Giao Plantation. [ALL][CSEE, Variable Objectives][1.00]



The Sacrifice - Battle of Binh Gia
31 December, 1964 (PM)
[Binh Gia, 67 km southeast of Saigon, South Vietnam]: [H2H/SIDE A][HIS][CSL]: The seesaw battle of Binh Gia ended with the 4th Marines and Rangers retaking the village. Gunships of the 68th Assault Helicopter Company pursued the retreating Viet Cong units into the Quang Giao rubber plantation. One of the gunships were hit by ground fire and crashed in the plantation, the crew perished on impact. Elements of the 4th Marines expanded their perimeter to the east and advanced into the plantation to recover the downed crew. Shortly after the Marine company arrived on the scene, an artillery barrage landed amongst the unit, followed shortly by waves of Viet Cong. The rest of the 4th Marines were sent to rescue the beleugured company. The Viet Cong 271st Regiment had reorganized and prepared for a fight. [ALL][CSEE, Variable Objectives][1.00]




Attachment (1)

_____________________________


(in reply to benpark)
Post #: 994
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 4/4/2019 3:34:41 PM   
Jason Petho


Posts: 12586
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: online
Campaign Series Vietnam: Scenario Design

Below is a screenshot that shows a portion of a map that has a border between Cambodia and Vietnam. This is viewed within the scenario editor. The TOGGLE EXCLUSION OVERLAY has been activated. Note the highlighted "B" classed hexes. This means that only Side B (usually VC/NVA) is allowed to enter that hex. The "n/a" is the default and there are no restrictions to that hex.




Attachment (1)

_____________________________


(in reply to Jason Petho)
Post #: 995
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 4/16/2019 8:19:07 PM   
berto


Posts: 17537
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: offline

A couple of recent (private) Dev Forum posts:

quote:

ORIGINAL: berto

Looky dis:




By displaying the trackids (all orgs) in the Organization Dialog, not just in the Unit List, I have made it way easier to SAI direct unit and organization actions. This is going to pay astounding productivity dividends!



quote:

ORIGINAL: berto

In order to minimize confusion, I now have the org[sorg] displaying consistently between the Unit List and the Organization Dialog:




In the csmklua.pl auto-generated orgnames, however, I will append just the org trackid # (not also the sorg trackid #).


_____________________________


(in reply to Jason Petho)
Post #: 996
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 4/16/2019 8:21:26 PM   
berto


Posts: 17537
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: offline

Another one:

quote:

ORIGINAL: berto

The up-to-date list of CSEE trigger functions, with the newest additions highlighted:

on_air_attack (hc, pid, name, side, nation, points, strength)
on_build_barrier (hc, trackid, pid, name, side, nation, oid, orgname)
on_build_light_bridge (hc, dir, trackid, pid, name, side, nation, oid, orgname)
on_build_vehicle_bridge (hc, dir, trackid, pid, name, side, nation, oid, orgname)
on_clear_hex (hc)
on_clear_lz (hc, trackid, pid, name, side, nation, oid, orgname)
on_damage (hc, trackid, pid, name, side, nation, oid, orgname)
on_entrench_hex (hc, trackid, pid, name, side, nation, oid, orgname)
on_hex_attack (hc, side, nation)
on_ied_attack (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_improve_hex (hc, trackid, pid, name, side, nation, oid, orgname)
on_lay_mine_field (hc, trackid, pid, name, side, nation, oid, orgname)
on_mine_attack (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_next_phase (turn, side)
on_next_turn (turn)
on_objective_capture (hc, values, side)
on_resume ()
on_set_ied (hc, trackid, pid, name, side, nation, oid, orgname)
on_shutdown ()
on_startup ()
on_unit_move (hc_from, hc_to, trackid)
on_unit_attack (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_kill (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_reduce (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader, loss)
on_unit_reinforce (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_release (trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_remove (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)


_____________________________


(in reply to berto)
Post #: 997
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 4/16/2019 8:24:29 PM   
berto


Posts: 17537
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: offline

And another:

quote:

ORIGINAL: berto

Introducing the new-and-improved csmklua.pl.

Here is a usage summary:



$ ./csmklua.pl -h

Usage: csmklua.pl [-h|-help] [{+|-}G|-debug] [-a[bbreviate]] [-p[rune]] [-r[everse]] -g[ame] {me|vn|cw|ef|wf|pf} -f <scenario file> -o <lua file>



The highlighted options are new. [-p[rune]] prunes, removes, unused (in the scenario, non-existent) orgs from the auto-generated set_org_list() list. [-r[everse]] reverses the org list order. Ordinarily you will want to specify '-a -p' but omit '-r'.

With the following command



rober@Rob10rto ~/cslint
$ ./csmklua.pl -a -p -g vn -f LA_670315_Interdiction_H.scn -o LA_670315_Interdiction_H.lua



this generates the LA_670315_Interdiction_H.lua file automatically, with it looking like so:



...

function set_org_lists ()

--traceon()

ALLA = counters_all(SIDE_A)
ALLB = counters_all(SIDE_B)

-- auto-generated org lists to follow; rename, resequence, regroup, and reorganize as necessary

-- KEY:

-- [P] Platoon
-- [C] Company
-- [B] Battalion
-- [R] Regiment
-- [G] Brigade
-- [D] Division
-- [K] Corps
-- [A] Army

_29TH_TRANSPORTATION_BTN_812 = {1,35,36,37,38,39,42,3,4,5,6,9,33,810} -- [B]
_29TH_TIEU_DOAN_HQ_1 = {1} -- [P] [22,1] NVA Battalion HQ (foot)

_TRANSPORT_COY_34 = {35,36,37,38,39,42} -- [C]
_LIGHT_TRUCKS_35 = {35} -- [P] [16,3] Light Truck
_LIGHT_TRUCKS_36 = {36} -- [P] [16,6] Light Truck
_LIGHT_TRUCKS_37 = {37} -- [P] [18,13] Light Truck
_LIGHT_TRUCKS_38 = {38} -- [P] [17,13] Light Truck
_LIGHT_TRUCKS_39 = {39} -- [P] [15,10] Light Truck
_LIGHT_TRUCKS_42 = {42} -- [P] [14,12] Light Truck

_NVA_RIFLE_COY_2 = {3,4,5,6,9} -- [C]
_1ST_PLT_3 = {3} -- [P] [14,12] NVA Rifle Platoon 63 C
_2ND_PLT_4 = {4} -- [P] [15,10] NVA Rifle Platoon 63 C
_3RD_PLT_5 = {5} -- [P] [18,13] NVA Rifle Platoon 63 C
_FIRE_SUPPORT_MORTARS_6 = {6} -- [P] [16,3] 82mm Mortars
_FIRE_SUPPORT_HMG_9 = {9} -- [P] [16,6] NVA Heavy Machine Gun
_THAM_BAO_33 = {33} -- [P] [21,14] NVA Reconnaissane Platoon 63
_37MM_AA_810 = {810} -- [P] [17,13] Type 55 37mm Anti-Aircraft Guns

_LAOS_MILITARY_REGION_IV_529 = {811,806,807,796,797,781} -- [K]

_IRREGULAR_FORCES_534 = {811,806,807} -- [D]
_SUPPLY_DEPOT_811 = {811} -- [P] [0,2] Supply Cache (HQ)

_SARAVAN_ROAD_WATCH_COY_805 = {806,807} -- [C]
_ROADWATCH_TEAM_1_806 = {806} -- [P] [0,2] Action Team 62
_ROADWATCH_TEAM_2_807 = {807} -- [P] [0,2] Action Team 62

_PALACE_DOG_782 = {796,797,781} -- [R]

_AIR_AMERICA_784 = {796,797} -- [B]

_HELICOPTER_COY_785 = {796,797} -- [C]
_UH34_796 = {796} -- [P] [0,2] UH-34 Seahorse
_UH34_797 = {797} -- [P] [0,2] UH-34 Seahorse

_606TH_ACS_NKP_802 = {781} -- [C]
_SPOOKY_781 = {781} -- [P] [T1: 0,3] AC47 Gunship

-- hand-crafted org lists, if any, to follow

--traceoff()

end

...



Apart from the auto-generated org lists, the rest of the .lua file is much like before, but with the addition of the ten new on_* trigger functions.

In the above set_org_lists() org list, you will note that the counter trackid is appended to each org name (whether platoon counter or a higher level parent org), as in:

_29TH_TRANSPORTATION_BTN_812 = {1,35,36,37,38,39,42,3,4,5,6,9,33,810} -- [B]

(This matches the units display in the in-game Organization Dialog. See here.)

This solves the thorny problem of org name duplicates. The problem is that in the source .org files, org names are not unique. Many of the org names are the same from one org to the next. We can't have duplicate org names in our .lua files, because orders for one unit/org would override orders for identically named units/orgs. This was a show stopper bug, a must-fix.

(In order to work properly, the revised csmklua.pl calls the cslint.exe syntax checker utility, newly added to the publicly available Tools/CSlint toolkit. Although one can use cslint.exe directly for QA work (I do all the time), for your purposes you can ignore it. csmklua.pl calls it silently in the background. You need know nothing more than that.)

Without going into too much detail, without showing too many examples, I can point out the following benefits from the new csmklua.pl way of doing things:

  • Solves the duplicate org name problem.
  • For every platoon and higher level org in the .org file, every entity has an assigned org name. In earlier csmklua.pl versions, the naming, and trackid listing, only went as high up as battalion level. Now, orgs, and their attendant trackid lists, go as high up the organization hierarchy all the way to Army level, no omissions.
  • Non-existent orgs -- present in the .org file but not used in the scenario -- are omitted from the org list, assuming the -p[rune] option is indicated (please do that always!).
  • The unit/org trackid is appended to the org name, for ease of reference.
  • The org names are shorter. (Unlike before, where in order to differentiate an otherwise identically named org from one higher level org to another, we appended the higher level org identifier to the lower level org name. This created some very l-o-n-g org names.)
  • set_org_list() no longer calls counters_sorg() or counters_aorg() for every org trackid listing. (Those functions are still available, but will be used much less, in special situations only.)
  • set_org_lists() is executed at the start of every on_next_phase(). Because in set_org_list() we do simple, explicit list assignments, because we avoid using counters_sorg() and counters_aorg(), the list auto-generation will run much quicker.
  • For all of the above reasons (and apart from the inclusion of org names for individual platoons), the auto-generated org lists, are shorter, and easier to use. And because the org list names are much shorter, this trims the bloat elsewhere in the .lua file where the org names are referenced.

    Wins all around!


  • _____________________________


    (in reply to berto)
    Post #: 998
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 4/16/2019 8:27:16 PM   
    berto


    Posts: 17537
    Joined: 3/13/2002
    From: metro Chicago, Illinois, USA
    Status: offline

    One more, for good measure:

    quote:

    ORIGINAL: berto

    An example to help explain better the differences between the old-style and the new-style csmklua.pl auto-generated org lists.

    Here is the file LA_670315_Interdiction_H.org:



    Here are old-style (to the left) and new-style (to the right) LA_670315_Interdiction_H.lua files auto-generated from that .org file (also from the scenario .scn file, and the .oob files):



    Several things to note:

  • In the new style (to the right), individual org trackids have been appended to the org name mnemonics. For the 29th Transportation Battalion, its org name mnemonic is _29TH_TRANSPORTATION_BTN_812, because 812 is that org's trackid (2nd field) in the .org file (which see).

  • For the 29th Transportation Battalion (magenta highlights), in the new style, the trackid list is specified explicitly. We no longer use the join() function (as in the left) to join together earlier specified trackid list mnemonics. Now we list the component trackids explicitly (as in the right). As you can see, this helps to reduce the bloat. Except for...

  • Again for the 29th Transportation Battalion, in the new style we list, and provide org name mnemonics for, each and every constituent platoon in that battalion. Hence all of the _LIGHT_TRUCKS_35 etc. in the new-style org lists.

  • Note the '[P] [16,3] Light Truck' (and so on), which helpfully shows the org type, the unit's hex location (platoons only), and (for platoons) its unit name (as lifted from the .oob files). The intent here is that csmklua.pl will do all the referencing for you automatically. You really should not have to refer to the .org or .scn or .oob files at all when scripting the scenario. csmklua.pl will have done all of that footwork for you.

  • In the case of the Irregular Forces org (turquoise highlights), note that in the old style (to the left), there is no list assignment, the listing is null, because the org name mnemonic for that org is commented out. In the new style (to the right), _IRREGULAR_FORCES_534 is assigned the explicit (no join()) trackid list {811,806,807}. The new csmklua.pl will auto-generate all higher org trackid lists, all the way up to Army level, if need be. You don't need to figure this out. csmklua.pl will do it for you!

  • In the old style (to the left) org lists, orgs are listed whether or not they are present in the scenario. In the new style (to the right), any "nonexistent" (unused) units and orgs are not listed. For example, the NVA Dac Cong, trackid 32. Not in actual use in this scenario, it is therefore not listed in the new-style (to the right) org lists.

  • In the old style (to the left) org lists, orgs are listed in reverse order, with lower level, subordinate orgs listed first, followed by the higher level parent orgs. This was necessary, because earlier we used the subsequent join() calls to build the parent org lists. In the new style (to the right) org lists, the orgs are listed more naturally, higher level orgs first, followed by their constituent lower level orgs. (Using the csmklua.pl -r option, you can reverse order the lists, if for some reason you really want to do that.)

    It required a lot of clever coding, both in csmklua.pl but also in the revised cslint.exe (which csmklua.pl calls internally), to achieve all of this. Having gone through the arduous process last year of creating org lists by hand, believe me when I say that csmklua.pl is a tremendous time saver. Be sure to make use of it!

  • Sorry for the delays, folks. But we are very hard at all of this!

    _____________________________


    (in reply to berto)
    Post #: 999
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 5/7/2019 4:13:50 PM   
    Jason Petho


    Posts: 12586
    Joined: 6/22/2004
    From: Terrace, BC, Canada
    Status: online
    Campaign Series Vietnam: ALPHA Graphics: SCENARIOS:

    May 7, 1954 brought the end of the Battle/Siege of Dien Bien Phu. We have included ten scenarios that portray various battles the occurred at different points of the siege, from the initial parachute landings to the eventual overrunning of the last positions.




    Attachment (1)

    _____________________________


    (in reply to berto)
    Post #: 1000
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 5/7/2019 5:31:56 PM   
    lecrop


    Posts: 250
    Joined: 4/14/2009
    Status: offline
    Nice!

    (in reply to Jason Petho)
    Post #: 1001
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 5/15/2019 5:18:44 PM   
    Jason Petho


    Posts: 12586
    Joined: 6/22/2004
    From: Terrace, BC, Canada
    Status: online
    Campaign Series Vietnam: ALPHA graphics: Design Decisions.

    In the screenshot below of Bootcamp 1, you'll notice the message that was prompted. This pops up on the turn after the civilians have been revealed (tip of the arrow).

    In a number of scenarios, there will be civilians scattered around the map. These civilians can be for or against the unification. Unfortunately, the limitations of the game system prevent any units from being "Neutral" so they are either Side A or Side B.

    In most cases, it will be best to avoid the civilians as they will most likely cost you Victory Points and/or Event Points.

    In some cases, the civilians will play an active role in the scenario, but this will be explained in the scenario briefing.




    Attachment (1)

    _____________________________


    (in reply to lecrop)
    Post #: 1002
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 5/15/2019 11:53:52 PM   
    Big Ivan


    Posts: 713
    Joined: 6/9/2008
    From: Mansfield, OH
    Status: offline
    Wow...?!?!?

    Guess for sure I have to rethink how I've been playing CS. This is a far reaching game changer...

    _____________________________

    Blitz call sign Ivan the Big.

    (in reply to Jason Petho)
    Post #: 1003
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 5/17/2019 2:39:25 PM   
    Jason Petho


    Posts: 12586
    Joined: 6/22/2004
    From: Terrace, BC, Canada
    Status: online
    Campaign Series Vietnam: ALPHA Graphics. Scenario Testing of Bootcamp 2.

    This is what happens you play really, really poorly.




    Attachment (1)

    _____________________________


    (in reply to Big Ivan)
    Post #: 1004
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 5/18/2019 10:35:14 AM   
    Andrea G


    Posts: 255
    Joined: 10/9/2017
    From: Genoa, Italy
    Status: offline
    That bad?

    _____________________________

    "My name is Maurizio Cocciolone"
    Italian pilot downed during Desert Storm
    Start phrase of his interviw on the Iraqui TV

    (in reply to Jason Petho)
    Post #: 1005
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 5/18/2019 3:24:53 PM   
    Jason Petho


    Posts: 12586
    Joined: 6/22/2004
    From: Terrace, BC, Canada
    Status: online
    Yes, I was testing some new Lua attacks for the Viet Cong to see how they would do.

    They did very well. HAHAHA

    _____________________________


    (in reply to Andrea G)
    Post #: 1006
    Page:   <<   < prev  30 31 32 33 [34]
    All Forums >> [New Releases from Matrix Games] >> Campaign Series: Middle East 1948-1985 >> RE: Sneak Peeks, Coming Attractions, Works-In-Progress Page: <<   < prev  30 31 32 33 [34]
    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

    0.145