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RE: NVA Heavy Machinegun

 
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RE: NVA Heavy Machinegun - 7/5/2018 1:53:26 PM   
Jason Petho


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From: Terrace, BC, Canada
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quote:

ORIGINAL: Deepstuff3725

Any chance some day, way down the road, we might see a CS: Modern Warfare? I'd like to put together and play scenarios with US and coalition forces going up against different insurgents and terrorist groups, being able to use toys like the M1 Abrams tank, A-10s and F-18s, US Navy Seal teams, etc.

Jeff


As we build the OOB's comprehensively between 1948 and 1985, you'll find these goodies in the US, which is COLD WAR ready:


P100049 5 8 22 35 0 0 73 48 54 2 5 1 12 0 0 1 24 62 P100049 9 97 0 1 4 2113551 80 1 85 12 67 42 30 M1 Abrams , M1 Abrams ,
P100050 4 8 22 35 0 0 73 48 54 2 5 1 12 0 0 1 24 62 P100049 9 97 0 1 4 2113551 80 1 85 12 67 42 30 M1 Abrams , M1 Abrams ,
P100051 3 8 22 35 0 0 73 48 54 2 5 1 12 0 0 1 24 62 P100049 9 97 0 1 4 2113551 80 1 85 12 67 42 30 M1 Abrams , M1 Abrams ,
P100052 2 8 22 35 0 0 73 48 54 2 5 1 12 0 0 1 24 62 P100049 9 97 0 1 4 2113551 80 1 85 12 67 42 30 M1 Abrams , M1 Abrams ,
P100053 5 8 24 35 0 0 73 48 54 2 5 1 12 0 0 1 24 62 P100053 10 97 0 1 4 2113551 84 1 85 12 81 48 35 IPM1 Abrams , IPM1 Abrams ,
P100054 4 8 24 35 0 0 73 48 54 2 5 1 12 0 0 1 24 62 P100053 10 97 0 1 4 2113551 84 1 85 12 81 48 35 IPM1 Abrams , IPM1 Abrams ,
P100055 3 8 24 35 0 0 73 48 54 2 5 1 12 0 0 1 24 62 P100053 10 97 0 1 4 2113551 84 1 85 12 81 48 35 IPM1 Abrams , IPM1 Abrams ,
P100056 2 8 24 35 0 0 73 48 54 2 5 1 12 0 0 1 24 62 P100053 10 97 0 1 4 2113551 84 1 85 12 81 48 35 IPM1 Abrams , IPM1 Abrams ,


P102086 1 12 12 33 25 25 16 10 0 2 0 0 1 6 7 0 429 47 P102086 14 2 131 1024 49 4227085 61 1 85 12 0 0 0 SEAL , SEAL ,

P106575 2 0 11 35 0 0 400 350 0 0 0 14 31 7 6 0 376 129 P106575 6 65536 0 0 2052 8208 77 1 85 12 0 0 0 A-10 Thunderbolt , A-10 ,


P105054 2 0 22 0 0 0 0 0 0 0 0 14 26 7 6 0 71 0 P105054 6 0 0 0 524288 0 83 1 85 12 0 0 0 F/A-18A Hornet , F/A-18A ,


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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/5/2018 2:03:45 PM   
Crossroads


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And of course, the British Army of the Rhine is already part of the CS Middle East British OOB

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/5/2018 5:23:22 PM   
jamespcrowley

 

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From: Chichester UK
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Probably a stupid question; does the hex size have to represent 250m?


When you consider that many board and computer squad level games use a hex size of 40 -50 m, 250 seems excessive for formations just over three times as big as a squad.



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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/5/2018 5:52:00 PM   
Oberst_Klink

 

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quote:

ORIGINAL: jamespcrowley

Probably a stupid question; does the hex size have to represent 250m?


When you consider that many board and computer squad level games use a hex size of 40 -50 m, 250 seems excessive for formations just over three times as big as a squad.



James,

see it this way - up to 6 units can occupy a hex, so the stacking allows up to 6 platoons or vehicles. In smaller scale, 50m/Hex like in WinSPWW2 etc you can stack less units into one hex; which makes sense, right? I just checked it out. So, the hex scale fits into the maximum availale troops/density you can pack in there.

Klink, Oberst




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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/5/2018 5:52:55 PM   
Jason Petho


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quote:

...does the hex size have to represent 250m?


Yes.

It is the fundamental map scale of the series.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/5/2018 6:41:56 PM   
Crossroads


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With Campaign Series, as it was originally developed by a crew of Avalon Hill veterans that founded Talonsoft, it may not be a big surprise they decided to continue the 250m scale of Panzerblitz, Panzer Leader, and Arab Israeli Wars.

SPI's Mech War series of the old were 200m hexes, while their somewhat older Red Star / White Star series were 300m hexes. At the other end there's the coming Normandy: the Beginning of the End choosing to use a higher, 150-200m scale for hexes.

Most of the platoon scale boardgames seem to be there or thereabouts with 250 m hex sizes, seems

Checked, another 150m hex series are the LnL Nations at War and World at War series.

< Message edited by Crossroads -- 7/5/2018 6:53:55 PM >


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Type 63 Light Tank in veggie camo - 7/7/2018 3:38:08 PM   
Warhorse


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As part of the NVA/VC camo project, which will be an option, here is the Type 63 resplendent in it's vegetative camo to evade air superiority!!






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RE: Type 63 Light Tank in veggie camo - 7/7/2018 5:23:12 PM   
Big Ivan


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quote:

ORIGINAL: Warhorse

As part of the NVA/VC camo project, which will be an option, here is the Type 63 resplendent in it's vegetative camo to evade air superiority!!







That's pretty slick Mike, I like that!!

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RE: Type 63 Light Tank in veggie camo - 7/7/2018 8:40:30 PM   
Warhorse


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Thanks John, taking a little time, but going to be boss!


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PAVN Assault Gun - 7/14/2018 9:27:56 PM   
Warhorse


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Almost done the camo pack, here is the ISU-122 Assault Gun.






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Mike Amos

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RE: PAVN Assault Gun - 7/15/2018 1:52:10 AM   
Warhorse


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NVA camo'd vehicles move up a road! All vehicles, and heavy crew-served weapons now are foliage camo'd, will be able to use via JSGME!






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RE: PAVN Assault Gun - 7/15/2018 9:50:02 AM   
Big Ivan


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Looking real cool Mike, just beautiful!!

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RE: PAVN Assault Gun - 7/15/2018 9:07:23 PM   
Warhorse


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Thanks man, now on to the ARVN!

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RE: PAVN Assault Gun - 7/17/2018 7:19:55 PM   
Crossroads


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Here's Mike's PRVN unit images on 2D view. Watch out, they look the business!



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RE: PAVN Assault Gun - 7/31/2018 3:50:22 PM   
berto


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Another recent (private) Dev Team Forum post:

quote:

ORIGINAL: berto

quote:

ORIGINAL: berto

I am struggling to implement way point movement...

Done! As in, for example:



function battle_plan_hmong_attack_left (turn, side)

local i

move_way_point(HMONG_1ST_COMPANY, {"22,10","22,13"})
for i = 1, #HMONG_1ST_COMPANY do
local trackid = HMONG_1ST_COMPANY[i ]
if within(trackid, "22,13", 1) then
attack_strong({trackid}, "22,17")
end
end

end





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Post #: 735
RE: PAVN Assault Gun - 7/31/2018 5:59:33 PM   
berto


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A work-in-progress:








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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/31/2018 7:07:15 PM   
Crossroads


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Not your father’s AI, anymore

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 7/31/2018 7:31:15 PM   
Blond_Knight


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Im not saying we need an editor for the lua files but how about a syntax checker? Im assuming if you call a variable that doesn't exist it'll output to the log file?

Berto if you need an extra hand I do a lot of powershell and some Linux scripting as a Sysadmin.

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Post #: 738
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 8/1/2018 1:51:05 AM   
berto


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From: metro Chicago, Illinois, USA
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quote:

ORIGINAL: Blond_Knight

Im not saying we need an editor for the lua files but how about a syntax checker? ...

You mean like the standard Lua compiler luac?



rober@Rob10rto /cygdrive/c/Documents and Settings/rober/My Documents/Games/Matrix Games/Images
$ luac -p "$VN/mods/DEV - Test Scenarios"/*.lua "$VN/mods/DEV - Test Scenarios/scenarios"/*.lua
luac: ... - Test Scenarios/scenarios/LA_671216_phou-den-din_H.lua:224: 'then' expected near 'move_rush'





A support utility I wrote to work together with luac, take a gander at this:

quote:

ORIGINAL: berto

Let's see if I can make your heads hurt.

The source code to txt.l, the heart of the new lstrip.exe utility (one component of csluachk.pl):



Needless to say (?), get even just a single ; out of place, omit a vital \ or whatever, the whole thing falls apart, won't compile (translate into machine code). It all has to be just so.

In addition, I have at least one other home-grown utility, csluachk.pl, to check the Lua scripts in various other ways, for example:



rober@Rob10rto ~/cslint
$ ./csluachk.pl -G -n -w +e -g vn
...
ERROR: for VN_510327_Mao_Khe_H.lua:226: mistaken side: FRENCHSIDE
ERROR: for VN_510327_Mao_Khe_H.lua:226: mistaken side parameter: inc_event_points(FRENCHSIDE, ...)
ERROR: for VN_510327_Mao_Khe_H.lua:254: mistaken side: FRENCHSIDE
ERROR: for VN_510327_Mao_Khe_H.lua:254: mistaken side parameter: inc_event_points(FRENCHSIDE, ...)
ERROR: for VN_510327_Mao_Khe_H.lua:282: mistaken side: FRENCHSIDE
ERROR: for VN_510327_Mao_Khe_H.lua:282: mistaken side parameter: inc_event_points(FRENCHSIDE, ...)
ERROR: for VN_510327_Mao_Khe_H.lua:354: mistaken nation parameter: inc_morale_shift(FRENCH_SIDE, ...)
ERROR: for VN_510327_Mao_Khe_H.lua:370: mistaken nation parameter: inc_morale_shift(FRENCH_SIDE, ...)
ERROR: for VN_510327_Mao_Khe_H.lua:387: mistaken nation parameter: inc_morale_shift(VIET_MINH_SIDE, ...)
ERROR: for VN_510327_Mao_Khe_H.lua:403: mistaken nation parameter: inc_morale_shift(VIET_MINH_SIDE, ...)
...
ERROR: for VN_521201_Na_San_H.lua:443: mistaken side: French_SIDE
ERROR: for VN_521201_Na_San_H.lua:473: mistaken side: French_SIDE
ERROR: /usr/local/bin/luac: ...rix Games/Vietnam/vietnam/scenarios/VN_540404_PK15_H.lua:208: 'then' expected near 'if'
...
ERROR: for VN_480810_Gionc_Dinh_A.lua:104: mistaken objective hex coordinates: objective_owner(15,11)
ERROR: for VN_480810_Gionc_Dinh_A.lua:110: mistaken objective hex coordinates: objective_owner(15,11)
ERROR: for VN_480810_Gionc_Dinh_A.lua:116: mistaken objective hex coordinates: objective_owner(15,11)
WARNING: in VN_480810_Gionc_Dinh_A.lua, referenced just once: VP_2_CAPTURED
WARNING: in VN_480810_Gionc_Dinh_A.lua, referenced just once: VP_3_CAPTURED
...
WARNING: for LA_630915_SamNeua_A.lua, missing or mistaken on_resume()
WARNING: for LA_630915_SamNeua_A.lua, missing or mistaken on_shutdown()
WARNING: for LA_630915_SamNeua_A.lua, missing or mistaken on_next_phase()
WARNING: for LA_630915_SamNeua_A.lua, missing or mistaken on_next_turn()
...



And many other possible errors.

quote:

Im assuming if you call a variable that doesn't exist it'll output to the log file?

Yes, the Lua interpreter will surely log all significant errors (in the standard game log files engine.log & error.log, but also optionally in the new lua.log), for example:



rober@Rob10rto /cygdrive/r/Temp/logs
$ cat error.log
2018-07-31 05:16:36 vnengine.exe: [ERROR ID 3000] (lua.cpp, line 317, Lua::Load()) user.lua file load error: user.lua:178: 'end' expected ( to close 'function' at line 88) near <eof>
2018-07-31 05:16:59 vnengine.exe: [ERROR ID 3000] (appl.cpp, line 3186, ApplWindow::LOnNextPhase()) in ApplWindow::LOnNextPhase, error running function 'on_next_phase': scenarios\MoveWayPointTest1.lua:67: attempt to call a nil value (global 'move_way_point')



By means of the CSEE log() command



FUNCTION

log (logfile, loglevel, msg)

DESCRIPTION

Log a message, at the given level, to one of the standard game log files.

INPUTS

logfile -- any of

ERRLOG
APPLOG
LUALOG

loglevel -- any of

LOG_DEBUG
LOG_INFO
LOG_NOTICE
LOG_WARNING
LOG_ERROR

text -- character string, or some function or expression evaluating to a character string

RETURN VALUE

none

EXAMPLES

log(LUALOG, LOG_INFO, "entering on_startup(), turn is " .. current_turn())

log(APPLOG, LOG_INFO, "entering on_startup(), turn is " .. current_turn())

log(ERRLOG, LOG_ERROR, "unit trackid " .. trackid .. " does not exist")

SEE ALSO

message ()
message_once ()
_message ()
note ()
note_once ()
_note ()
debug ()



and its cousins (the SEE ALSO), you can log the CSEE up the wazoo.

A sample use:



log(LUALOG, LOG_DEBUG,
"turn " .. current_turn() ..
", i " .. i ..
", j " .. j ..
", trackid " .. trackid ..
", loc " .. loc ..
", from " .. from ..
", to " .. to
)



And its corresponding lua.log file output:



rober@Rob10rto /cygdrive/r/Temp/logs
$ cat lua.log
2018-07-31 07:52:44 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 445, l_log()) turn 2, i 1, j 3, trackid 293, loc 59,78, from 59,73, to 50,68
2018-07-31 07:52:44 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 445, l_log()) turn 2, i 1, j 2, trackid 293, loc 59,78, from 50,73, to 59,73
2018-07-31 07:52:44 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 445, l_log()) turn 2, i 1, j 1, trackid 293, loc 59,78, from 59,78, to 50,73
2018-07-31 07:52:44 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 445, l_log()) moveit(), trackid 293, hexcoor 50,73
2018-07-31 07:52:48 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 445, l_log()) turn 3, i 1, j 3, trackid 293, loc 56,76, from 59,73, to 50,68
2018-07-31 07:52:48 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 445, l_log()) turn 3, i 1, j 2, trackid 293, loc 56,76, from 50,73, to 59,73
2018-07-31 07:52:48 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 445, l_log()) turn 3, i 1, j 1, trackid 293, loc 56,76, from 56,76, to 50,73
2018-07-31 07:52:48 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 445, l_log()) moveit(), trackid 293, hexcoor 50,73
2018-07-31 07:52:53 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 445, l_log()) turn 4, i 1, j 3, trackid 293, loc 53,75, from 59,73, to 50,68
2018-07-31 07:52:53 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 445, l_log()) turn 4, i 1, j 2, trackid 293, loc 53,75, from 50,73, to 59,73
2018-07-31 07:52:53 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 445, l_log()) turn 4, i 1, j 1, trackid 293, loc 53,75, from 53,75, to 50,73
2018-07-31 07:52:53 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 445, l_log()) moveit(), trackid 293, hexcoor 50,73
...



Oh, yes, there will be all sorts of diagnostic support for the CSEE Lua scripting, much of it home-grown. Lots of possibilities here, but lots of pitfalls also. We'll try to help you avoid the pits.

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(in reply to Blond_Knight)
Post #: 739
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 8/1/2018 1:59:39 AM   
Blond_Knight


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OK thats cool!

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Post #: 740
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 8/9/2018 8:34:41 PM   
Jason Petho


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From: Terrace, BC, Canada
Status: offline
The last country is being worked on for Vietnam. Thailand, as per our standards, will be available between 1948-1985.




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scripted AI movement - 8/12/2018 7:14:36 PM   
berto


Posts: 20708
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From: metro Chicago, Illinois, USA
Status: offline

Additional recent (private) Dev Team Forum posts:

quote:

ORIGINAL: berto

Here are the latest Scripted AI functions available in the CSEE:



at (trackid, hexcoor)
within (trackid, hexcoor, distance)
units_within_count (hexcoor, distance, side)
set_ai (trackids, hexcoor, order)
defend_weak (trackids, hexcoor)
defend_strong (trackids, hexcoor)
move_norush (trackids, hexcoor)
move_rush (trackids, hexcoor)
attack_weak (trackids, hexcoor)
attack_strong (trackids, hexcoor)
attack_banzai (trackids, hexcoor)
load (trackids, hexcoor)
unload (trackids, hexcoor)
take_off (trackids, hexcoor)
land (trackids, hexcoor)
ascend_ground (trackids, hexcoor)
ascend_noe (trackids, hexcoor)
ascend_low (trackids, hexcoor)
ascend_high (trackids, hexcoor)
descend_low (trackids, hexcoor)
descend_noe (trackids, hexcoor)
descend_ground (trackids, hexcoor)
descend_underground (trackids, hexcoor)
ascend_move (trackids, hexcoor)
move_descend (trackids, hexcoor)
exit (trackids, hexcoor)
dig_in (trackids, hexcoor)
reconnoiter (trackids, hexcoor)
build_bridge (trackids, hexcoor)
lay_bridge (trackids, hexcoor)
lay_mine (trackids, hexcoor)
lay_ied (trackids, hexcoor)
build_barrier (trackids, hexcoor)
damage (trackids, hexcoor)
clear_lz (trackids, hexcoor)



There will be more to follow.

More to follow. For instance...

quote:

ORIGINAL: berto

quote:

ORIGINAL: berto

Here are the latest Scripted AI functions available in the CSEE:



at (trackid, hexcoor)
within (trackid, hexcoor, distance)
units_within_count (hexcoor, distance, side)
...



There will be more to follow.

The above three CSEE functions are useful additions to the scripted AI toolkit. Akin to within() giving rise to units_within_count(), basing off these existing functions



map_above (row, side)
map_below (row, side)
map_left_of (col, side)
map_right_of (col, side)



(all of which return 'true' or 'false'; see LUA_FUNCTIONS_REFERENCE.txt), I will be adding these four spin-off functions



map_above_count (row, side)
map_below_count (row, side)
map_left_of_count (col, side)
map_right_of_count (col, side)



to give the unit counts of one side or the other in those given map areas. We could then do interesting things, such as



local enemy_above = map_above_count(30, RUSSIAN_SIDE)
local enemy_below = map_below_count(30, RUSSIAN_SIDE)
if enemy_above > enemy_below then
...
end



In other words, if one half or more of the Russian units are determined to be above row 30, then [do something].

There are all sorts of interesting, useful functions we can add like these. We should be on the lookout for them.


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(in reply to berto)
Post #: 742
RE: scripted AI movement - 8/22/2018 6:41:13 PM   
berto


Posts: 20708
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: offline

Here is an MP4 video showcasing some of the new Scripted AI capabilities.

To set the stage, the depicted scenario's (LA_690915_SAR_A.scn) description:

quote:

[Moung Soui][Play Side A][HISB][CSL][NO:HLZ] During Operation ABOUT FACE, the Hmong forces, with much air power support, retook the Plain of Jars. A Pathet Lao battalion was isolated at Moung Soui, surrounded by RLA ADC units, trying to close in. A Hmong T-28 was shot down, but the pilot ejected, and was on the ground, Pathet Lao were nearby. A RAVEN FAC was on the scene to direct airstrikes on the Pathet Lao. 30 minutes later, two HH-53 Jolly Greens were dispatched from Long Tieng. Can they arrive in time, and withstand enemy ground fire long enough to pick up the pilot?

In this scenario, the Hmongs' aim is to shield the downed pilot long enough for a couple of CH-53 Sea Stallion helicopters ("Jolly Green [Giants]") to swoop in from the south and carry the precious pilot away to safety. Conversely, the Pathet Lao's aim is to kill the Hmong pilot if they can.

Here is a screenshot mid way through the video to make things clearer:



The Hmong pilot is circled in magenta. He is fleeing to the designated rendezvous point (green circle), where the Jolly Greens are waiting. The Pathet Lao (turquoise circles) have broken through the shielding Hmong defenders and are closing in on the fleeing pilot. Will the pilot survive, be rescued? Click the link above to find out!

...

Or read the following spoilers. In the video playback of an automated AI vs. AI test game:

  • The Hmong ADC Company rushes towards the Hmong pilot.
  • The Laotian Birddog (RAVEN) spotter plane moves to circle over the downed pilot. Pathet Lao forces fire at the advancing Birddog.
  • The Hmong pilot begins to flee to the northeast.
  • The Pathet Lao give chase. Ground fighting ensues.
  • The Jolly Greens show up as reinforcements near the south map edge.
  • More fighting between the Pathet Lao attackers and the defending Hmong.
  • The Hmong pilot continues fleeing to the northeast.
  • The Jolly Greens head towards the pilot. As they do so, Pathet Lao AA near Muong Soui Airfield fire twice at the passing HH-53s but miss. The Jolly Greens eventually reach the rendezvous point, where they settle down to land.
  • More ground fighting, more pilot fleeing.
  • The near Pathet Lao platoon gets in a single shot at the Hmong pilot, but misses.
  • Try as they might, the Hmong defenders are unable to block the attacking Pathet Lao. The PL break through.
  • The Hmong pilot reaches the rendezvous, and a while later boards one of the waiting rescue helos.
  • More ground fighting.
  • Being short of fuel, the Birddog leaves the scene, flies off the south map edge seeking resupply.
  • The Pathet Lao draw uncomfortably near the rendezvous point. Can the Jolly Greens, with pilot onboard, take off in time?
  • They can! But as they do, the Pathet Lao fire at the climbing helo and ... miss!
  • The Jolly Green flies off to the south, and eventual exit off-map. By rescuing the pilot, the Hmongs have just won the scenario! (Are awarded 200 Event Points.)
  • But all is not quite well with the Hmongs. The Pathet Lao fire at and destroy the other Jolly Green as it attempts to take off.
  • More ground fighting, but to little purpose. With the pilot now rescued, the scenario is effectively over.

    Near the end of the of the video clip, after the game has exited, you will see a small terminal display showing this:



    2018-08-22 10:34:25 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 445, l_log()) in on_unit_kill(), trackid 513
    2018-08-22 10:34:31 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 445, l_log()) in on_unit_remove(), trackid 514
    2018-08-22 10:34:31 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 445, l_log()) in on_unit_remove(), trackid 512
    2018-08-22 10:34:32 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 445, l_log()) in on_unit_remove(), trackid 515



    512 is the Hmong Pilot, 514 is the one surviving Jolly Green, and 515 is the Birddog. 513 is the unlucky, destroyed other Jolly Green.

    This video shows an automated AI vs. AI test game. In automated test game mode, all pop-up dialogs, are suppressed, including the Victory Dialog. If this were a normal game, the human player(s) would see direct, in-game confirmation of the successful rescue, and the victory (or loss). But in this example, we need to show the log entries above to demonstrate the map exits (also the kill).

    So what's the big deal? It is this:

  • In this demonstration, both AI sides are scripted. If you the human were playing Side A, you would play vs. the scripted Side B AI. Or if you the human were playing Side B, you would play vs. the scripted Side A AI.
  • The AI scripting is done in broad outline. The scripting nudges and directs the AI, but the usual legacy game AI still manages the hex-to-hex movement, the firing, etc. There is no micromanaging the AI here, but there could be! (The more micromanagement, the harder the scripting.)
  • The video depicts one Hmong overall battle plan, and one Pathet Lao overall battle plan. We could script alternative battle plans, to be selected randomly, else more intelligently in reaction to actual game play conditions.
  • The scripting is dynamic, constantly adapting to changing game conditions. For example, as the pilot moves away, the Hmong and Pathet Lao, fighting aside, move to shield/pursue the fleeing pilot. (With an alternative battle plan specifying a different rendezvous point, the forces would automatically adapt to flee toward and fight around the different location(s).)
  • You are seeing here the first demonstration of the game's new helo-specific AI. By way of scripting, the AI can now direct helos to take off, to move, to climb or descend, to onboard or offload passengers, even to fire as necessary. The AI can also be fuel aware, retiring low-on-fuel helos as needed.
  • Heretofore, the legacy CS AI has been entirely guided by pre-designated objectives. You will note that in this scenario, there are no formal hex objectives. The AI directs the forces to follow a specific unit, the pilot, not aim for a specific hex objective (or set of objectives). This is entirely new.
  • Since we have freed the AI from aiming for specific, pre-designated objective hexes, we can direct the AI to move towards, to fight for, any location we choose (even if not a designated objective).

    ... And so much more. But we will save the "much more" for future sneak peeks.

    As Crossroads says:

    quote:

    ORIGINAL: Crossroads

    Not your father’s AI, anymore


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    (in reply to berto)
  • Post #: 743
    RE: scripted AI movement - 8/22/2018 6:51:24 PM   
    berto


    Posts: 20708
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    From: metro Chicago, Illinois, USA
    Status: offline

    A snippet from the LA_690915_SAR_A.lua file:



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    (in reply to berto)
    Post #: 744
    RE: scripted AI movement - 8/22/2018 7:44:52 PM   
    berto


    Posts: 20708
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    From: metro Chicago, Illinois, USA
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    quote:

    ORIGINAL: berto

  • Heretofore, the legacy CS AI has been entirely guided by pre-designated objectives. You will note that in this scenario, there are no formal hex objectives. The AI directs the forces to follow a specific unit, the pilot, not aim for a specific hex objective (or set of objectives). This is entirely new.

  • Entirely new, and for Vietnam especially, entirely needed. In the Vietnam War(s), the point of fighting was usually not to capture and occupy real estate, rather to find and engage a mobile and elusive enemy. There will be a good number of take-and-possess scenarios in CS Vietnam, certainly. But there will be "search and destroy" enemy units scenarios (without any formal geographical objectives) as well.

    < Message edited by berto -- 8/22/2018 8:20:52 PM >


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    (in reply to berto)
    Post #: 745
    RE: scripted AI movement - 8/23/2018 1:51:41 PM   
    David Galster

     

    Posts: 652
    Joined: 3/15/2008
    Status: offline
    Berto - Regarding Scripted AI capabilities

    The scripted AI for the scenario: Search and Rescue at Moung Soui
    is really good. The sequence of events and outcome is very exciting.
    Almost reads like an action comic book - LOL. But I really like it!

    Was the MP4 replay AI vs AI or human vs AI?
    Were you able to eliminate the objective hex? I didn't see it.
    If it was eliminated from the scenario, what element did you add in
    the programming to motivate the NVA to go after the downed pilot?

    Were there airstrikes to support the Laotians in this rescue?

    Artificial Intelligence Kudos,

    David Galster

    (in reply to berto)
    Post #: 746
    RE: scripted AI movement - 8/23/2018 4:09:41 PM   
    berto


    Posts: 20708
    Joined: 3/13/2002
    From: metro Chicago, Illinois, USA
    Status: offline

    quote:

    ORIGINAL: David Galster

    Berto - Regarding Scripted AI capabilities

    The scripted AI for the scenario: Search and Rescue at Moung Soui
    is really good. The sequence of events and outcome is very exciting.
    Almost reads like an action comic book - LOL. But I really like it!

    Was the MP4 replay AI vs AI or human vs AI?

    The former. AI vs. AI throughout, entirely hands off. Needless to say, the scenario plays out quite differently (and unintelligibly) without the AI scripting (and without direct, in-game human input, as you would see if a human plays one side or the other).

    quote:

    Were you able to eliminate the objective hex? I didn't see it.

    Yes, no more objective hex. Otherwise, with the objective hex, and with the unscripted legacy AI, both sides keep charging towards it. To get both sides to focus on the pilot, not any particular geographical location, I had to remove any objective hexes.

    quote:

    If it was eliminated from the scenario, what element did you add in
    the programming to motivate the NVA to go after the downed pilot?

    Here is the relevant code, the PAVN battle plan in full:



    That's it. Pretty simple, no?

    The PILOT_LOCATION is dynamically refreshed each phase in the on_next_phase() trigger (see highlighted portion):



    As the pilot moves, the ground forces, both Pathet Lao and Hmong, are programmed to follow him (pursue and attempt to kill, else follow and attempt to shield).

    quote:

    Were there airstrikes to support the Laotians in this rescue?

    No, I don't recall seeing any.

    With all of the many game play elements -- most especially the helo ops and the loading, exiting off map etc. -- this scenario was a bit challenging to script. (Not all of it revealed here publicly, but you have seen most of it.) It took me about a half a day to rough draft it. Then another two days or so to debug. Some of the pitfalls were found in the CSEE game engine code, since resolved. (Everything is still work-in-progress, after all.) And I made a couple of bone-headed mistakes in the scripting. But when it all came together, it was delightful to see the results. It's all rather fun -- without the bugs, when it works!

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    (in reply to David Galster)
    Post #: 747
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 9/2/2018 8:39:18 AM   
    Crossroads


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    Joined: 7/5/2009
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    New CS Vietnam BETA, with Thailand added as a bonus nation to the set. Why not?

    Here's a snippet of them in action, at "Assault on FSB Lion", from Laos' secret war, by David Galster, which now has the Thai Irregular units previously represented by Laotian forces.3D Unit Bases are graphics art by Gary (XLVIII PanzerKorp).

    (All graphics still at BETA stage, 3D especially)









    Attachment (1)

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    (in reply to berto)
    Post #: 748
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 9/2/2018 2:09:46 PM   
    Big Ivan


    Posts: 1963
    Joined: 6/9/2008
    From: Mansfield, Ohio USA
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    Nice Crossroads, thank you for the peak!!

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    Post #: 749
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 9/12/2018 9:55:56 PM   
    Jason Petho


    Posts: 15009
    Joined: 6/22/2004
    From: Terrace, BC, Canada
    Status: offline
    Campaign Series Middle East: You can expect a new UPDATE next year for Middle East. The primary focus with this new 2.02 UPDATE will be on the scenarios. They are now being rewritten to utilize the new LUA scripting features. You'll also notice that logistics will play a bigger role in many of the scenarios. We are hoping that with the scripting, all of the official scenarios will be playable vs a human opponent, or you vs Side A or you vs Side B.

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    Post #: 750
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