Jump to content

Paper Tiger

Members
  • Posts

    3,617
  • Joined

  • Last visited

Posts posted by Paper Tiger

  1. 4 hours ago, Kohlbie said:

    (Spoilers for Les Licornets)

    Hey @Paper Tiger, I have something else for you :D

    I just started Les Licornets and the German Stug at the west of their initial defensive line was deployed in front of the bocage line it is meant to be behind. 

    RTMLesLicornetsBug1.thumb.jpg.2f61bce2d3e5b99a27045ede1b7b79e9.jpg

    edit:

    The eastern Stug is also at an odd angle but I am not sure if there is anything to be done about that.

    RTMLesLicornetsBug2.thumb.jpg.3f96a10b5caa27bc1da5d608a17700eb.jpg

    I'll have a look at that, thanks. It really shouldn't be like that at all. They were placed behind the hedgerow.

  2. 55 minutes ago, slippy said:

    Sounds great Paper Tiger, really looking forward to it, especially the Scottish Corridor remake.

    Would love to see a Goodwood, Bluecoat, Totalize campaign someday, but I digress.

    One thing that I find in a lot of battles is the lack of cover represented, I find this in Scottish Corridor. I suppose if you are taking map heights from contour lines then you end up with a relatively flat area in between. when in the real world there is cover in even what appears a flat field for example.

    It would be great if uneven ground could be included to represent this, but understand if it's out of the scope of your revamp or not possible due to map editor restrictions.

    anyway, thanks for all your work mate, really appreciate the amount of time, effort and research you must put into your work

     

     

    I actually do slip in some small terrain undulations to break up LoS because the real world is not generally billiard table flat (except perhaps for beaches). I've been doing that as long as I've been making maps for this game :D Check out Beau Guillot for a good example - Google Earth shows flat terrain but as you can see, there are plenty of small dips.

  3. 6 hours ago, Falaise said:

    Hello @Paper Tiger, I am delighted to be able to play again this campaign which is a pinnacle in the same way as Scotich Corridor for which I am developing a rain mod.
    I'm a little embarrassed, especially since I wake up after the update work to point out my only complaint with this campaign, the apple trees on the maps. You made orchards with low trees whereas in Normandy especially at that time, it was “tige haute; high trunk” like you make in Scotich Corridor; This makes it possible to put cows in the fields and optimize the production of milk and cider.
    Living in Normandy that hinders my immersion.
    I can modify all the cards if you wish but you will have to re-integrate them into the campaign
    merci  for your merveilleux work

    That's a very interesting detail. If you tell me which maps you want changed, let me know and I'll see what I can do. If you've decompiled the campaign, you can take a look at the orchards in the later missions and tell me if they're better. They're already remade like the orchards in The Scottish Corridor and improved further. But there's one which I won't redo and that's Orchard Hill - ironically and I'll tell you why. :D

    The reason is because changing the trees in the orchard blocked existing LoS and changing it would mean redoing the AI entirely and I just couldn't do all that work over again. It's a change that needs to be made before you do the AI. I spent ages finding good LoS for defending units not just for plan A but for plan B too and so I undid the changes when I saw that LoS was blocked.

    But otherwise,  yes, I'm very happy to make the changes you recommend. If I have time, yes, I will redo the AI for the Le Ham series of missions but not just now.

  4. There were originally ten missions in Hasrabit. But I added a new opener which is staying so right now there are eleven.

    However, I've got a possible two extra missions as well at Adan Airfield, one of which is already finished and tested but the second of which would require me to make up a whole new AI attack which can be a lot of work. I'm humming and hawing over including this short series because scripting AI attacks can be fun if you're in the right frame of mind so we'll see.

    I'm also considering removing the Heavy Metal mission as it's a strange one and too similar to what I have already done in the earlier Hill 142 mission. It may require too much work to update. But again, we'll see.

    There are so many AI meeting engagements in this campaign and they're the hardest to make challenging. It was not much work when the AI was simply move group 1 to A, then B, then C and just co-ordinating these groups but now there are up to sixteen of them with triggers as well. It gives much better results but is commensurable to the effort put in by the designer. (I haven't used that word in a long time)

  5. 9 hours ago, Erwin said:

    Looking forward to this.  :)

     

    I'm going to take a bit more time with this one. It's currently an evening project as I'm back to work properly next week and so can't devote so much time to it again. But this is what I'm focusing on for now.

    After this particular revision is done, I think it will have to be something all-new, at least from the mission design side - I have a folder of maps from the Canadian campaign ready to adapt for such a project. I think Retribution would be a good idea - basically Red v UNCONs and eventually BLUE if/when there's a NATO intervention. This is a dream at the moment though but I like the idea of doing something 'new' rather than just updating what I've already done.

  6. All the campaigns I made for the disk were tested by some beta testers before the release so these kinds of mistakes were caught. In fact it was great having them because they used to catch things like flavour objects out of place, in the middle of the road etc. However, Hasrabit and Dinas, both large campaigns were not and were tested all by myself. I seem to recall a similar mistake in Dinas when it was released where there was some tank sitting in the middle of the map. I used to have what I called a 'Finished' folder where I moved missions that had all the checks performed and the artwork done before transferring. I missed that this time around probably because I was in a hurry to get finished. There's a kind of fatigue that sets in when you have a very large project under development and the desire to get it finished leads to some cut corners at the end. My bad.

    So the lesson is to take my time and make sure nothing like that slips through the last checks next time. Hasrabit is not as big a project as Montebourg (in fact, Road to Montebourg is one of the biggest I made after Road to Dinas) but I will start this process again with that.

  7. 4 hours ago, Kohlbie said:

    Hey Paper Tiger. Just started the deployment phase on La Grand Hameau and for some reason I have a wild platoon of Shermans on the map, behind the objective (see image). They are the 746th Tank Battalion HQ tank, the A Company HQ tank, and my surviving tanks of 1st platoon A company from the previous mission.

    Stray Shermans aside, the first three missions played really well. Silence The Guns was a fun, snappy romp, and the changes in experience/motivation on Beu Guillot didn't make the mission particularly harder but certainly more satisfying than the original experience I had were the Germans just crumbled and ran almost immediately. Ecoqueneauville was also a noticeably improved experience. The AI moving and reacting to me coming up the main road felt a lot more natural than them just sitting around like lemmings. Good stuff! 

    StrayShermans.thumb.jpg.f1a5c7ae51f57e97b7657e04ebab30be.jpg

    Aaaw crap! There's always something that slips through the last check. I have no idea how that got past - I must have re-imported these units after all the testing as I played the vanilla version several times without any issues. It's funny because they're not in the variant which is almost exactly the same. That's game breaker for sure but I guess you'll have a fairly easy run at this particular mission.

    I have deleted these units and will get a fresh compilation up later today after I've run through everything else again. Thanks for letting me know.

     

    And thanks for the feedback on the first three missions.

     

    A new version with the tanks removed is now up. I've had a look through most of the other missions and there are no irregularities that I can see.

  8. As I said elsewhere, I have been a bit stumped as to how to proceed with this. My initial plan was not to change too much so that it was still Hasrabit but the problem is that it is such an old campaign that that is no longer possible. This campaign was made way back with the earliest versions of the first CMSF engine and I was still learning the craft of scenario design. Some of the AI work was abysmal and many of the maps were basically ASL-inspired, especially the compounds. And so many trees!

    As you can see from the screenshots I've already posted, I've spent quite a bit of time updating the maps so that they are much more 'modern' with realistic compounds and villages, much more like you'll find in USMC Gung Ho! But I have been struggling to find a  way to make The Guards Counterattack mission workable. I tried toning down the AI attack and that worked - a bit. The problem is that the map is too small and in the time the AI has, it can wipe out everything and occupy all the best positions so that any counterattack is going to be a tough and bloody affair for the player, regardless of the superiority of his equipment and training.

    The AI also attacks with two mech companies (previously three) with tanks in support and they absolutely murder the defensive forces even without the somewhat generous artillery support. The notion of removing one mech company didn't appeal to me at all as I want to keep as much of the old as possible. So, what to do?

    Well, the solution is quite simple - I need to extend the RED map edge considerably further so that the AI has much further to go. This also allows me to add a second, frontal defensive line to the  map and have the first mech company dismount to attack that line while the second waits and then goes after the back line. This appears to work very well indeed and means that the AI will still be fighting in front of the ridge when your Guards arrive. Perfect. Not only that but it's fun to play again as it's not OTT difficult.

    Obviously, that means this is going to take a bit longer to get finished but it's back on track. It is also re-inspiring me and giving me some fresh ideas about how to develop future missions in the campaign.

  9. Well, I seem to find solutions quite quickly to problems when I think them out loud like in the post above. It seems like the solution to my problem is to make the AI less effective on the attack. I tried removing the heavy rocket artillery barrage from The Guards Counterattack and that helped a bit but the Reserve Infantry position still goes down to the attacker's overwatch fire. I will concentrate on making the Reserve Infantry defenders a bit more resilient as they still go down quickly to the Red attack. That's a more fun solution to the problem.

    I can apply this same solution to the 'Buying the Farm' mission which has a similarly powerful AI attack. I guess I've been concentrating too hard on making the AI attacks effective. In both these missions, the defenders are utterly destroyed which I considered to be a good thing. I need them to be considerably less effective so that there's still some fighting going on when your core forces arrive to save the day.

    That's much more doable.

  10. 1 hour ago, Warts 'n' all said:

    I used Uncam without a hitch. When I opened the new campaign folder all the missions are listed as .btt files. Click on the ones you might want to look at, then just copy, and paste into your Scenarios folder. I tested it out because I wanted to see how the new "Silence" battle compared to "Silence the Guns" from the base game. 

    I'm not familiar with a base game mission called 'Silence the Guns'. I recall Pete Wenman did a Brecourt mission which featured the entire map from Brecourt to Utah beach so that he could have the AI guns perform fire orders. A genius solution I might say but I chose to do it differently :D

    I guess there are no spoilers possible as it my interpretation of a very famous historical mission and I found that doing it the way they did it in real life works just fine. But sometimes the AI gets lucky. I've tried to pull the AI's teeth as much as possible to prevent bad luck from stuffing up your starting mission but barring making them completely broken, that's as good as I can get it.

  11. I suspect the Dinas mission in question is 'The Tumah Crossing', a late campaign mission. I'll bear that in mind when/if I ever get around to reviewing this. I have to admit to finding the idea increasingly appealing. I have improved quite a few of the maps already, some of which appear in Gung Ho! Of course, if I use them again, I'd have to improve them even further so that they're fresh. I already have some ideas for further improving the map for 'Petani' which is the map the 'Flintstones' map is based on.

     

    As for Hasrabit, well, I have to admit that I'm kind of stumped here. I've been looking at it again today and have toned the difficulty down of the Ambush mission and now I have to make it fun. I've also made a few adjustments to the Guards Counterattack mission mentioned above but there's still a lot of work to do to get this mission finished, never mind the whole campaign. It'll get done but I'm concerned that we're already very far from the original Hasrabit experience now. The structure and the names may be the same but the game engine has changed so much since Hasrabit was made that it's an all-new game (I suppose it really is as it's now CMSF2) :D Doh!

    The missions that are left to do are HUGE though and need to be redone more or less from scratch, a prospect which doesn't exactly fill me with joy at the moment. It's possible I may have to ditch a mission, The Barrier, to get this one finished. I've reviewed the map and the OBs but it's just not clicking for me. It's certainly an interesting map, with several large hills in the desert but what can I do with it that is fresh and not just "another Guards mission"? But who knows what will happen as I continue testing -  we'll see. I get ideas as I work so I'm just thinking out loud at this point.

  12. 48 minutes ago, Kohlbie said:

    Yeah his channel is a real gem. Moments like that must be about as satisfying as it gets for a scenario/campaign designer eh? :D

    Yes. Absolutely. The 'feedback' I got from watching that was incredibly helpful. I was actually embarrassed when he flunked the Scottish Corridor mission and went onto the Green path. That will definitely influence the remake. I want people to be able to win if they devise a good plan.

    I have a hope that one day he'll do The Khabour Trail, the Canadian campaign I made for the CMSF NATO module (the first one). That's the campaign I'm most proud of.

    I had a look at the revision that was made for CMSF2 and it looks almost identical with very little changed (probably because of the way I do the AI in my campaigns. It must have freaked them out when they realised they'd either have to do it all from scratch or try to fathom out how to update that so it still is pretty much my baby.

  13. 27 minutes ago, Kohlbie said:

    ...

    What do you reckon are the chances that Battlefront will patch in the revised version of the campaign into the game at some point?

    The thought did cross my mind briefly a while ago though. If they did want it as an extra, I'd be very happy for that to happen but I'm not pushing for it. It needs both the Market Garden and Vehicle Pack content to play so I can understand why that might not be appealing for them. 

    The same will go for the revision of the Scottish Corridor that will come along some time in the future - it's going to need Market Garden and the Vehicle pack to work. I REALLY want a flamethrower tank or two in one or two of these missions as they were present in the real operation and there's no way that I'm redoing it without one. (Or at least trying it to see if it's as cool as I think it will be. I suspect it will completely destroy any existing balance in these missions but I want to try.)

     

    Watching Hapless's Montebourg and Scottish Corridor series is what got me back into this. He did a really good job with his AARs - very professional. My wife was astonished when I pointed out to her that I made the series he was playing.

  14. https://www.thefewgoodmen.com/tsd3/combat-mission-battle-for-normandy/cm-battle-for-normandy-campaigns/the-road-to-montebourg-revised-for-v4-0/

    Don't worry, this won't overwrite or otherwise delete the original campaign that came on the disk. IIt's a completely different file. This is substantially different from the vanilla campaign and the number of changes made is huge but the most important one to note is that you will need both the Market Garden module and the Vehicle Pack to play this.

     

    Other important highlights are that the 2/8 INF core units are now mostly Green with High morale which means you'll need to manage them more carefully in a firefight.

    All-new AI plans using triggers and most of the tricks that came with later versions of the game.

    Flamethrowers are included in some missions.

    Some maps have been revised, most notably the map for Turnbull's Stand which veterans of the original campaign will probably notice quite quickly.

    A 'new' mission has been added although those of you who found and played the earlier revised version that was uploaded to BFC's old Scenario Depot will recognise it. The campaign has a prelude phase consisting of the new mission and then the old campaign opener Beau Guillot. You should notice quite a few changes made to that mission as well - some extra help to make up for the drop in experience.

    There is air support in quite a few missions now and less artillery, at least the bigger guns anyway.

     

    Anyway, let's post this and then I'll see what needs to be 'fixed' or not in good time. This is an old campaign so i'm not expecting a ton of feedback for it for quite a while but let me know and I'll fix things. Now I'm taking a break from CMBN. I haven't quite decided what comes next - finishing Hasrabit or a new version of Gung Ho! for the German forces. Later, I'll get to work on the two Scottish campaigns I'd mentioned elswhere.

     

    Have a Happy New year.

  15. Well, that was a full day's work. Fortunately, the wife has been busy and hasn't minded me spending 6+ hours doing the artwork and the briefings for all the missions while listening to some early-70s Prog Rock albums and Thin Lizzy (Johnny the Fox is a seriously underappreciated album). All of the new work has just been imported into all the missions and their variants and all that's left to do is rewrite the campaign script and compile it.

    Now I COULD upload this later this evening and be able to say that I revised it in 2023 (just) but I'd like to spend a bit more time making sure that everything is as it says on the tin (I did a lot of that today but a second pass is always a good idea.) I like to make sure that all the AI plans are active (I switch them off while testing a new plan) and make sure that the variants have the proper changes implemented.

    I expect to have this done tomorrow morning which means it will still be up before the New Year if you live in Hawaii. Or failing that, early on Tuesday (for me)

    Edit to add:

    I just tested compiling the new version and it all works fine. Yay! There were a few errors but I found them all and corrected them. Now I just have to set those parameters in the script correctly and it's a day!

  16. And there we are. I finished devising and testing the AI plans for Eroudeville today and it's all working as I'd like it too. I've played through the first 30 minutes of it too and it was tough so I made a few further adjustments that are non-spoiler in nature. The mission is now 1 hour and 50 minutes long with the possibility of 10 minutes of overtime. This extra time has been added at the start so that you have more daylight time.

    I've also added some new toys for the US player to play with. Since the new AI plans alone will make things a bit more challenging for the player, I think some extra help is needed. You get a couple of M8 SPA vehicles at the start to help with the bunkers and at around the 30 minute mark, you'll get an M10 Tank Destroyer, a breach team and a flamethrower unit as well as some more air support. You have a few FOO available to keep your artillery and air support on the go as well.

    Now, is it balanced? I doubt it. I suspect it will be a very difficult mission for the player especially if he has had a bad result in Ecausseville. Or it could be a cakewalk. Luck always plays some part in such a game, a single lucky hit or miss can decide the entire game and there's not much I can do about. I lost two Shermans to lucky hits in my first play through and that was basically game over for me. True, I wasn't playing smart but rather ensuring that a rash player who just throws his forces ant the enemy and hopes to win by brute force gets this posterior handed back to him but the second hit was entirely unexpected and so we have the M10. 

    So, I will spend the rest of the year polishing things up, writing new briefings and making new artwork where necessary and then compile the thing to upload as soon as possible.

  17. When I was at uni, I was a D&D dungeon master and devised a brutal world with several large, complex dungeons as well as some small, brutal ones. I was a total bastidge but people seemed to love the adventures I created. Tough but (not very) fair was how I rolled. I blame D&D for my sadistic impulses.

    Getting difficulty right is pretty tough - make it too easy and people will ignore your work. Make it too hard and some folks will think it's the best mission ever while most will just give up and avoid your stuff in the future.

  18. An observation after watching Hapless's run at this last mission in preparation for reworking the finale - he seemed to think that I'd doubled up the bocage to prevent the player from making a left swing which is a reasonable assumption to make given that I'm obviously I am a bit of a sadist. :D But funnily enough, I only did that because I thought those sunken lanes were cool. I liked his idea though and so I've 'opened' up the map a bit to allow the player more freedom to decide how to approach this mission as a result and so all the doubled bocage lines are now gone. As they are on most maps except for Ecoqueneuville where that seems to be some sort of creek.

    But I also corrected an improperly placed bunker which would have prevented him from doing what he did with such a small force. There were a few other misplaced units which I've also corrected. I am just going to devise a better AI counterattack and then call it a day. After all, most folks are going to take a few more casualties this time around because the 2/8 INF are a mix of Green and Normal training and so won't be quite so resilient.

    The player also has some air support which was absent in the original version so I think it all balances out. But beware, the alternative if you fail either of the earlier Chapter four missions is not so kind. :D

  19. Well, it's funny just how much you can get done if you just focus. I'm just wrapping up work on Farmhouse and will start the final mission later today. I wasn't planning to do very much in the way of revising the chapter 4 missions but the first two are so small that they were begging for an AI rework. There are three AI plans for Ecausseville and you better make sure you win the le Ham chapter as you'll get a much tougher version of this mission if you don't (now ahistorical since the PIR and GIR did the job IRL so I can do what I like with it within reason :D )

    Le Ham wasn't nearly as much work to get done as I'd anticipated. It was only necessary to make the AI react more to the player's moves as far as the triggers will allow me so it was an afternoon's work only. Ecausseville has three AI plans and I'm just polishing off the attack in Farmhouse this morning and I'll get at least one variant made up.

     

    There are some pretty substantial changes made to the campaign structure so I'll give you a heads-up now. As before, losing two consecutive missions ejects you from the campaign, That stays for the most part but the old 'losing two consecutive formation missions and you're out' condition  is now gone. This greatly simplifies the campaign structure with no more than one variant possible for chapter's one and three and two for chapter two.

    However, chapter three is where the rules change. This contains one of the most challenging missions of the campaign and I'm sure some of you will find it too hard so instead of being ejected from the campaign for a loss, you will simply skip to chapter 4. But the chapter four opener, Ecausseville, will be much tougher as the failure to capture the le Ham area allows the Germans more time to bolster their positions. So fret not if the new chapter three missions are pigs. Let's just say though that I've given the player added incentive to try and win Hell. The following missions will be much easier if you get the win but the historical missions, especially Stalemate, will be much tougher if you lose. After the initial two missions, any loss results in the player skipping to chapter 4.

    So we're nearly finished with this. I'm hoping to have the last of the real work done by tomorrow allowing me some time to revisit Turnbull and make sure the briefings and tac maps explain what the player is expected to do to win. And then I should have this up some time next week.

  20. 13 hours ago, Warts 'n' all said:

    Looking at the rain lashing down here in Limeyland, the above gave me a bloody good laugh.

    It's the rainy season out here but the mornings start out with glorious sunshine and it starts to cloud over by lunchtime. I've already got my morning walk in by them. Mid-January and February is when it is gloomy all day, every day with those lovely tropical thunderstorms I love so much. They're even more exciting since we moved to a house atop a hill to the south of the city just over a year ago. Oh the fun! Definitely a 'two pairs of underpants' experience every day.

  21. 10 hours ago, AlexUK said:

    Im kind of dreading the new Hell in the Hedgerows but as long as a defeat is the historical path I guess I’m ok with that. I fear there won’t be much left of the attackers at the end though - I remember many a slaughter on my previous playthroughs. 

    After much deliberation, I've decided against the inclusion of nebelwerfers in the Hell mission as one half-decent strike pretty much ends any chance the player has of winning this. It's too random and there's no real player skill involved and bottom line, it's just not fun at all. 

    In real life, 2/325 recognised the impossibility of the task in front of them and stopped. No shame there because they were attacking on a narrow front into well-prepared German defences in very difficult terrain with artillery registered on all the approaches and in appalling weather to boot. I get SAD syndrome just looking at that map :D

    I want the player to persist with trying to win the mission and accept the losses and so I've made the following mission, Breakthrough, much easier as a result of a win. Just quitting or losing will result in a much tougher follow-on mission, Stalemate, as was historical. And a win in Hell earns you bragging rights. Of course, I have made Hell more difficult in other, more subtle ways which do not require increasing the German on-map unit count.

    I'm working on Le Ham today. I just need to make an actual AI plan and then that's the end of Chapter 3. Since it's a defensive mission with a narrow front, that should be fairly easy to do. It will just be a bit more reactive now than before. Only 3 missions left to go after that.

     

  22. On 12/25/2023 at 12:33 AM, Erwin said:

    Am not familiar with the design mechanics, but I thought one could have "action areas" where if a unit reaches/enters it, then an AI plan is executed.  That would give the illusion of the AI oppo reacting intelligently.

    Yes, that's one way that you can trigger an order. But this only tells the unit to go now rather than go later. So execute when an enemy unit triggers the order or at T+20. Either way, it can only perform that order.

    Of course, that 'later' can be never which means if the trigger is not activated, it will stay in place. But the trigger can start a whole chain of orders which the player would otherwise not see.

     

    I had a day off yesterday, not surprisingly, watching a couple of movies with the wife to relax instead, but I did some work this afternoon. Neuville is now done and I'm currently working on 'Holding Action', a late chapter 3 mission. It's a small action on a small map so it didn't take long to get a working AI plan up and running. After finishing that, tomorrow I suppose, I'll tackle Le Ham and that will complete chapter 3 which leaves the final three missions to do.

    I'm not going to change very much with regards to the earlier chapter 3 missions as they are pretty substantial in size and the AI is fairly passive in them anyway so they should be fine. If I change nothing, it doesn't need further testing. 'Hell in the Hedgerows' has been 'improved' though as a loss here puts you on the historical path. Winning it has always meant an easier path to Le Ham so why not make it more historical. I've firmly placed my sadist hat on for this one change. :D

    The chapter 4 missions might take some time to do though  - Ecausseville was another historical 'knee to the groin' for the 2/8 INF so i'd like to use all the tools I have to make that one as challenging as possible too. The Farmhouse is very small, tiny in fact so I don't think that's much more than a day's work. The finale, Eroudeville, is going to take some time to do properly as it has a BIG German counterattack so I'm hoping to get this finished first week of 2024. I could just call it a day now but I want to really polish off those final missions as they'd all benefit from some attention.

    I jotted down some notes as well regarding the new structure and the VP awards earned by both sides in each mission so that the player can plan accordingly. I have also clarified the briefings so that the player understands beyond a shadow of a doubt that the friendly casualties BONUS is just that, a reward for an exceptional performance and not a punishment. I feel it is necessary to make that clear although some folks will always see it as a punishment.

  23. As well as reassuring folks that I'm not taking a break on this project again, posting updates serves to keep me actively working on this. If I didn't post my progress, I'd probably take a break from it and 'forget' for a few weeks. I REALLY want to get this finished preferably by the end of the year but as long as I keep working on it, it will get finished either on time or a bit later. Having said that, there probably will be a short break in updates from tomorrow for a day or two for obvious reasons.

    Predictably, I couldn't leave Neuville alone. I've already made some small but important changes to the German forces that will make them a little bit more effective. The defending force is TINY as well so I can assign each unit to its own AI group with some to spare so it would be foolish not to take advantage of the new tools to make the defence more responsive to the player's moves. That's the point of making this revision after all.

  24. That's both Licornets and Labrynth completed. I wasn't planning to do a complete overhaul of these missions but I just couldn't leave them alone and so both these missions have entirely new AIs. Licornets has been particularly overhauled to create the illusion of an actual intelligent response but as usual, if you do something that goes off the plan, well, there's not much I can do about that. Triggers are a 'do this now or later' condition and can't branch so I have had to anticipate what the player might do and put the hurt on him if he's careless.

    I was also a bit concerned that these two missions were samey and so I redid the German OB to give Labrynth its own unique flavour. No spoilers but it's different. But that's more than half way through the campaign now and so far, they've all been reworked quite substantially. That's far more work than I had planned to do but hey, that's just how I roll.

    I have no plans to overhaul the chapter 2 finale but we'll see what happens when I test it tomorrow. I might end up re-doing it all as well. But even if I do, it's not going to take much more than a day to do.

    I really won't be changing anything much with the chapter 3 missions except for Le Ham which doesn't have any AI. I'm not planning anything special there beyond having two plans and some AI reaction to player moves. And that means there's only the final three to consider.

    But I really am getting impatient to get this finished asap now as I'm beginning to feel the itch to do something else.

×
×
  • Create New...