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

 
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 11/30/2018 10:02:13 PM   
Jason Petho


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Here is the 3D zoom level 1




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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 11/30/2018 10:02:35 PM   
Jason Petho


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and the 3d Zoom level 2




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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 11/30/2018 11:32:20 PM   
budd


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Looking good, thanks for sharing Jason.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/1/2018 12:43:16 AM   
Big Ivan


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Have to say Jason, 3D is pleasing to my eyes. Its my first choice.

But 2D set at 6 or 7 zoom view with black silhouettes is close!!

2D reminds me of the AIW Avalon Hill board game buried around here somewhere...

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/1/2018 1:38:13 AM   
Jason Petho


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You're most welcome!

It's coming along! The graphics are still ALPHA, but so far, so good.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/1/2018 7:28:34 PM   
Jason Petho


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Campaign Series Vietnam: Scenarios. As described in a previous post, there will be a lot of historical scenarios available with the 1.00 release. As these will be historical, you probably won't find as much tactical/operational flexibility as you would find with other scenario types. This leads to the question of should I develop a handful of more free flowing scenarios that provides the opportunity for a player to do as they wish, within the confines of a given scenario. If so, what types of free flow scenarios would you be interested in? What size engagements would you be interested in? Is there more interest to play from the US/ARVN side or from the VC/NVA side? Tell me your thoughts!

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/1/2018 8:34:52 PM   
Big Ivan


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Jason that's a great question!!

I'd like to see some kind of tactical training scenarios where commanding one side or the other you have to choose what you think
is the best strategy or course of action. Couple this with the various mission types that you can choose from
when making a random scenario. That is:

Armored Breakthrough
Meeting Engagement
Pocket Breakout
Bridgehead
Recon in Force
etc.

It doesn't make a difference to a great extent which side I play. The US/ARVN and NVA/VC each have there particular
attributes that one has to learn how to use. Given the right scenario one can learn how to use those attributes.

Another nice twist would be scenarios with helo insertion or extraction that maybe with the new lua function could be
point time based. That is the faster you get your troops in or out the more points you get. Also a scenario where you have
to assassinate a general or a key leader might be an interesting mission or maybe blow up an installation.

As for scenario size and manageability I think size 4 to 7 would be best with 12 to 24 turns. Anything less or more, can, I feel present
problems with manageability or force losses or time constraints.

For starters I hope this helps. If I come up with anything else I'll post here my friend.

Cheers!
John

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/2/2018 4:22:47 PM   
Jason Petho


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Thank you for the feedback, John!! That's appreciated!

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/4/2018 8:37:05 PM   
Jason Petho


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Campaign Series Vietnam: ALPHA graphics. To the east of the X-ray area of the map is the Plei Me Special Forces/CIDG camp, shown here. The Jump Map shows how large this map will end up being. The southern portion of the map will be used to cover a number of scenarios that constitute the complete Plei Me, Chu Pong and Ia Drang battles as fought by the US and ARVN forces in October and November, 1965.




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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/5/2018 6:46:47 PM   
Jason Petho


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Campaign Series Vietnam: Scenarios. The following is a list of the scenarios that will be created that cover the battles at Plei Me and Ia Drang. Do you see anything obvious that is missing?

quote:

XX. Ia Drang Campaign 01 - Dan Thang 21 Operation - October 19, 1965 - 33rd VC Regiment (B rating) Attacks Pleime Camp (A team, CIDG, plus two ranger companies (91st SF Rangers) flown as reinforcement - they fly in October 21, LZ 5km Northeast of Camp)

XX. Ia Drang Campaign 02 - Dan Thang 21 Operation - October 23, 1965 - 32nd VC Regiment (A rating) Ambushes relief ARVN relief column (Tank company, APC company, Ranger Battalion, Artillery Battalion) - 22nd ARVN Ranger Battalion heliborne into LZ 10km north of Pleime

XX. Ia Drang Campaign 03 - Dan Thang 21 Operation - October 26, 1965 - Elements of battalion from 33rd VC Regiment (B rating) ambushes elements of ARVN armoured TF as it sweeps south of Pleime camp. [Short, small scenario]

XX. Ia Drang Campaign 04 - Operation All the Way - November 1, 1965 - Eagle Flights (2/12, 1/8, 1/12 and 2/8 Battalions - Air Cavalry) vs scattered elements of 33rd Regiment (B Rating) - find VC hospital

XX. Ia Drang Campaign 05 - Operation Silver Bayonet I - November 14, 1965 - 1/7 Air Cavalry lands (company sized waves) at X-Ray vs vs 9th Battalion/66th Regiment

XX. Ia Drang Campaign 06 - Operation Silver Bayonet I - November 15, 1965 - 1/7 Air Cavalry at X-Ray (0750 "Broken Arrow"), 0910 elements A/2/7 land at X-Ray (0800 2/5 Air Cavalry lands at LZ Victor to reinforce LZ X-ray) vs elements of 66th Regiment

XX. Ia Drang Campaign 07 - LZ Albany - November 17, 1965 - 2/7 Air Cavalry marching towards LZ Albany (ambushed) vs elements of 6 & 7&8cos/8th Battalion/66th Regiment & 1&2cos1st Battalion 33rd Regiment

XX. Ia Drang Campaign 08 - Operation Than Phong 7 - November 20, 1965 - 3rd & 6th ARVN Airborne battalions land LZ north of Ia Drang where they ambush retreating 634th/32nd Regiment


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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/6/2018 7:08:54 PM   
Jason Petho


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Campaign Series Vietnam: ALPHA graphics. Here is a 3D zoom level 2 view of the airfield and special forces camp at Duc Co. This camp was under siege for a month and a half in the summer of 1965 by the 32nd Regiment. There was an immobilized M41 dug in as part of the camp defences. I will create a scenario for Vietnam of the relief attempt and subsequent ambush.




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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/7/2018 10:15:51 PM   
Jason Petho


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Campaign Series Vietnam: ALPHA graphics. Here are a few screenshots of the Ben Het area west of Dak To. Below you'll see View #6 (2d zoom level 2), View #1 (3d zoom level 1) and View 4 (3d zoom level 4). There are 9 different zoom levels in the game - four 3d and five 2D, plus the jump map. On March 3rd, 1969, the camp was attacked by the PAVN 66th Regiment, supported by BTR-50's APC's and PT-76's light tanks. An M-48 platoon was stationed at the camp leading to a tank vs tank engagement.




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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/7/2018 10:16:12 PM   
Jason Petho


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3D view 1




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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/7/2018 10:16:44 PM   
Jason Petho


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3D view 4




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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/8/2018 9:16:13 PM   
MrRoadrunner


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The Vietnam graphics look really good.

RR

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/8/2018 10:12:03 PM   
Jason Petho


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Thank you, Ed.

The new 3D graphics guy is really coming along. We're changing the dirt for the firebases (etc) to a more reddish, which was prevalent in most areas of South Vietnam.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/8/2018 11:09:17 PM   
berto


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The firebases are work-in-progress, alpha graphics. Not yet Ready For Prime Time.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/9/2018 1:36:52 PM   
MrRoadrunner


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quote:

ORIGINAL: Jason Petho

Thank you, Ed.

The new 3D graphics guy is really coming along. We're changing the dirt for the firebases (etc) to a more reddish, which was prevalent in most areas of South Vietnam.


Yes, I just like the direction you are heading. I know it all is a work in progress. What has been fleshed out is really nice.

RR

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/9/2018 2:10:01 PM   
Big Ivan


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quote:

ORIGINAL: MrRoadrunner


quote:

ORIGINAL: Jason Petho

Thank you, Ed.

The new 3D graphics guy is really coming along. We're changing the dirt for the firebases (etc) to a more reddish, which was prevalent in most areas of South Vietnam.


Yes, I just like the direction you are heading. I know it all is a work in progress. What has been fleshed out is really nice.

RR


+1 Yes the direction is looking very promising. I'm liking it too!


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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/17/2018 2:05:03 PM   
Jason Petho


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Campaign Series Vietnam: ALPHA graphics. Current progress on the III Corps master map. The focus for the weekend was the northwest area of the map which is primarily Cambodia. You'll see in the screenshot the town of Memut (Memot). COSVN was expected to be in this area and this area was the primary target of the 1st Brigade/25th Infantry (with attached units like elements of the 11th ACR) during the incursion into Cambodia, April-July 1970.




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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/17/2018 9:01:14 PM   
demyansk


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Looks good jason

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/17/2018 9:23:58 PM   
Jason Petho


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Thank you!

Lots of work, but getting there!

So many scenario options, it will be glorious!

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/18/2018 4:29:06 PM   
Jason Petho


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Campaign Series Vietnam: Design Decision

Many of the Special Forces Camps in Vietnam were triangular, with each edge varying in size between 150 and 200 metres. While this would fit in one hex at the Campaign Series 250 metre scale, due to the unit stacking limitations, a Special Forces camp will be represented by three adjacent hexes. A Special Forces camp would typically consist of a Civilian Irregular Defence Group (consisting of three companies (each of three platoons and a heavy weapons platoon)), a Special Forces A-team (typically 12 men) and usually some form of artillery and/or mortar support, let alone any supporting vehicles. In game terms, this is at least 16 units that would need to squeeze impossibly into one hex.




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< Message edited by Jason Petho -- 12/18/2018 4:40:06 PM >


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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/18/2018 7:55:49 PM   
Big Ivan


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+1 Good Decision Jason!

Understood that some sacrifice has to be made for scale.

But that's where my imagination will take over and willingly play any scenario with a Special Forces Camp.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/18/2018 9:36:29 PM   
Jason Petho


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Thank you, John!

Operating from a Special Forces Camp might make for a "Week in..." scenario! Will have to see.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/20/2018 9:14:08 PM   
Jason Petho


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Campaign Series Vietnam: ALPHA graphics. Here is the current progress on the NW II Corps master map. While Plei Me was under siege in 1965, an ARVN task force was sent to relieve the camp. This is the ambush location, eight kilometres to the north of the camp, where the 33rd Regiment was laying in wait. As the ambush was suspected, the ARVN was able to rout the regiment and break through to the camp.




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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/22/2018 12:49:08 AM   
Rosseau

 

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Finally made progress toward knocking off Squad Battles Vietnam, Tour of Duty and Dien Bien Phu, so I will be ready when you are! Have a nice holiday. The book below is well worth $6 (used) on Amazon, but you probably have them all ;)

https://www.amazon.com/Vietnam-Decisive-Battles-John-Pimlott/dp/0025801716/ref=sr_1_4?s=books&ie=UTF8&qid=1545443217&sr=1-4&keywords=decisive+battles+vietnam


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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/22/2018 2:31:13 PM   
berto


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Another recent (private) Dev Team Forum post:

quote:

ORIGINAL: berto

At current state of development (finished, fully debugged I think), the new air_mission_fire() and air_mission_spot() functions:



The code will have the gunship helos or spotter helos/airplanes:

  • get a new target assignment, randomly picked from selection of objective or other hexes
  • fly off to target (typically 2-3 turns, in the VN_640117_Thanh_Phu_Island case)
  • fire or spot, randomly "dancing" around the target for the duration (typically 3 turns, in the VN_640117_Thanh_Phu_Island case)
  • return to base for refueling (typically 2-3 turns, in the VN_640117_Thanh_Phu_Island case)

    All automatically, over and over again, until the helos/airplanes are destroyed or incapacitated, or until scenario's end. (Typically 3-1/2 such missions, in the VN_640117_Thanh_Phu_Island case.)

    Important point: The scenario developer/modder need not code the above. Those are standardized functions in user.lua. All the scenario developer/modder need do is to call those functions in the scenario .lua file. In the VN_640117_Thanh_Phu_Island scenario, for example:



    Excluding the comments, and ignoring the 'if DEBUG then ... end' blocks, that's just eight lines of code (3 lines for the target reassignment plus 1 line to execute the mission; X 2, for the gunships and the spotter airplanes). Not too bad.

    Similarly, for other purposes -- e.g., riverine embarkation/transport/disembarkation; helo transport; etc. -- I am writing the Lua code in generalized fashion such that all the scenario developer/modder need do is to make high-level function calls. Leaving the difficult, background coding to me!




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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/23/2018 4:47:51 AM   
    Jason Petho


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    This means that playing as the VC, you aren't safe from computer controlled gunships or spotters!

    Cool factor 10!

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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/23/2018 10:38:18 AM   
    Andrea G


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    I'd say at least 12

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