Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

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

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Campaign Series: Middle East 1948-1985 >> RE: Sneak Peeks, Coming Attractions, Works-In-Progress Page: <<   < prev  29 30 [31] 32 33   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 1/24/2019 4:04:57 PM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
Here is the latest article over at our website. The article talks about US intelligence in Vietnam. Quite fascinating!

Campaign Series Legion Website

_____________________________


(in reply to Jason Petho)
Post #: 901
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 1/25/2019 5:26:33 AM   
Rosseau

 

Posts: 2757
Joined: 9/13/2009
Status: offline
Had no idea about the scope of the game, which makes my comments totally irrelevant.

Just realized this week is the 51th anniversary of Tet. Good article on intel, but too bad the generals back then didn't believe them. Just a tiny slice of what you are planning to portray. Congrats on making this happen, hopefully this year.

< Message edited by Rosseau -- 1/25/2019 5:54:46 AM >

(in reply to Jason Petho)
Post #: 902
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 1/25/2019 4:05:44 PM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
Yes, the scope is fairly vast.

Another reason for the delay, it's a monster game with hundreds of hours of play time.

_____________________________


(in reply to Rosseau)
Post #: 903
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 1/28/2019 5:45:03 AM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
Campaign Series Vietnam: OOB's. The Australians have had a historical make over. They are fantastic now, down to monthly OOB changes as they progressed through the war. Of course, they are also complete between 1948-1985 making them Cold War ready. A HUGE thank you to Enocm McKbeer!!




Attachment (1)

_____________________________


(in reply to Jason Petho)
Post #: 904
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 1/30/2019 2:54:14 PM   
berto


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

Another recent (private) Dev Team Forum post:

quote:

ORIGINAL: berto

In his scenario battle plan for VN_631124_Hiep_Hoa.scn, Jason had specified this:

quote:

Airstrikes are available after turn 4.

Ah, interesting. In the standard game, there is no delaying mechanism for airstrikes. In the standard game, all airstrikes are available from the very beginning.

How to satisfy the specification? Here is one way:



function init_luavs ()

...

init_luav("NUMBER_US_AIRSTRIKES", air_support(SIDE_A))

...

end



That is, save to the NUMBER_US_AIRSTRIKES luav Side A's airstrikes # as the game begins (when init_luavs() is first called).

Then, in on_next_turn(), do this:



function on_next_turn (turn) -- DO NOT REMOVE

if turn == 1 then
set_air_support(SIDE_A, 0)
elseif turn == 5 then
set_air_support(SIDE_A, luav(NUMBER_US_AIRSTRIKES))
end



That is, at Turn 1 (and after the NUMBER_US_AIRSTRIKES initialization), set the US side (Side A) AirSupport level to zero. Then at Turn 5, set AirSupport to the initial NUMBER_US_AIRSTRIKES as earlier saved in the luav.

Does it work? Yes! With this debug diagnostic set:



function on_air_attack (hc, pid, name, side, nation, points, strength) -- DO NOT REMOVE

log(LUALOG, LOG_INFO, "air attack on turn " .. current_turn())

end



After a test game, I see:



rober@Rob10rto /cygdrive/r/Temp/Logs
$ egrep "air attack" lua.log
2019-01-30 08:14:18 vnengine.exe: [INFO ID 10] air attack on turn 6
2019-01-30 08:14:27 vnengine.exe: [INFO ID 10] air attack on turn 6
2019-01-30 08:27:20 vnengine.exe: [INFO ID 10] air attack on turn 8
2019-01-30 08:31:12 vnengine.exe: [INFO ID 10] air attack on turn 10



No airstrikes Turns 1-4, only after Turn 5.

I also verified in the HexInfo Box that the Side A Air Power switched to 0 at Turn 1, remaining at that level until Turn 5, when indeed it switched back to 4.

This is a really cool example of how, with a clever CSEE implementation, we can add new features, and feature variations, to the otherwise standard game engine. In the legacy game engine (and without going to the trouble of implementing a Visibility #-#[#] #-#[#] ... like system), AirSupport is set from the beginning. With the CSEE, we can set and reset it as we please!


_____________________________

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 #: 905
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 1/30/2019 4:16:16 PM   
berto


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

And another recent (private) Dev Team Forum post:

quote:

ORIGINAL: berto

With the addition of

  • the new Variable, Asymmetric, Turn-Based Victory [Objective] Points System

    and the widespread proliferation of

  • Event Points, assigned for all manner of in-game events

    it is getting harder and harder to assess scenario balance. Without thousands of hours of hands-on human testing (which we don't have, needless to say), how can we be sure that the Victory Points thresholds -- for Major Defeat, Minor Defeat, Minor Victory, Major Victory -- are reasonable?

    Here too, the CSEE to the rescue!

    With the implementation of this




    after an auto-test game of VN_631124_Hiep_Hoa.scn, in lua.log we have this:



    rober@Rob10rto /cygdrive/r/Temp/Logs
    $ cat lua.log
    2019-01-30 10:11:25 vnengine.exe: [INFO ID 10] at turn 1, loss points A 0, loss points B 0, event points A 0, event points B 0, objective points 0, total points 0
    2019-01-30 10:12:41 vnengine.exe: [INFO ID 10] at turn 2, loss points A 0, loss points B 6, event points A 0, event points B 0, objective points 0, total points 6
    2019-01-30 10:14:08 vnengine.exe: [INFO ID 10] at turn 3, loss points A 0, loss points B 15, event points A 0, event points B 0, objective points 0, total points 15
    2019-01-30 10:15:47 vnengine.exe: [INFO ID 10] at turn 4, loss points A 0, loss points B 24, event points A 0, event points B 0, objective points -7, total points 17
    2019-01-30 10:17:19 vnengine.exe: [INFO ID 10] at turn 5, loss points A 0, loss points B 33, event points A 0, event points B 0, objective points -14, total points 19
    2019-01-30 10:19:01 vnengine.exe: [INFO ID 10] at turn 6, loss points A 0, loss points B 42, event points A 0, event points B 0, objective points -21, total points 21
    2019-01-30 10:19:01 vnengine.exe: [INFO ID 10] air attack on turn 6
    2019-01-30 10:19:06 vnengine.exe: [INFO ID 10] air attack on turn 6
    2019-01-30 10:20:42 vnengine.exe: [INFO ID 10] at turn 7, loss points A 0, loss points B 71, event points A 10, event points B 0, objective points -28, total points 53
    2019-01-30 10:20:43 vnengine.exe: [INFO ID 10] air attack on turn 7
    2019-01-30 10:22:16 vnengine.exe: [INFO ID 10] at turn 8, loss points A 0, loss points B 80, event points A 15, event points B 0, objective points -35, total points 60
    2019-01-30 10:23:58 vnengine.exe: [INFO ID 10] at turn 9, loss points A 1, loss points B 80, event points A 15, event points B 0, objective points -42, total points 52
    2019-01-30 10:23:59 vnengine.exe: [INFO ID 10] air attack on turn 9
    2019-01-30 10:36:14 vnengine.exe: [INFO ID 10] at turn 10, loss points A 1, loss points B 108, event points A 20, event points B 0, objective points -49, total points 78
    2019-01-30 10:37:41 vnengine.exe: [INFO ID 10] at turn 11, loss points A 7, loss points B 120, event points A 25, event points B 0, objective points -56, total points 82
    2019-01-30 10:39:03 vnengine.exe: [INFO ID 10] at turn 12, loss points A 7, loss points B 123, event points A 30, event points B 0, objective points -63, total points 83
    2019-01-30 10:43:00 vnengine.exe: [INFO ID 10] at turn 13, loss points A 8, loss points B 134, event points A 30, event points B 0, objective points -70, total points 86
    2019-01-30 10:45:23 vnengine.exe: [INFO ID 10] at game shutdown , loss points A 8, loss points B 143, event points A 35, event points B 0, objective points -77, total points 93, major defeat 50, minor defeat 100, minor victory 200, major victory 300



    Now here's the deal:

  • With the csttrun script, I can easily automate test trial games of every scenario.
  • I can repeat the autotests, round after round. (On up to a half dozen systems I have available for testing purposes here.)
  • From test run to test run, I can save the above highlighted lua.log entry by dumping it to a common victory.dat file.
  • I can develop another script to analyze the autotest victory results, to highlight the outliers, also to highlight scenarios consistently tilting towards one side or the other.
  • For greater variety of test results, it would even be possible to switch off the normal SAI (Scripted AI) and just test the scenario with the legacy AI.

    By these means, we can get a better handle on which scenario victory conditions might need tweaking, or not.

    New uses for the CSEE (Campaign Series [Lua] Event Engine) just keep suggesting themselves!


  • < Message edited by berto -- 1/30/2019 5:16:23 PM >


    _____________________________

    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 #: 906
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/1/2019 4:00:18 PM   
    Jason Petho


    Posts: 15009
    Joined: 6/22/2004
    From: Terrace, BC, Canada
    Status: offline
    Assimilation - The Battle of Saigon (Screenshot from the scenario editor, not the main game)

    April 29, 1955

    [Saigon, South Vietnam]: [SIDE B/H2H][HIS][CSL]: Prime Minister Ng Dinh Diem issued an ultimatum for the private army of the Binh Xuen organized crime syndicate to surrender their arms and come under state control in early 1955. The Binh Xuyen was a private army within the Vietnamese National Army, as decreed by Emperor Bao Dai and was funded with revenues from legally running brothels and casinos. The group consisted of five battalions and armed with similar weapons as the VNA. In reaction to Diem's call, elements of the Binh Xuyen attacked the VNA Headquarters in Saigon, beginning a series of engagements throughout the city. As the VNA funneled more forces into the city, house to house fighting became prevalent. The Binh Xuyen was pushed into the Cholon District, where they had their fortified headquarters established. Eventually the VNA was forced to use heavier artillery, destroying much of the Cholon District, causing hundreds of deaths and displacing thousands. Seeing their position as being untenable, the Binh Xuyen escaped south into the Rung Sat Swamp. [ALL][CSEE, Variable Objectives] [NOTE: The Binh Xuyen Forces are portrayed with US armed Viet Cong platoons] [1.00]




    Attachment (1)

    < Message edited by Jason Petho -- 2/1/2019 4:01:50 PM >


    _____________________________


    (in reply to berto)
    Post #: 907
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/1/2019 4:10:06 PM   
    DM729


    Posts: 259
    Joined: 5/2/2016
    Status: offline
    Looks like a fun scenario indeed!

    (in reply to Jason Petho)
    Post #: 908
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/2/2019 11:10:00 AM   
    Andrea G


    Posts: 325
    Joined: 10/9/2017
    From: Genoa, Italy
    Status: offline
    It's impressive the amount og historical research you guys are piling up for this game

    _____________________________


    (in reply to DM729)
    Post #: 909
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/2/2019 11:27:57 AM   
    Oberst_Klink

     

    Posts: 4778
    Joined: 2/10/2008
    From: Germany
    Status: offline

    quote:

    ORIGINAL: Andrea G

    It's impressive the amount og historical research you guys are piling up for this game

    Everybody in the team is dedicated. Also feel free to communicate with CSLegion via FB and Twitter.

    Klink, Oberst

    _____________________________

    My Blog & on Twitter.
    Visit CS Legion on Twitter & Facebook for updates.

    (in reply to Andrea G)
    Post #: 910
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/2/2019 11:28:08 AM   
    Big Ivan


    Posts: 1963
    Joined: 6/9/2008
    From: Mansfield, Ohio USA
    Status: offline
    Just caught up with this thread.

    The new variable airstrikes and turn based victory conditions are huge leaps forward IMHO. They can bring
    a new dimension to larger scenarios, night to day and vice versa transition scenarios and dare I say a
    "Campaign Game".

    The top down presented graphics too are very pleasing to these old eyes.

    I like these changes a lot!

    The new game code is proving its worth with these kinds of additions to the game.

    Nice job Development Team!

    _____________________________

    Blitz call sign Big Ivan.

    (in reply to DM729)
    Post #: 911
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/2/2019 11:41:44 AM   
    Crossroads


    Posts: 17372
    Joined: 7/5/2009
    Status: offline

    quote:

    ORIGINAL: 76mm

    FWIW, those counters are way too busy for my tastes...I much prefer a solid-color background and simple unit graphic/silhouette or NATO symbols.


    Those are the Alternate Chits, 76-mill. Standard Chits are monochrome (and chits can be modded, of course). Here's a quick snippet with Standard Chits + NATO symbols and Alternate Chits + Unit Images:




    Attachment (1)

    _____________________________


    (in reply to 76mm)
    Post #: 912
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/2/2019 11:46:28 AM   
    Crossroads


    Posts: 17372
    Joined: 7/5/2009
    Status: offline
    Or, you could opt to show Unit Images on Standard Chits, too. It's all in the Options menu

    This is all under the 2D Boardgame view, by the way. There's also the 3D Miniatures view (as what I call it as a boardgamer ) still available too, shown in some other screenshots.




    Attachment (1)

    _____________________________


    (in reply to Crossroads)
    Post #: 913
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/2/2019 11:56:02 AM   
    berto


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

    Also with optional on-counter unit stats, of course. So many ways to customize the look and feel of this game!

    _____________________________

    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 Crossroads)
    Post #: 914
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/2/2019 11:57:34 AM   
    Crossroads


    Posts: 17372
    Joined: 7/5/2009
    Status: offline
    quote:

    ORIGINAL: berto


    Also with optional on-counter unit stats, of course. So many ways to customize the look and feel of this game!


    I went to us "unbusy" as I could

    Here's the busy scale at the other end, with Alternate Chits, Unit Images, and On-Counter Stats. And each unit's On-Map Thermometer as well:





    Attachment (1)

    < Message edited by Crossroads -- 2/2/2019 12:02:07 PM >


    _____________________________


    (in reply to berto)
    Post #: 915
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/2/2019 2:34:08 PM   
    budd


    Posts: 2972
    Joined: 7/4/2009
    From: Tacoma
    Status: offline
    I'm really digging pretty much the whole presentation, especially the map, kudos to the map maker. Don't suppose the game or any scenario is far enough along for a bit of an AAR


    Are you guys re-doing and/or adding more effects to the game? Meaning dramatic explosions for the gunship rocket strikes or napalm, maybe a little screen shake option for the really big strikes I think the games sounds could use some love also, mainly the weapon and explosion sounds.

    _____________________________

    Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

    "Be Yourself; Everyone else is already taken" ~Oscar Wilde

    *I'm in the Wargamer middle ground*
    I don't buy all the wargames I want, I just buy more than I need.

    (in reply to Crossroads)
    Post #: 916
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/2/2019 3:38:19 PM   
    Crossroads


    Posts: 17372
    Joined: 7/5/2009
    Status: offline

    quote:

    ORIGINAL: budd

    I'm really digging pretty much the whole presentation, especially the map, kudos to the map maker. Don't suppose the game or any scenario is far enough along for a bit of an AAR


    Thanks budd! Team effort No AARs quite yet.

    _____________________________


    (in reply to budd)
    Post #: 917
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/2/2019 3:39:20 PM   
    berto


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

    quote:

    ORIGINAL: budd

    I'm really digging pretty much the whole presentation, especially the map, kudos to the map maker. Don't suppose the game or any scenario is far enough along for a bit of an AAR

    I hope soon to present more before and after game (auto)play videos showing the difference between the old and the new AI.

    _____________________________

    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 budd)
    Post #: 918
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/2/2019 9:49:31 PM   
    BigDuke66


    Posts: 2013
    Joined: 2/1/2001
    From: Terra
    Status: offline
    AFAIk there was mentioning of the amount of scenarios, so maybe someone can also point out what areas in South Vietnam are covered?
    And are there any scenarios outside SV, Cambodia maybe?

    _____________________________


    (in reply to berto)
    Post #: 919
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/3/2019 12:22:34 AM   
    Jason Petho


    Posts: 15009
    Joined: 6/22/2004
    From: Terrace, BC, Canada
    Status: offline
    Cambodia, Laos, Vietnam

    Time span covers 1948-1979, covering a wide variety of actions in that time frame.


    _____________________________


    (in reply to BigDuke66)
    Post #: 920
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/3/2019 12:31:03 AM   
    Jason Petho


    Posts: 15009
    Joined: 6/22/2004
    From: Terrace, BC, Canada
    Status: offline
    As we get closer to release, I’ll post scenario names to give an overview of what to expect in the 1.00 release.

    _____________________________


    (in reply to Jason Petho)
    Post #: 921
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/5/2019 9:46:42 AM   
    Big Ivan


    Posts: 1963
    Joined: 6/9/2008
    From: Mansfield, Ohio USA
    Status: offline
    Just a though for consideration by the dev team.

    In a post above we were discussing variable entry of air strikes by turn which will be a nice feature going forward.

    With the new code could it be possible to have variable supply for artillery and troops which could change
    based on the event engine or randomly change throughout the scenario by turn or say a block of turns.

    As an example: Say on Turn 1 your artillery ammo is 80 but on turn 4 something happens with the event engine or randomly and
    your artillery ammo drops to 55. Just wonder if something like this could be coded in the game. Could make the situation
    really interesting if a variable like that was introduced during play.



    _____________________________

    Blitz call sign Big Ivan.

    (in reply to Jason Petho)
    Post #: 922
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/5/2019 9:59:28 AM   
    Crossroads


    Posts: 17372
    Joined: 7/5/2009
    Status: offline

    quote:

    ORIGINAL: Big Ivan

    Just a though for consideration by the dev team.

    In a post above we were discussing variable entry of air strikes by turn which will be a nice feature going forward.

    With the new code could it be possible to have variable supply for artillery and troops which could change
    based on the event engine or randomly change throughout the scenario by turn or say a block of turns.

    As an example: Say on Turn 1 your artillery ammo is 80 but on turn 4 something happens with the event engine or randomly and
    your artillery ammo drops to 55. Just wonder if something like this could be coded in the game. Could make the situation
    really interesting if a variable like that was introduced during play.


    Yes, that is something that can be done with CS Event Engine. In fact, if you already look at CS Middle East 2.0, and the Crisis in Sirte scenario #1, the British supply goes down 2% each turn as I recall, depicting the difficulties of keeping an airborne landing supplied.

    _____________________________


    (in reply to Big Ivan)
    Post #: 923
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/5/2019 10:06:16 AM   
    Crossroads


    Posts: 17372
    Joined: 7/5/2009
    Status: offline
    In fact, here's the code snippet, from my CS Event Engine developer diary (Check the Mods and Scenarios table-of-content post).

    Here, from turn 2, the British supply drops 2%, with a starting level a high 80% value. In ten turns, they are down to 60%, and in 15 turns down to 50%. It gets tricky.

    (Parameter "a" passed on the function call refers to side a. This is early code, the current CS Event Engine api is more helpful in many ways. Hopefully, with the documentation available, and with sample scripts from supplied scenarios, this is something the community scenario designers can pick up as well.)

    Of course, events that change supply levels can vary, it can be a next_turn event, it could be a loss of a hex or an objective, what not, as the scenario designer chooses.



    < Message edited by Crossroads -- 2/5/2019 10:08:29 AM >


    _____________________________


    (in reply to Crossroads)
    Post #: 924
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/5/2019 10:08:58 AM   
    Big Ivan


    Posts: 1963
    Joined: 6/9/2008
    From: Mansfield, Ohio USA
    Status: offline

    quote:

    ORIGINAL: Crossroads


    quote:

    ORIGINAL: Big Ivan

    Just a though for consideration by the dev team.

    In a post above we were discussing variable entry of air strikes by turn which will be a nice feature going forward.

    With the new code could it be possible to have variable supply for artillery and troops which could change
    based on the event engine or randomly change throughout the scenario by turn or say a block of turns.

    As an example: Say on Turn 1 your artillery ammo is 80 but on turn 4 something happens with the event engine or randomly and
    your artillery ammo drops to 55. Just wonder if something like this could be coded in the game. Could make the situation
    really interesting if a variable like that was introduced during play.


    Yes, that is something that can be done with CS Event Engine. In fact, if you already look at CS Middle East 2.0, and the Crisis in Sirte scenario #1, the British supply goes down 2% each turn as I recall, depicting the difficulties of keeping an airborne landing supplied.


    Excellent Crossroads! I never noticed that but I will take a look at that scenario.

    BTW being a fringe computer guy without to many computer smarts, How do you open the lua files? I read the manual/directions
    on the event engine but maybe I missed it. My rig keeps coming back with Windows can't open this file and I'm leery
    of trying notepad or something like that for fear of damaging the file.


    _____________________________

    Blitz call sign Big Ivan.

    (in reply to Crossroads)
    Post #: 925
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/5/2019 10:17:12 AM   
    Crossroads


    Posts: 17372
    Joined: 7/5/2009
    Status: offline

    quote:

    ORIGINAL: Big Ivan


    quote:

    ORIGINAL: Crossroads


    quote:

    ORIGINAL: Big Ivan

    Just a though for consideration by the dev team.

    In a post above we were discussing variable entry of air strikes by turn which will be a nice feature going forward.

    With the new code could it be possible to have variable supply for artillery and troops which could change
    based on the event engine or randomly change throughout the scenario by turn or say a block of turns.

    As an example: Say on Turn 1 your artillery ammo is 80 but on turn 4 something happens with the event engine or randomly and
    your artillery ammo drops to 55. Just wonder if something like this could be coded in the game. Could make the situation
    really interesting if a variable like that was introduced during play.


    Yes, that is something that can be done with CS Event Engine. In fact, if you already look at CS Middle East 2.0, and the Crisis in Sirte scenario #1, the British supply goes down 2% each turn as I recall, depicting the difficulties of keeping an airborne landing supplied.


    Excellent Crossroads! I never noticed that but I will take a look at that scenario.

    BTW being a fringe computer guy without to many computer smarts, How do you open the lua files? I read the manual/directions
    on the event engine but maybe I missed it. My rig keeps coming back with Windows can't open this file and I'm leery
    of trying notepad or something like that for fear of damaging the file.


    I'd recommend a programmer text editor such as Notepad++. An editor such as that recognizes the .lua file as programming language, and highlights and colors the text like in the snippet I showed.

    I use jEdit, which is a bit more complicated than Notepad++, but something that I have used for years.

    _____________________________


    (in reply to Big Ivan)
    Post #: 926
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/5/2019 10:21:37 AM   
    Crossroads


    Posts: 17372
    Joined: 7/5/2009
    Status: offline
    quote:

    ORIGINAL: Big Ivan

    My rig keeps coming back with Windows can't open this file and I'm leery
    of trying notepad or something like that for fear of damaging the file.




    When you have Notepad++ installed, you can right click at any *.lua file on File Explorer, and choose "Edit with Notepad++".

    Here's what it looks like. This one is the current release version from the same snippet as above. Note the simplified code.

    You can damage a file only if you save over an existing one. Copy the file you are interested to another location, then it should be absolutely safe to open and view it.





    Attachment (1)

    < Message edited by Crossroads -- 2/5/2019 12:18:22 PM >


    _____________________________


    (in reply to Crossroads)
    Post #: 927
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/5/2019 4:54:11 PM   
    Jason Petho


    Posts: 15009
    Joined: 6/22/2004
    From: Terrace, BC, Canada
    Status: offline
    Campaign Series Vietnam: ALPHA Graphics. Screenshot of elements of the 120th CAC "The Deans" lifting an ARVN infantry company towards the battle around Kien Long (in the Mekong Delta), April 12, 1964. As they fly over the dry rice paddies, they are being escorted by a couple gunships. The Deans were still flying the CH-21's at this time.




    Attachment (1)

    _____________________________


    (in reply to Crossroads)
    Post #: 928
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/6/2019 11:09:05 AM   
    Big Ivan


    Posts: 1963
    Joined: 6/9/2008
    From: Mansfield, Ohio USA
    Status: offline
    Thanks Crossroads for the detailed workings on Lua and Notepad++!

    Screen shot looking good Jason!

    _____________________________

    Blitz call sign Big Ivan.

    (in reply to Jason Petho)
    Post #: 929
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 2/6/2019 12:07:09 PM   
    Crossroads


    Posts: 17372
    Joined: 7/5/2009
    Status: offline

    quote:

    ORIGINAL: Big Ivan

    Thanks Crossroads for the detailed workings on Lua and Notepad++!


    Sure thing. Is this something you are further insterested in, like adding CS Event Engine scripts to scenarios you have done? Idea being that if you take existing samples from other available lua scripts that are already out there, it would hopefully not be too difficult to add your own event. One good starting point would be simply to add side specific user briefings to your scenarios.

    I could create a new thread for CS Event Engine How-To related questions. I'd be happy to work with anyone trying these scripts. It would also be very valuable to us to learn how easy these CS Events would be for some one not part of the dev team. Our aim is to have this as something the community would be able to pick up as well


    _____________________________


    (in reply to Big Ivan)
    Post #: 930
    Page:   <<   < prev  29 30 [31] 32 33   next >   >>
    All Forums >> [New Releases from Matrix Games] >> Campaign Series: Middle East 1948-1985 >> RE: Sneak Peeks, Coming Attractions, Works-In-Progress Page: <<   < prev  29 30 [31] 32 33   next >   >>
    Jump to:





    New Messages No New Messages
    Hot Topic w/ New Messages Hot Topic w/o New Messages
    Locked w/ New Messages Locked w/o New Messages
     Post New Thread
     Reply to Message
     Post New Poll
     Submit Vote
     Delete My Own Post
     Delete My Own Thread
     Rate Posts


    Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

    1.172