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Paper Tiger

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  1. Upvote
    Paper Tiger got a reaction from sttp in Revising The Road to Montebourg campaign   
    It's always heartening to geed feedback on your work, even better if it is positive.
    Don't worry, I'm taking care not to up the difficulty too much. In the revised version, the 2/8 INF's experience will largely be Green because in testing, I found these units performed more realistically with Green. However, you get air support in some missions which compensates for the loss.
    The PIR and GIR units won't be changed in any way except of course, there will be flamethrowers in some missions. I haven't seen them yet but they're in the new core unit file.
    As it happens, today, I worked on the second, 'new' mission, based on Brecourt, and this is a fine opportunity to make use of the AI triggers. There is a small counterattack that was 'timed' in the original mission but now it will happen when you touch an objective. Not saying which one though. I'm learning how to handle units more effectively in RT now so testing the missions has become much more fun.
    'Turnbulls' Stand' has a much better set of AI attack plans now. (I was appalled when I reviewed the AI plans as they were pretty basic and lacked any real co-ordination. While that is more realistic given the historical action meant that the Germans were surprised, it was an 8-hour action condensed into 40 minutes so it can't be too unco-ordinated. Otherwise, it's a wipe out for the AI)
    I'm not sure if you'll be pushing them back but based on what I've watched on Youtube, I wouldn't put it past a good player to slay them regardless and drive them off the map. Not to spoil anything but they have a more realistic attack behaviour now. I pulled off a couple of victories in testing yesterday though and I'm still far from being a 'good' player yet so it's not going to be an impossible task for a reasonable player. Oh, and there are old, captured French tanks which have replaced the MkIVs. Boy, do they suck! But they're fast.
  2. Upvote
    Paper Tiger got a reaction from AlexUK in A brief introduction to my previous work   
    I might have to review Road to Dinas when I have some time. I've forgotten so much about it so I can't give you any pointers about any missions (yet). I know that there were some quite big actions in it and that it was free of the concerns about civilian casualties which meant being able to fire large quantities of HE at buildings.
    I can't get it on the Repository though as the link is broken. There'a absolutely no rush though as I want to rework 'Gung Ho!' first.
  3. Upvote
    Paper Tiger got a reaction from sttp in Revising The Road to Montebourg campaign   
    It's been a long weekend here so I've been able to spend three consecutive days working on this. I've just finished working on the Brecourt mission and completed it with only one casualty. To be sure it wasn't a fluke, I ran it again (it's only 15 minutes long) and won again, this time with 4 casualties. If you know roughly how that action panned out in real life, the same tactics will serve you well here but if you just rush in, it probably won't work out so well for you. Neither will it work if you take your precious time.
    Of course, this is not Easy Company's assault but rather an homage. And it just feels right. BTW, if you have already played the revised version of the campaign, you might notice that I've redesigned the trench network to better reflect the historical set up.
    So, Missions 1 and 2 are done as well as Turnbulls' Stand. I'm only going to rework a few missions so it may happen quicker than I'd thought. The main task is importing the new core units to each mission. That's not as small a job as you might think
  4. Like
    Paper Tiger got a reaction from AndriiRev in Revising The Road to Montebourg campaign   
    Some of you may have noticed that I've poked my head up again after a very long absence. I've just been very busy with real life and wanted to spend some time playing games rather than designing content. But this game is a bit like crack for me, it's just so addictive and watching Usually Hapless play this campaign on Youtube got me back into it. (Yes, it's ALL your fault Hapless  )
    I've done a bit of work fixing things and now want to turn my attention to my first campaign for CMBN, the Montebourg campaign. It's the oldest and was made using v1.0 of the engine meaning that there are only 8 AI groups and no air support. There have also been a number of changes to the game which mean that I can experiment with some of the new stuff while reworking this one.
    It's not going to be a total overhaul but it will no longer work for players with only the CMBN base game so it's a Repository jobbie. I'll let you guys know what you'll need but it will probably require the full Monty as I want flamethrowers in it. It's also worth saying that anything new in it will be historically accurate and not just added in for the laughs. So no SS with JgPZIVs. Pity.
    So, I'll keep you up to date with my progress on this. I'm not looking to do a LOT of work. It's mainly to reacquaint myself with the scenario designer and writing AI plans.
     
    Mission 1
    I have no plans to change anything at all about the opening mission at all. It's fine as is.
    Mission 2
    There is a 'new' short 'Brecourt' mission. It's not really new though as it was in the revised version on the Repository. I'll need to tweak this one as the game seems to have become more lethal since I last played it but otherwise, it's good to go.
    Mission 3
    The first mission to get a full rework is Turnbull's Stand. I'm reworking the AI attack as there were only two AI plans and they were terrible. I've made a number of revisions to the map itself to reflect the reality of the day so it's a bit more open with less bocage and more hedges.
    I've spent pretty much all morning and most of the afternoon learning how to script an AI attack using the new tools and the first AI plan is almost done. I want a second one with an entirely different focus but it should be much faster to do as I'm not 'learning' anymore. Then, I'll mix it up so that there's four attack plans.
     
    And that's where I'm up to. There's no timetable on this. I'm not in any hurry but by posting about it here, I've kind of declared my intentions and am far more likely to stick with it.
  5. Upvote
    Paper Tiger got a reaction from sttp in Revising The Road to Montebourg campaign   
    Some of you may have noticed that I've poked my head up again after a very long absence. I've just been very busy with real life and wanted to spend some time playing games rather than designing content. But this game is a bit like crack for me, it's just so addictive and watching Usually Hapless play this campaign on Youtube got me back into it. (Yes, it's ALL your fault Hapless  )
    I've done a bit of work fixing things and now want to turn my attention to my first campaign for CMBN, the Montebourg campaign. It's the oldest and was made using v1.0 of the engine meaning that there are only 8 AI groups and no air support. There have also been a number of changes to the game which mean that I can experiment with some of the new stuff while reworking this one.
    It's not going to be a total overhaul but it will no longer work for players with only the CMBN base game so it's a Repository jobbie. I'll let you guys know what you'll need but it will probably require the full Monty as I want flamethrowers in it. It's also worth saying that anything new in it will be historically accurate and not just added in for the laughs. So no SS with JgPZIVs. Pity.
    So, I'll keep you up to date with my progress on this. I'm not looking to do a LOT of work. It's mainly to reacquaint myself with the scenario designer and writing AI plans.
     
    Mission 1
    I have no plans to change anything at all about the opening mission at all. It's fine as is.
    Mission 2
    There is a 'new' short 'Brecourt' mission. It's not really new though as it was in the revised version on the Repository. I'll need to tweak this one as the game seems to have become more lethal since I last played it but otherwise, it's good to go.
    Mission 3
    The first mission to get a full rework is Turnbull's Stand. I'm reworking the AI attack as there were only two AI plans and they were terrible. I've made a number of revisions to the map itself to reflect the reality of the day so it's a bit more open with less bocage and more hedges.
    I've spent pretty much all morning and most of the afternoon learning how to script an AI attack using the new tools and the first AI plan is almost done. I want a second one with an entirely different focus but it should be much faster to do as I'm not 'learning' anymore. Then, I'll mix it up so that there's four attack plans.
     
    And that's where I'm up to. There's no timetable on this. I'm not in any hurry but by posting about it here, I've kind of declared my intentions and am far more likely to stick with it.
  6. Upvote
    Paper Tiger got a reaction from Pete Wenman in A brief introduction to my previous work   
    BTW, a small footnote to this:
    My early design inspirations were George Mc's scenarios. I always considered any scenario from him to be a master class work. Challenging but fair. Perhaps it's a Scottish thing? :D
    For map design, Pete Wenman was a major inspiration and pointed me in the right direction. His map work is fantastic and I drew some considerable inspiration from his early CMSF maps.
    There are others that I admire very much but I wouldn't say they inspired or influenced my work. They have developed their own distinct style and so it's theirs.
  7. Like
    Paper Tiger got a reaction from Centurian52 in Revising The Road to Montebourg campaign   
    Some of you may have noticed that I've poked my head up again after a very long absence. I've just been very busy with real life and wanted to spend some time playing games rather than designing content. But this game is a bit like crack for me, it's just so addictive and watching Usually Hapless play this campaign on Youtube got me back into it. (Yes, it's ALL your fault Hapless  )
    I've done a bit of work fixing things and now want to turn my attention to my first campaign for CMBN, the Montebourg campaign. It's the oldest and was made using v1.0 of the engine meaning that there are only 8 AI groups and no air support. There have also been a number of changes to the game which mean that I can experiment with some of the new stuff while reworking this one.
    It's not going to be a total overhaul but it will no longer work for players with only the CMBN base game so it's a Repository jobbie. I'll let you guys know what you'll need but it will probably require the full Monty as I want flamethrowers in it. It's also worth saying that anything new in it will be historically accurate and not just added in for the laughs. So no SS with JgPZIVs. Pity.
    So, I'll keep you up to date with my progress on this. I'm not looking to do a LOT of work. It's mainly to reacquaint myself with the scenario designer and writing AI plans.
     
    Mission 1
    I have no plans to change anything at all about the opening mission at all. It's fine as is.
    Mission 2
    There is a 'new' short 'Brecourt' mission. It's not really new though as it was in the revised version on the Repository. I'll need to tweak this one as the game seems to have become more lethal since I last played it but otherwise, it's good to go.
    Mission 3
    The first mission to get a full rework is Turnbull's Stand. I'm reworking the AI attack as there were only two AI plans and they were terrible. I've made a number of revisions to the map itself to reflect the reality of the day so it's a bit more open with less bocage and more hedges.
    I've spent pretty much all morning and most of the afternoon learning how to script an AI attack using the new tools and the first AI plan is almost done. I want a second one with an entirely different focus but it should be much faster to do as I'm not 'learning' anymore. Then, I'll mix it up so that there's four attack plans.
     
    And that's where I'm up to. There's no timetable on this. I'm not in any hurry but by posting about it here, I've kind of declared my intentions and am far more likely to stick with it.
  8. Like
    Paper Tiger got a reaction from Shady_Side in Revising The Road to Montebourg campaign   
    Some of you may have noticed that I've poked my head up again after a very long absence. I've just been very busy with real life and wanted to spend some time playing games rather than designing content. But this game is a bit like crack for me, it's just so addictive and watching Usually Hapless play this campaign on Youtube got me back into it. (Yes, it's ALL your fault Hapless  )
    I've done a bit of work fixing things and now want to turn my attention to my first campaign for CMBN, the Montebourg campaign. It's the oldest and was made using v1.0 of the engine meaning that there are only 8 AI groups and no air support. There have also been a number of changes to the game which mean that I can experiment with some of the new stuff while reworking this one.
    It's not going to be a total overhaul but it will no longer work for players with only the CMBN base game so it's a Repository jobbie. I'll let you guys know what you'll need but it will probably require the full Monty as I want flamethrowers in it. It's also worth saying that anything new in it will be historically accurate and not just added in for the laughs. So no SS with JgPZIVs. Pity.
    So, I'll keep you up to date with my progress on this. I'm not looking to do a LOT of work. It's mainly to reacquaint myself with the scenario designer and writing AI plans.
     
    Mission 1
    I have no plans to change anything at all about the opening mission at all. It's fine as is.
    Mission 2
    There is a 'new' short 'Brecourt' mission. It's not really new though as it was in the revised version on the Repository. I'll need to tweak this one as the game seems to have become more lethal since I last played it but otherwise, it's good to go.
    Mission 3
    The first mission to get a full rework is Turnbull's Stand. I'm reworking the AI attack as there were only two AI plans and they were terrible. I've made a number of revisions to the map itself to reflect the reality of the day so it's a bit more open with less bocage and more hedges.
    I've spent pretty much all morning and most of the afternoon learning how to script an AI attack using the new tools and the first AI plan is almost done. I want a second one with an entirely different focus but it should be much faster to do as I'm not 'learning' anymore. Then, I'll mix it up so that there's four attack plans.
     
    And that's where I'm up to. There's no timetable on this. I'm not in any hurry but by posting about it here, I've kind of declared my intentions and am far more likely to stick with it.
  9. Like
    Paper Tiger got a reaction from Jambo in A brief introduction to my previous work   
    I guess I look like the new kid in town but I used to be a bit active around here a while back. For reasons I won't go into in this post, I took a long break (10 years) and am back cautiously getting reacquainted with the new game.
    First, how do I roll? I really like to play missions on realistic-looking maps. I don't like to play anything that is too easy or too difficult so I work for a challenging but fair difficulty a lot of the time and I like to play with all the bells and whistles - that means the player gets artillery, air support and any of the other things that a player would want to play with.
    So what have I done? let's look at the unofficial Repository stuff first.
     
    Hasrabit - 10 missions Red v Red
    Player controls Republican Guards and Special Forces against Rebel Syrian army units
    Road to Dinas 16+ missions IIRC, Red v Red
    Player controls Rebel Syrian army forces against the RG and SF. Basically, the other side.
    Right from the start, I worked with a twin-story mode in all my campaigns where you play with two (or more) formations with thair own stories, some cross-over and each with a finale for both. I've stuck with this format almost exclusively.
    Road to Dinas got me noticed and I was invited to join the Beta team and from then on, most of my content was on the 'disks' that you bought. However, I did make up a short campaign for the USMC called 'Gung Ho!' which I'll talk about later. Not to be too modest but my stand-alone scenarios were nowhere near as good as my campaign stuff and there were very few of them. Campaigns are MY thing, the medium I'm most at home with. So, onto the official campaigns. There are a few of these ...
     
    CMSF NATO
    I was asked to head the creation of three NATO campaigns for that module. I produced the concepts and campaign plan for all three and was a major contributor to the German campaign. The Canadian campaign is almost entirely my own creation with one mission from MikeyD included so that I couldn't say that it was ALL my own work. I didn't contribute anything to the Dutch campaign other than the design. Not that there was an issue or lack of interest in the Dutch, but rather that there were other testers who all wanted to contribute.
    This marks a shift as well for me as I was previously doing Red v Red where the two sides were fairly matched and casualties weren't really a thing. With the player having all the tools you'd like to play around with, I had to resort to low tolerance for friendly casualties. After all, when it's not an existential war, the Western countries tend to frown on taking heavy casualties and don't particularly like to cause civilian casualties either. Both of these strongly factor into the NATO campaigns. This was not going to be an issue for WW2 though.
     
    CMBN
    The Road to Montebourg - 18 missions
    This was a monster but I was so excited to be playing with a WW2 theatre again that it wasn't as much work as you might think.
    The Scottish Corridor - 14 missions + a hidden bonus
    I started getting creative with the campaign scripting and so this has a complex structure.
    The Road to Nijmegen - well, it's a long one
    This was the last of my official campaigns. It's an absolute monster and pushed me to the limits. I playtest all my own content very thoroughly in Real Time and so the large battalion-sized Irish Guards missions took an age to get right. The Breakout from the Neerpelt mission was one of my personal favourites and I spent ages tweaking it to get it to where I was happy with it.
    The difficulty here was mainly derived from maintaining your forces so that they were battle-worthy in future missions. While there were still casualty awards for both sides, the real problem for the player was the attrition of your forces. These campaigns were all long so husbanding your forces was very important.
    With regards to difficulty, there were some real 'pigs' in the historical WW2 missions because, historically, the Allies lost these actions or were hurt very badly winning them. A good example was the Hell in the Hedgerows in Montebourg. Or the entire Scottish Corridor campaign  Otherwise, challenging and fun is my gig. Hopefully, you'll be seeing more in the not-too-distant future.
  10. Like
    Paper Tiger got a reaction from LuckyDog in A brief introduction to my previous work   
    I guess I look like the new kid in town but I used to be a bit active around here a while back. For reasons I won't go into in this post, I took a long break (10 years) and am back cautiously getting reacquainted with the new game.
    First, how do I roll? I really like to play missions on realistic-looking maps. I don't like to play anything that is too easy or too difficult so I work for a challenging but fair difficulty a lot of the time and I like to play with all the bells and whistles - that means the player gets artillery, air support and any of the other things that a player would want to play with.
    So what have I done? let's look at the unofficial Repository stuff first.
     
    Hasrabit - 10 missions Red v Red
    Player controls Republican Guards and Special Forces against Rebel Syrian army units
    Road to Dinas 16+ missions IIRC, Red v Red
    Player controls Rebel Syrian army forces against the RG and SF. Basically, the other side.
    Right from the start, I worked with a twin-story mode in all my campaigns where you play with two (or more) formations with thair own stories, some cross-over and each with a finale for both. I've stuck with this format almost exclusively.
    Road to Dinas got me noticed and I was invited to join the Beta team and from then on, most of my content was on the 'disks' that you bought. However, I did make up a short campaign for the USMC called 'Gung Ho!' which I'll talk about later. Not to be too modest but my stand-alone scenarios were nowhere near as good as my campaign stuff and there were very few of them. Campaigns are MY thing, the medium I'm most at home with. So, onto the official campaigns. There are a few of these ...
     
    CMSF NATO
    I was asked to head the creation of three NATO campaigns for that module. I produced the concepts and campaign plan for all three and was a major contributor to the German campaign. The Canadian campaign is almost entirely my own creation with one mission from MikeyD included so that I couldn't say that it was ALL my own work. I didn't contribute anything to the Dutch campaign other than the design. Not that there was an issue or lack of interest in the Dutch, but rather that there were other testers who all wanted to contribute.
    This marks a shift as well for me as I was previously doing Red v Red where the two sides were fairly matched and casualties weren't really a thing. With the player having all the tools you'd like to play around with, I had to resort to low tolerance for friendly casualties. After all, when it's not an existential war, the Western countries tend to frown on taking heavy casualties and don't particularly like to cause civilian casualties either. Both of these strongly factor into the NATO campaigns. This was not going to be an issue for WW2 though.
     
    CMBN
    The Road to Montebourg - 18 missions
    This was a monster but I was so excited to be playing with a WW2 theatre again that it wasn't as much work as you might think.
    The Scottish Corridor - 14 missions + a hidden bonus
    I started getting creative with the campaign scripting and so this has a complex structure.
    The Road to Nijmegen - well, it's a long one
    This was the last of my official campaigns. It's an absolute monster and pushed me to the limits. I playtest all my own content very thoroughly in Real Time and so the large battalion-sized Irish Guards missions took an age to get right. The Breakout from the Neerpelt mission was one of my personal favourites and I spent ages tweaking it to get it to where I was happy with it.
    The difficulty here was mainly derived from maintaining your forces so that they were battle-worthy in future missions. While there were still casualty awards for both sides, the real problem for the player was the attrition of your forces. These campaigns were all long so husbanding your forces was very important.
    With regards to difficulty, there were some real 'pigs' in the historical WW2 missions because, historically, the Allies lost these actions or were hurt very badly winning them. A good example was the Hell in the Hedgerows in Montebourg. Or the entire Scottish Corridor campaign  Otherwise, challenging and fun is my gig. Hopefully, you'll be seeing more in the not-too-distant future.
  11. Like
    Paper Tiger got a reaction from Falaise in A brief introduction to my previous work   
    I guess I look like the new kid in town but I used to be a bit active around here a while back. For reasons I won't go into in this post, I took a long break (10 years) and am back cautiously getting reacquainted with the new game.
    First, how do I roll? I really like to play missions on realistic-looking maps. I don't like to play anything that is too easy or too difficult so I work for a challenging but fair difficulty a lot of the time and I like to play with all the bells and whistles - that means the player gets artillery, air support and any of the other things that a player would want to play with.
    So what have I done? let's look at the unofficial Repository stuff first.
     
    Hasrabit - 10 missions Red v Red
    Player controls Republican Guards and Special Forces against Rebel Syrian army units
    Road to Dinas 16+ missions IIRC, Red v Red
    Player controls Rebel Syrian army forces against the RG and SF. Basically, the other side.
    Right from the start, I worked with a twin-story mode in all my campaigns where you play with two (or more) formations with thair own stories, some cross-over and each with a finale for both. I've stuck with this format almost exclusively.
    Road to Dinas got me noticed and I was invited to join the Beta team and from then on, most of my content was on the 'disks' that you bought. However, I did make up a short campaign for the USMC called 'Gung Ho!' which I'll talk about later. Not to be too modest but my stand-alone scenarios were nowhere near as good as my campaign stuff and there were very few of them. Campaigns are MY thing, the medium I'm most at home with. So, onto the official campaigns. There are a few of these ...
     
    CMSF NATO
    I was asked to head the creation of three NATO campaigns for that module. I produced the concepts and campaign plan for all three and was a major contributor to the German campaign. The Canadian campaign is almost entirely my own creation with one mission from MikeyD included so that I couldn't say that it was ALL my own work. I didn't contribute anything to the Dutch campaign other than the design. Not that there was an issue or lack of interest in the Dutch, but rather that there were other testers who all wanted to contribute.
    This marks a shift as well for me as I was previously doing Red v Red where the two sides were fairly matched and casualties weren't really a thing. With the player having all the tools you'd like to play around with, I had to resort to low tolerance for friendly casualties. After all, when it's not an existential war, the Western countries tend to frown on taking heavy casualties and don't particularly like to cause civilian casualties either. Both of these strongly factor into the NATO campaigns. This was not going to be an issue for WW2 though.
     
    CMBN
    The Road to Montebourg - 18 missions
    This was a monster but I was so excited to be playing with a WW2 theatre again that it wasn't as much work as you might think.
    The Scottish Corridor - 14 missions + a hidden bonus
    I started getting creative with the campaign scripting and so this has a complex structure.
    The Road to Nijmegen - well, it's a long one
    This was the last of my official campaigns. It's an absolute monster and pushed me to the limits. I playtest all my own content very thoroughly in Real Time and so the large battalion-sized Irish Guards missions took an age to get right. The Breakout from the Neerpelt mission was one of my personal favourites and I spent ages tweaking it to get it to where I was happy with it.
    The difficulty here was mainly derived from maintaining your forces so that they were battle-worthy in future missions. While there were still casualty awards for both sides, the real problem for the player was the attrition of your forces. These campaigns were all long so husbanding your forces was very important.
    With regards to difficulty, there were some real 'pigs' in the historical WW2 missions because, historically, the Allies lost these actions or were hurt very badly winning them. A good example was the Hell in the Hedgerows in Montebourg. Or the entire Scottish Corridor campaign  Otherwise, challenging and fun is my gig. Hopefully, you'll be seeing more in the not-too-distant future.
  12. Like
    Paper Tiger got a reaction from laurent 22 in Revising The Road to Montebourg campaign   
    Some of you may have noticed that I've poked my head up again after a very long absence. I've just been very busy with real life and wanted to spend some time playing games rather than designing content. But this game is a bit like crack for me, it's just so addictive and watching Usually Hapless play this campaign on Youtube got me back into it. (Yes, it's ALL your fault Hapless  )
    I've done a bit of work fixing things and now want to turn my attention to my first campaign for CMBN, the Montebourg campaign. It's the oldest and was made using v1.0 of the engine meaning that there are only 8 AI groups and no air support. There have also been a number of changes to the game which mean that I can experiment with some of the new stuff while reworking this one.
    It's not going to be a total overhaul but it will no longer work for players with only the CMBN base game so it's a Repository jobbie. I'll let you guys know what you'll need but it will probably require the full Monty as I want flamethrowers in it. It's also worth saying that anything new in it will be historically accurate and not just added in for the laughs. So no SS with JgPZIVs. Pity.
    So, I'll keep you up to date with my progress on this. I'm not looking to do a LOT of work. It's mainly to reacquaint myself with the scenario designer and writing AI plans.
     
    Mission 1
    I have no plans to change anything at all about the opening mission at all. It's fine as is.
    Mission 2
    There is a 'new' short 'Brecourt' mission. It's not really new though as it was in the revised version on the Repository. I'll need to tweak this one as the game seems to have become more lethal since I last played it but otherwise, it's good to go.
    Mission 3
    The first mission to get a full rework is Turnbull's Stand. I'm reworking the AI attack as there were only two AI plans and they were terrible. I've made a number of revisions to the map itself to reflect the reality of the day so it's a bit more open with less bocage and more hedges.
    I've spent pretty much all morning and most of the afternoon learning how to script an AI attack using the new tools and the first AI plan is almost done. I want a second one with an entirely different focus but it should be much faster to do as I'm not 'learning' anymore. Then, I'll mix it up so that there's four attack plans.
     
    And that's where I'm up to. There's no timetable on this. I'm not in any hurry but by posting about it here, I've kind of declared my intentions and am far more likely to stick with it.
  13. Like
    Paper Tiger got a reaction from Lethaface in A brief introduction to my previous work   
    I guess I look like the new kid in town but I used to be a bit active around here a while back. For reasons I won't go into in this post, I took a long break (10 years) and am back cautiously getting reacquainted with the new game.
    First, how do I roll? I really like to play missions on realistic-looking maps. I don't like to play anything that is too easy or too difficult so I work for a challenging but fair difficulty a lot of the time and I like to play with all the bells and whistles - that means the player gets artillery, air support and any of the other things that a player would want to play with.
    So what have I done? let's look at the unofficial Repository stuff first.
     
    Hasrabit - 10 missions Red v Red
    Player controls Republican Guards and Special Forces against Rebel Syrian army units
    Road to Dinas 16+ missions IIRC, Red v Red
    Player controls Rebel Syrian army forces against the RG and SF. Basically, the other side.
    Right from the start, I worked with a twin-story mode in all my campaigns where you play with two (or more) formations with thair own stories, some cross-over and each with a finale for both. I've stuck with this format almost exclusively.
    Road to Dinas got me noticed and I was invited to join the Beta team and from then on, most of my content was on the 'disks' that you bought. However, I did make up a short campaign for the USMC called 'Gung Ho!' which I'll talk about later. Not to be too modest but my stand-alone scenarios were nowhere near as good as my campaign stuff and there were very few of them. Campaigns are MY thing, the medium I'm most at home with. So, onto the official campaigns. There are a few of these ...
     
    CMSF NATO
    I was asked to head the creation of three NATO campaigns for that module. I produced the concepts and campaign plan for all three and was a major contributor to the German campaign. The Canadian campaign is almost entirely my own creation with one mission from MikeyD included so that I couldn't say that it was ALL my own work. I didn't contribute anything to the Dutch campaign other than the design. Not that there was an issue or lack of interest in the Dutch, but rather that there were other testers who all wanted to contribute.
    This marks a shift as well for me as I was previously doing Red v Red where the two sides were fairly matched and casualties weren't really a thing. With the player having all the tools you'd like to play around with, I had to resort to low tolerance for friendly casualties. After all, when it's not an existential war, the Western countries tend to frown on taking heavy casualties and don't particularly like to cause civilian casualties either. Both of these strongly factor into the NATO campaigns. This was not going to be an issue for WW2 though.
     
    CMBN
    The Road to Montebourg - 18 missions
    This was a monster but I was so excited to be playing with a WW2 theatre again that it wasn't as much work as you might think.
    The Scottish Corridor - 14 missions + a hidden bonus
    I started getting creative with the campaign scripting and so this has a complex structure.
    The Road to Nijmegen - well, it's a long one
    This was the last of my official campaigns. It's an absolute monster and pushed me to the limits. I playtest all my own content very thoroughly in Real Time and so the large battalion-sized Irish Guards missions took an age to get right. The Breakout from the Neerpelt mission was one of my personal favourites and I spent ages tweaking it to get it to where I was happy with it.
    The difficulty here was mainly derived from maintaining your forces so that they were battle-worthy in future missions. While there were still casualty awards for both sides, the real problem for the player was the attrition of your forces. These campaigns were all long so husbanding your forces was very important.
    With regards to difficulty, there were some real 'pigs' in the historical WW2 missions because, historically, the Allies lost these actions or were hurt very badly winning them. A good example was the Hell in the Hedgerows in Montebourg. Or the entire Scottish Corridor campaign  Otherwise, challenging and fun is my gig. Hopefully, you'll be seeing more in the not-too-distant future.
  14. Like
    Paper Tiger got a reaction from Vergeltungswaffe in Revising The Road to Montebourg campaign   
    Some of you may have noticed that I've poked my head up again after a very long absence. I've just been very busy with real life and wanted to spend some time playing games rather than designing content. But this game is a bit like crack for me, it's just so addictive and watching Usually Hapless play this campaign on Youtube got me back into it. (Yes, it's ALL your fault Hapless  )
    I've done a bit of work fixing things and now want to turn my attention to my first campaign for CMBN, the Montebourg campaign. It's the oldest and was made using v1.0 of the engine meaning that there are only 8 AI groups and no air support. There have also been a number of changes to the game which mean that I can experiment with some of the new stuff while reworking this one.
    It's not going to be a total overhaul but it will no longer work for players with only the CMBN base game so it's a Repository jobbie. I'll let you guys know what you'll need but it will probably require the full Monty as I want flamethrowers in it. It's also worth saying that anything new in it will be historically accurate and not just added in for the laughs. So no SS with JgPZIVs. Pity.
    So, I'll keep you up to date with my progress on this. I'm not looking to do a LOT of work. It's mainly to reacquaint myself with the scenario designer and writing AI plans.
     
    Mission 1
    I have no plans to change anything at all about the opening mission at all. It's fine as is.
    Mission 2
    There is a 'new' short 'Brecourt' mission. It's not really new though as it was in the revised version on the Repository. I'll need to tweak this one as the game seems to have become more lethal since I last played it but otherwise, it's good to go.
    Mission 3
    The first mission to get a full rework is Turnbull's Stand. I'm reworking the AI attack as there were only two AI plans and they were terrible. I've made a number of revisions to the map itself to reflect the reality of the day so it's a bit more open with less bocage and more hedges.
    I've spent pretty much all morning and most of the afternoon learning how to script an AI attack using the new tools and the first AI plan is almost done. I want a second one with an entirely different focus but it should be much faster to do as I'm not 'learning' anymore. Then, I'll mix it up so that there's four attack plans.
     
    And that's where I'm up to. There's no timetable on this. I'm not in any hurry but by posting about it here, I've kind of declared my intentions and am far more likely to stick with it.
  15. Like
    Paper Tiger got a reaction from Phantom Captain in Revising The Road to Montebourg campaign   
    Some of you may have noticed that I've poked my head up again after a very long absence. I've just been very busy with real life and wanted to spend some time playing games rather than designing content. But this game is a bit like crack for me, it's just so addictive and watching Usually Hapless play this campaign on Youtube got me back into it. (Yes, it's ALL your fault Hapless  )
    I've done a bit of work fixing things and now want to turn my attention to my first campaign for CMBN, the Montebourg campaign. It's the oldest and was made using v1.0 of the engine meaning that there are only 8 AI groups and no air support. There have also been a number of changes to the game which mean that I can experiment with some of the new stuff while reworking this one.
    It's not going to be a total overhaul but it will no longer work for players with only the CMBN base game so it's a Repository jobbie. I'll let you guys know what you'll need but it will probably require the full Monty as I want flamethrowers in it. It's also worth saying that anything new in it will be historically accurate and not just added in for the laughs. So no SS with JgPZIVs. Pity.
    So, I'll keep you up to date with my progress on this. I'm not looking to do a LOT of work. It's mainly to reacquaint myself with the scenario designer and writing AI plans.
     
    Mission 1
    I have no plans to change anything at all about the opening mission at all. It's fine as is.
    Mission 2
    There is a 'new' short 'Brecourt' mission. It's not really new though as it was in the revised version on the Repository. I'll need to tweak this one as the game seems to have become more lethal since I last played it but otherwise, it's good to go.
    Mission 3
    The first mission to get a full rework is Turnbull's Stand. I'm reworking the AI attack as there were only two AI plans and they were terrible. I've made a number of revisions to the map itself to reflect the reality of the day so it's a bit more open with less bocage and more hedges.
    I've spent pretty much all morning and most of the afternoon learning how to script an AI attack using the new tools and the first AI plan is almost done. I want a second one with an entirely different focus but it should be much faster to do as I'm not 'learning' anymore. Then, I'll mix it up so that there's four attack plans.
     
    And that's where I'm up to. There's no timetable on this. I'm not in any hurry but by posting about it here, I've kind of declared my intentions and am far more likely to stick with it.
  16. Like
    Paper Tiger got a reaction from AlexUK in Revising The Road to Montebourg campaign   
    Some of you may have noticed that I've poked my head up again after a very long absence. I've just been very busy with real life and wanted to spend some time playing games rather than designing content. But this game is a bit like crack for me, it's just so addictive and watching Usually Hapless play this campaign on Youtube got me back into it. (Yes, it's ALL your fault Hapless  )
    I've done a bit of work fixing things and now want to turn my attention to my first campaign for CMBN, the Montebourg campaign. It's the oldest and was made using v1.0 of the engine meaning that there are only 8 AI groups and no air support. There have also been a number of changes to the game which mean that I can experiment with some of the new stuff while reworking this one.
    It's not going to be a total overhaul but it will no longer work for players with only the CMBN base game so it's a Repository jobbie. I'll let you guys know what you'll need but it will probably require the full Monty as I want flamethrowers in it. It's also worth saying that anything new in it will be historically accurate and not just added in for the laughs. So no SS with JgPZIVs. Pity.
    So, I'll keep you up to date with my progress on this. I'm not looking to do a LOT of work. It's mainly to reacquaint myself with the scenario designer and writing AI plans.
     
    Mission 1
    I have no plans to change anything at all about the opening mission at all. It's fine as is.
    Mission 2
    There is a 'new' short 'Brecourt' mission. It's not really new though as it was in the revised version on the Repository. I'll need to tweak this one as the game seems to have become more lethal since I last played it but otherwise, it's good to go.
    Mission 3
    The first mission to get a full rework is Turnbull's Stand. I'm reworking the AI attack as there were only two AI plans and they were terrible. I've made a number of revisions to the map itself to reflect the reality of the day so it's a bit more open with less bocage and more hedges.
    I've spent pretty much all morning and most of the afternoon learning how to script an AI attack using the new tools and the first AI plan is almost done. I want a second one with an entirely different focus but it should be much faster to do as I'm not 'learning' anymore. Then, I'll mix it up so that there's four attack plans.
     
    And that's where I'm up to. There's no timetable on this. I'm not in any hurry but by posting about it here, I've kind of declared my intentions and am far more likely to stick with it.
  17. Upvote
    Paper Tiger got a reaction from AlexUK in New file at the Repository: The Road to Montebourg (Revised) (2012-05-27)   
    Sorry, I was in a hurry when I typed my response. My wife was calling me to do something so it's a tad abrupt.
    How are you Erwin? Thanks for the offer but Bootie has restored the Montebourg revised file and he's dug up my old CMSF campaign , USMC Gung Ho! which I'd really like to revisit for CMSF2. I want to do some work on the old campaigns before embarking on a new one.
  18. Like
    Paper Tiger got a reaction from Lethaface in uncam: Combat Mission campaign extractor   
    I just burned out after CMBN Market Garden, I guess. Even before starting the maps, the RESEARCH that was required to make a campaign like the three I made for CMBN was a massive undertaking. I'm going to take it VERY slowly but yes, I plan to make some new content. I doubt very much I'll ever make anything like 'The Road to Nijmegen' again because some of the missions in that featured an entire reinforced battalion and that exceeds my pain threshold for RTS. I can DO it but I miss so much of the action in RT because I'm too focused on what platoon X is doing and that's a lot of the fun in CM for me. I like to get the camera down to ground level and see the action from my pixel troops' POV rather than the God view.
    I expect you'll see campaigns with reinforced company sized actions and a few smaller reinforced platoon missions to change the pace from me. But there's quite a lot changed with regards to AI scripting - more groups is always going to result in better AI plans but the triggers were relatively new when I last played and I didn't see much need for them. I'd like to see what some of the other guys have doe with the new scripting and see if it's better.
  19. Upvote
    Paper Tiger got a reaction from AlexUK in uncam: Combat Mission campaign extractor   
    You are my favourite person from now on. Thank you for making such a simple tool available.
     
    I'm afraid I had a horrible computer crash a few years back and lost everything CM-related and now I can access all the campaign files and perhaps rework them.
     
    Thanks
     
    PT
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