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New Scenario: The Shores of Tripoli

 
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New Scenario: The Shores of Tripoli - 1/3/2016 8:26:15 PM   
Yokes

 

Posts: 298
Joined: 3/14/2007
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Here's the follow-on scenario to "Crossing The Line of Death". It involves a lot of air power supporting ground forces.

I appreciate any comments and suggestions!

Yokes

Edit: small updates and fixes.

Attachment (1)

< Message edited by Yokes -- 1/6/2016 3:46:48 AM >
Post #: 1
RE: New Scenario: The Shores of Tripoli - 1/3/2016 8:30:45 PM   
Gunner98

 

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From: The Great White North!
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Will give it a look

B

(in reply to Yokes)
Post #: 2
RE: New Scenario: The Shores of Tripoli - 1/4/2016 1:37:40 AM   
Gunner98

 

Posts: 5508
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From: The Great White North!
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Initial impressions are good, quite a fight in the South, have a few points on that one. Everything else looks good so far:

Comments:
- you may want to mention in the brief how well NATO did against Lib & Sov Subs in the previous scenario
- Same thing for air forces, i.e. an indicator of how much is left to deal with
- No points for USMC losses
- you should really turn Quick Turn Around ON for this one. That's why the Marines have Harriers and Cobras - they really shine in this role. The only other AC that would be affected would be some loadouts for the F-16s but the only ones you have that would be impacted are the M-82 loads and I think flying time will tick over the 2 hrs & 1 min anyway anyway. Also the F-104s but that's not a biggie.
- you might consider having a pair each of Harriers, Cobras, Ginas, 104x and F-16s in the air as X-CAS - its a long way from Sicily and the battel could be lost by the time the high flyers get there - and with this threat they would be on call at a moment’s notice anyway

Fight in the south:
Land battles are frustrating, especially ones of this size, because Command is not designed for them. But I think you can make it better by:

Marines:
-set them up the way you want them to fight, put them on Wpns Free and don't assign them to a mission, that way they won't go charging off into the desert
-make sure you leave the player a reserve to deal with issues, didn't really count the units but the artillery seemed a bit light (just saying)

Libyans:
-set them up the way you want them in a decent order of march
-set them to Wpsn free
-set up multiple missions for them to move too, based on unit objectives (ASuW Ptl works well)
-set up a reserve which will be triggered (Lua) to launch if a breakthrough is made -so if you have say 4 groups advancing have Ref points behind the Marines and when the lead unit of a group reaches that point it triggers an event which commits your reserve to a mission in depth related to the specific breakthrough
-consider using ELINT bunkers with weapons added to represent dug in infantry - maybe not in this one as they may not have had time to dig in
-have events that will trigger a unit to withdraw if it takes too many casualties

I have not tested all of this yet but it should work, and it will be in one of my scenarios shortly

Back to work tomorrow so will try and get some more time in on it tomorrow evening.

Tx
B

(in reply to Gunner98)
Post #: 3
RE: New Scenario: The Shores of Tripoli - 1/4/2016 4:20:24 PM   
Yokes

 

Posts: 298
Joined: 3/14/2007
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quote:

ORIGINAL: Gunner98

Comments:
- you may want to mention in the brief how well NATO did against Lib & Sov Subs in the previous scenario
- Same thing for air forces, i.e. an indicator of how much is left to deal with


Good ideas. I will add that.

quote:


- No points for USMC losses


They are being counted on a different side. If you lose too many, you lose the scenario.

I want the victory/fail conditions to be independent of each other, so I don't have a single "X points to win" condition. I have several "you fail" conditions, and a single "you win" condition. I hope that makes sense.

quote:


- you should really turn Quick Turn Around ON for this one. That's why the Marines have Harriers and Cobras - they really shine in this role. The only other AC that would be affected would be some loadouts for the F-16s but the only ones you have that would be impacted are the M-82 loads and I think flying time will tick over the 2 hrs & 1 min anyway anyway. Also the F-104s but that's not a biggie.


I thought about this but didn't want to make the rest of the aircraft overpowered. However, I like your arguments. I think you are right.

quote:


- you might consider having a pair each of Harriers, Cobras, Ginas, 104x and F-16s in the air as X-CAS - its a long way from Sicily and the battel could be lost by the time the high flyers get there - and with this threat they would be on call at a moment’s notice anyway


But, I'm lazy...
I spent WAY more time on this than I expected due to writing a just silly-long lua script. (Look at the "retreat" action and weep.) I set the Libyan ground forces a few miles back just to deal with this. (Give the local aircraft time to arrive.)

quote:


Fight in the south:
Land battles are frustrating, especially ones of this size, because Command is not designed for them. But I think you can make it better by:

Marines:
-set them up the way you want them to fight, put them on Wpns Free and don't assign them to a mission, that way they won't go charging off into the desert


I tried that and it didn't work!

I spent a lot of time (and wasted a lot of it) trying to get the land battle to play out exactly as I thought out in my head. If I didn't give the Marines a mission they just sat there and never fired back. Even with weapons free!
I also tried (and failed) to set the speed of the land units. They don't seem to pay any attention to the manual setting, and immediately go charging off at full speed.
If you can figure out how to make this work, please share. I spent a lot of time failing and would love to see it work correctly.

By the way, I don't mean this as a criticism of Command. As you pointed out, this is outside of what Command is currently designed to do. Personally, I didn't have a problem just accepting that it is what it is and the results still work out pretty well.

quote:


-make sure you leave the player a reserve to deal with issues, didn't really count the units but the artillery seemed a bit light (just saying)


Because the artillery is OP!

Seriously, I toned down the amount of artillery because it was just dominating everything.

quote:



Libyans:
-set them up the way you want them in a decent order of march
-set them to Wpsn free
-set up multiple missions for them to move too, based on unit objectives (ASuW Ptl works well)
-set up a reserve which will be triggered (Lua) to launch if a breakthrough is made -so if you have say 4 groups advancing have Ref points behind the Marines and when the lead unit of a group reaches that point it triggers an event which commits your reserve to a mission in depth related to the specific breakthrough


Sure, I could do all this, but it would take a few months...

Seriously, considering the number of units involved it would take forever. It would make it a bit better, but for me the "charge forward at full speed" alone ruins the immersion. I think the results are OK, even if the crazy, free-wheeling melee is a bit unrealistic.

quote:


-consider using ELINT bunkers with weapons added to represent dug in infantry - maybe not in this one as they may not have had time to dig in


I was trying to get across the idea that the Marines were on the advance and only had time to form a defensive perimeter before the attack came. No time to create real defensive fortifications.

Doesn't matter anyways if I can't keep the units stationary.

quote:


-have events that will trigger a unit to withdraw if it takes too many casualties


Already implemented!

quote:


I have not tested all of this yet but it should work, and it will be in one of my scenarios shortly


Please let me know if you get it working and if so, how. I tried and failed.

quote:


Back to work tomorrow so will try and get some more time in on it tomorrow evening.

Tx
B


Yeah, back to work for me too. I hope nobody expects two scenarios a week after this past week.

Thanks again Gunner! Your input is fantastic.

Yokes

(in reply to Gunner98)
Post #: 4
RE: New Scenario: The Shores of Tripoli - 1/11/2016 3:23:35 AM   
Dannyp19

 

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Joined: 10/20/2013
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Hi Yokes
Played this one a few times. I really enjoy CAS and this was right up my ally.

I like how the victory/fail triggers are set up. My 1st try was going quite well until I had a gap in my AAW coverage right when the bombers took out the HQ! Second try was better but I knew what was coming and didnt have any gaps that time.

The only issue I saw was the attack by Libya was non eventful. They came at the Marines but never got a shot at them. The SAM's in that attack never took a shot at my Harriers or Cobras. I didnt see any AAA either. Some ZSU's would have been deadly...I think...not sure if they can scoot and shoot or if Libya even has any. I also understand the limitations with ground units in command.

Anyways keep up the good work. You and Gunner are my favorites when it comes to the big scen.'s Love seeing you guys pushing the envelope with this sim.


(in reply to Yokes)
Post #: 5
RE: New Scenario: The Shores of Tripoli - 4/18/2016 3:24:49 PM   
Dannyp19

 

Posts: 186
Joined: 10/20/2013
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Hi Yokes,

Playing this scenario that is in the community scenario pack. One of the triggers is not operating correctly. Just a few minutes into my CAS, after destroying a few libyan army units, the "too many aircraft casualties" event fires and tells me "mission fail". I've yet to lose a single aircraft!

If you dont mind taking a look, I would appreciate it.



(in reply to Dannyp19)
Post #: 6
RE: New Scenario: The Shores of Tripoli - 4/18/2016 3:32:08 PM   
Yokes

 

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Thanks for the heads up Danny! I'll take a look.

Yokes

(in reply to Dannyp19)
Post #: 7
RE: New Scenario: The Shores of Tripoli - 4/18/2016 7:46:33 PM   
gabravo2005

 

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I can confirm the problem Danny is having. I usually get the mission fail before any aircraft launch.

(in reply to Yokes)
Post #: 8
RE: New Scenario: The Shores of Tripoli - 4/20/2016 3:51:08 PM   
Yokes

 

Posts: 298
Joined: 3/14/2007
Status: offline
Strange, I tried this yesterday and it worked fine.

I loaded up my local copy and it worked fine.

Then, I downloaded the latest community scenario pack and tried to load it from there. It wouldn't load! I had to install the latest beta for it to work. (I was running the latest Steam version.)

Note to devs: do you want the community pack scenarios to require the latest beta to run? I would think you would want the latest official release to work. But that's just my opinion.

Anyways, I couldn't duplicate the problem.

Where are people getting the scenario from? How long into the game does it fail?

Thanks!

Yokes

< Message edited by Yokes -- 4/20/2016 3:56:33 PM >

(in reply to gabravo2005)
Post #: 9
RE: New Scenario: The Shores of Tripoli - 4/20/2016 11:09:35 PM   
Dannyp19

 

Posts: 186
Joined: 10/20/2013
Status: offline
Hi Yokes,

Attached is this scen. already set up the way I wanted. Just hit run, bump up to 15 sec., Wait a few minutes and it pops up.

I got this from the latest scen. pack that I downloaded recently.

Thanks

Attachment (1)

(in reply to Yokes)
Post #: 10
RE: New Scenario: The Shores of Tripoli - 4/22/2016 3:28:35 PM   
Yokes

 

Posts: 298
Joined: 3/14/2007
Status: offline
Thanks for the file. I loaded it and sure enough the "end scenario" action is triggered for unknown reasons.

I went through every event and trigger and I can't find why it is being triggered. I also loaded up my local copy and it did the same.

I'm stuck. I have no idea why it is triggering.

Yokes

(in reply to Dannyp19)
Post #: 11
RE: New Scenario: The Shores of Tripoli - 4/23/2016 7:01:29 PM   
Dannyp19

 

Posts: 186
Joined: 10/20/2013
Status: offline
Hi Yokes,

I've noticed the NATO AC loss event is a point to neutrals, a point also goes to neutrals when event Liyan army unit is lost.

Its 99 points to fire Retreat action and 10 points to fire NATO message and mission fail.

Maybe another neutral side for NATO points? I'll leave it to you guys.

I'm no scen. author, my knowledge of the editor is limited.

Thanks

(in reply to Yokes)
Post #: 12
RE: New Scenario: The Shores of Tripoli - 9/5/2016 2:36:42 PM   
MrOrange

 

Posts: 16
Joined: 8/7/2015
Status: offline
Yeah, definitely, the fail message appears when you score 10 points.

(in reply to Dannyp19)
Post #: 13
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