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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/9/2021 8:29:34 PM   
Jason Petho


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Campaign Series Vietnam: Testing

Watching the fruits of my labour. The HAL controlled Viet Minh are moving into position around 22Bis to the northwest of Na San.




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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/10/2021 5:24:29 AM   
Jason Petho


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Campaign Series Vietnam: Testing

Turn 19 of the playtest. Southeast of Na San is the Bis 26 position. It doesn't look like it will hold much longer. Under the cover of darkness is where the Viet Minh truly shine.




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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/10/2021 4:37:12 PM   
geforth


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This looks really good. I like your 2D miniatures. :) Maybe you can show us some tanks in the future. :D

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/10/2021 5:13:02 PM   
Jason Petho


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Here are some helicopters...




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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/10/2021 5:13:24 PM   
Jason Petho


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And some Riverine...




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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/10/2021 5:16:29 PM   
Jason Petho


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...and some tanks!




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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/10/2021 5:23:01 PM   
geforth


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Thank you very much! They look gorgeous! really beautiful. :-)

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/10/2021 5:37:51 PM   
Jason Petho


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Thank you so much!! Glad you like it!

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/10/2021 9:00:54 PM   
Jason Petho


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Test two of the Na San scenario.

Here is how the Viet Minh are positioned on Turn 12.

You can see how the Viet Minh are attacking the western positions in the hills around Na San






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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/10/2021 9:01:26 PM   
Jason Petho


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Turn 12 from the French Perspective.




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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/10/2021 9:13:00 PM   
Jason Petho


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Here's the situation on Turn 25 for the Viet Minh.





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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/10/2021 9:18:29 PM   
Jason Petho


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While a mammoth amount of work, I am coding most of that combat companies to have three alternatives to choose from for the scenario. From the screenshot below, you can see how this can be tedious for developing and testing... but, I think it is worth it for replayability.




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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/13/2021 3:54:30 PM   
benpark

 

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quote:

I am coding most of that combat companies to have three alternatives to choose from for the scenario.


Is that followed by all units, per instance? Or will each option trigger irrespective of the other units?

Two variations, very different results. Both interesting.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/13/2021 5:40:07 PM   
Jason Petho


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Each company will have it's own three options. Those three options will be related to a general plan for the entire battalion, but the companies are operating independently depending on which attack vector they will roll a die for.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/13/2021 5:48:15 PM   
Jason Petho


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In the main USER.LUA file, are some common variables that are available for the scripting. They are like this:

quote:

ATTACK_UNKNOWN = -1
ATTACK_NONE = 0
ATTACK_CENTER = 1
ATTACK_FORWARD = 2
ATTACK_BACKWARD = 3
ATTACK_RIGHT = 4
ATTACK_LEFT = 5
ATTACK_NORTH = 6
ATTACK_NORTHEAST = 7
ATTACK_EAST = 8
ATTACK_SOUTHEAST = 9
ATTACK_SOUTH = 10
ATTACK_SOUTHWEST = 11
ATTACK_WEST = 12
ATTACK_NORTHWEST = 13

VECTOR_UNKNOWN = -1
VECTOR_NONE = 0
VECTOR_CENTER = 1
VECTOR_FORWARD = 2
VECTOR_BACKWARD = 3
VECTOR_RIGHT = 4
VECTOR_LEFT = 5
VECTOR_NORTH = 6
VECTOR_NORTHEAST = 7
VECTOR_EAST = 8
VECTOR_SOUTHEAST = 9
VECTOR_SOUTH = 10
VECTOR_SOUTHWEST = 11
VECTOR_WEST = 12
VECTOR_NORTHWEST = 13



On turn one, each company that is coded will have a die roll which will set their general attack plan for that particular run of the game. You can see below an example of the die rolls and the attack vectors each of the companies will do during that autotest.

quote:

2021-03-12 22:49:41 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _1ST_22ND_1862_ATTACK_VECTOR 1
2021-03-12 22:49:41 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _2ND_22ND_1867_ATTACK_VECTOR 4
2021-03-12 22:49:41 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _3RD_22ND_1872_ATTACK_VECTOR 1
2021-03-12 22:49:41 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _1ST_322ND_1910_ATTACK_VECTOR 5
2021-03-12 22:49:41 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _2ND_322ND_1915_ATTACK_VECTOR 5
2021-03-12 22:49:41 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _3RD_322ND_1920_ATTACK_VECTOR 4
2021-03-12 22:49:41 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _1ST_18TH_1947_ATTACK_VECTOR 4
2021-03-12 22:49:41 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _2ND_18TH_1952_ATTACK_VECTOR 4
2021-03-12 22:49:41 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _3RD_18TH_1957_ATTACK_VECTOR 5
2021-03-12 22:49:41 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _1ST_54TH_1971_ATTACK_VECTOR 1
2021-03-12 22:49:41 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _2ND_54TH_1976_ATTACK_VECTOR 4
2021-03-12 22:49:41 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _3RD_54TH_1981_ATTACK_VECTOR 1
2021-03-12 22:49:41 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _1ST_11TH_1497_ATTACK_VECTOR 4
2021-03-12 22:49:41 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _2ND_11TH_1502_ATTACK_VECTOR 4
2021-03-12 22:49:41 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _3RD_11TH_1507_ATTACK_VECTOR 5
2021-03-12 22:49:41 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _1ST_428TH_1545_ATTACK_VECTOR 1
2021-03-12 22:49:41 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _2ND_428TH_1550_ATTACK_VECTOR 1
2021-03-12 22:49:41 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _3RD_428TH_1555_ATTACK_VECTOR 1
2021-03-12 22:49:42 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _1ST_130TH_1667_ATTACK_VECTOR 1
2021-03-12 22:49:42 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _2ND_130TH_1672_ATTACK_VECTOR 5
2021-03-12 22:49:42 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _3RD_130TH_1677_ATTACK_VECTOR 1
2021-03-12 22:49:42 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _1ST_154TH_1691_ATTACK_VECTOR 1
2021-03-12 22:49:42 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _2ND_154TH_1696_ATTACK_VECTOR 4
2021-03-12 22:49:42 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _3RD_154TH_1701_ATTACK_VECTOR 4
2021-03-12 22:49:42 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _1ST_215TH_2054_ATTACK_VECTOR 5
2021-03-12 22:49:42 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _2ND_215TH_2059_ATTACK_VECTOR 4
2021-03-12 22:49:42 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _3RD_215TH_2064_ATTACK_VECTOR 1
2021-03-12 22:49:42 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _1ST_249TH_2139_ATTACK_VECTOR 5
2021-03-12 22:49:42 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _2ND_249TH_2144_ATTACK_VECTOR 4
2021-03-12 22:49:42 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _3RD_249TH_2149_ATTACK_VECTOR 5
2021-03-12 22:49:42 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _1ST_250TH_2163_ATTACK_VECTOR 4
2021-03-12 22:49:42 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _2ND_250TH_2168_ATTACK_VECTOR 4
2021-03-12 22:49:42 vnengine.exe: [DEBUG ID 10] (lua.cpp, line 635, l_log()) _3RD_250TH_2173_ATTACK_VECTOR 5


As I am coding a "ATTACK_LEFT, ATTACK_CENTER or ATTACK_RIGHT" option for each company, it will roll between a 1, 4 and 5.

Here is an example of the complete code for the Viet Minh 3rd company of the 250th battalion (sorry about the formatting, I can't screenshot the whole block, so had to do a copy/paste.

quote:

-- _3RD_250TH_2173 -- 3rd/250th
do local units = join({_3RD_250TH_2173,_MEDIUM_MACHINE_GUN_2180})

_3RD_250TH_2173_ATTACK_VECTOR = _3RD_250TH_2173_ATTACK_VECTOR or random_pick({ATTACK_RIGHT, ATTACK_CENTER, ATTACK_LEFT})

if DEBUG then
log(LUALOG, LOG_DEBUG, "_3RD_250TH_2173_ATTACK_VECTOR " .. _3RD_250TH_2173_ATTACK_VECTOR)
end

if _3RD_250TH_2173_ATTACK_VECTOR == ATTACK_RIGHT then
if turn >= 1 and turn <= 18 then
defend_strong(units, "27,25", NODIR, 1, 100)
elseif turn >= 19 then
move_fire_way_point(units, {"26,23","24,21"}, NODIR, 1, 100)
if owned(OBJECTIVES[24], FRENCH_SIDE) then
attack_strong(units, OBJECTIVES[24], {UPLEFTDIR,UPDIR}, 1, 100)
elseif owned(OBJECTIVES[25], VM_SIDE) then
move_fire_way_point(units, {"25,20",OBJECTIVES[25]}, NODIR, 1, 100)
if (units_within_count(OBJECTIVES[23], NODIR, 1, FRENCH_SIDE, true) >= 1) then
attack_nearest_to_hex(units, OBJECTIVES[23], NODIR, 1, 100, ATTACK_STRONG, true)
elseif owned(OBJECTIVES[23], FRENCH_SIDE) then
attack_strong(units, OBJECTIVES[23], {DOWNDIR,DOWNRIGHTDIR}, 1, 100)
elseif owned(OBJECTIVES[20], FRENCH_SIDE) then
attack_strong(units, OBJECTIVES[20], {DOWNRIGHTDIR}, 1, 100)
elseif owned(OBJECTIVES[18], FRENCH_SIDE) then
attack_strong(units, OBJECTIVES[18], {UPRIGHTDIR}, 1, 100)
elseif (units_within_count(OBJECTIVES[18], NODIR, 1, FRENCH_SIDE, true) >= 1) then
attack_nearest_to_hex(units, OBJECTIVES[18], NODIR, 1, 100, ATTACK_STRONG, true)
end
else
defend_strong(units, OBJECTIVES[24], NODIR, 1, 100)
end
end
elseif _3RD_250TH_2173_ATTACK_VECTOR == ATTACK_CENTER then
if turn >= 1 and turn <= 22 then
defend_strong(units, "27,25", NODIR, 1, 100)
elseif turn >= 23 and turn <= 26 then
move_fire_way_point(units, {"26,23","26,21"}, NODIR, 1, 100)
if (units_within_count("26,21", NODIR, 1, FRENCH_SIDE, true) >= 1) then
attack_strong(units, "26,21", {UPRIGHTDIR,DOWNRIGHTDIR}, 1, 100)
elseif owned(OBJECTIVES[25], VM_SIDE) then
move_fire_way_point(units, {"25,20",OBJECTIVES[25]}, NODIR, 1, 100)
if (units_within_count(OBJECTIVES[23], NODIR, 1, FRENCH_SIDE, true) >= 1) then
attack_nearest_to_hex(units, OBJECTIVES[23], NODIR, 1, 100, ATTACK_STRONG, true)
elseif owned(OBJECTIVES[23], FRENCH_SIDE) then
attack_strong(units, OBJECTIVES[23], {DOWNDIR,DOWNRIGHTDIR}, 1, 100)
elseif owned(OBJECTIVES[20], FRENCH_SIDE) then
attack_strong(units, OBJECTIVES[20], {DOWNRIGHTDIR}, 1, 100)
elseif owned(OBJECTIVES[18], FRENCH_SIDE) then
attack_strong(units, OBJECTIVES[18], {UPRIGHTDIR}, 1, 100)
elseif (units_within_count(OBJECTIVES[18], NODIR, 1, FRENCH_SIDE, true) >= 1) then
attack_nearest_to_hex(units, OBJECTIVES[18], NODIR, 1, 100, ATTACK_STRONG, true)
end
else
defend_strong(units, "26,21", NODIR, 1, 100)
end
elseif turn >= 27 then
move_fire_way_point(units, {"28,19","29,18","29,16"}, NODIR, 1, 100)
if owned(OBJECTIVES[23], FRENCH_SIDE) then
attack_strong(units, "25,15", {UPRIGHTDIR,DOWNRIGHTDIR}, 1, 100)
elseif (units_within_count("25,15", NODIR, 1, FRENCH_SIDE, true) >= 1) then
attack_strong(units, "25,15", {UPRIGHTDIR,DOWNRIGHTDIR}, 1, 100)
end
end
elseif _3RD_250TH_2173_ATTACK_VECTOR == ATTACK_LEFT then
if turn >= 1 and turn <= 22 then
defend_strong(units, "27,25", NODIR, 1, 100)
elseif turn >= 23 then
move_fire_way_point(units, {"27,25","27,23"}, NODIR, 1, 100)
if (units_within_count("27,21", NODIR, 1, FRENCH_SIDE, true) >= 1) then
attack_strong(units, "27,21", {UPRIGHTDIR,DOWNRIGHTDIR}, 1, 100)
elseif owned(OBJECTIVES[25], FRENCH_SIDE) then
attack_strong(units, OBJECTIVES[25], {DOWNDIR,DOWNRIGHTDIR}, 1, 100)
elseif (units_within_count(OBJECTIVES[25], NODIR, 1, FRENCH_SIDE, true) >= 1) then
attack_nearest_to_hex(units, OBJECTIVES[25], NODIR, 1, 100, ATTACK_STRONG, true)
elseif owned(OBJECTIVES[23], FRENCH_SIDE) then
attack_strong(units, OBJECTIVES[23], {DOWNDIR,DOWNRIGHTDIR}, 1, 100)
elseif owned(OBJECTIVES[22], FRENCH_SIDE) then
attack_strong(units, OBJECTIVES[22], {DOWNRIGHTDIR}, 1, 100)
elseif (units_within_count(OBJECTIVES[22], NODIR, 2, FRENCH_SIDE, true) >= 1) then
attack_nearest_to_hex(units, OBJECTIVES[22], NODIR, 2, 100, ATTACK_STRONG, true)
else
defend_strong(units, OBJECTIVES[22], NODIR, 1, 100)
end
end
end
local hmg = _MEDIUM_MACHINE_GUN_2180
if turn >= 1 and turn <= 15 then
move_norush(hmg, "30,25")
if within(hmg, "30,25", NODIR, 1) then
fire_direct_area(hmg, "30,25", NODIR, 3, 100, true)
end
elseif turn >= 11 and turn <= 20 then
move_norush(hmg, "29,24")
if within(hmg, "29,24", NODIR, 1) then
fire_direct_area(hmg, "29,24", NODIR, 4, 100, true)
end
elseif turn >= 21 then
if (units_within_count("26,24", NODIR, 1, FRENCH_SIDE, true) == 0) then
move_norush(hmg, "26,24")
if within(hmg, "26,24", NODIR, 1) then
fire_direct_area(hmg, "26,24", NODIR, 3, 100, true)
end
elseif (units_within_count("27,21", NODIR, 2, FRENCH_SIDE, true) == 0) then
move_norush(hmg, "27,21")
if within(hmg, "27,21", NODIR, 1) then
fire_direct_area(hmg, "27,21", NODIR, 4, 100, true)
end
else
if owned(OBJECTIVES[25], VM_SIDE) then
move_norush(hmg, OBJECTIVES[25])
if within(hmg, OBJECTIVES[25], NODIR, 1) then
fire_direct_area(hmg, OBJECTIVES[25], NODIR, 3, 100, true)
end
end
end
end



< Message edited by Jason Petho -- 3/13/2021 5:49:13 PM >


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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/15/2021 11:40:03 AM   
benpark

 

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Thanks for the clarification.

That is an interesting choice, and I think it could lead to great replayabilty gains over something with a set container that all units uniformly fit under.

I'm sure that makes the path finding interesting to wrangle, as there are so many formation levels to have to get to "look right" in formational transit. I'm certain you guys have that under control, though.

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Post #: 256
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/15/2021 11:43:01 AM   
benpark

 

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I am seeing lots lots of nice "if/then" choices as well.

Great AI stuff.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/15/2021 3:03:59 PM   
Jason Petho


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quote:

I'm sure that makes the path finding interesting to wrangle, as there are so many formation levels to have to get to "look right" in formational transit.


Most certainly indeed, especially for the larger scenarios.

It's like writing a symphony, to make sure all the individual parts still flow nicely together.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/15/2021 4:03:16 PM   
benpark

 

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Lots of combinations and possibilities that seem open to some degree of guided randomness seem possible with that solution.

I'm sure that takes some observation to see how that flows out from the initial orders, given the combination of discrete forces.

Is there a scenario designer "speed-play-through" for friendly side testing for paths? I haven't opened the Editor in about 20 years!

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Post #: 259
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/15/2021 4:05:13 PM   
Jason Petho


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From: Terrace, BC, Canada
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quote:

Is there a scenario designer "speed-play-through" for friendly side testing for paths? I haven't opened the Editor in about 20 years!


As part of the development package, Berto has created some autotesting tools so I can watch the replays over and over and over again.

I'm not sure what tools will be included in the initial release, but eventually these things will be available for scenario designers


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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/15/2021 4:53:12 PM   
Big Ivan


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From: Mansfield, Ohio USA
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quote:

ORIGINAL: Jason Petho

quote:

Is there a scenario designer "speed-play-through" for friendly side testing for paths? I haven't opened the Editor in about 20 years!


As part of the development package, Berto has created some autotesting tools so I can watch the replays over and over and over again.

I'm not sure what tools will be included in the initial release, but eventually these things will be available for scenario designers


quote:

I'm not sure what tools will be included in the initial release, but eventually these things will be available for scenario designers


That's great news Jason and its like music to my ears for a designer like me. To often in the past designers were limited in what they could see/observe on the battlefield. True too the old legacy A/I (LAI) was predictable in its execution. Now with Vietnam we'll have a new LAI more robust and with scripting all the better! Exciting times for sure my friend!

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/15/2021 5:13:27 PM   
berto


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For now, Jason and I (the CSEE/SAI designer) are sharing the scripting duties. Although Jason favors many branching paths and much replayability, in the interest of saving my time, I tend to favor KISSing things.

For example, for this scenario, where the VC ambush an ARVN convoy ...




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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/15/2021 5:14:41 PM   
berto


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... I have scripted the VC SAI (Scripted AI) in this simpler fashion:




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Panzer Campaigns, Panzer Battles, Civil War Battles Lead Coder https://wargameds.com

(in reply to berto)
Post #: 263
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/15/2021 5:19:02 PM   
berto


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

We use the same toolset, but have different techniques and POVs.

This whole system being new, we don't want to prejudice its use. Is Jason's general approach better? Is mine? (And whoever else joins our scripting party in the weeks and months ahead.) After CSVN's release, players will be sure to let us know!

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Campaign Series Legion https://cslegion.com/
Campaign Series Lead Coder https://www.matrixgames.com/forums/tt.asp?forumid=1515
Panzer Campaigns, Panzer Battles, Civil War Battles Lead Coder https://wargameds.com

(in reply to berto)
Post #: 264
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/15/2021 6:15:55 PM   
benpark

 

Posts: 3884
Joined: 8/12/2002
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quote:

Is Jason's general approach better? Is mine?


Both!

I can see value in either, for many different situations. More tools in the set.

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(in reply to berto)
Post #: 265
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/15/2021 6:20:52 PM   
benpark

 

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Is there a UI for any of the AI tools at this stage, or is it code-only?

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"Fear is a darkroom where the devil develops his negatives" Gary Busey

(in reply to benpark)
Post #: 266
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/15/2021 6:24:54 PM   
Jason Petho


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

Is there a UI for any of the AI tools at this stage, or is it code-only?


It's all code at the moment and the foreseeable future.

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(in reply to benpark)
Post #: 267
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/16/2021 11:40:28 AM   
zentr

 

Posts: 6
Joined: 1/29/2021
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It's looking great! One of my favorite historical periods is the Vietnam war. I've been loosely following this game...for years now, I guess. I'm looking forward to it. Thanks for posting these screenshots and bits of info.

(in reply to Jason Petho)
Post #: 268
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/16/2021 5:49:00 PM   
Jason Petho


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

I've been loosely following this game...for years now, I guess.


For years would be accurate. This has been at various stages of development since 2007.

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(in reply to zentr)
Post #: 269
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 4/13/2021 3:07:12 AM   
Jason Petho


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

New Script "complete" and playtesting against HAL as he defends against Operation STARLITE, 1965.

Here is the first helo landing.




Attachment (1)

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(in reply to Jason Petho)
Post #: 270
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