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Question in scenario design - 11/26/2013 3:49:26 AM   
navwarcol

 

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I am trying to make a scenario that has (hopefully) 4 sides. One is "Pirates" we will call that 'A', another "Iranian", we shall call 'B', another various neutrals, commercial and military, called 'C' , and finally USA/NATO, we call 'D'.
A is friendly to B, hostile to C and D.
B is friendly to A, neutral to C, hostile to D
C is neutral to everyone
D is friendly to C, hostile to A and to B.

C is composed of ships and submarines from "commercial" type, as well as from various other nations, essentially "neighborhood traffic" in the zone around the Persian Gulf.

Now what I WANT to happen, is side A, the Pirates, randomly attack units of C and D. I want B to gain intel from A, so that is why I keep them as friends. I do not want B just randomly attacking the tankers passing through the Strait of Hormuz. But what keeps happening is that A attacks a random neutral C, and then a domino effect of B jumping in, then other C units attacking A(ok by me) and B (I don't want this, or, at least not full scale).
Eventually it winds up WW3 (kind of cool lol, but again, not what I am aiming for) with 'neutral' C joining D against A and B who I only want sharing information, not sharing targets lol.
If my example makes any sense, can anyone tell me what part I am doing wrong?

Also... CMANO uses one more choice in the side profile, where Harpoon uses "Friendly/enemy/neutral" CMANO uses "friendly/unfriendly/enemy/neutral" What is the difference between the 'unfriendly' and the 'enemy'?

Thanks all!
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RE: Question in scenario design - 11/26/2013 4:34:53 AM   
El Savior

 

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There is one trick you can try. Open Edit Sides -> Awareness Level. Make neutrals Blind. Now they are just blind targets and should not react. Not sure if it works, but try it.

Unfriendly - just like hostile but they don't fire each other.

< Message edited by El Savior -- 11/26/2013 5:36:56 AM >


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RE: Question in scenario design - 11/26/2013 4:39:21 AM   
navwarcol

 

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Thanks El Savior, will give it a run through like that!

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RE: Question in scenario design - 11/27/2013 4:03:00 PM   
navwarcol

 

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Have tried this, it is an improvement, but still does not quite give what I am looking for.
I am thinking perhaps I need more sides, to get the exact feeling I need. I already have 4, am considering making each civilian ship its own side, and then the neutral militaries their own sides as well, but hesitate a bit at that. Is there a limit on how many sides can exist? I cannot find anywhere saying that there is.
Also, to devs:
Does having 29 units as 20 sides (if possible) make the scenario more cpu intensive than those same 29 units on one side?

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RE: Question in scenario design - 11/27/2013 11:32:35 PM   
mikmykWS

 

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Haven't found a hard limit yet however keep your posture relationships to about two logic levels deep.

Things that can help performance:

If the side doesn't need to do sensor calcs or see make them blind. (ex. fishing boats, environmental stuff).
If possible make things easy on the navigator. Don't create a box patrol in the Aegean for example for a bunch of fishing boats. Instead plot them. The navigator costs cycles so only use it for meaningful sides etc.
If you have an air base that will never be a target use the single serving bases. Unit counts count

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RE: Question in scenario design - 11/28/2013 4:36:16 AM   
navwarcol

 

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Thank you Mike.
You all used to make some killer scenarios. I suppose now you don't have time to play or design anymore, this sure is looking like a full time job from here.

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RE: Question in scenario design - 4/1/2014 4:21:29 PM   
edfathead

 

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Can anyone explain the other awareness level options?
Omniscient & Autoside ID?

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RE: Question in scenario design - 4/1/2014 5:52:38 PM   
Jakob Wedman

 

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quote:

ORIGINAL: edfathead

Can anyone explain the other awareness level options?
Omniscient & Autoside ID?


From the manual:
quote:

Awareness Level: This sets the side’s level of awareness of the units in
the scenario. Note that any unit may be set to be automatically detected
and classified by the scenario author, regardless of this setting.

1) Normal: All units must be detected and classified using suitable
sensors.

2) Auto Side ID: All units must be detected but the side identified
upon detection.

3) Auto Side and Unit ID: All units must be detected but the unit’s
side and unit type is provided upon detection.

4) Omniscient: Similar to “God Mode” which reveals everything
detectable.

5) Blind: Similar to a monitor failure.


However, I liked the release notes better :
quote:

The available levels are:

1) Blind: The units of this side skip their sensor checks altogether, including the Mk1 eyeball. Useful for stuffing lots and lots of neutrals/civilians/biological etc. into a scenario without a serious performance hit (sensor calculations are by far the biggest perf killer). Notice that this doesn’t prevent you from setting the sensors on this side’s units to active; so for example you can have merchant ships with their navigation radars emitting properly, they’ll just not detect anything.

2) Normal (default): No crutches or handicaps here.

3) AutoSideID: Once a contact is detected, its side is immediately known. Useful if you want to assume a perfectly-working IFF environment, or for enabling e.g. interceptors to blast away at max range without visual-ID considerations.

4) AutoSideAndUnitID: Once a contact is detected, its side and precise ID is known. This should enable us to retire invisible spotter balloons etc.

5) Omniscient: The side has the all-seeing Eye of Sauron. They know your sub is off to their left flank. They know you’re launching an alpha strike from your carrier. They know the burritos from last night are giving you gas.


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