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Paper Tiger

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  1. Like
    Paper Tiger got a reaction from laurent 22 in Revising The Scottish Corridor   
    I've got a fairly easy three weeks ahead of me so I've decided to revise this one but it's not going to be a straight up remake. Rather, I'm going to split the campaign into two separate campaigns, one for the 9th Cameronians (9 missions) and a second, shorter one for the 2nd ASH (6 missions). I see no good reason to keep this as one long campaign as it's not for official release and splitting it up will make it much easier to manage script-wise. There will be some tweaks to how the player goes to the Veteran or Green branches but I want to get core units done before tackling the new scripts.
    Although it was made prior to the 16 AI groups patch, I'm quite happy with the AI as it stands so don't expect any significant changes here. However, the most important change will be that the core units will not start at 80% strength but rather at full strength. While these units were at 80% strength historically, it's not a particularly good way to represent this in the game so I've decided that the fighting strength of these formations should be at 100% and the 'reserve' companies are seriously under-strength. That seems to be a better way to represent this. One side effect of this though is that I'm going to remove the PIAT team attached to every platoon and give 1 section its PIAT instead. This also serves to reduce the number of units the player has to manage and that's fine by me.
    I made the new Cameronians core units file last night and have started importing units into the Cameronian missions. I don't expect this will take very long and so it's possible this will be finished later this week. After that, I'll do the same for the ASH missions. I don't want to make any changes that require significant play-testing either. The plan is to have this campaign 'working' again for possible future revisions. But I'm happy to 'fix' any issues you guys might have with it as long as they're quick.
    If, and that's a big IF, there is the interest, I may decide to enhance one or both of these campaigns adding flamethrower units as well as further improving the AI, especially the big attacks at the end of each. Regardless of interest, the next step after this is to finish the Montebourg revision so if you have any comments or suggestions for  this one, let me know and I'll see what I can do.
     
    Move it! Move it! Let's go!
  2. Upvote
    Paper Tiger got a reaction from OldSarge in New campaign - USMC Gung Ho! available   
    I've done a pretty substantial rework to mission 4, "Detectives' so I think I'll wrap this one up and upload the revision to the FewGoodMen site.
    You'll be pleased to note that I've added a Grenade launcher Team to the OB for mission 1 only as you recommended.
    A full but short list of changes will accompany the post I make when it is available. I could have made much more substantial changes but until I hear ANYTHING AT ALL from folks about missions 4 and 5, I don't feel encouraged to put in a lot of further work to improve these. As a result of these changes, personally, I enjoy playing mission 4 much more now and mission 5 is still my favourite of them all.
  3. Like
    Paper Tiger got a reaction from Vergeltungswaffe in USMC Gung Ho v2 is up   
    I have posted a new version of the USMC Gung Ho! campaign I updated earlier this year. Here is a link...
    https://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cm-shock-force-2-campaigns/cmsf2-usmc-gung-ho-v2/
     
    What's changed?
     
    The campaign script - winning a mission will guarantee that any vehicles that are immobilised or damaged will be repaired for their next mission.

    Mission 1 - a Grenade Launcher Team is temporarily attached to 1st Platoon.
    Mission 2 - an extra 30 minutes added to both versions
                        all mud tiles removed
                        Syrian Grenade Launchers replaced with MMGs and a Recoiless Rifle team
    Mission 4 - an extra 30 minutes added to the mission
                        helicopter and air support assets are doubled (the second Cobra arrives as a reinforcement with a full load)
                        added transport vehicles to 1st Platoon and the engineers.

    Briefings clarified for artillery assets shared between missions (hopefully)
    Missions 4 and 5 are now must-win scenarios to progress.
     
    Many typos fixed as well but I'm sure you'll find some new ones.
  4. Upvote
    Paper Tiger got a reaction from Holien in Revising The Scottish Corridor   
    I've got a fairly easy three weeks ahead of me so I've decided to revise this one but it's not going to be a straight up remake. Rather, I'm going to split the campaign into two separate campaigns, one for the 9th Cameronians (9 missions) and a second, shorter one for the 2nd ASH (6 missions). I see no good reason to keep this as one long campaign as it's not for official release and splitting it up will make it much easier to manage script-wise. There will be some tweaks to how the player goes to the Veteran or Green branches but I want to get core units done before tackling the new scripts.
    Although it was made prior to the 16 AI groups patch, I'm quite happy with the AI as it stands so don't expect any significant changes here. However, the most important change will be that the core units will not start at 80% strength but rather at full strength. While these units were at 80% strength historically, it's not a particularly good way to represent this in the game so I've decided that the fighting strength of these formations should be at 100% and the 'reserve' companies are seriously under-strength. That seems to be a better way to represent this. One side effect of this though is that I'm going to remove the PIAT team attached to every platoon and give 1 section its PIAT instead. This also serves to reduce the number of units the player has to manage and that's fine by me.
    I made the new Cameronians core units file last night and have started importing units into the Cameronian missions. I don't expect this will take very long and so it's possible this will be finished later this week. After that, I'll do the same for the ASH missions. I don't want to make any changes that require significant play-testing either. The plan is to have this campaign 'working' again for possible future revisions. But I'm happy to 'fix' any issues you guys might have with it as long as they're quick.
    If, and that's a big IF, there is the interest, I may decide to enhance one or both of these campaigns adding flamethrower units as well as further improving the AI, especially the big attacks at the end of each. Regardless of interest, the next step after this is to finish the Montebourg revision so if you have any comments or suggestions for  this one, let me know and I'll see what I can do.
     
    Move it! Move it! Let's go!
  5. Like
    Paper Tiger got a reaction from LuckyDog in Revising The Scottish Corridor   
    I've got a fairly easy three weeks ahead of me so I've decided to revise this one but it's not going to be a straight up remake. Rather, I'm going to split the campaign into two separate campaigns, one for the 9th Cameronians (9 missions) and a second, shorter one for the 2nd ASH (6 missions). I see no good reason to keep this as one long campaign as it's not for official release and splitting it up will make it much easier to manage script-wise. There will be some tweaks to how the player goes to the Veteran or Green branches but I want to get core units done before tackling the new scripts.
    Although it was made prior to the 16 AI groups patch, I'm quite happy with the AI as it stands so don't expect any significant changes here. However, the most important change will be that the core units will not start at 80% strength but rather at full strength. While these units were at 80% strength historically, it's not a particularly good way to represent this in the game so I've decided that the fighting strength of these formations should be at 100% and the 'reserve' companies are seriously under-strength. That seems to be a better way to represent this. One side effect of this though is that I'm going to remove the PIAT team attached to every platoon and give 1 section its PIAT instead. This also serves to reduce the number of units the player has to manage and that's fine by me.
    I made the new Cameronians core units file last night and have started importing units into the Cameronian missions. I don't expect this will take very long and so it's possible this will be finished later this week. After that, I'll do the same for the ASH missions. I don't want to make any changes that require significant play-testing either. The plan is to have this campaign 'working' again for possible future revisions. But I'm happy to 'fix' any issues you guys might have with it as long as they're quick.
    If, and that's a big IF, there is the interest, I may decide to enhance one or both of these campaigns adding flamethrower units as well as further improving the AI, especially the big attacks at the end of each. Regardless of interest, the next step after this is to finish the Montebourg revision so if you have any comments or suggestions for  this one, let me know and I'll see what I can do.
     
    Move it! Move it! Let's go!
  6. Like
    Paper Tiger got a reaction from PEB14 in Latest Usually Hapless Video (Scotish Corridor 10)   
    That was helpful, thanks. Perhaps I'm not phrasing it properly but my concern is mostly about the 'fun' aspect of the campaign - it's hard and (IMO anyway) mostly fair but it's not always fun. I'm not sure how much 'fun' I can create from such a campaign as the weather was appalling at the start and when it cleared, they ran into a tidal wave of SS counterattacks as we see at Grainville. I intend to leave the difficulty as is though. Defensive missions are the hardest to do well because the AI just follows orders blindly regardless of what is obviously happening around them.
    I tried to vary the Grainville missions so that they're all distinctly different, attacks coming from different directions, new areas of the map exposed,  but you're right, it does get a bit repetitive.
    With regards to scoring, I really don't want to tinker with that as it would require new artwork and I'm trying to avoid that. The VP conditions in the Road to Cheux mission encourage you to contest the VP location and keep your casualties below 20% while killing the enemy units for VPs.
    IIRC, watching Hapless' videos of the two opening missions, he didn't use smoke very much at all. The Brits have the ability to generate a lot of smoke on the battlefield which allows them to infiltrate enemy positions and I used it ALL THE TIME when playing as the Brits. It's like their superpower.  I suspect if you use smoke more frequently, it's not so hard to get good results when you're on the attack.
    The reason why you don't see others get the same set up in a mission is that most, if not all missions have at least 2 distinctly different AI plans. Chateau is a very small mission so it's probably got more. It's been SO long since I played any of these missions that I can't remember what it's designed to do but I'll have the last of the new core units imported into these last three missions later today and I'll give that one a spin first to see if there is anything wrong. I don't like forcing one approach to win at all - thus the different AI plans which usually counter one approach hard but are weak against others.
    I'm thinking about what to do with this revision - it seems a bit pointless to just remake them and post them as you can just play the Scottish Corridor from the 'disk' and it will be the same, only much longer. I already have some ideas about using triggers to make AI attacks more effective and to add some new AI groups to the larger attacks. I enjoy scripting AI attacks and I remember enjoying these as the Germans get the fun toys to play with. In the end, the real fun in the The Scottish Corridor belongs to the designer who gets to 'play' around with some of the coolest WW2 kit. I'll see what i can do to improve these AI plans.
    If anyone has noticed anything weird, let me know. I tried reading one of the longer, old threads on the campaign here but most of the 'feedback' in its 10+ pages is just embarrassing to read now. I am more than open to adding a little extra time to certain missions for starters - perhaps the first two ASH missions need a bit more time? Let me know what you think.
  7. Thanks
    Paper Tiger got a reaction from thilio in Market Garden mission The Heuman Lock Bridge   
    This was fixed in a patch earlier this year. However, you have to restart the new, revised campaign from scratch as older campaign saves have this bug baked into them. To benefit from the fix, you need to start it all over again. Not ideal, I know but that's how the engine works - it's not a fix that a patch can make alone.
  8. Like
    Paper Tiger got a reaction from Erwin in USMC Gung Ho v2 is up   
    I have posted a new version of the USMC Gung Ho! campaign I updated earlier this year. Here is a link...
    https://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cm-shock-force-2-campaigns/cmsf2-usmc-gung-ho-v2/
     
    What's changed?
     
    The campaign script - winning a mission will guarantee that any vehicles that are immobilised or damaged will be repaired for their next mission.

    Mission 1 - a Grenade Launcher Team is temporarily attached to 1st Platoon.
    Mission 2 - an extra 30 minutes added to both versions
                        all mud tiles removed
                        Syrian Grenade Launchers replaced with MMGs and a Recoiless Rifle team
    Mission 4 - an extra 30 minutes added to the mission
                        helicopter and air support assets are doubled (the second Cobra arrives as a reinforcement with a full load)
                        added transport vehicles to 1st Platoon and the engineers.

    Briefings clarified for artillery assets shared between missions (hopefully)
    Missions 4 and 5 are now must-win scenarios to progress.
     
    Many typos fixed as well but I'm sure you'll find some new ones.
  9. Like
    Paper Tiger got a reaction from Vergeltungswaffe in Revising The Scottish Corridor   
    I've got a fairly easy three weeks ahead of me so I've decided to revise this one but it's not going to be a straight up remake. Rather, I'm going to split the campaign into two separate campaigns, one for the 9th Cameronians (9 missions) and a second, shorter one for the 2nd ASH (6 missions). I see no good reason to keep this as one long campaign as it's not for official release and splitting it up will make it much easier to manage script-wise. There will be some tweaks to how the player goes to the Veteran or Green branches but I want to get core units done before tackling the new scripts.
    Although it was made prior to the 16 AI groups patch, I'm quite happy with the AI as it stands so don't expect any significant changes here. However, the most important change will be that the core units will not start at 80% strength but rather at full strength. While these units were at 80% strength historically, it's not a particularly good way to represent this in the game so I've decided that the fighting strength of these formations should be at 100% and the 'reserve' companies are seriously under-strength. That seems to be a better way to represent this. One side effect of this though is that I'm going to remove the PIAT team attached to every platoon and give 1 section its PIAT instead. This also serves to reduce the number of units the player has to manage and that's fine by me.
    I made the new Cameronians core units file last night and have started importing units into the Cameronian missions. I don't expect this will take very long and so it's possible this will be finished later this week. After that, I'll do the same for the ASH missions. I don't want to make any changes that require significant play-testing either. The plan is to have this campaign 'working' again for possible future revisions. But I'm happy to 'fix' any issues you guys might have with it as long as they're quick.
    If, and that's a big IF, there is the interest, I may decide to enhance one or both of these campaigns adding flamethrower units as well as further improving the AI, especially the big attacks at the end of each. Regardless of interest, the next step after this is to finish the Montebourg revision so if you have any comments or suggestions for  this one, let me know and I'll see what I can do.
     
    Move it! Move it! Let's go!
  10. Upvote
    Paper Tiger got a reaction from AlexUK in USMC Gung Ho v2 is up   
    I have posted a new version of the USMC Gung Ho! campaign I updated earlier this year. Here is a link...
    https://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cm-shock-force-2-campaigns/cmsf2-usmc-gung-ho-v2/
     
    What's changed?
     
    The campaign script - winning a mission will guarantee that any vehicles that are immobilised or damaged will be repaired for their next mission.

    Mission 1 - a Grenade Launcher Team is temporarily attached to 1st Platoon.
    Mission 2 - an extra 30 minutes added to both versions
                        all mud tiles removed
                        Syrian Grenade Launchers replaced with MMGs and a Recoiless Rifle team
    Mission 4 - an extra 30 minutes added to the mission
                        helicopter and air support assets are doubled (the second Cobra arrives as a reinforcement with a full load)
                        added transport vehicles to 1st Platoon and the engineers.

    Briefings clarified for artillery assets shared between missions (hopefully)
    Missions 4 and 5 are now must-win scenarios to progress.
     
    Many typos fixed as well but I'm sure you'll find some new ones.
  11. Like
    Paper Tiger got a reaction from Centurian52 in Revising The Scottish Corridor   
    I've got a fairly easy three weeks ahead of me so I've decided to revise this one but it's not going to be a straight up remake. Rather, I'm going to split the campaign into two separate campaigns, one for the 9th Cameronians (9 missions) and a second, shorter one for the 2nd ASH (6 missions). I see no good reason to keep this as one long campaign as it's not for official release and splitting it up will make it much easier to manage script-wise. There will be some tweaks to how the player goes to the Veteran or Green branches but I want to get core units done before tackling the new scripts.
    Although it was made prior to the 16 AI groups patch, I'm quite happy with the AI as it stands so don't expect any significant changes here. However, the most important change will be that the core units will not start at 80% strength but rather at full strength. While these units were at 80% strength historically, it's not a particularly good way to represent this in the game so I've decided that the fighting strength of these formations should be at 100% and the 'reserve' companies are seriously under-strength. That seems to be a better way to represent this. One side effect of this though is that I'm going to remove the PIAT team attached to every platoon and give 1 section its PIAT instead. This also serves to reduce the number of units the player has to manage and that's fine by me.
    I made the new Cameronians core units file last night and have started importing units into the Cameronian missions. I don't expect this will take very long and so it's possible this will be finished later this week. After that, I'll do the same for the ASH missions. I don't want to make any changes that require significant play-testing either. The plan is to have this campaign 'working' again for possible future revisions. But I'm happy to 'fix' any issues you guys might have with it as long as they're quick.
    If, and that's a big IF, there is the interest, I may decide to enhance one or both of these campaigns adding flamethrower units as well as further improving the AI, especially the big attacks at the end of each. Regardless of interest, the next step after this is to finish the Montebourg revision so if you have any comments or suggestions for  this one, let me know and I'll see what I can do.
     
    Move it! Move it! Let's go!
  12. Upvote
    Paper Tiger got a reaction from sttp in Revising The Road to Montebourg campaign   
    Not yet but it's on the to-do list. The real hold-up is reworking the Le Ham mission which is a monster. It turns out that there were no AI plans for this mission and I have to remedy that.
    Otherwise, most of the details are complete. I've learned how to use some of those special moves like Withdraw for example so I'd like to revisit most of the AI plans and see if they can be improved further but I'm not going to let it turn into another monster revision that will never get finished. 
  13. Upvote
    Paper Tiger got a reaction from AlexUK in Revising The Road to Montebourg campaign   
    Not yet but it's on the to-do list. The real hold-up is reworking the Le Ham mission which is a monster. It turns out that there were no AI plans for this mission and I have to remedy that.
    Otherwise, most of the details are complete. I've learned how to use some of those special moves like Withdraw for example so I'd like to revisit most of the AI plans and see if they can be improved further but I'm not going to let it turn into another monster revision that will never get finished. 
  14. Like
    Paper Tiger got a reaction from Petrus58 in Latest Usually Hapless Video (Scotish Corridor 10)   
    I've been considering splitting this one up into two, shorter campaigns- one for the 9th Cameronians and the other for the 2nd ASH. There's no real overlap for these two stories. No promises but I would like to drop the difficulty down a notch. I watched Hapless' video series on this campaign and it did make me reconsider the difficulty. After all, not many of us are lucky enough to get out work played like this and I would like to encourage it rather than 'embarrass' the good folks who do. It was meant to be a HARD campaign, after all, it was a very hard operation but I think the last two Grainville missions need to be toned down and that JgPzIV in mission 2 subbed for something a little less intimidating.
  15. Like
    Paper Tiger got a reaction from laurent 22 in New campaign - USMC Gung Ho! available   
    Okay, that's it uploaded. The picture failed to load but I don't care about that too much at this point.
    https://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cm-shock-force-2-campaigns/cmsf2-usmc-gung-ho/
    This is a six mission campaign featuring Bravo Company of 1st Battalion 8th Marines. I should mention that it's a rework of my much earlier CMSF1 campaign of the same name but it's so reworked that it's really an all-new campaign that takes advantage of all the CMSF2 features. You'll need the NATO module to play this as the Syrian Airborne features in one of the missions. Sorry about that but I guess most folks reading here already have the full Monty.
    It's designed primarily to have fun with one of the most unique factions in the game, the USMC, a light infantry formation that punches far above its weight even without the air support that you'll have in these missions. It should also be quite challenging but not too challenging. Mission 3 - CAAT among the Pigeons is intended to be very easy, to allow you to let rip with a rather unique formation within the MEU. 
    I look forward to hearing how you get on. Perhaps you can tell me how many kills HITMAN got in your campaign? You're not beta testing this - I've already played this myself but that's a potential issue, it's been tested by one player with a particular play style and skill set. I try to break these missions but I'm not as creative about that as some of you will be  If you find any typos, let me know. I've been scanning the texts these last couple of days and can't see any but that's likely fatigue. Unless something egregious is found, you should be safe to complete a campaign before a revision comes up. I'm hoping that won't necessary but I've done this before and it can always be improved.
    With the exception of CAAT among the Pigeons, each mission has several AI plans to give the campaign replayablity. So, if there's enough interest in it, I will return to this to make a new version featuring the German Gebirgsjagers which look like they'd be a blast to play with as well and not need much work to be done beyond making a core unit file and importing the units into each mission. And finally, I want to make a Brit forces Light Infantry version but that will need more work to do.
  16. Like
    Paper Tiger got a reaction from AndriiRev in The next project   
    Well, well, well. I just fired up the first mission of Gung Ho! with the Gebirgsjagers and holy crap! I'd forgotten how much fun this formation was to work with. So I guess this is going to get a bit more loving for the time being. And no javelins!
    If anyone is able to answer, I'd like not to use the Fuchs vehicles and have a pure Infantry formation (of course, I'll be using those wonderful Weasels and the Wolves.) I can rationalise it by saying they were choppered in in the briefing if necessary but from what I recall, they're a formation that fights in all climates and terrain and is intended to operate without vehicles. I'm sure they'd much prefer to ride across the hot Syrian country but war's tough.
    I might have to use some Fuchs carriers for the bigger maps like the  Chaparral map where you have a lot of ground to cover but otherwise, there will be no carriers. I don't even want to use the Leopard tanks either - they're not a part of the formation but could be attached if I really need them.
  17. Like
    Paper Tiger got a reaction from AndriiRev in The next project   
    With USMC Gung Ho! up and ready to be played, I started work on Hasrabit yesterday evening. I've examined all the missions, made some notes about OBs and the over-all plan behind the campaign and initial ideas how to improve on it. It's already a fairly solid design, two core unit forces that never meet but have two interconnected missions - a pattern I've used in most of my campaigns since.
    I opened up the first mission, Ambush! in the editor and changed the marsh tiles to river and used proper bridges. I can see I was a little over-zealous with flavour objects back then to but otherwise, it's clearly an old map but functional so I decided to give it a spin. A nice small company of Special Forces to work with, excellent, so I devised a plan and hit START. OMG! What a disaster.
    Sorry but that's just not my style any more so I'm going to have to make an all-new map to open the campaign (Dinas got it right) and I've got a doozy of an idea of what to do for it. I expect I'll have to do this with several of the missions but what the heck, it's work I enjoy. But I like to play the game from time to time too so this is how I'm going to progress.
    While getting new maps prepared for Hasrabit, I'm going to create a fresh core units file and make the German Gebirgsjager version of Gung Ho! to play at the same time. Work title is 'Gebirgsjagers Vorwarts!'. If anyone has any feedback on Gung Ho!, please let me know so that I can incorporate that feedback into the German version. I don't need to have my ego stroked (any more) or even need lots of feedback from a host of players, just one or two comments will suffice to let me know if it's up to scratch or not. I trust you guys to give me useful feedback so don't be shy.
  18. Like
    Paper Tiger got a reaction from AndriiRev in New campaign - USMC Gung Ho! available   
    Okay, that's it uploaded. The picture failed to load but I don't care about that too much at this point.
    https://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cm-shock-force-2-campaigns/cmsf2-usmc-gung-ho/
    This is a six mission campaign featuring Bravo Company of 1st Battalion 8th Marines. I should mention that it's a rework of my much earlier CMSF1 campaign of the same name but it's so reworked that it's really an all-new campaign that takes advantage of all the CMSF2 features. You'll need the NATO module to play this as the Syrian Airborne features in one of the missions. Sorry about that but I guess most folks reading here already have the full Monty.
    It's designed primarily to have fun with one of the most unique factions in the game, the USMC, a light infantry formation that punches far above its weight even without the air support that you'll have in these missions. It should also be quite challenging but not too challenging. Mission 3 - CAAT among the Pigeons is intended to be very easy, to allow you to let rip with a rather unique formation within the MEU. 
    I look forward to hearing how you get on. Perhaps you can tell me how many kills HITMAN got in your campaign? You're not beta testing this - I've already played this myself but that's a potential issue, it's been tested by one player with a particular play style and skill set. I try to break these missions but I'm not as creative about that as some of you will be  If you find any typos, let me know. I've been scanning the texts these last couple of days and can't see any but that's likely fatigue. Unless something egregious is found, you should be safe to complete a campaign before a revision comes up. I'm hoping that won't necessary but I've done this before and it can always be improved.
    With the exception of CAAT among the Pigeons, each mission has several AI plans to give the campaign replayablity. So, if there's enough interest in it, I will return to this to make a new version featuring the German Gebirgsjagers which look like they'd be a blast to play with as well and not need much work to be done beyond making a core unit file and importing the units into each mission. And finally, I want to make a Brit forces Light Infantry version but that will need more work to do.
  19. Like
    Paper Tiger got a reaction from 37mm in New campaign - USMC Gung Ho! available   
    Ah, you have no idea how much that is appreciated.  Thanks for posting that. You have re-inspired me to get back to work on this with more enthusiasm so that all that hard work doesn't just go down a black hole. 
    Your opening is almost identical to mine but I am much more aggressive with my Humvees than you and much less aggressive with the AAVs (They're carrying so much valuable ammo). I tend to hit the northern yard HARD with heavy artillery and send 1st platoon into the town from the north yard while 2nd platoon and the engineers go in like you did. If you clear out the north yard, the Syrians in the centre usually surrender more quickly.
    There are several AI plans in that mission and two of them will give you quite a different experience so your video and my post won't spoil much for others
    If you record yourself playing the next mission, I'll be curious to see how you approach that one.
  20. Like
    Paper Tiger got a reaction from 37mm in New campaign - USMC Gung Ho! available   
    I see this situation has been resolved. Sorry, I've been very busy with both work  and AoW4 this past week.
    Hope you enjoy the campaign. I've yet to hear from anyone who has completed it or at least any feedback on the final three missions.
  21. Like
    Paper Tiger got a reaction from 37mm in Updating Hasrabit   
    The campaign covers about 30 hours of real time so there won't be any replacements for losses. However, the Special Forces don't fight alone in most of their missions so I'd suggest you let the help do the door-to-door.  There's no option (that I'm aware of) for replacements to be of lower quality. It's a good suggestion though. Fortunately, you can combine two or more depleted units into one large squad now with the new engine so at least you're not stuck with several 1-man squads running around in later missions anymore.
    The Guards are on their own in their missions though so I'm trying to keep the difficulty of their missions down. Once I've got the RG missions all crafted, I will compile the missions into mini campaigns to test them to see if the campaign is viable.
    I prefer the Red v Red myself but I'm missing hearing artillery and air strike call-in voice acting when playing and the Syrians also have very poor co-ordination of artillery and air strikes in particular. After Gung Ho! and the new German version I'm working on, the contrast is striking - the voice acting helps to create the impression of a living battlefield and the call-in times are really short, sometimes just 2 minutes for battalion mortars and less than 10 minutes for sir strikes called in with an air controller. But the actual balance of forces is better and there are fewer constraints  on your actions in a mission so that you don't have to worry about civilian casualties so I really let rip with Red v Red MOUT. 
  22. Like
    Paper Tiger got a reaction from 37mm in Updating Hasrabit   
    A quick update on progress - I've been trying to decide how best to get this project moving and one of the reasons why it's proving hard to do is that some of the new missions are just too damned hard and just not fun for me to play. I don't enjoy playing really, really hard missions any more and prefer something doable with proper planning and a little bit of luck. So I'm dialling down the difficulty in some of the missions so that they're not all hard.
    I thought I'd get this finished quite quickly as it's already a working and finished campaign and just needed some AI improvements but it's turned out to be much more work than that. I forgot that pretty much every mission has an AI attack and they're a lot of work to get right. I want to do a good job with this and try to use as many of the improvements to the game engine since Hasrabit was released. I did a quick and dirty v2 back in the days to add AI fire plans and well, I was a bit over-zealous with that feature and that has required quite a bit of tinkering alone.
    Apart from the finale, 'Hasrabit', the Special forces missions, both Phase 1 and Phase 2, are all pretty much done with new OBs for both sides, AI plans and very extensive map reworks. The first three missions of the campaign are tested and finalised now and am trying to get the Phase 1 Republican Guards missions into a similar state. As I mentioned in an earlier post, almost all the RG missions are AI attacks or meeting engagements and they're really hard to do. 'The Guards Counterattack' mission is almost there but I've decided to make 'The Barrier' mission an AI-defense mission instead of the meeting engagement it was. Now it's the AI that is forming the titular barrier and that should make it easier as it doesn't take so long to devise a good defence with 2-3 AI plans.
    I've been scratching my head what do with Hill 142  - the delay calling in Syrian air strikes is appalling and so I'm pondering redoing the entire mission to skip the long recon phase. There was no Syrian air support in the original version and so adding it has changed the balance. I find it only works well in very slow missions with long waits for things to happen or if it is available from the get go in which case, it's often too OP.
    As for the Phase 2 missions, there are only two RG missions and they're both proving tough nuts to revise. 
    Heavy Metal - now I've decided to go back and use the original map with some tweaks like I have done with The Guards Counterattack for this one to avoid having to redo it completely. That means I will be able to tweak the existing AI plans instead of crafting whole new ones. I will keep the new map shown above for a future project - I have some ideas but I'll hold on until after this gets finished.
    Saudara - I've completely redeveloped the small built up area and expanded the map but otherwise it's not going to change that much. 
    That's where I am at the moment. I have to admit that I'm enjoying the newer, easier versions and the ideas are coming along slowly for the Hill mission. There's no rush to get this finished, there's no release date to consider so I can take my time. If it gets too much again, I'll maybe do some work on the German version of Gung Ho! to reinspire me.
  23. Upvote
    Paper Tiger got a reaction from AlexUK in Updating Hasrabit   
    A quick update on progress - I've been trying to decide how best to get this project moving and one of the reasons why it's proving hard to do is that some of the new missions are just too damned hard and just not fun for me to play. I don't enjoy playing really, really hard missions any more and prefer something doable with proper planning and a little bit of luck. So I'm dialling down the difficulty in some of the missions so that they're not all hard.
    I thought I'd get this finished quite quickly as it's already a working and finished campaign and just needed some AI improvements but it's turned out to be much more work than that. I forgot that pretty much every mission has an AI attack and they're a lot of work to get right. I want to do a good job with this and try to use as many of the improvements to the game engine since Hasrabit was released. I did a quick and dirty v2 back in the days to add AI fire plans and well, I was a bit over-zealous with that feature and that has required quite a bit of tinkering alone.
    Apart from the finale, 'Hasrabit', the Special forces missions, both Phase 1 and Phase 2, are all pretty much done with new OBs for both sides, AI plans and very extensive map reworks. The first three missions of the campaign are tested and finalised now and am trying to get the Phase 1 Republican Guards missions into a similar state. As I mentioned in an earlier post, almost all the RG missions are AI attacks or meeting engagements and they're really hard to do. 'The Guards Counterattack' mission is almost there but I've decided to make 'The Barrier' mission an AI-defense mission instead of the meeting engagement it was. Now it's the AI that is forming the titular barrier and that should make it easier as it doesn't take so long to devise a good defence with 2-3 AI plans.
    I've been scratching my head what do with Hill 142  - the delay calling in Syrian air strikes is appalling and so I'm pondering redoing the entire mission to skip the long recon phase. There was no Syrian air support in the original version and so adding it has changed the balance. I find it only works well in very slow missions with long waits for things to happen or if it is available from the get go in which case, it's often too OP.
    As for the Phase 2 missions, there are only two RG missions and they're both proving tough nuts to revise. 
    Heavy Metal - now I've decided to go back and use the original map with some tweaks like I have done with The Guards Counterattack for this one to avoid having to redo it completely. That means I will be able to tweak the existing AI plans instead of crafting whole new ones. I will keep the new map shown above for a future project - I have some ideas but I'll hold on until after this gets finished.
    Saudara - I've completely redeveloped the small built up area and expanded the map but otherwise it's not going to change that much. 
    That's where I am at the moment. I have to admit that I'm enjoying the newer, easier versions and the ideas are coming along slowly for the Hill mission. There's no rush to get this finished, there's no release date to consider so I can take my time. If it gets too much again, I'll maybe do some work on the German version of Gung Ho! to reinspire me.
  24. Like
    Paper Tiger got a reaction from Vergeltungswaffe in Updating Hasrabit   
    A quick update on progress - I've been trying to decide how best to get this project moving and one of the reasons why it's proving hard to do is that some of the new missions are just too damned hard and just not fun for me to play. I don't enjoy playing really, really hard missions any more and prefer something doable with proper planning and a little bit of luck. So I'm dialling down the difficulty in some of the missions so that they're not all hard.
    I thought I'd get this finished quite quickly as it's already a working and finished campaign and just needed some AI improvements but it's turned out to be much more work than that. I forgot that pretty much every mission has an AI attack and they're a lot of work to get right. I want to do a good job with this and try to use as many of the improvements to the game engine since Hasrabit was released. I did a quick and dirty v2 back in the days to add AI fire plans and well, I was a bit over-zealous with that feature and that has required quite a bit of tinkering alone.
    Apart from the finale, 'Hasrabit', the Special forces missions, both Phase 1 and Phase 2, are all pretty much done with new OBs for both sides, AI plans and very extensive map reworks. The first three missions of the campaign are tested and finalised now and am trying to get the Phase 1 Republican Guards missions into a similar state. As I mentioned in an earlier post, almost all the RG missions are AI attacks or meeting engagements and they're really hard to do. 'The Guards Counterattack' mission is almost there but I've decided to make 'The Barrier' mission an AI-defense mission instead of the meeting engagement it was. Now it's the AI that is forming the titular barrier and that should make it easier as it doesn't take so long to devise a good defence with 2-3 AI plans.
    I've been scratching my head what do with Hill 142  - the delay calling in Syrian air strikes is appalling and so I'm pondering redoing the entire mission to skip the long recon phase. There was no Syrian air support in the original version and so adding it has changed the balance. I find it only works well in very slow missions with long waits for things to happen or if it is available from the get go in which case, it's often too OP.
    As for the Phase 2 missions, there are only two RG missions and they're both proving tough nuts to revise. 
    Heavy Metal - now I've decided to go back and use the original map with some tweaks like I have done with The Guards Counterattack for this one to avoid having to redo it completely. That means I will be able to tweak the existing AI plans instead of crafting whole new ones. I will keep the new map shown above for a future project - I have some ideas but I'll hold on until after this gets finished.
    Saudara - I've completely redeveloped the small built up area and expanded the map but otherwise it's not going to change that much. 
    That's where I am at the moment. I have to admit that I'm enjoying the newer, easier versions and the ideas are coming along slowly for the Hill mission. There's no rush to get this finished, there's no release date to consider so I can take my time. If it gets too much again, I'll maybe do some work on the German version of Gung Ho! to reinspire me.
  25. Like
    Paper Tiger got a reaction from PEB14 in How do auto surrenders work?   
    I had a quick look at the 'Tiger' mission and the attacking Pioneers' morale is Extreme which is probably why they don't give up. There are some very weak units mixed into the German OB but the majority are good quality and so they won't surrender. It's definitely not due to reinforcements that never arrive.
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