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RE: Mods and their Use of (to be continued)

 
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RE: Mods and their Use of (to be continued) - 6/19/2016 8:55:50 AM   
Crossroads


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Opening post updated to match the imminent 1.02 UPDATE.

Also, added a new mod: Warhorse Textured 2D Terrain. Do try it out!

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Post #: 31
RE: Mods and their Use of (to be continued) - 11/20/2017 5:29:36 PM   
Crossroads


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Opening post updated with links to two cool new mods by Jafele. Thanks!

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Post #: 32
RE: Mods and their Use of (to be continued) - 1/20/2018 11:04:26 AM   
Crossroads


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Opening post updated for the arrival of 2.0

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Post #: 33
RE: Mods and their Use of (to be continued) - 1/23/2018 7:51:17 PM   
Crossroads


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Opening post updated to include direct links to all 31 of Berto's Coder Diaries. Fascinating history on how we got here where we are today- recommended reading!

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Post #: 34
RE: Mods and their Use of (to be continued) - 4/4/2018 2:26:46 PM   
Crossroads


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Opening Post updated with 3D MausMan Map Mod 2.0 download link. Gorgeous stuff Bill, just gorgeous! Thank you!

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Post #: 35
RE: Mods and their Use of (to be continued) - 4/5/2018 11:58:21 AM   
Spartan7

 

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Dumb Question, I'm sure the answer is in the manual but can't find it....

What is the time duration of a turn? 5 minutes? 10?

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Post #: 36
RE: Mods and their Use of (to be continued) - 4/5/2018 12:11:54 PM   
Big Ivan


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Hi Gary,

I believe it is still 6 minutes. That time scale has held from the beginning of Campaign Series back in 1999.

Cheers!
John

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Post #: 37
RE: Mods and their Use of (to be continued) - 4/5/2018 12:33:36 PM   
Crossroads


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To answer the question, there's really two time scales involved in the Campaign Series games.

First, there's what I call the game basis time scale, how units are designed, which old Talonsoft manuals stated to be 6 minutes but what I have intepreted to be closer to say 10 minutes on average. This is what needs to be considered when designing new units into the game.

Then, there's the scenario time scale, ie. how many turns does it take to cover a certain battle, where it all really depends on the action depicted. As the game play cuts typically all slack time off, as players keep going at their targets, a 30 turn scenario can equally depict a day worth of slower action, or just a few hours of hectic say meeting engagement action. This (number of turns for a scenario) is what needs to be considered when designing a scenario. Typically, even then it takes a few test plays to figure out the optimal scenario length for the action covered.

That's how I view this anyhow

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Post #: 38
RE: Mods and their Use of (to be continued) - 4/5/2018 2:38:27 PM   
berto


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The rigid "six minutes per turn" standard is an older JTCS standard that has been second guessed and reconsidered (and argued about!) since then. Players can continue to play the older JTCS series of games with that standard in mind, as they wish. But in more recent game implementations, turn time is more fluid, and as Crossroads notes, it varies depending on the scenario and situation.

"What is the time duration of a turn?" Short answer: It depends.

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Post #: 39
RE: Mods and their Use of (to be continued) - 4/5/2018 6:16:00 PM   
Spartan7

 

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Thanks for all the quick responses. I'm reworking the Chinese 1 scenario with new OOBs based on translated (from Hebrew) battalion level after-action reports and a timeline from Jackie Even's book "Decisive Leadership in the Sinai" (an EXPENSIVE but comprehensive source) that has fairly good timelines on which units were where and at what time.
Going to start with about 12 minutes per turn and see how it plays out and extend the scenario to about 10 hours or 50 turns.
Thanks again.

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Post #: 40
RE: Mods and their Use of (to be continued) - 4/6/2018 9:14:33 AM   
Crossroads


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Sounds good. At the end of the day only playtesting will tell how many turns are required to depict the action that historically took place.

The rule of thumb is that smaller (= less units) the battle and duration (= time covered), the likelier it is that it takes 6 - 10 turns to depict an hour of battle that took place.

And at the opposite end, the more units and the longer the duration covered, the more it takes testing to judge the proper length.

Given the size of the Suez Crossing scenarios, the estimate of 50 turns to cover the days fighting sounds like a good starting point

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Post #: 41
RE: Mods and their Use of (to be continued) - 4/7/2018 7:47:44 AM   
Crossroads


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Opening Post updated with a link to Black Unit List Graphics mod, for those preferring perhaps a darker background to certain dialogs for easier reading.

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Post #: 42
RE: Mods and their Use of (to be continued) - 2/15/2019 3:02:04 AM   
MausMan2


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I was tossing around some ideas for a modding different units.

Does anyone know if its possible to create the following unit? It has a set of assault/defense/weapon capabilities, that can also load and transport another unit, like infantry. But when loaded, it has a new set of assault/defense/weapon capabilities. Think like and APC platoon that when loaded, its passengers can contribute their fire strength. I know cavalry units were setup in CS20.2 that when mounted, they could still fire. I want to see if there are any limitations for doing this on other units other than horses in CSME?

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Post #: 43
RE: Mods and their Use of (to be continued) - 2/15/2019 7:03:55 AM   
Crossroads


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quote:

ORIGINAL: MausMan2

I was tossing around some ideas for a modding different units.

Does anyone know if its possible to create the following unit? It has a set of assault/defense/weapon capabilities, that can also load and transport another unit, like infantry. But when loaded, it has a new set of assault/defense/weapon capabilities. Think like and APC platoon that when loaded, its passengers can contribute their fire strength. I know cavalry units were setup in CS20.2 that when mounted, they could still fire. I want to see if there are any limitations for doing this on other units other than horses in CSME?


Without consulting the manual (typing from work, hush...) I am pretty sure infantry platoons loaded on APCs or halftracks add half their assault value to the assault the APC is participating in. I recall reading several times how Israelis drove at the enemy lines with infantry firing from their M3 carriers for instance. Also, many APCs have firing slits on their sides. So this is how it is taken into account at the moment. But no effect on Defense or Attack values, as far as I know.

I have no idea whether what you are asking can be done, it might be that for the cavalry example a carrying unit having a flag indicating it is a Horse and the riding unit having a type of that can ride horse combined creates the behaviour you are describing.

Good question

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Post #: 44
RE: Mods and their Use of (to be continued) - 2/16/2019 1:54:05 AM   
MausMan2


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thanks, I guess I will just have to try it out this weekend. But contributing half to assault is good to know. There is also the example of a tank platoon not able to fire if transporting infantry. I'm expecting some of this to be hard coded and puts a limit on what you can dream up. Like, say, infantry that get front and side armor values, or load one infantry on to other infantry, using an Mp graphic to make it appear to change formation. -crazy stuff.

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Post #: 45
RE: Mods and their Use of (to be continued) - 2/16/2019 6:17:26 AM   
Crossroads


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quote:

ORIGINAL: MausMan2

thanks, I guess I will just have to try it out this weekend. But contributing half to assault is good to know. There is also the example of a tank platoon not able to fire if transporting infantry. I'm expecting some of this to be hard coded and puts a limit on what you can dream up. Like, say, infantry that get front and side armor values, or load one infantry on to other infantry, using an Mp graphic to make it appear to change formation. -crazy stuff.


Go for it, let us know what you found out

Here's the part describing units participating in assault, from manual. I got the infantry in armored carrier part right. Interessting point about cavalry assaults, too:





Attachment (1)

< Message edited by Crossroads -- 2/16/2019 6:20:31 AM >


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Post #: 46
RE: Mods and their Use of (to be continued) - 6/9/2019 9:40:30 AM   
Crossroads


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An alternate version of ...\Campaign Series Middle East\graphics\units\3D\Animated0d.bmp for testing purposes.

Do back up the original first, if willing to give this a shot. Reports on how this worked out appreciated!

Attachment (1)

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Post #: 47
RE: Mods and their Use of (to be continued) - 9/7/2020 6:14:59 PM   
Crossroads


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Added the Unit Picture Mod V2 to listing of downloadable content. Thanks Ian!

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Post #: 48
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