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

 
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/3/2019 8:35:54 PM   
Warhorse


Posts: 5641
Joined: 5/12/2000
From: Birdsboro, PA, USA
Status: offline
Thanks Jugger, I spent a lot of time on those Aussies!!

_____________________________

Mike Amos

Meine Ehre heißt Treue
www.cslegion.com

(in reply to Jason Petho)
Post #: 1051
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/4/2019 5:14:57 PM   
Jason Petho


Posts: 12909
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
Campaign Series Vietnam: ALPHA Graphics: SCENARIO CREATION.

Quiz time! What battle do you think this screenshot is from?




Attachment (1)

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(in reply to Warhorse)
Post #: 1052
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/4/2019 5:28:45 PM   
Big Ivan


Posts: 852
Joined: 6/9/2008
From: Mansfield, OH
Status: offline
Super wild guess here!

Siege of Plei Me?


Big Ivan

_____________________________

Blitz call sign Ivan the Big.

(in reply to Jason Petho)
Post #: 1053
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/4/2019 5:34:55 PM   
Jason Petho


Posts: 12909
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
Excellent guess!

That is the train element of the ARVN Task Force that was sent to relieve Plei Me.

Here is the main column.




Attachment (1)

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(in reply to Big Ivan)
Post #: 1054
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/4/2019 6:33:18 PM   
Big Ivan


Posts: 852
Joined: 6/9/2008
From: Mansfield, OH
Status: offline
Woo Hoo Thanks Jason!

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Blitz call sign Ivan the Big.

(in reply to Jason Petho)
Post #: 1055
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/10/2019 6:33:27 PM   
Jason Petho


Posts: 12909
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
Campaign Series Vietnam: ALPHA Graphics.

With the NW II Corps master map completed, mapping attention has returned to the DMZ map (northern I Corps) This has been expanded to the south to include Hue and to the west to include Tchepone. Not far from Khe Sanh on the route to Tchepone is this well known Special Forces Camp.




Attachment (1)

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(in reply to Big Ivan)
Post #: 1056
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/10/2019 7:30:03 PM   
76mm


Posts: 3657
Joined: 5/2/2004
From: Washington, DC
Status: offline
Your 3D view is the only one I ever use in any game, usually I hate the 3D crap--yours really work well.

My only request for 3D (for EFII, cuz I'm not buying Vietnam) is that you have an option for plain, monocolor unit bases in addition to the fancy ones with national symbols. I expect this will be easy enough to mod anyway, but would be nice if it were an option out of the box.

(in reply to Jason Petho)
Post #: 1057
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/10/2019 7:41:25 PM   
Jason Petho


Posts: 12909
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
Great suggestion!

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(in reply to 76mm)
Post #: 1058
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/11/2019 8:00:27 PM   
Jason Petho


Posts: 12909
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
Here is the Khe Sanh Combat Base




Attachment (1)

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(in reply to Jason Petho)
Post #: 1059
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/16/2019 11:13:31 PM   
berto


Posts: 17858
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: offline

The latest CSEE functions roster, 460+ functions and growing:



TRIGGERS

on_air_attack (hc, pid, name, side, nation, points, strength)
on_arty_attack (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
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_assault (hc, side)
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_arty_fire (hc, trackid, pid, name, side, nation, oid, orgname, strength)
on_unit_attack (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_fire (hc, trackid, pid, name, side, nation, oid, orgname, strength)
on_unit_kill (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_move (hc_from, hc_to, trackid)
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)

AI

ai (side)
ai_index (parm)
ai_parameter (index)
adaptive_ai (side, nation, index)
inc_adaptive_ai (side, nation, index, increment)
is_ai (side)
max_ai_index ()
set_adaptive_ai (side, nation, index, value)

COUNTERS

counter_airlevel (trackid)
counter_assault (trackid)
counter_ctrackid (trackid)
counter_defend (trackid)
counter_exists (trackid)
counter_flags (trackid)
counter_hex (trackid)
counter_hq (trackid)

counter_on_map (trackid, verified_only)

counter_is_airborne (trackid)
counter_is_air_transport (trackid)
counter_is_hq (trackid)
counter_is_leader (trackid)
counter_is_transport (trackid)

counter_leader (trackid)
counter_losses (trackid)
counter_morale (trackid)
counter_more_flags (trackid)
counter_name (trackid)
counter_nation (trackid)
counter_oid (trackid)
counter_orgname (trackid)
counter_pid (trackid)
counter_points (trackid)
counter_side (trackid)
counter_strackid (trackid)
counter_strength (trackid)
counter_turns_until_refuel (trackid)
counter_type (trackid)
counter_x (trackid)
counter_y (trackid)

counter_unit_carry_flags (trackid)
counter_unit_fire_flags (trackid)
counter_unit_more_flags (trackid)
counter_unit_move_flags (trackid)
counter_unit_other_flags (trackid)

is_disrupted (trackids)
is_carried (trackids)
is_unloaded (trackids)
is_loaded (trackids)
is_concealed (trackids)
is_outofammo (trackids)
is_diggingin (trackids)
is_fatigued (trackids)
is_buybullet (trackids)
is_buywheel (trackids)
is_fixed (trackids)
is_lowonammo (trackids)
is_isolated (trackids)
is_buyrecon (trackids)
is_reduced (trackids)
is_lowonfuel (trackids)
is_outoffuel (trackids)
is_refueled (trackids)
is_attacked (trackids)

is_not_disrupted (trackids)
is_not_carried (trackids)
is_not_unloaded (trackids)
is_not_loaded (trackids)
is_not_concealed (trackids)
is_not_outofammo (trackids)
is_not_diggingin (trackids)
is_not_fatigued (trackids)
is_not_buybullet (trackids)
is_not_buywheel (trackids)
is_not_fixed (trackids)
is_not_lowonammo (trackids)
is_not_isolated (trackids)
is_not_buyrecon (trackids)
is_not_reduced (trackids)
is_not_lowonfuel (trackids)
is_not_outoffuel (trackids)
is_not_refueled (trackids)
is_not_attacked (trackids)

counters_all (side, onmap_only)
counters_aorg (trackids, onmap_only)
counters_sorg (strackids, onmap_only)

hexes_aorg (trackids, onmap_only)

map_trackid (hc, number)
map_trackid_count (hc)
map_trackids (hc)
max_counters ()
max_turns_until_refuel (nation)

GENERAL

first_side ()
current_side ()
other_side (side)

current_turn ()
next_turn ()
previous_turn ()
final_turn ()

current_visibility ()

night (turn)
fow (side)
is_fow (side)
set_fow (side, switch)
is_night ()

HEXES

has_barrier (hc)
has_big_wrecks (hc)
has_block (hc)
has_bunker (hc)
has_cave (hc)
has_damage (hc, dir)
has_ied (hc)
has_ied1 (hc)
has_ied2 (hc)
has_ied3 (hc)
has_improved_position (hc)
has_landing_zone (hc)
has_light_bridge (hc)
has_minefield (hc)
has_minefield1 (hc)
has_minefield2 (hc)
has_minefield3 (hc)
has_obstacle (hc)
has_pillbox (hc)
has_pontoon_bridge (hc)
has_rubble (hc)
has_smoke (hc)
has_trench (hc)
has_tunnel (hc)
has_vehicle_bridge (hc)
has_wrecks (hc)
has_spotted (hc)

function hexes_minefield (hcs, side)
function hexes_ied (hcs, side)
function hexes_block (hcs, side)
function hexes_tunnel (hcs, side)
function hexes_cave (hcs, side)
function hexes_fortification (hcs)
function hexes_landing_zone (hcs)
function hexes_wrecks (hcs)

function hexes_terrain (hcs, terrain)

empty_transports_count (hc)
has_empty_air_transport (hc)
has_empty_transport (hc)
has_transport (hc)
max_transport_strength (hc)

is_sidea_aware (hc)
is_sidea_exclude (hc)
is_sideb_aware (hc)
is_sideb_exclude (hc)

is_airfield_hex (hc)
is_beach_hex (hc)
is_building_hex (hc)
is_cactus_hex (hc)
is_canal_hex (hc)
is_canal_shallow_hex (hc)
is_city_hex (hc)
is_clear_hex (hc)
is_colored_dirt_hex (hc)
is_dense_jungle_hex (hc)
is_dry_paddy_hex (hc)
is_forest_hex (hc)
is_grain_field_hex (hc)
is_hammada_hex (hc)
is_impass_hex (hc)
is_industrial_hex (hc)
is_installation_hex (hc)
is_light_jungle_hex (hc)
is_major_canal_hex (hc)
is_major_canal_shallow_hex (hc)
is_major_river_hex (hc)
is_major_river_shallow_hex (hc)
is_marsh_hex (hc)
is_meadow_hex (hc)
is_orchard_hex (hc)
is_palm_tree_hex (hc)
is_produce_field_hex (hc)
is_river_hex (hc)
is_river_shallow_hex (hc)
is_rough_hex (hc)
is_scrub_hex (hc)
is_shallow_hex (hc)
is_soft_sand_hex (hc)
is_suburb_hex (hc)
is_swamp_hex (hc)
is_tall_grass_hex (hc)
is_thicket_hex (hc)
is_village_hex (hc)
is_vineyard_hex (hc)
is_wadi_hex (hc)
is_water_hex (hc)
is_wet_paddy_hex (hc)

MAP

on_map (hc)

map_center (x, y)
map_height ()
map_sector (x, y)
map_up ()
map_width ()

map_up_half (x, y)
map_low_half (x, y)
map_left_half (x, y)
map_right_half (x, y)
map_up_left_quadrant (x, y)
map_up_right_quadrant (x, y)
map_low_right_quadrant (x, y)
map_low_left_quadrant (x, y)
map_nw_quadrant (x, y)
map_ne_quadrant (x, y)
map_se_quadrant (x, y)
map_sw_quadrant (x, y)
map_north_half (x, y)
map_south_half (x, y)
map_east_half (x, y)
map_west_half (x, y)

hexcoor (x, y)
x (hc)
y (hc)

map_side (hc)

hexes_all ()
hex_box (hc_upleft, hc_lowright)
hexes_within (hc, extent)
hex_adjacent (hc, dir)
hex_random (hc, extent)

hexes_nearest (hc, hcs)
hexes_farthest (hc, hcs)

range (from, to)

MESSAGING

_message (title, text)
message (title, text, human_only)
message_once (title, text, human_only)
_note (title, text)
note (title, text, human_only)
note_once (title, text, human_only)
_report (title, text)
report (title, text, human_only)
report_once (title, text, human_only)
log (logfile, loglevel, text)

DEBUGGING

trace (event, line)
traceon ()
traceoff ()

MISC

upper_case (text)
lower_case (text)

ordinal (number)

dieroll (x)
random ()
random_index (l, u)
random_pick (list)

even (x)
odd (x)

round (x)

dir_from (origin, point)
hexdir_from (origin, point)

has_flag (flags, flag)

join (lists)

member (trackid, trackids)
members (trackids_part, trackids_whole)

is_move_tracking ()
move_tracking ()
set_move_tracking ()
unset_move_tracking ()

is_qa_testing ()
qa_testing ()
set_qa_testing ()
unset_qa_testing ()

OBJECTIVES

objective_owner (hc)
objective_points ()
objective_values (hc)

set_objective (hc, values, side)
set_objective_values (hc, values)

REINFORCEMENTS

reinforcement_flags (id)
reinforcement_hex (id)
reinforcement_prob (id)
reinforcement_scatter (id)
reinforcement_turn (id)
reinforcement_x (id)
reinforcement_y (id)

set_reinforcement (id, hc, turn, prob, flags, scatter)
set_reinforcement_flags (id, flags)
set_reinforcement_hex (id, hc)
set_reinforcement_prob (id, prob)
set_reinforcement_scatter (id, scatter)
set_reinforcement_turn (id, turn)
set_reinforcement_x (id, x)
set_reinforcement_y (id, y)

inc_reinforcement_prob (id, increment)

arrived (id)

RELEASES

release_prob (id)
release_turn (id)
released (id)

set_release (id, turn, prob)
set_release_prob (id, prob)
set_release_turn (id, turn)

inc_release_prob (id, increment)

SCENARIO

options ()
set_options (value)
set_option (value)
unset_option (value)

event_points (side)
set_event_points (side, value)
inc_event_points (side, increment)

total_points ()

total_strength (side, verified_only)
strength (trackids, verified_only)

total_losses (side)
losses (trackids, verified_only)

total_loss_rate (side, verified_only)
loss_rate (trackids, verified_only)

total_loss_points (side)

average_morale (side)
morale_shift (nation)
set_morale_shift (nation, value)
inc_morale_shift (nation, increment)

advantage ()
aggressiveness (side)
air_support (side)
ammo_level (side)
arty_ammo_level (side)

set_advantage (value)
set_aggressiveness (side, value)
set_air_support (side, value)
set_ammo_level (side, value)
set_arty_ammo_level (side, value)

inc_advantage (increment)
inc_aggressiveness (side, increment)
inc_air_support (side, increment)
inc_ammo_level (side, increment)
inc_arty_ammo_level (side, increment)

major_defeat ()
major_victory ()
minor_defeat ()
minor_victory ()

set_major_defeat (value)
set_major_victory (value)
set_minor_defeat (value)
set_minor_victory (value)

set_victory (majordefeat, minordefeat, minorvictory, majorvictory)

smoke_ammo (side)
star_shells (side)

set_smoke_ammo (side, value)
set_star_shells (side, value)

inc_smoke_ammo (side, increment)
inc_star_shells (side, increment)

SIDES

is_bocage_side (hc, dir)
is_cliff_side (hc, dir)
is_crest_side (hc, dir)
is_ditch_side (hc, dir)
is_dune_side (hc, dir)
is_embank_side (hc, dir)
is_escarpment_side (hc, dir)
is_ford_side (hc, dir)
is_gully_side (hc, dir)
is_heavy_bridge_side (hc, dir)
is_hedge_side (hc, dir)
is_high_side (hc, dir)
is_light_bridge_side (hc, dir)
is_medium_bridge_side (hc, dir)
is_minor_river_side (hc, dir)
is_path_side (hc, dir)
is_rail_side (hc, dir)
is_reef_side (hc, dir)
is_road_side (hc, dir)
is_stone_side (hc, dir)
is_stream_side (hc, dir)
is_unpaved_side (hc, dir)

UNITS

in_box (trackids, hc_upleft, hc_lowright, verified_only)
within (trackids, hc, extent, verified_only)

units_in_box (hc_upleft, hc_lowright, side, verified_only)
units_in_box_count (hc_upleft, hc_lowright, side, verified_only)

units_within (hc, extent, side, verified_only)
units_within_count (hc, extent, side, verified_only)

above (trackids, row, verified_only)
below (trackids, row, verified_only)
left_of (trackids, col, verified_only)
right_of (trackids, col, verified_only)

units_above (row, side, verified_only)
units_below (row, side, verified_only)
units_left_of (col, side, verified_only)
units_right_of (col, side, verified_only)

units_above_count (row, side, verified_only)
units_below_count (row, side, verified_only)
units_left_of_count (col, side, verified_only)
units_right_of_count (col, side, verified_only)

units_extent (trackids, verified_only)
units_nearest (hc, side, verified_only)

SCRIPTED AI

at (trackids, hc)
defend_weak (trackids, hc, dir, radius)
defend_strong (trackids, hc, dir, radius)
move_norush (trackids, hc, dir, radius)
move_rush (trackids, hc, dir, radius)
attack_weak (trackids, hc, dir, radius)
attack_strong (trackids, hc, dir, radius)
attack_banzai (trackids, hc, dir, radius)
attack_fanatical (trackids, hc, dir, radius)
load (trackids, hc)
unload (trackids, hc)
disembark (trackids, hc, dir)
embark (trackids, hc, dir)
take_off (trackids, hc)
land (trackids, hc)
ascend (trackids, hc)
ascend_ground (trackids, hc)
ascend_noe (trackids, hc)
ascend_low (trackids, hc)
ascend_high (trackids, hc)
descend (trackids, hc)
descend_low (trackids, hc)
descend_noe (trackids, hc)
descend_ground (trackids, hc)
descend_underground (trackids, hc)
ascend_move (trackids, hc, radius)
move_descend (trackids, hc, radius)
exit (trackids, hc)
dig_in (trackids, hc)
reconnoiter (trackids, hc)
build_light_bridge (trackids, hc, dir)
build_vehicle_bridge (trackids, hc, dir)
lay_minefield (trackids, hc)
set_ied (trackids, hc)
build_barrier (trackids, hc)
build_block (trackids, hc)
damage (trackids, hc, dir)
clear_lz (trackids, hc)

hold (trackids, hc)
halt (trackids, hc)
unleash (trackids, hc)

move_way_point (trackids, hcs)

function land_transport_passengers (trackids, loadpt, unloadpt, assemblypt)
function land_transport_carriers (trackids, loadpt, unloadpt, roundtrip)
function move_land_transport (ptrackids, ctrackids, loadpt, unloadpt, assemblypt, roundtrip)
function column_move (trackids, hc, dir, radius)
function water_transport_passengers (trackids, embarkpt, loadpt, disembarkpt, unloadpt, assemblypt)
function water_transport_carriers (trackids, loadpt, unloadpt, roundtrip)
function move_water_transport (ptrackids, ctrackids, embarkpt, loadpt, disembarkpt, unloadpt, assemblypt, roundtrip)
function air_transport_passengers (trackids, loadpt, unloadpt, assemblypt, airlevel)
function air_transport_carriers (trackids, loadpt, unloadpt, roundtrip, airlevel)
function move_air_transport (ptrackids, ctrackids, loadpt, unloadpt, assemblypt, roundtrip, airlevel)
function air_mission_fire (trackids, basept, targetpt, proximity, airlevel)
function air_mission_spot (trackids, basept, targetpt, proximity, airlevel)




_____________________________


(in reply to Jason Petho)
Post #: 1060
Page:   <<   < prev  32 33 34 35 [36]
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