RE: Sneak Peeks, Coming Attractions, Works-In-Progress (Full Version)

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Warhorse -> RE: Sneak Peeks, Coming Attractions, Works-In-Progress (7/3/2019 8:35:54 PM)

Thanks Jugger, I spent a lot of time on those Aussies!!




Jason Petho -> RE: Sneak Peeks, Coming Attractions, Works-In-Progress (7/4/2019 5:14:57 PM)

Campaign Series Vietnam: ALPHA Graphics: SCENARIO CREATION.

Quiz time! What battle do you think this screenshot is from?

[image]local://upfiles/12395/4E7D228657B042289B65382622BD2A35.jpg[/image]




Big Ivan -> RE: Sneak Peeks, Coming Attractions, Works-In-Progress (7/4/2019 5:28:45 PM)

Super wild guess here![&:][&:]

Siege of Plei Me?[sm=nono.gif]


Big Ivan[;)]




Jason Petho -> RE: Sneak Peeks, Coming Attractions, Works-In-Progress (7/4/2019 5:34:55 PM)

Excellent guess!

That is the train element of the ARVN Task Force that was sent to relieve Plei Me.

Here is the main column.

[image]local://upfiles/12395/20E1554D0662486783B795EB2E25CE93.jpg[/image]




Big Ivan -> RE: Sneak Peeks, Coming Attractions, Works-In-Progress (7/4/2019 6:33:18 PM)

Woo Hoo Thanks Jason![&o]




Jason Petho -> RE: Sneak Peeks, Coming Attractions, Works-In-Progress (7/10/2019 6:33:27 PM)

Campaign Series Vietnam: ALPHA Graphics.

With the NW II Corps master map completed, mapping attention has returned to the DMZ map (northern I Corps) This has been expanded to the south to include Hue and to the west to include Tchepone. Not far from Khe Sanh on the route to Tchepone is this well known Special Forces Camp.

[image]local://upfiles/12395/9BD935BBD4D246028AB30D1753EE83C4.jpg[/image]




76mm -> RE: Sneak Peeks, Coming Attractions, Works-In-Progress (7/10/2019 7:30:03 PM)

Your 3D view is the only one I ever use in any game, usually I hate the 3D crap--yours really work well.

My only request for 3D (for EFII, cuz I'm not buying Vietnam) is that you have an option for plain, monocolor unit bases in addition to the fancy ones with national symbols. I expect this will be easy enough to mod anyway, but would be nice if it were an option out of the box.




Jason Petho -> RE: Sneak Peeks, Coming Attractions, Works-In-Progress (7/10/2019 7:41:25 PM)

Great suggestion!




Jason Petho -> RE: Sneak Peeks, Coming Attractions, Works-In-Progress (7/11/2019 8:00:27 PM)

Here is the Khe Sanh Combat Base

[image]local://upfiles/12395/3C00123A48F949AD88703DB241F8DE87.jpg[/image]




berto -> RE: Sneak Peeks, Coming Attractions, Works-In-Progress (7/16/2019 11:13:31 PM)


The latest CSEE functions roster, 460+ functions and growing:



TRIGGERS

on_air_attack (hc, pid, name, side, nation, points, strength)
on_arty_attack (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_build_barrier (hc, trackid, pid, name, side, nation, oid, orgname)
on_build_light_bridge (hc, dir, trackid, pid, name, side, nation, oid, orgname)
on_build_vehicle_bridge (hc, dir, trackid, pid, name, side, nation, oid, orgname)
on_clear_hex (hc)
on_clear_lz (hc, trackid, pid, name, side, nation, oid, orgname)
on_damage (hc, trackid, pid, name, side, nation, oid, orgname)
on_entrench_hex (hc, trackid, pid, name, side, nation, oid, orgname)
on_hex_assault (hc, side)
on_hex_attack (hc, side, nation)
on_ied_attack (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_improve_hex (hc, trackid, pid, name, side, nation, oid, orgname)
on_lay_mine_field (hc, trackid, pid, name, side, nation, oid, orgname)
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_set_ied (hc, trackid, pid, name, side, nation, oid, orgname)
on_shutdown ()
on_startup ()
on_unit_arty_fire (hc, trackid, pid, name, side, nation, oid, orgname, strength)
on_unit_attack (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_fire (hc, trackid, pid, name, side, nation, oid, orgname, strength)
on_unit_kill (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_move (hc_from, hc_to, trackid)
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_losses (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_attacked (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)
is_not_attacked (trackids)

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

hexes_aorg (trackids, onmap_only)

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

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)
set_fow (side, switch)
is_night ()

HEXES

has_barrier (hc)
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)

function hexes_minefield (hcs, side)
function hexes_ied (hcs, side)
function hexes_block (hcs, side)
function hexes_tunnel (hcs, side)
function hexes_cave (hcs, side)
function hexes_fortification (hcs)
function hexes_landing_zone (hcs)
function hexes_wrecks (hcs)

function hexes_terrain (hcs, terrain)

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)

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)

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

map_side (hc)

hexes_all ()
hex_box (hc_upleft, hc_lowright)
hexes_within (hc, extent)
hex_adjacent (hc, dir)
hex_random (hc, extent)

hexes_nearest (hc, hcs)
hexes_farthest (hc, hcs)

range (from, to)

MESSAGING

_message (title, text)
message (title, text, human_only)
message_once (title, text, human_only)
_note (title, text)
note (title, text, human_only)
note_once (title, text, human_only)
_report (title, text)
report (title, text, human_only)
report_once (title, text, human_only)
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)

round (x)

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

has_flag (flags, flag)

join (lists)

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

is_move_tracking ()
move_tracking ()
set_move_tracking ()
unset_move_tracking ()

is_qa_testing ()
qa_testing ()
set_qa_testing ()
unset_qa_testing ()

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)

total_points ()

total_strength (side, verified_only)
strength (trackids, verified_only)

total_losses (side)
losses (trackids, verified_only)

total_loss_rate (side, verified_only)
loss_rate (trackids, verified_only)

total_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)

UNITS

in_box (trackids, hc_upleft, hc_lowright, verified_only)
within (trackids, hc, extent, verified_only)

units_in_box (hc_upleft, hc_lowright, side, verified_only)
units_in_box_count (hc_upleft, hc_lowright, side, verified_only)

units_within (hc, extent, side, verified_only)
units_within_count (hc, extent, side, verified_only)

above (trackids, row, verified_only)
below (trackids, row, verified_only)
left_of (trackids, col, verified_only)
right_of (trackids, col, verified_only)

units_above (row, side, verified_only)
units_below (row, side, verified_only)
units_left_of (col, side, verified_only)
units_right_of (col, side, verified_only)

units_above_count (row, side, verified_only)
units_below_count (row, side, verified_only)
units_left_of_count (col, side, verified_only)
units_right_of_count (col, side, verified_only)

units_extent (trackids, verified_only)
units_nearest (hc, side, verified_only)

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)
attack_fanatical (trackids, hc, dir, radius)
load (trackids, hc)
unload (trackids, hc)
disembark (trackids, hc, dir)
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)
build_block (trackids, hc)
damage (trackids, hc, dir)
clear_lz (trackids, hc)

hold (trackids, hc)
halt (trackids, hc)
unleash (trackids, hc)

move_way_point (trackids, hcs)

function land_transport_passengers (trackids, loadpt, unloadpt, assemblypt)
function land_transport_carriers (trackids, loadpt, unloadpt, roundtrip)
function move_land_transport (ptrackids, ctrackids, loadpt, unloadpt, assemblypt, roundtrip)
function column_move (trackids, hc, dir, radius)
function water_transport_passengers (trackids, embarkpt, loadpt, disembarkpt, unloadpt, assemblypt)
function water_transport_carriers (trackids, loadpt, unloadpt, roundtrip)
function move_water_transport (ptrackids, ctrackids, embarkpt, loadpt, disembarkpt, unloadpt, assemblypt, roundtrip)
function air_transport_passengers (trackids, loadpt, unloadpt, assemblypt, airlevel)
function air_transport_carriers (trackids, loadpt, unloadpt, roundtrip, airlevel)
function move_air_transport (ptrackids, ctrackids, loadpt, unloadpt, assemblypt, roundtrip, airlevel)
function air_mission_fire (trackids, basept, targetpt, proximity, airlevel)
function air_mission_spot (trackids, basept, targetpt, proximity, airlevel)






berto -> RE: Sneak Peeks, Coming Attractions, Works-In-Progress (7/31/2019 10:34:45 PM)


How cool is this? New feature:

[image]local://upfiles/5869/0A2B4EFD14C541E398DC930E75A0F4E8.jpg[/image]

Before, this CSME El Argoup scenario was always unduly difficult to play. Is that an Escarpment, or an Embankment, or an ordinary Slope? With the new Display > Map Hints feature, you can know for sure!

This improvement, and so many, many more, to be available in CSME 2.10, due out sometime later next year.




Big Ivan -> RE: Sneak Peeks, Coming Attractions, Works-In-Progress (8/1/2019 12:15:04 AM)

Nice! Super Nice!![:D]




Andrea G -> RE: Sneak Peeks, Coming Attractions, Works-In-Progress (8/3/2019 5:14:48 PM)


quote:

ORIGINAL: Big Ivan

Nice! Super Nice!![:D]


Agree [:D]




mllange -> RE: Sneak Peeks, Coming Attractions, Works-In-Progress (8/7/2019 8:46:21 PM)

I would love to see this type of improvement and treatment in an update to the Civil War titles.




Jason Petho -> RE: Sneak Peeks, Coming Attractions, Works-In-Progress (7/28/2020 6:27:54 PM)

Campaign Series Middle East: Scripting

As you know, we've been working hard on HAL's (our AI) performance for Vietnam. As Middle East is a living game, we will be incorporating these updates to that game in the future. This means that the scenarios will need to be scripted for play against HAL. One of the first scenarios I chose to attempt is the "Black September Intruders" scenario that deals with the Syrian invasion of Jordan in 1970. The main reason I chose this one is to test how the well the new scripting works with armoured engagements and what needs to be improved, modified, added. Here's a quick sketch of the battlefield with the primary units I'll be using for the Syrian assault. The idea will be to make this challenging for the Jordanian player.

[image]local://upfiles/12395/935254945AFF4D079C56918308D1164A.jpg[/image]




benpark -> RE: Sneak Peeks, Coming Attractions, Works-In-Progress (8/2/2020 3:22:38 PM)

I haven't done any scenario design for these games (played it lots)- is there a "draw" function in the Editor, over the basic map that would allow a designer to keep track of the concept stuff visually (as with Berto's example drawn above)? So that when they get to the practical stuff they can see it, on-screen (an overlay, I suppose)?




Jason Petho -> RE: Sneak Peeks, Coming Attractions, Works-In-Progress (8/2/2020 6:00:43 PM)

Unfortunately, no, there isn't an overlay available in the editors.

Although, you could get creative with the labelling in the map editor.




Para87 -> RE: Sneak Peeks, Coming Attractions, Works-In-Progress (8/3/2020 10:54:54 AM)

Great to see AI improvements filtering through to Campaign Series Middle East.




Jason Petho -> RE: Sneak Peeks, Coming Attractions, Works-In-Progress (8/3/2020 6:38:42 PM)

Absolutely, Para! Middle East will be receiving an UPDATE after Vietnam to incorporate all these goodies!




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