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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

 
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/17/2019 6:22:37 PM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
Campaign Series Vietnam: Music. As you know, we are a small team with a zero development budget. While having some classic 70's rock tunes would be ideal, that is out of our scope. Fortunately, we have been given permission to use authentic Vietnamese music by Dr. Phong Nguyen. These tracks are of a similar style that were included in Middle East, setting the mood yet not being overbearing. A huge thank you to Dr. Phong Nguyen for his brilliant works!

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Post #: 961
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/19/2019 5:44:01 PM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
Campaign Series Vietnam: ALPHA graphics.

Spent some time this past long weekend to continue work on the III Corps master map. Since it was open, I figured I'd pull together some screenshots and paste them together for you. Here is the Iron Triangle area, northwest of Saigon. Operation Cedar Falls being one of the larger operations that happened in the area.




Attachment (1)

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Post #: 962
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/20/2019 9:31:46 PM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
I have been reading about the Ia Drang Campaign in preparation for scenario design. Did you know that 1st Brigade was operating in the Chu Pong Massif area for a full two weeks prior to 3rd Brigade showing up and having their "X-Ray" rumble?

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Post #: 963
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/21/2019 9:26:46 PM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
Campaign Series Vietnam: ALPHA Graphics: SCENARIO QUESTION: Posing a question with reference to this sentence from a previous post: "You will notice how large the rest of the map is (considering it is a couple battalion sized engagement) and you'll notice that a lot of the scenario maps are significantly larger than what you'd expect to find, in particular if you're coming from the World War 2 games."

How big is too big to include for the various airfields.

For example, the initial air operations supporting 1st Brigade in the Ia Drang were conducted out of Pleiku. That's a HUGE area to have for a map when only a small portion of it is where the action is.

What are your thoughts?




Attachment (1)

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Post #: 964
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/23/2019 11:57:20 AM   
Big Ivan


Posts: 1963
Joined: 6/9/2008
From: Mansfield, Ohio USA
Status: offline
Geez Jason the jump map is huge!

I see your point about the map size. How big is too big? That remains to be seen. The biggest map I've seen is Sinai
probably followed by Kelso on EFII and Chronicles in WF.

I think the ground operations would have to be a good size map around Ia Drang with some room to maneuver and the air coming from Pleiku
handled abstractly. I don't think most players want maps so large that they spend almost all of their time moving and
not fighting in a scenario. That can get boring for the players that like to get to the shooting and rat killing ASAP.

With the new lua event script the air will be easier to handle abstractly coming from off board. As for helos maybe a reserve HQ on board
for refuel and supply near Ia Drang. But say after a certain amount of turns and using the event script helos would have to be extracted.

Interesting problem for sure.

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Post #: 965
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/23/2019 12:19:37 PM   
Andrea G


Posts: 325
Joined: 10/9/2017
From: Genoa, Italy
Status: offline
I have already stated my point of view, having to spend time shuttling helos to and from their bases is a realistic bonus.
If someone gets bored can play doom instead

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Post #: 966
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/24/2019 7:08:48 AM   
Crossroads


Posts: 17372
Joined: 7/5/2009
Status: offline
Testing the visuals on a ultra wide 4K monitor, part CS Vietnam.

The brave French paras find themselves in a bit of a pickle, on scenario #6 covering the battles for Dien Bien Phu: Battle of Five Hills, 30 March 1954. Looks like a wave of pain is about to hit them...

Resized from 3440x1440 to 1600x670.




Attachment (1)

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Post #: 967
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/24/2019 12:50:12 PM   
Andrea G


Posts: 325
Joined: 10/9/2017
From: Genoa, Italy
Status: offline
Gee wish I have one of these monster monitors

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Post #: 968
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/24/2019 12:53:51 PM   
Crossroads


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Joined: 7/5/2009
Status: offline

quote:

ORIGINAL: Andrea G

Gee wish I have one of these monster monitors

Got this older one with a nice discount as Samsung had just introduced new models

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Post #: 969
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/24/2019 5:31:14 PM   
benpark

 

Posts: 3884
Joined: 8/12/2002
Status: offline
Thank you for adding high resolution monitor support.

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Post #: 970
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/24/2019 7:00:10 PM   
Crossroads


Posts: 17372
Joined: 7/5/2009
Status: offline

quote:

ORIGINAL: benpark

Thank you for adding high resolution monitor support.

You're quite welcome, benpark.

In principle this is something Microsoft is responsible for, and they have indeed been working with new-hi-resolution features since they started with Vista. This latest W10 added some new features, like the ability to not just tweak overall desktop scaling, but font size too.

Mostly what we as the dev team need to do is to keep up with the joneses, in this case to use the latest Visual Studio environment available to us, which we have done.

Also, testing testing testing.

As always, should you guys spot something odd, please report here so we become aware of any issues as well. There's so many HW/SW combos out there, it's quite a web, but so far so good!

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Post #: 971
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/25/2019 9:26:59 PM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
Campaign Series Vietnam: ALPHA graphics: SCENARIO:

The Lure - Relief of Duc Co
August 9,1965

[Duc Co CIDG Camp, 55 km west of Pleiku, South Vietnam]: [H2H/SIDE A][HIS][CSL]: At the end of May and the beginning of the Viet Cong summer offensive in the Central Highlands found the R32 VC Infantry Regiment surrounding the CIDG Camp at Duc Co. The CIDG camp, with its lone M41 tank, held off attempts to overrun the isolated camp, although was constantly bombarded by VC mortars. The 3rd ARVN Parachute Battalion was parachuted in early August to help lift the siege. While they were able to prevent the camp from being overrun, the 3rd ARVN Parachute Battalion suffered too many casualties in the fighting to take the offensive. A relief column consisting of tanks, M113's, Marines and Rangers were formed in Pleiku to help finally break the siege. The relief Task Force was within sight of the camp when all hell broke loose and it was soon blatantly clear that the Duc Co CIDG Camp was merely the bait. The ferocity of the ambush forced the 3rd ARVN Parachute Battalion to head east to attempt to rescue the ambushed relief force. [ALL][CSEE, Variable Objectives][1.00]




Attachment (1)

< Message edited by Jason Petho -- 2/25/2019 9:41:09 PM >


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Post #: 972
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/25/2019 9:31:00 PM   
Jason Petho


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Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
As an FYI, while we can't include his name in the game, it was Norman Schwarzkopf (aka Stormin' Norman), a Major at the time, that was the U.S. Advisor for the parachute unit and is represented by the leader unit on the airfield.

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Post #: 973
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/26/2019 8:32:44 AM   
Big Ivan


Posts: 1963
Joined: 6/9/2008
From: Mansfield, Ohio USA
Status: offline

quote:

ORIGINAL: Jason Petho

As an FYI, while we can't include his name in the game, it was Norman Schwarzkopf (aka Stormin' Norman), a Major at the time, that was the U.S. Advisor for the parachute unit and is represented by the leader unit on the airfield.


Interesting!

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Post #: 974
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/26/2019 10:57:23 AM   
Oberst_Klink

 

Posts: 4778
Joined: 2/10/2008
From: Germany
Status: offline

quote:

ORIGINAL: Big Ivan


quote:

ORIGINAL: Jason Petho

As an FYI, while we can't include his name in the game, it was Norman Schwarzkopf (aka Stormin' Norman), a Major at the time, that was the U.S. Advisor for the parachute unit and is represented by the leader unit on the airfield.


Interesting!

Of course, what 'modders' and scenario designers do in regards of naming is totally different.

Klink, Oberst

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Post #: 975
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/27/2019 1:12:16 PM   
carll11


Posts: 791
Joined: 11/26/2009
Status: offline

quote:

ORIGINAL: Big Ivan

Geez Jason the jump map is huge!

I see your point about the map size. How big is too big? That remains to be seen. The biggest map I've seen is Sinai
probably followed by Kelso on EFII and Chronicles in WF.

I think the ground operations would have to be a good size map around Ia Drang with some room to maneuver and the air coming from Pleiku
handled abstractly. I don't think most players want maps so large that they spend almost all of their time moving and
not fighting in a scenario. That can get boring for the players that like to get to the shooting and rat killing ASAP.

With the new lua event script the air will be easier to handle abstractly coming from off board. As for helos maybe a reserve HQ on board
for refuel and supply near Ia Drang. But say after a certain amount of turns and using the event script helos would have to be extracted.

Interesting problem for sure.



Actually, BI, I think Uranus weighs in at 5.5 megs....Kelso is 2.4(?)...

In any event, on one hand I agree, having to shuttle helos across 200,300 hexes at 20 30 hexes a turn could get tiresome,however I cant think of a honest way to change that, adding a script that would allow you to embark a Bn. at an airfield 200 kms away, them make it appear within 40 50 hexes of its destination say 5 turns later sounds to 'gamey' to me...

(in reply to Big Ivan)
Post #: 976
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/27/2019 2:17:17 PM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
quote:

having to shuttle helos across 200,300 hexes at 20 30 hexes


Helicopters can move around 80-100 hexes per turn, it all depends on their flight height.

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Post #: 977
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/1/2019 6:42:40 PM   
berto


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

From the LUA_FUNCTIONS_REFERENCE.txt, the latest CSEE function lineup:



TRIGGERS

on_air_attack (hc, pid, name, side, nation, points, strength)
on_hex_attack (hc, side, nation)
on_ied_attack (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_mine_attack (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_next_phase (turn, side)
on_next_turn (turn)
on_objective_capture (hc, values, side)
on_resume ()
on_shutdown ()
on_startup ()
on_unit_attack (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_kill (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_reduce (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader, loss)
on_unit_reinforce (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_release (trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_remove (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)

AI

ai (side)
ai_index (parm)
ai_parameter (index)
adaptive_ai (side, nation, index)
inc_adaptive_ai (side, nation, index, increment)
is_ai (side)
max_ai_index ()
set_adaptive_ai (side, nation, index, value)

COUNTERS

counter_airlevel (trackid)
counter_assault (trackid)
counter_ctrackid (trackid)
counter_defend (trackid)
counter_exists (trackid)
counter_flags (trackid)
counter_hex (trackid)
counter_hq (trackid)

counter_on_map (trackid, verified only)

counter_is_airborne (trackid)
counter_is_air_transport (trackid)
counter_is_hq (trackid)
counter_is_leader (trackid)
counter_is_transport (trackid)

counter_leader (trackid)
counter_morale (trackid)
counter_more_flags (trackid)
counter_name (trackid)
counter_nation (trackid)
counter_oid (trackid)
counter_orgname (trackid)
counter_pid (trackid)
counter_points (trackid)
counter_side (trackid)
counter_strackid (trackid)
counter_strength (trackid)
counter_turns_until_refuel (trackid)
counter_type (trackid)
counter_x (trackid)
counter_y (trackid)

counter_unit_carry_flags (trackid)
counter_unit_fire_flags (trackid)
counter_unit_more_flags (trackid)
counter_unit_move_flags (trackid)
counter_unit_other_flags (trackid)

is_disrupted (trackids)
is_carried (trackids)
is_unloaded (trackids)
is_loaded (trackids)
is_concealed (trackids)
is_outofammo (trackids)
is_diggingin (trackids)
is_fatigued (trackids)
is_buybullet (trackids)
is_buywheel (trackids)
is_fixed (trackids)
is_lowonammo (trackids)
is_isolated (trackids)
is_buyrecon (trackids)
is_reduced (trackids)
is_lowonfuel (trackids)
is_outoffuel (trackids)
is_refueled (trackids)

is_not_disrupted (trackids)
is_not_carried (trackids)
is_not_unloaded (trackids)
is_not_loaded (trackids)
is_not_concealed (trackids)
is_not_outofammo (trackids)
is_not_diggingin (trackids)
is_not_fatigued (trackids)
is_not_buybullet (trackids)
is_not_buywheel (trackids)
is_not_fixed (trackids)
is_not_lowonammo (trackids)
is_not_isolated (trackids)
is_not_buyrecon (trackids)
is_not_reduced (trackids)
is_not_lowonfuel (trackids)
is_not_outoffuel (trackids)
is_not_refueled (trackids)

counters_all (side)
counters_aorg (trackids)
counters_sorg (strackids)

map_trackid (hc, number)
map_trackid_count (hc)
map_trackids (hc)
max_counters ()
max_turns_until_refuel ()

GENERAL

first_side ()
current_side ()
other_side (side)

current_turn ()
next_turn ()
previous_turn ()
final_turn ()

current_visibility ()

night (turn)
fow (side)
is_fow (side)
is_night ()

HEXES

has_big_wrecks (hc)
has_block (hc)
has_bunker (hc)
has_cave (hc)
has_damage (hc, dir)
has_ied (hc)
has_ied1 (hc)
has_ied2 (hc)
has_ied3 (hc)
has_improved_position (hc)
has_landing_zone (hc)
has_light_bridge (hc)
has_minefield (hc)
has_minefield1 (hc)
has_minefield2 (hc)
has_minefield3 (hc)
has_obstacle (hc)
has_pillbox (hc)
has_pontoon_bridge (hc)
has_rubble (hc)
has_smoke (hc)
has_trench (hc)
has_tunnel (hc)
has_vehicle_bridge (hc)
has_wrecks (hc)
has_spotted (hc)

empty_transports_count (hc)
has_empty_air_transport (hc)
has_empty_transport (hc)
has_transport (hc)
max_transport_strength (hc)

is_sidea_aware (hc)
is_sidea_exclude (hc)
is_sideb_aware (hc)
is_sideb_exclude (hc)

is_airfield_hex (hc)
is_beach_hex (hc)
is_building_hex (hc)
is_cactus_hex (hc)
is_canal_hex (hc)
is_canal_shallow_hex (hc)
is_city_hex (hc)
is_clear_hex (hc)
is_colored_dirt_hex (hc)
is_dense_jungle_hex (hc)
is_dry_paddy_hex (hc)
is_forest_hex (hc)
is_grain_field_hex (hc)
is_hammada_hex (hc)
is_impass_hex (hc)
is_industrial_hex (hc)
is_installation_hex (hc)
is_light_jungle_hex (hc)
is_major_canal_hex (hc)
is_major_canal_shallow_hex (hc)
is_major_river_hex (hc)
is_major_river_shallow_hex (hc)
is_marsh_hex (hc)
is_meadow_hex (hc)
is_orchard_hex (hc)
is_palm_tree_hex (hc)
is_produce_field_hex (hc)
is_river_hex (hc)
is_river_shallow_hex (hc)
is_rough_hex (hc)
is_scrub_hex (hc)
is_shallow_hex (hc)
is_soft_sand_hex (hc)
is_suburb_hex (hc)
is_swamp_hex (hc)
is_tall_grass_hex (hc)
is_thicket_hex (hc)
is_village_hex (hc)
is_vineyard_hex (hc)
is_wadi_hex (hc)
is_water_hex (hc)
is_wet_paddy_hex (hc)

LUAVs

luav (index)
inc_luav (index, increment)
init_luav (vname, value)
max_luav_index ()
set_luav (index, value)

MAP

on_map (hc)

map_center (x, y)
map_height ()
map_sector (x, y)
map_up ()
map_width ()

map_up_half (x, y)
map_low_half (x, y)
map_left_half (x, y)
map_right_half (x, y)
map_up_left_quadrant (x, y)
map_up_right_quadrant (x, y)
map_low_right_quadrant (x, y)
map_low_left_quadrant (x, y)
map_nw_quadrant (x, y)
map_ne_quadrant (x, y)
map_se_quadrant (x, y)
map_sw_quadrant (x, y)
map_north_half (x, y)
map_south_half (x, y)
map_east_half (x, y)
map_west_half (x, y)
map_above (row, side, verified_only)
map_below (row, side, verified_only)
map_left_of (col, side, verified_only)
map_right_of (col, side, verified_only)

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

map_side (hc)

hexcoor (x, y)
x (hc)
y (hc)

hex_adjacent (hc, dir)
hex_random (hc, extent)

range (from, to)
within (trackids, hc, extent, verified_only)
units_within_count (hc, extent, side, verified_only)

MESSAGING

_message (title, text)
message (human_only, title, text)
message_once (human_only, title, text, index)
_note (title, text)
note (human_only, title, text)
note_once (human_only, title, text, index)
log (logfile, loglevel, text)

DEBUGGING

trace (event, line)
traceon ()
traceoff ()

MISC

upper_case (text)
lower_case (text)

ordinal (number)

dieroll (x)
random ()
random_index (l, u)
random_pick (list)

even (x)
odd (x)

dir_from (origin, point)
hexdir_from (origin, point)

has_flag (flags, flag)

join (lists)

member (trackid, trackids)
members (trackids_part, trackids_whole)

OBJECTIVES

objective_owner (hc)
objective_points ()
objective_values (hc)

set_objective (hc, values, side)
set_objective_values (hc, values)

REINFORCEMENTS

reinforcement_flags (id)
reinforcement_hex (id)
reinforcement_prob (id)
reinforcement_scatter (id)
reinforcement_turn (id)
reinforcement_x (id)
reinforcement_y (id)

set_reinforcement (id, hc, turn, prob, flags, scatter)
set_reinforcement_flags (id, flags)
set_reinforcement_hex (id, hc)
set_reinforcement_prob (id, prob)
set_reinforcement_scatter (id, scatter)
set_reinforcement_turn (id, turn)
set_reinforcement_x (id, x)
set_reinforcement_y (id, y)

inc_reinforcement_prob (id, increment)

arrived (id)

RELEASES

release_prob (id)
release_turn (id)
released (id)

set_release (id, turn, prob)
set_release_prob (id, prob)
set_release_turn (id, turn)

inc_release_prob (id, increment)

SCENARIO

options ()
set_options (value)
set_option (value)
unset_option (value)

event_points (side)
set_event_points (side, value)
inc_event_points (side, increment)

strength (side, verified_only)
total_points ()
total_strength (side, verified_only)
losses (side)
loss_points (side)

average_morale (side)
morale_shift (nation)
set_morale_shift (nation, value)
inc_morale_shift (nation, increment)

advantage ()
aggressiveness (side)
air_support (side)
ammo_level (side)
arty_ammo_level (side)

set_advantage (value)
set_aggressiveness (side, value)
set_air_support (side, value)
set_ammo_level (side, value)
set_arty_ammo_level (side, value)

inc_advantage (increment)
inc_aggressiveness (side, increment)
inc_air_support (side, increment)
inc_ammo_level (side, increment)
inc_arty_ammo_level (side, increment)

major_defeat ()
major_victory ()
minor_defeat ()
minor_victory ()

set_major_defeat (value)
set_major_victory (value)
set_minor_defeat (value)
set_minor_victory (value)

set_victory (majordefeat, minordefeat, minorvictory, majorvictory)

smoke_ammo (side)
star_shells (side)

set_smoke_ammo (side, value)
set_star_shells (side, value)

inc_smoke_ammo (side, increment)
inc_star_shells (side, increment)

SIDES

is_bocage_side (hc, dir)
is_cliff_side (hc, dir)
is_crest_side (hc, dir)
is_ditch_side (hc, dir)
is_dune_side (hc, dir)
is_embank_side (hc, dir)
is_escarpment_side (hc, dir)
is_ford_side (hc, dir)
is_gully_side (hc, dir)
is_heavy_bridge_side (hc, dir)
is_hedge_side (hc, dir)
is_high_side (hc, dir)
is_light_bridge_side (hc, dir)
is_medium_bridge_side (hc, dir)
is_minor_river_side (hc, dir)
is_path_side (hc, dir)
is_rail_side (hc, dir)
is_reef_side (hc, dir)
is_road_side (hc, dir)
is_stone_side (hc, dir)
is_stream_side (hc, dir)
is_unpaved_side (hc, dir)

SCRIPTED AI

at (trackids, hc)
defend_weak (trackids, hc, dir, radius)
defend_strong (trackids, hc, dir, radius)
move_norush (trackids, hc, dir, radius)
move_rush (trackids, hc, dir, radius)
attack_weak (trackids, hc, dir, radius)
attack_strong (trackids, hc, dir, radius)
attack_banzai (trackids, hc, dir, radius)
load (trackids, hc)
unload (trackids, hc)
disembark (trackids, hc)
embark (trackids, hc, dir)
take_off (trackids, hc)
land (trackids, hc)
ascend (trackids, hc)
ascend_ground (trackids, hc)
ascend_noe (trackids, hc)
ascend_low (trackids, hc)
ascend_high (trackids, hc)
descend (trackids, hc)
descend_low (trackids, hc)
descend_noe (trackids, hc)
descend_ground (trackids, hc)
descend_underground (trackids, hc)
ascend_move (trackids, hc, radius)
move_descend (trackids, hc, radius)
exit (trackids, hc)
dig_in (trackids, hc)
reconnoiter (trackids, hc)
build_light_bridge (trackids, hc, dir)
build_vehicle_bridge (trackids, hc, dir)
lay_minefield (trackids, hc)
set_ied (trackids, hc)
build_barrier (trackids, hc)
damage (trackids, hc, dir)
clear_lz (trackids, hc)

hold (trackids)
halt (trackids)
unleash (trackids)

move_way_point (trackids, hcs)



And a few others, including:



value_dump (all)
victory_dump (turn)
on_path (loc, from, to)
land_transport_passengers (trackids, loadpt, unloadpt, assemblypt)
land_transport_carriers (trackids, loadpt, unloadpt, roundtrip)
water_transport_passengers (trackids, embarkpt, loadpt, disembarkpt, unloadpt, assemblypt)
water_transport_carriers (trackids, loadpt, unloadpt, roundtrip)
air_transport_passengers (trackids, loadpt, unloadpt, assemblypt, airlevel)
air_transport_carriers (trackids, loadpt, unloadpt, roundtrip, airlevel)
air_mission_fire (trackids, basept, targetpt, proximity, airlevel)
air_mission_spot (trackids, basept, targetpt, proximity, airlevel)



That's over 410 CSEE Lua functions. More to follow I am sure.



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(in reply to Jason Petho)
Post #: 978
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/1/2019 7:06:37 PM   
berto


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

The latest air_mission_fire() function definition:




With that function already defined for you (in the standard user.lua), to launch a fire mission, all you need to do is, for example:



air_mission_fire (_MACV_GUNSHIPS, LANDING_ZONES[2], OBJECTIVES[luav(_MACV_GUNSHIPS_TARGET_PT)], current_visibility())



That's it!

Attachment (1)

< Message edited by berto -- 3/1/2019 7:07:01 PM >


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Campaign Series Legion https://cslegion.com/
Campaign Series Lead Coder https://www.matrixgames.com/forums/tt.asp?forumid=1515
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(in reply to berto)
Post #: 979
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/2/2019 6:11:10 PM   
carll11


Posts: 791
Joined: 11/26/2009
Status: offline
quote:

Helicopters can move around 80-100 hexes per turn, it all depends on their flight height.



perfect, then theres no issue...

(in reply to Jason Petho)
Post #: 980
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/3/2019 7:24:18 PM   
Crossroads


Posts: 17372
Joined: 7/5/2009
Status: offline
Working with tiny little details today, the unit box icons set, that is.

Touched upon the HQ / 1st Platoon (radio) and Digging-in icons (shovel) to make them stand out a bit better:




Also, Helicopters can't just hover around for eternity, with their 9 turn (default, can be changed in AAI scenario file) flight time there's an accompanying Fuel Level icon to indicate when flying with fumes. If the helicopter flight won't return to their HQ or Supply unit, they will crash land instead.




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(in reply to carll11)
Post #: 981
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/3/2019 8:41:42 PM   
carll11


Posts: 791
Joined: 11/26/2009
Status: offline

quote:

ORIGINAL: Crossroads

Working with tiny little details today, the unit box icons set, that is.

Touched upon the HQ / 1st Platoon (radio) and Digging-in icons (shovel) to make them stand out a bit better:




Also, Helicopters can't just hover around for eternity, with their 9 turn (default, can be changed in AAI scenario file) flight time there's an accompanying Fuel Level icon to indicate when flying with fumes. If the helicopter flight won't return to their HQ or Supply unit, they will crash land instead.





looks great,,,,,do we have a fighting hole/IP image you can show us?

(in reply to Crossroads)
Post #: 982
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/4/2019 6:26:36 AM   
Crossroads


Posts: 17372
Joined: 7/5/2009
Status: offline

quote:

ORIGINAL: carll11

looks great,,,,,do we have a fighting hole/IP image you can show us?


Hello carl, there's been no changes to IP images from Middle East, as I recall.


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(in reply to carll11)
Post #: 983
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/12/2019 10:35:34 PM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
Campaign Series Vietnam: ALPHA graphics.

Here is the current status of the master II Corps map, the northwest corner of the Central Highlands. A lot of the grunt work is done now with the completion of roads, tracks, villages and hydrology with appropriate labels. Next is to finish the elevations, then add the vegetation. That will wrap up this map so I can create some scenarios and include the master map as part of the 1.00 release.




Attachment (1)

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(in reply to Crossroads)
Post #: 984
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/13/2019 3:03:34 PM   
berto


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

More sneak peeks of the CSEE here.

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Campaign Series Lead Coder https://www.matrixgames.com/forums/tt.asp?forumid=1515
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(in reply to Jason Petho)
Post #: 985
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/14/2019 4:17:39 PM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
Campaign Series Vietnam: OOB details. Here is a screenshot that shows the difference between a cavalry troop that would be found in Germany (Fulda Gap area) and a cavalry troop found in Vietnam as they were in 1966. These cavalry troop organizations changed a number of times during Vietnam and you'll find the various changes within the OOB files.

As there were a number of different vehicles in the cavalry platoons, these are the only organizations that have been broken down into so much detail. There is a lot of firepower here!

Ah yes, there are 4SP Jeeps in the first platoon I forgot to label for Germany.






Attachment (1)

< Message edited by Jason Petho -- 3/14/2019 4:22:31 PM >


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(in reply to berto)
Post #: 986
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/15/2019 5:56:58 AM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
Campaign Series Vietnam: ALPHA graphics.

Here is the current progress on the master III Corps map. A lot of the attention has been focused between Bein Hoa and Xuan Loc. The screenshot shows the location of Bearcat base and Long Than North Airfield. Unfortunately, I haven't had any luck finding a base diagram for Bearcat. Anyone?




Attachment (1)

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(in reply to Jason Petho)
Post #: 987
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/21/2019 6:06:07 AM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
Campaign Series Vietnam: ALPHA Graphics. Here are a couple screenshots of the Xuan Loc area. This area saw bitter fighting between April 9 - 22, 1975 with the ARVN 18th Division resisting against the PAVN 4th Army Corps, consisting of the 6th, 7th and 341st Infantry Divisions. The zoom in is Zoom Level 5 and the zoom out is Zoom Level 8.




Attachment (1)

< Message edited by Jason Petho -- 3/21/2019 6:07:38 AM >


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(in reply to Jason Petho)
Post #: 988
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/21/2019 6:06:34 AM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
Here is the zoom out is Zoom Level 8.




Attachment (1)

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(in reply to Jason Petho)
Post #: 989
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/28/2019 6:52:11 PM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
Campaign Series Vietnam: Scenarios. ALPHA Graphics.

Here is a screenshot of the starting positions for Bootcamp 3. Bootcamp 3 is intended to run the new player on how helicopters operate in the various flight zones and their limitations, how supporting gunships work and rearming, conducting an airmobile assault, landing zones and tunnels.




Attachment (1)

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(in reply to Jason Petho)
Post #: 990
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