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RE: Testing results - 11/14/2009 4:34:34 PM   
Tejszd

 

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Feurer Krieg

Thank you for writing up your findings with the VL point values and its impact on the AI / campaign scoring....

(in reply to FeurerKrieg)
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RE: Testing results - 11/15/2009 10:51:57 PM   
CSO_Talorgan


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Excellent!

Many thanks!

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Post #: 32
RE: Testing results - 11/19/2009 7:07:16 PM   
FeurerKrieg


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For anyone following this - we found another constraint.

Seems if you put more than eight of the 1 pt (50 in the BTD) flags, the map will play fine, but ops and campaigns that include the map will crash. Not a huge problem, but something to be aware of if anyone is out there tinkering with the scoring model.


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Post #: 33
RE: Testing results - 11/19/2009 7:35:15 PM   
Andrew Williams


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WaR and tLD have maps with more than 8 exit VL's now... can you expand on this info please?


EDIT: No, I'm not sure of that... I'll check. Is it the number of Vl's or is it that deployment would overlap on small maps... try it on causeway with good spacing between each Exit VL.

< Message edited by Andrew Williams -- 11/19/2009 7:47:55 PM >

(in reply to FeurerKrieg)
Post #: 34
RE: Testing results - 11/19/2009 7:58:14 PM   
FeurerKrieg


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No, it isn't the deployment because I'm not talking strictly exit VLs.

If you set a flag to 50 in the BTD, it will return a value of 1pt in scoring. If the exit is set to -1 then it doesn't exit anywhere, it is just another flag.

What happened is this - on the Bayeux map, I was shooting for 14 pts. There are 6 exits so those are worth 6 pts total. There were seven more flags, so I made all of them worth 1 pt (50 in the BTD) except for Bayeux which I made worth 2pts (100 in the BTD). Thus, ended up with twelve 1pt flags (6 exits, and 6 normal flags) and one 2pt flag.

Tried to run that and it crashed. So I went back to stock, and adjusted flags down to 1pt one at a time, after each change trying to run the GC. Seven 1pointers worked fine, eight worked fine, but as soon as I went to nine, it crashed.

It was easy enough to work around, I just made two flags worth zero and three worth 2 pts (100 in BTD) or something like that. In any case - it works now, and I'm nearly 100% sure that the ninth 1pt flag is what causes the crashes as that is the ONLY thing that I changed between working and crashing.


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Post #: 35
RE: Testing results - 11/19/2009 7:59:17 PM   
FeurerKrieg


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Oh, and don't know about WAR, but the max exits on any TLD map is 7 IIRC. I can check when I get home as I checked them all for my scoring spreadsheet.

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Post #: 36
RE: Testing results - 11/21/2009 11:44:41 PM   
CSO_Talorgan


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quote:

ORIGINAL: Feurer Krieg

the max exits on any TLD map is 7 IIRC.


It was 8 in original CC V

http://www.closecombatseries.net/CCS/modules/coppermine/albums/userpics/12870/8%20connections%20from%20one%20area.jpg

(in reply to FeurerKrieg)
Post #: 37
RE: Testing results - 11/22/2009 12:20:13 AM   
FeurerKrieg


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Thanks. That is probably why you can't do more than 8 in TLD then.

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Post #: 38
Mod Update - 12/2/2009 6:24:31 AM   
FeurerKrieg


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Hi all,

Mod is about ready for beta. I'm wrapping up a little readme, and I need to package the files (think I saw a mod swap program on the CC website).

My partner in crime might be generous enough to make a map image with the scores included, and if so than I'll put that in the package as well.

Here's how the scores ended up when all was said and done. I'm sure these will change after playing through and getting feedback from anyone that tries the mod.



Hope to have this available by the end of the week! Cheers -



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Post #: 39
RE: Mod Update - 12/2/2009 10:02:43 AM   
Andrew Williams


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It's the auomated mod installer by bernd

Use that, it's godd, clean and non-destructive.

(in reply to FeurerKrieg)
Post #: 40
Score Mod version 1 - 12/10/2009 7:21:27 AM   
FeurerKrieg


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Hi all - attached below is the Score Mod.

Here is the excellent map panzerlehr62 made to show the locations and score easily.



EDIT: Latest version posted at the beginning of this thread.

Cheers!

< Message edited by Feurer Krieg -- 12/14/2009 6:01:47 AM >


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Post #: 41
RE: Score Mod version 1 - 12/10/2009 9:13:17 AM   
Andrew Williams


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Now available here:

Longest Day MODS



< Message edited by Andrew Williams -- 12/14/2009 2:32:19 AM >

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Post #: 42
RE: Score Mod version 1 - 12/10/2009 11:03:50 AM   
oldspec4

 

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Quick question.. Is this still a mod primarily for H2H or does it apply for AI play?

Thanks for the work here.

(in reply to FeurerKrieg)
Post #: 43
RE: Score Mod version 1 - 12/10/2009 5:06:51 PM   
panzerlehr62


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Hello,

There should be a connection between Ouistreham and Hermanville Sur Mer, I will get that updated asap.

Gz..

Edit: FK check your email, updated map was just sent...Also I added total points in the upper right corner.

As far as game play, as FK said we designed it for H2H mainly to give the German player something to play for. The outcome may still be an Allied victory no matter how well you play the German side, but at least it will take longer to achieve. Any feedback will be greatly appreciated.

He spent a lot of time on the actual movement of the Allies during this 4 day period to determine the points you see listed on the map. One thing I did notice (not testing) just to make sure the GC worked (we had an early map issue that caused a slight problem) was that the 505/82 out of St Mere Eglise moved inland toward PontLAbbe with the Mod and moved to Ravenoville (toward the sea) without the mod on the opening night turn. Not sure I would want to move that BG in either direction, but if I did it would be inland. So as FK points out the Allied BGs should push inward toward the higher value maps.

< Message edited by panzerlehr62 -- 12/10/2009 6:12:42 PM >

(in reply to FeurerKrieg)
Post #: 44
RE: Score Mod version 1 - 12/10/2009 5:19:01 PM   
FeurerKrieg


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quote:

ORIGINAL: oldspec4

Quick question.. Is this still a mod primarily for H2H or does it apply for AI play?

Thanks for the work here.


Hi -

It is designed for H2H. However, it will functionally work against AI. On the map level, the AI will still try to capture and defend flags as it did before. However on the strategic level, the AI is likely (not thoroughly tested yet) to pull back to defend the high value areas. This can however, cause the AI to block it own reinforcements that arrive on Day 2, 3 and 4.

EDIT: Sorry - I guess I was just thinking of AI Germany, but if the AI is Allies, I think this should work just fine, as strat AI should attempt to drive deep which will open up beaches for follow on units. This may cause the AI to get into your supply lines which would be interesting. Again, haven't tested AI usage much at all yet.


< Message edited by Feurer Krieg -- 12/10/2009 5:22:38 PM >


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Post #: 45
RE: Score Mod version 1 - 12/10/2009 8:56:54 PM   
Platoon_Michael


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I found this thread to be very interesting.
I have always wondered does the game have any type of AI when it comes to the strategic map. And I don’t recall seeing any information about it.(or don’t remember)

It would be nice to see what comes of this when someone only plays against the AI as that’s mostly what I do.
Do you guys have any intentions of doing the same for WAR?
This thread got me to wondering what are the points for the maps in WAR,so I complied a list,if anyones interested
Also if its possible could you post your readme file for the mod here so I can read it as I dont own tLD? Thanks


Andler 700Points
Assenois 700
Bastogne 950
Beho 600
Bulngen 600
Butgnbch 700
Champion 950
Champs 800
Chengone 800
Clervaux 850
Dasburg 700
Eifel1 750
Eifel2 400
Elsnbrn 750
Eschwilr 550
Foy 500
Fraiture 550
Gruflnge 750
Habschd 600
Hnerschd 700
Hosigen 900
Hotton 900
Houfflaz 900
Lagieze 700
Laroche 750
Leidnbrn 500
Liefnrg 900
Lmrswler 550
Lngvilly 650
Losheim 850
Lutrbois 600
Lutrmnge 1200
Magaret 750
Malmedy 700
Malschd 750
Manhay 850
Marche 750
Martlnge 650
Marvie 750
Meyerode 600
Nadrin 550
Neffe 400
Novile 750
Ramschd 650
Recht 600
Reuland 950
Rocherth 700
Rosieres 800
Schnberg 600
Senchamp 600
Setz 750
Sibret 750
Stavelot 700
Sthubert 800
Stoumont 550
Stvith 650
Troispnt 1100
Troisvrg 650
Vielsalm 800
Wardin 550
weiler 650
Wiltz 800
Wllerode 650
Wntrsplt 650


< Message edited by Platoon_Michael -- 12/11/2009 9:05:07 AM >

(in reply to FeurerKrieg)
Post #: 46
RE: Score Mod version 1 - 12/12/2009 4:00:49 AM   
FeurerKrieg


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Those scores are misleading - each map in WAR is probably just like TLD, that is, the score values will not be in hundreds, but probably teens or less.

I don't own WAR though, so I'm not likely to do this for it anytime soon, but panzerlehr has it I think, so maybe he will tackle that project.

I'll post the readme in minute.

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(in reply to Platoon_Michael)
Post #: 47
RE: Score Mod version 1 - 12/12/2009 4:01:39 AM   
FeurerKrieg


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TLD Score Mod Readme file attached.


Attachment (1)

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Post #: 48
RE: Testing results - 12/14/2009 1:32:26 AM   
Pz Leader

 

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Downloaded. Thank you Krieg and Lehr for developing and providing this mod to the community.

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Post #: 49
RE: Testing results - 12/14/2009 3:06:01 AM   
Tejszd

 

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Thank you!!!

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Post #: 50
RE: Testing results - 12/14/2009 5:59:06 AM   
FeurerKrieg


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You are very welcome guys - I hope someone else can enjoy the vision we have for the game.

Cheers


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Post #: 51
RE: Score Mod version 1 - 12/14/2009 9:03:57 PM   
Pz Leader

 

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Andrew,

FYI - I was unable to DL mod from link you provided. To clarify, the link to the website works, but the link for mod does not work. I get an http 404 error.

(in reply to oldspec4)
Post #: 52
RE: Score Mod version 1 - 12/14/2009 10:57:22 PM   
Andrew Williams


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ok thanks

will check.



Fixed... updated V1.01 link working now.

< Message edited by Andrew Williams -- 12/14/2009 11:26:40 PM >

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Post #: 53
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