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Paper Tiger

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  1. Like
    Paper Tiger got a reaction from PEB14 in Revising The Road to Montebourg campaign   
    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.
  2. Upvote
    Paper Tiger got a reaction from sttp in Revising The Road to Montebourg campaign   
    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.  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.
  3. Like
    Paper Tiger got a reaction from Warts 'n' all in Revising The Road to Montebourg campaign   
    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.
  4. Upvote
    Paper Tiger got a reaction from sttp in Revising The Road to Montebourg campaign   
    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.
  5. Upvote
    Paper Tiger got a reaction from AlexUK in Revising The Road to Montebourg campaign   
    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.
  6. Upvote
    Paper Tiger got a reaction from Warts 'n' all in Revising The Road to Montebourg campaign   
    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.  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.
  7. Like
    Paper Tiger got a reaction from PEB14 in Revising The Road to Montebourg campaign   
    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  )
    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.
  8. Upvote
    Paper Tiger got a reaction from Warts 'n' all in Revising The Road to Montebourg campaign   
    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.
  9. Upvote
    Paper Tiger got a reaction from Warts 'n' all in Revising The Road to Montebourg campaign   
    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  )
    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.
  10. Upvote
    Paper Tiger got a reaction from sttp in Revising The Road to Montebourg campaign   
    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  )
    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.
  11. Like
    Paper Tiger got a reaction from Warts 'n' all in Revising The Road to Montebourg campaign   
    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.
    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.
  12. Like
    Paper Tiger got a reaction from laurent 22 in Revising The Road to Montebourg campaign   
    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.
    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.
  13. Like
    Paper Tiger got a reaction from PEB14 in Revising The Road to Montebourg campaign   
    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.
  14. Like
    Paper Tiger got a reaction from Suchy in Revising The Road to Montebourg campaign   
    Here's an update on how this is going. I have changed the structure of the original campaign to give it a new opening mission which, together with the original starting mission, Beau Guillot, will form a new campaign prelude, the outcome of which will determine certain parameters for the three Chapter 1 - Georgian Ridge missions. 
    Having revised and tested the new AI plans for both the prelude and all the chapter one missions including the variants, I'll be picking up where I left off with Turnbull's Stand tomorrow. This is one of the very few AI attack missions so it will require a bit more time to get right but I learned a LOT from making USMC Gung Ho! so I'm guessing this will be better than the previous revision I made earlier this year. I'll just have to make sure that it's winnable. It's almost certainly going to play very differently from the old version, that's for sure.
    I seem to be taking about a day to revise a defensive mission at the moment so if I am able to stick with a decent schedule, I should have most of this done before Xmas. However, the two blocks to swift progress will be Le Ham and the finale, Eroudeville. Le Ham didn't have any AI plan associated with it - it was a pure set-up with no variants and I can't let that stand. Eroudeville has a pretty sizeable AI attack so that will take a few days to revise as well.
     
    A few observations about the new core forces - having the US 2/8 INF mostly Green makes for a rather different experience and I nearly undid the change as it was definitely harder to manage these forces in combat. But instead I've added some extra firepower to some of their missions to compensate them for the loss. In Guillot, you get a Destroyer on call to help soften up the defenders and there is air power in a couple of the Georgian Ridge missions. In Hameau, I've added an AA Quad Half Track to provide the attacker with some extra punch as well. The defenders get a little boost too to keep things interesting - nothing massively OP of course, but after all, most of you will have already played the original campaign so these changes should make it feel fresh.
    The new AI plans are a considerable improvement over the old as well and the AI is much better on the defence now than it previously was so you'll need to be a little more cautious. Except for the new opener, there are always two or more AI plans in each mission, usually five. The opener is a recreation of a certain famous, historical action which I released as a stand-alone scenario to the old repository so it's intended to be fixed.
    I have also found an old mission, Maxwell's House, which I kept a back up of on the Beta boards. It was offered as a possible scenario for the Arnhem module but it didn't cut the mustard. Fortunately, it was still in my folder there so I have been able to revisit it as well. it's a German attack on a tiny but highly detailed rubbled map defended by a very small but elite force of Red Devils in Arnhem. NOT Historical at all, just 100% for fun. It's definitely NOT going to be added to the Nijmegen campaign - that one is finished and I have no plans to touch it again (play perhaps  but definitely not redesign) The Breakout from the Neerpelt Bridgehead and the Aalst missions pretty much broke me, the work that went into them was tremendous. The other two Irish Guards missions that formed that series were no picnic to make and test either.
  15. Upvote
    Paper Tiger got a reaction from fry30 in Revising The Road to Montebourg campaign   
    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.
  16. Upvote
    Paper Tiger got a reaction from Warts 'n' all in Revising The Road to Montebourg campaign   
    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.
  17. Like
    Paper Tiger got a reaction from laurent 22 in Revising The Road to Montebourg campaign   
    I've got an attack plan that works reasonably well now. I managed to get a DRAW by cease firing at about T+40 and I hadn't exited any of my forces so that was a comfortable win. I made a few adjustments to the AI victory conditions as a result and so I think that's enough for now. It's quite a short mission with a very low unit count for the player so I'm going to continue to test it and tweak it while work is ongoing on the next missions in this chapter. Victory point adjustments made are basically now instead of having three TOUCH compound locations, I now have three phase lines which extend about 150m on both sides of the road on the south side of the stream which award the Germans points for touching. The further they advance, the more points they earn each line hot so you'll have to work hard to keep their heads down until you think it's time to run.
    I started work on Licornets this afternoon. This is one mission that REALLY needs 16 AI groups and I'm using almost all of them already. Combined with a variety of triggers, I can really make some effective AI counter moves if the player activates them. With each StuG being in its own unique group, I can use them more aggressively in my defensive plans rather than just positioning them at the start of the game. Giving a movement order to an AI group with two vehicles on opposite sides of the road isn't going to end well.
    I'm not going to agonise over this and will just get two working plans and create variants and that's that for this one. I'd really like to have the chapter 2 missions finished before Christmas.
    I have very few plans to change much with the Glider Infantry missions in chapter 3 but I'm probably going to put the nebelwerfers into Hell in the Hedgerows as that also happened to these poor buggers in real life. They really took a pounding and lost that mission but I shied away from it when I made the original. But war is hell so why not? I need the casualties to make their following missions more challenging. So I expect a quick turn over on chapter 3 with perhaps only the Holding Action needing any real attention.
    And that leaves the short chapter 4 missions which I'd really like to have finished before New year. Yes, that'll happen.  That's my plan though. Much as I'd like to do a compete overhaul of each mission, that would take me another 4-6 weeks after the New year and I'm almost certainly going to want to move onto something else in a couple of weeks.
  18. 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!
  19. Like
    Paper Tiger got a reaction from LuckyDog in Revising The Road to Montebourg campaign   
    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.
  20. Like
    Paper Tiger got a reaction from laurent 22 in Revising The Road to Montebourg campaign   
    Here's an update on how this is going. I have changed the structure of the original campaign to give it a new opening mission which, together with the original starting mission, Beau Guillot, will form a new campaign prelude, the outcome of which will determine certain parameters for the three Chapter 1 - Georgian Ridge missions. 
    Having revised and tested the new AI plans for both the prelude and all the chapter one missions including the variants, I'll be picking up where I left off with Turnbull's Stand tomorrow. This is one of the very few AI attack missions so it will require a bit more time to get right but I learned a LOT from making USMC Gung Ho! so I'm guessing this will be better than the previous revision I made earlier this year. I'll just have to make sure that it's winnable. It's almost certainly going to play very differently from the old version, that's for sure.
    I seem to be taking about a day to revise a defensive mission at the moment so if I am able to stick with a decent schedule, I should have most of this done before Xmas. However, the two blocks to swift progress will be Le Ham and the finale, Eroudeville. Le Ham didn't have any AI plan associated with it - it was a pure set-up with no variants and I can't let that stand. Eroudeville has a pretty sizeable AI attack so that will take a few days to revise as well.
     
    A few observations about the new core forces - having the US 2/8 INF mostly Green makes for a rather different experience and I nearly undid the change as it was definitely harder to manage these forces in combat. But instead I've added some extra firepower to some of their missions to compensate them for the loss. In Guillot, you get a Destroyer on call to help soften up the defenders and there is air power in a couple of the Georgian Ridge missions. In Hameau, I've added an AA Quad Half Track to provide the attacker with some extra punch as well. The defenders get a little boost too to keep things interesting - nothing massively OP of course, but after all, most of you will have already played the original campaign so these changes should make it feel fresh.
    The new AI plans are a considerable improvement over the old as well and the AI is much better on the defence now than it previously was so you'll need to be a little more cautious. Except for the new opener, there are always two or more AI plans in each mission, usually five. The opener is a recreation of a certain famous, historical action which I released as a stand-alone scenario to the old repository so it's intended to be fixed.
    I have also found an old mission, Maxwell's House, which I kept a back up of on the Beta boards. It was offered as a possible scenario for the Arnhem module but it didn't cut the mustard. Fortunately, it was still in my folder there so I have been able to revisit it as well. it's a German attack on a tiny but highly detailed rubbled map defended by a very small but elite force of Red Devils in Arnhem. NOT Historical at all, just 100% for fun. It's definitely NOT going to be added to the Nijmegen campaign - that one is finished and I have no plans to touch it again (play perhaps  but definitely not redesign) The Breakout from the Neerpelt Bridgehead and the Aalst missions pretty much broke me, the work that went into them was tremendous. The other two Irish Guards missions that formed that series were no picnic to make and test either.
  21. Like
    Paper Tiger got a reaction from PIATpunk in Revising The Road to Montebourg campaign   
    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.
  22. Like
    Paper Tiger got a reaction from PEB14 in Revising The Road to Montebourg campaign   
    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.
  23. Like
    Paper Tiger got a reaction from AlexUK in Revising The Road to Montebourg campaign   
    I've got an attack plan that works reasonably well now. I managed to get a DRAW by cease firing at about T+40 and I hadn't exited any of my forces so that was a comfortable win. I made a few adjustments to the AI victory conditions as a result and so I think that's enough for now. It's quite a short mission with a very low unit count for the player so I'm going to continue to test it and tweak it while work is ongoing on the next missions in this chapter. Victory point adjustments made are basically now instead of having three TOUCH compound locations, I now have three phase lines which extend about 150m on both sides of the road on the south side of the stream which award the Germans points for touching. The further they advance, the more points they earn each line hot so you'll have to work hard to keep their heads down until you think it's time to run.
    I started work on Licornets this afternoon. This is one mission that REALLY needs 16 AI groups and I'm using almost all of them already. Combined with a variety of triggers, I can really make some effective AI counter moves if the player activates them. With each StuG being in its own unique group, I can use them more aggressively in my defensive plans rather than just positioning them at the start of the game. Giving a movement order to an AI group with two vehicles on opposite sides of the road isn't going to end well.
    I'm not going to agonise over this and will just get two working plans and create variants and that's that for this one. I'd really like to have the chapter 2 missions finished before Christmas.
    I have very few plans to change much with the Glider Infantry missions in chapter 3 but I'm probably going to put the nebelwerfers into Hell in the Hedgerows as that also happened to these poor buggers in real life. They really took a pounding and lost that mission but I shied away from it when I made the original. But war is hell so why not? I need the casualties to make their following missions more challenging. So I expect a quick turn over on chapter 3 with perhaps only the Holding Action needing any real attention.
    And that leaves the short chapter 4 missions which I'd really like to have finished before New year. Yes, that'll happen.  That's my plan though. Much as I'd like to do a compete overhaul of each mission, that would take me another 4-6 weeks after the New year and I'm almost certainly going to want to move onto something else in a couple of weeks.
  24. Like
    Paper Tiger got a reaction from PEB14 in Revising The Road to Montebourg campaign   
    I've got an attack plan that works reasonably well now. I managed to get a DRAW by cease firing at about T+40 and I hadn't exited any of my forces so that was a comfortable win. I made a few adjustments to the AI victory conditions as a result and so I think that's enough for now. It's quite a short mission with a very low unit count for the player so I'm going to continue to test it and tweak it while work is ongoing on the next missions in this chapter. Victory point adjustments made are basically now instead of having three TOUCH compound locations, I now have three phase lines which extend about 150m on both sides of the road on the south side of the stream which award the Germans points for touching. The further they advance, the more points they earn each line hot so you'll have to work hard to keep their heads down until you think it's time to run.
    I started work on Licornets this afternoon. This is one mission that REALLY needs 16 AI groups and I'm using almost all of them already. Combined with a variety of triggers, I can really make some effective AI counter moves if the player activates them. With each StuG being in its own unique group, I can use them more aggressively in my defensive plans rather than just positioning them at the start of the game. Giving a movement order to an AI group with two vehicles on opposite sides of the road isn't going to end well.
    I'm not going to agonise over this and will just get two working plans and create variants and that's that for this one. I'd really like to have the chapter 2 missions finished before Christmas.
    I have very few plans to change much with the Glider Infantry missions in chapter 3 but I'm probably going to put the nebelwerfers into Hell in the Hedgerows as that also happened to these poor buggers in real life. They really took a pounding and lost that mission but I shied away from it when I made the original. But war is hell so why not? I need the casualties to make their following missions more challenging. So I expect a quick turn over on chapter 3 with perhaps only the Holding Action needing any real attention.
    And that leaves the short chapter 4 missions which I'd really like to have finished before New year. Yes, that'll happen.  That's my plan though. Much as I'd like to do a compete overhaul of each mission, that would take me another 4-6 weeks after the New year and I'm almost certainly going to want to move onto something else in a couple of weeks.
  25. Like
    Paper Tiger got a reaction from Warts 'n' all in Revising The Road to Montebourg campaign   
    I've got an attack plan that works reasonably well now. I managed to get a DRAW by cease firing at about T+40 and I hadn't exited any of my forces so that was a comfortable win. I made a few adjustments to the AI victory conditions as a result and so I think that's enough for now. It's quite a short mission with a very low unit count for the player so I'm going to continue to test it and tweak it while work is ongoing on the next missions in this chapter. Victory point adjustments made are basically now instead of having three TOUCH compound locations, I now have three phase lines which extend about 150m on both sides of the road on the south side of the stream which award the Germans points for touching. The further they advance, the more points they earn each line hot so you'll have to work hard to keep their heads down until you think it's time to run.
    I started work on Licornets this afternoon. This is one mission that REALLY needs 16 AI groups and I'm using almost all of them already. Combined with a variety of triggers, I can really make some effective AI counter moves if the player activates them. With each StuG being in its own unique group, I can use them more aggressively in my defensive plans rather than just positioning them at the start of the game. Giving a movement order to an AI group with two vehicles on opposite sides of the road isn't going to end well.
    I'm not going to agonise over this and will just get two working plans and create variants and that's that for this one. I'd really like to have the chapter 2 missions finished before Christmas.
    I have very few plans to change much with the Glider Infantry missions in chapter 3 but I'm probably going to put the nebelwerfers into Hell in the Hedgerows as that also happened to these poor buggers in real life. They really took a pounding and lost that mission but I shied away from it when I made the original. But war is hell so why not? I need the casualties to make their following missions more challenging. So I expect a quick turn over on chapter 3 with perhaps only the Holding Action needing any real attention.
    And that leaves the short chapter 4 missions which I'd really like to have finished before New year. Yes, that'll happen.  That's my plan though. Much as I'd like to do a compete overhaul of each mission, that would take me another 4-6 weeks after the New year and I'm almost certainly going to want to move onto something else in a couple of weeks.
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