scenario types in DCGs (Full Version)

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willy g -> scenario types in DCGs (6/13/2008 1:15:09 AM)

Is there any real difference between the types of scenarios generated in the DCGs? I understand that river crossings have a river to cross and meeting engagements begin with no units on the map, but is there any discernable difference between games like static line, pocket breakout, highway clearing, mountain pass etc.




1925frank -> RE: scenario types in DCGs (6/13/2008 1:32:25 AM)

My understanding is those descriptions have no impact on the game play whatsoever.  In the context of a DCG, I don't know if they help describe the nature of the scenario or whether the description is simply thrown in there randomly.  Since everything is random in a DCG, I suspect the description is random as well.

My understanding is that, at one time, Talonsoft intended to have the scenario description make a difference in the AI game play, but it was never implemented.




simovitch -> RE: scenario types in DCGs (6/13/2008 2:09:05 AM)

There is a difference. For instance, some missions are actually more "important" than others and will produce more experience points on a point-by-point basis.

There is a pdf document that came with the 1.03 update called "creating and modifying a DCG" that describes the missions and other stuff related to DCG's. I think it's in the 'manuals' folder?

Some guy name Richard something wrote it.




Borst50 -> RE: scenario types in DCGs (6/13/2008 2:11:19 AM)

To my understanding, and if you look at certain senarios, for example....Pocket breakout....and highway clearing....if you are the attacker...you have an exit hex to get units off the map for points. If you are ther defender, you must prevent this, however, AI is...welll.....stupid , for lack of a better term, so they dont usually go for the exit hex. In static line, its just a killing match for points...plain and simple. I try to plan accordingly....but you know the old addage...."the best laid plans..."

Now consider this...DCG are supposed to be randomly generated...so I am thinking the AI takes the middle course in all respects. I dont know this for a fact, but it appears to play that way. All things considered, it works for me...but thats just my opinion. I am not sure about senarios...if the AI is different...to be blunt, I havent noticed. In LCG's, I do know I have a hellva time in some trying to win. The AI appears to be a little more agressive...but that could be my optical delusion...[:D].





willy g -> RE: scenario types in DCGs (6/13/2008 2:37:58 AM)

Yeah, over the past 8 years of playing, I never really noticed a difference, mostly just kill as much as possible and it doesnt hurt to try and get the objectives in the process, I just thought that maybe there was something that I had missed, but apparently not. And even though the games have no ultimate impact on the outcome of the scenario, I like to think they do [;)]

Also, is there any way to tell if you are about to get promoted or not, I was playing the Winter War DCG, as a russian tank battalion commander (real fair for the finns who have no tanks), and all of my games were 'outstanding' except for two 'good' , I had something like 15-20 K exp, without a promotion, but as a Russian infantry battalion commander, I got promoted at 9K exp, despite getting slaughtered most of my games.




cw58 -> RE: scenario types in DCGs (6/13/2008 3:04:45 AM)


quote:

ORIGINAL: simovitch

There is a difference. For instance, some missions are actually more "important" than others and will produce more experience points on a point-by-point basis.

There is a pdf document that came with the 1.03 update called "creating and modifying a DCG" that describes the missions and other stuff related to DCG's. I think it's in the 'manuals' folder?

Some guy name Richard something wrote it.


Yeah, I read that document. That's some heavy stuff. Should keep me busy for awhile. If you see that guy named Richard, tell him I said thanks.[;)]




1925frank -> RE: scenario types in DCGs (6/13/2008 4:03:45 AM)

Thanks for the heads up, I look forward to reading it.  




willy g -> RE: scenario types in DCGs (6/13/2008 4:15:19 AM)

In the pdf doc 'creating and modifying DCGs' it goes over what the differences between the types of scenarios in the DCG are, very subtle differences, mostly dealing with how many units on the map at start.




1925frank -> RE: scenario types in DCGs (6/13/2008 4:21:44 AM)

I believe somebody's being unnecessarily modest.  I'm going to hazard a guess here, but could our mystery author Richard be ....  Well, perhaps it's best not to pull the mask off the Lone Ranger, to spit in the wind, or to mess with Jim.




simovitch -> RE: scenario types in DCGs (6/13/2008 4:29:40 AM)

Those describe the base, uneditable parameters of the 11 missions. Read on to Advanced editing and mission parameters. There are several editable parameters that can redefine the different Mission charactoristics.

Then by glancing at the Campaign.pdt file you can ascertain additional information about each mission and edit them to your liking. Dont expect earth shattering changes for the DCG missions but there is some fun stuff you can play around with, like Airpower, force size, promotion settings and map size to name a few.

The main reason I wrote this document (yea, it's me [;)]) was with the hope that some (as yet unknown) aspiring programmer would develop a 3rd party program that takes these DCG's to a new level, like reducing the AI players forces for the next mission if it got thrashed in the previous mission.

This type of stuff is totally doable by manipulating the campaign.pdt file after each mission, but alas, I don't have the programming skills.




1925frank -> RE: scenario types in DCGs (6/13/2008 4:44:22 AM)

Super.  I'm watching kids (poorly -- as I have to turn my back to type this), so I'm having to experience this vicariously at the moment, but it sounds great!




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