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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/4/2017 12:09:59 PM   
berto


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Valley of Tears: The Opening Round (from Alan R. Arvold's Ode to Divided Ground scenario pack).

With the vehicle bride now successfully laid (magenta circle), with the AT Ditch now crossable, the Syrians begin to exploit the breach:




Attachment (1)

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/4/2017 12:45:05 PM   
dox44

 

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nice 4th wake up call

thanks for sharing


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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/4/2017 12:54:52 PM   
Big Ivan


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Sweet, Thanks berto!!

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/4/2017 4:34:04 PM   
berto


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quote:

ORIGINAL: berto

With the vehicle bride now successfully laid (magenta circle), with the AT Ditch now crossable, the Syrians begin to exploit the breach:

Easier said than done:




Those Israeli Magach 5s are devastating!

But note a second bridge (leftmost magenta circle), a foot bridge, where Syrian infantry are starting to cross.

Attachment (1)

< Message edited by berto -- 7/4/2017 4:35:26 PM >


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Post #: 364
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/9/2017 11:54:40 AM   
berto


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quote:

ORIGINAL: berto

Campaign Series: Middle East Betas 20170709 released. [released to the CS Dev Team only!]

...

New features in this release (since the Betas 20170630 release):

  • Implemented 6 new Lua EE functions, for adjusting unit morale values, also storing Lua values/variables:

    inc_morale_shift (nation, increment)
    luav (index)
    max_luav_index ()
    morale_shift (nation)
    set_luav (index, value)
    set_morale_shift (nation, value)

  • With the addition of these latest Lua EE functions, the function count is now up to 157!



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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/13/2017 3:52:39 PM   
    berto


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    quote:

    ORIGINAL: berto

    quote:

    ORIGINAL: berto

    I am finally reviewing the bridge laying stuff, all aspects, including graphics.

    In the course of this, I am generating tons of log entries at higher logging levels.

    Finally, too, I went to the trouble of downloading, installing, and making use of RAMdisk software. This is speeding up the reads/writes of log files tremendously, not to mention saving wear and tear on my physical hard drives.

    (BTW, I tried using AMD Radeon RAMDisk, but the most recent Windows 10 Creators Update broke it. So instead I am using ImDisk, which so far appears to be working well enough.)

    Now, in all cases, by means of the -R command-line option, I am writing engine and editor log files to the ramdisk:



    rober@Rob10rto /cygdrive/c/Games/Matrix Games/Middle East/middle_east
    $ ./Middle\ East.exe -R



    When the launcher calls the game engine, the -R option is passed along to the me.exe too. And so on.

    Using the ramdisk is now SOP for me.

    I have set this (ImDisk) up for a 8 GB ramdisk:



    rober@Rob10rto /cygdrive/c/Games/Matrix Games/Middle East/middle_east
    $ df -h
    Filesystem Size Used Avail Use% Mounted on
    C:/cygwin64 918G 205G 713G 23% /
    E: 3.7G 3.7G 0 100% /cygdrive/e
    F: 2.0T 386G 1.7T 19% /cygdrive/f
    G: 1.7T 461G 1.2T 28% /cygdrive/g
    R: 8.0G 44M 8.0G 1% /cygdrive/r



    Thus far, the largest log files I have generated are ~1/2 GB in size.

    Not only is the writing of log files to the ramdisk much faster, analyzing those log files is now blazingly fast. Here is a command to count the number of trace calls for various functions:



    rober@Rob10rto /cygdrive/r/Temp/logs
    $ egrep TRACE frontend.log | awk -F\( '{print $2}' | awk '{print $NF}' | sed '1,$ s/,//g' | sort | uniq -c | sort -n
    2 GetTimelines
    2 NoShowFlag
    2 SelectScenarioInit
    2 SortFileIndexByComplex
    2 SortFileIndexByName
    2 VictoryFlag
    2 XCSound::XCSound
    4 DoSorting
    4 GetDirDetails
    4 GetDirectoryToDisplay
    4 SetupScenarioList
    6 SwitchMenu
    8 ShowMovie
    32 LoadScenarioPicture
    34 OnLButtonDown
    34 OnLButtonUp
    60 WriteTextSelectScenario
    80 OnPaint
    138 OnTimer
    636 CheckTextExtent
    1092 GetDateValue
    1092 LoadScenarioThumbnail
    1092 SetHistoricalData
    5198 Swap
    13242 Trim
    553020 StringIsLess



    That is, feed the frontend.log -- in this case, ~7 MB in size -- to a series of 7 piped utilities (egrep, awk, sed, sort, uniq, ...; where one utility's output is input for the next utility in the sequence). When I execute such a command, I see results very quickly, in this case in the blink of an eye. Imagine: Processing over 7 million characters of log entries, passing through 7 different Unix (Cygwin) utilities, in the fraction of a second!


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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/14/2017 1:53:36 PM   
    berto


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    quote:

    ORIGINAL: berto

    Campaign Series: Middle East Betas 20170714 released.

    ...

    New features in this release (since the Betas 20170709 release):

  • Implemented the new Recon Reveal feature, where by expending APs recce units can instantly reveal enemy units within visibility range.
  • Added two new toolbar buttons in connection with the preceding: Recon Reveal, and Save APs for Recon. (Also removed the Undo toolbar button.)
  • Fixed a bug with targeting fast recon units... [with the bug fix, fast recon units are now much less vulnerable to enemy direct fire]

    ...




  • quote:

    ORIGINAL: berto

    quote:

    ORIGINAL: Jason Petho

    quote:

    Recon Instant Reveal

    That is crazy exciting!

    No kidding. This is a literal game(play) changer.

    Recon units are no longer just cheap units to throw at the enemy in the hope they will somehow survive the inevitable opfire. In their newly fully developed specialty role, they are much more useful, precious even. The game is about to become much more interesting.


    Attachment (1)

    < Message edited by berto -- 7/14/2017 2:01:09 PM >


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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/14/2017 2:05:09 PM   
    berto


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    quote:

    ORIGINAL: berto

    I will be implementing two new Adaptive AI parameters:



    // 80-89 visibility, spotting
    atg_move_reveal_prob, // Probability moving ATG unit will lose concealment.
    sneaker_move_reveal_prob, // Probability moving Sneaker unit will lose concealment.
    atg_fire_reveal_prob, // Probability firing ATG unit will lose concealment.
    sneaker_fire_reveal_prob, // Probability firing Sneaker unit will lose concealment.
    spotter_prob, // Probability unit will perform spotter function.
    air_spotter_prob, // Probability unit will perform air spotter function.
    recon_reveal_prob, // Probability recon unit will successfully reveal enemy units.
    recon_reveal_cost, // AP cost of instant recon reveal attempt.
    sight_reserved_88,
    sight_reserved_89,



    with the defaults set to



    const int AI_recon_reveal_prob = 100; [applied after any other considerations]
    const int AI_recon_reveal_cost = 35; [AP expenditure per recon attempt]



    Like any other Adaptive AI parameters, the scenario designer is invited to set these to different values, and to vary by side and by nation.

    About the recon_reveal_prob, and the uncertainty of concealment and spotting in general: You will recall that, even in open, clear terrain but also in any terrain, there is a chance that units will remain concealed. This applies to the new Instant Recon also. Just because you expend the 35 APs is no guarantee that all enemy units within Visibility range and LOS will in fact be revealed. Even less certain if recon_reveal_prob is set to < 100. But note: If the first attempted recon fails, or if you suspect it didn't lift the veil from all nearby enemy units, you can attempt a second instant recon, if the unit has sufficient APs remaining. Indeed, we might envision a sequence of: move, recon, move, recon, move.

    This instant recon feature opens up a whole new world of interesting game play choices.


    < Message edited by berto -- 7/14/2017 2:06:31 PM >


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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/14/2017 2:13:27 PM   
    dox44

     

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    just keeps getting better and better.

    thanks for posting!

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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/14/2017 6:47:22 PM   
    fritzfarlig


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    I am Happy 👍👍👍

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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/17/2017 12:04:09 PM   
    berto


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    quote:

    ORIGINAL: berto

    Campaign Series: Middle East Betas 20170716 released.

    ...

    New features in this release (since the Betas 20170714b release):

  • Implemented 8 new Lua EE functions, for a variety of purposes:

    on_unit_reduce (x, y, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader, loss)
    losses (side)
    loss_points (side)
    objective_points ()
    total_points ()
    inc_luav (index, value)
    debug (text)
    strength (side)

    ...

  • The Campaign Series Lua Event Engine is now up to 164 functions, and continues to grow in expressiveness and capability.



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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/17/2017 2:44:11 PM   
    Crossroads


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    Here's a little snippet of the new Recon functionality in play.

    In this screenshot, we've got:

  • Recon Units highlighted, see the cyan circle marking the Toolbar icon.
  • Save AP for Recon Reveal toggled On for the current unit, see the red circle marking the Toolbar icon, and the little icon on the unit card as well.
  • As always in these types of situations, it is good to check your movement radius when one of the "Save AP for..." actions is On. Lighter green circle for Toolbar icon, and hexes for radius, reveal vital information about this.
  • Finally, there's the Recon Reveal action icon circled in dark green. That's what you use, when (if) you get to a position to do something.

    So let us see, here are the SAS teams behind a ridge, approaching an Objective...






    Attachment (1)

    < Message edited by Crossroads -- 7/17/2017 4:35:10 PM >


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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/17/2017 2:46:51 PM   
    Crossroads


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    quote:

    ORIGINAL: Crossroads

  • Recon Units highlighted, see the cyan circle marking the Toolbar icon.
  • Save AP for Recon Reveal toggled On for the current unit, see the red circle marking the Toolbar icon, and the little icon on the unit card as well.
  • As always in these types of situations, it is good to check your movement radius when one of the "Save AP for..." actions is On. Lighter green circle for Toolbar icon, and hexes for radius, reveal vital information about this.
  • Finally, there's the Recon Reveal action icon circled in dark green. That's what you use, when (if) you get to a position to do something.



  • And here we go. One of the SAS teams moved forward, but apparently not quietly enough as the guarding Mech Infantry fired at it, thus revealing themselves!

  • What else is there? Selecting the Objective hex only tells me what I know, that the location is secured by at least one Mech Inf platoon [left screenshot]
  • Clicking at the Recon Reveal, I learn there's more units there, at least(!) the SAM Radar and Battery. There might be more though, we can't rely we've spotted them all even now [right screenshot]

    Now I can plan my next move(s) accordingly!




    Attachment (1)

    < Message edited by Crossroads -- 7/18/2017 8:11:22 AM >


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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/17/2017 2:48:57 PM   
    Crossroads


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    D@mn, the Shallow Water tiles are leaking again over the hex side... Tweak one place, you're sure to break something else Edit: Fixed

    < Message edited by Crossroads -- 7/17/2017 4:40:11 PM >


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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/20/2017 2:17:44 PM   
    Jafele


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    This great game is in good hands. I was sure!

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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/27/2017 7:51:26 PM   
    berto


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    quote:

    ORIGINAL: berto

    From my latest automated AI test game:




    Note the two AI-built bridges circled in magenta. Note the Syrian armored engineer platoon, highlighted in green, that has crossed over the bridge it built earlier.

    The dialog box reports success in building a new, third bridge.

    Gentlemen, we have a bridge-building AI!




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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/27/2017 7:53:31 PM   
    berto


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    quote:

    ORIGINAL: berto

    After [additionally] activating the vehicle bridge building AI code, from a subsequent automated AI test game:




    To the left, note the magenta circled AI-built vehicle bridge. Note that the Syrian have crossed the AT ditch in force. Note also that the Syrian forces on the other side of the AT ditch have sprung to life...

    ... The important thing: We have a bridge laying/building AI. One step forward, but a very, very big one.


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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/27/2017 8:28:38 PM   
    Jafele


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    Awesome! I have never seen something like that before.

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    Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.

    LAO TSE

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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/27/2017 9:38:47 PM   
    Warhorse


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    Man this is great!! Que pasa, Javi?!

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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/27/2017 9:49:38 PM   
    Jafele


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    Hola Mike! Can´t wait to play using the new features! It´s almost a new game!!

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    Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.

    LAO TSE

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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/28/2017 12:53:47 PM   
    carll11


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    Excellent, most excellent, and thank you, that could not have been easy.

    I had actually stepped away from this bracket of gaming and took up Panzer Campaigns waiting on this very thing and the AI work....Now I can plan on returning, many thx.

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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 8/10/2017 2:04:49 PM   
    Crossroads


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    Yesterday's build was the first one with all front end dialogs (the one's used for selecting a scenario, a campaign, or one of the editors) were replaced with new, 800x600 sized dialogs. Another milestone set and met!

    Here's the current candidate for scenario selection. Everything still subject to change, as always.




    Attachment (1)

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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 8/10/2017 2:06:36 PM   
    Crossroads


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    You guys might recall another candidate from a page or two ago, a larger one. We're assuming the lowest supported display size will be 1366x768, so needed to downsize that one. Yet, this should be large enough for even players higher resolution displays.

    < Message edited by Crossroads -- 8/10/2017 2:15:27 PM >


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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 8/10/2017 2:24:01 PM   
    Crossroads


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    quote:

    ORIGINAL: Crossroads

    Yesterday's build was the first one with all front end dialogs (the one's used for selecting a scenario, a campaign, or one of the editors) were replaced with new, 800x600 sized dialogs. Another milestone set and met!



    Here's the new Battle Generator dialog, all neatly in place now. Hopefully an improvement from the legacy one





    Attachment (1)

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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 8/10/2017 2:33:44 PM   
    Crossroads


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    quote:

    ORIGINAL: Crossroads

    Here's the new Battle Generator dialog, all neatly in place now. Hopefully an improvement from the legacy one



    And here's a sample from the linked campaign selection dialogs:





    Attachment (1)

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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 8/10/2017 3:10:51 PM   
    berto


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    The old legacy frontend look and UI:

    Goodbye, and good riddance!

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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 8/12/2017 4:49:13 PM   
    budd


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    Question on the recon function. Is it just for sighting purposes or will using it with EFOW reveal more information about enemy units over time, mainly strength and type? always thought the game could use a FOW setting between what it currently has which seems to be all or nothing.

    Just noticed in my PBEM game that some enemy unit info does reveal with EFOW, so i guess will the recon feature speed this process up.

    < Message edited by **budd** -- 8/12/2017 5:06:37 PM >


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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 8/12/2017 5:38:56 PM   
    berto


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    At present, the instant Recon feature has but a single effect: It reveals enemy units (within LOS) instantly, rather than at the beginning of the next own-side phase.

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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 8/12/2017 7:01:26 PM   
    budd


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    Have you guys got how it will work fleshed out yet? sighting more than one hex out, recon unit remaining unspotted, spotting value VS unit size & concealment, ect.

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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 8/12/2017 7:28:11 PM   
    berto


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    From: metro Chicago, Illinois, USA
    Status: offline

    It will reveal exactly the same enemy force info you would normally see at the beginning of your next phase, the only difference being you will see that info instantly (at the expenditure of APs), no waiting. Revealed enemy units only within the reconnoitering unit's LOS (and within current Visibility range) of course. (It is not an across-the-board full-map enemy unit reveal.)

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    Campaign Series Legion https://cslegion.com/
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    (in reply to budd)
    Post #: 390
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