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Ithikial_AU

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About Ithikial_AU

  • Birthday 05/06/1984

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    Perth, Western Australia

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    Playing Combat Mission since "Beyond Overlord." Lurking forums ever since.
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    Perth, Western Australia
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  1. Thanks for the feedback. I was aiming for this scenario to be an example of having the "wrong tools for the job" kind of situation commanders can find themselves in that calls for inventive thinking that goes against what a sane commander would order his vehicles to do under normal circumstances. In my own early tests (and I think some of the betas did the same thing) was to use your tanks in close support of the infantry going through the forested areas and away from the roads/open terrain. The Soviets lack panzerfausts and other handheld AT weaponry so really have nothing that can counter a platoon of tanks with close infantry support punching through with overwhelming localised firepower. You'll loose a few tanks for certain to either bogging or the odd grenade/close assault from Soviet infantry but should be able to push through. Reinforcing elements then focus beyond the bridge for the train station itself. As Mission 1's briefing intimates, the forces moving up on the left side of the river got the short end of the stick. Mission 2 & 3 are far more 'normal' with more space to manoeuvre. Still pondering whether to create a H2H monster scenario for this one combining all three engagements of this campaign onto the master map. Would be interesting how German players adapt and deal with the Train Station objective when they also have the Panzer Brigade available to them from effectively the start of the mission but on the other side of the river.
  2. Cheers Mate. 1) JPz IV - Blast someone noticed. Yeah they were so similar when I was creating the Late variant that I stopped. Will take another look. 2) Whoops!
  3. Ta. I'll add it to the list and review when there is a batch of issues to address.
  4. A projectile will still hit anything that is in it's LOF even if spotting is lost. If you lose sight of a target but still wish to try your luck you can do an area target just behind the last known location and see what happens. Some players on the forums have called this gamey, personally I don't think so given it's effectively firing at last known location. Just be warned the TacAI will likely use HE rounds for these types of orders so penetrating power likely a little less.
  5. The IS2 has a 122mm gun firing a 25kg projectile moving at 800 m/s muzzle velocity. Total range of 4km, so the ranges you are stating means this is essentially a knife fight for this tank. Granted I'm no physicist but I don't think cutting straight through 100mm of armour is difficult for this gun. Everything you've listed that are victims are essentially butter to this hot knife monster. (Pz IV at best is around 80-90mm of armour). If you are the one doing the shooting, congratulations. If you are on the receiving end don't clump up your vehicles and watch for potential enemy lines of fire. https://www.wikiwand.com/en/122_mm_gun_M1931/37_(A-19)
  6. The mod package and preview artwork for the CMMODS website has been sent to @Bootie this week. I just need to write up a blurb for the webpage unless he wants to steal some words from the included read me. Probably not going to bug/error free across the titles but worth getting it out the door into peoples hands to start spotting them. Please read the READ ME and post anything dodgy you find to this thread.
  7. Finally, here is a second campaign script example and in full, this time from CMSF2 Dutch Campaign rework from a few years ago. This is a complicated script with concurrent battles and distinct sections over a much longer time period. It will also provide a good template for future campaign designers. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ [PLAYER FORCE] blue [HUMAN OPPONENT ALLOWED] no [BLUE VICTORY TEXT] Congratulations Commander. You have led the Dutch Battlegroup through the heart of Syria, completed all operation objectives and linked up with US Army forces from the south. Through your efforts the country is effectively cut in two, isolating remaining Syrian forces in the east. NATO command is very pleased. Hold position, rest, refit and await further orders. [BLUE DEFEAT TEXT] A difficult task Commander. For now, we will consolidate NATO forces around the city of Ar Raqqah while alternative plans are worked out. As US forces push up from the south, we are monitoring enemy forces in eastern Syria streaming through the gap towards enemy held positions in the west. This setback may have lengthened the ground war. [RED VICTORY TEXT] unknown [RED DEFEAT TEXT] unknown /* Battle #1 */ [BATTLE NAME] Dutch Cmpn 01 Dusty [WIN THRESHOLD] minor victory [NEXT BATTLE IF WIN] Dutch Cmpn 02 NorthA 1900hours [NEXT BATTLE IF LOSE] Dutch Cmpn 02 NorthB 0230hours [BLUE REFIT %] 0 [BLUE REPAIR VEHICLE %] 0 [BLUE RESUPPLY %] 100 [BLUE REST %] 100 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /* Battle #2 */ [BATTLE NAME] Dutch Cmpn 02 NorthA 1900hours [WIN THRESHOLD] tactical victory [NEXT BATTLE IF WIN] Dutch Cmpn 03 SouthA 1900hours Recon Forward [NEXT BATTLE IF LOSE] Dutch Cmpn 03 SouthB 1930hours Recon Back [BLUE REFIT %] 0 [BLUE REPAIR VEHICLE %] 0 [BLUE RESUPPLY %] 100 [BLUE REST %] 100 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /* Battle #3 */ [BATTLE NAME] Dutch Cmpn 02 NorthB 0230hours [WIN THRESHOLD] tactical victory [NEXT BATTLE IF WIN] Dutch Cmpn 03 SouthC 0230hours Recon Forward [NEXT BATTLE IF LOSE] Dutch Cmpn 03 SouthD 0300hours Recon Back [BLUE REFIT %] 0 [BLUE REPAIR VEHICLE %] 0 [BLUE RESUPPLY %] 50 [BLUE REST %] 0 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /* Battle #4 */ [BATTLE NAME] Dutch Cmpn 03 SouthA 1900hours Recon Forward [WIN THRESHOLD] minor victory [NEXT BATTLE IF WIN] Engagement 4 Prep [NEXT BATTLE IF LOSE] Engagement 4 Prep [BLUE REFIT %] 0 [BLUE REPAIR VEHICLE %] 0 [BLUE RESUPPLY %] 100 [BLUE REST %] 100 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /* Battle #5 */ [BATTLE NAME] Dutch Cmpn 03 SouthB 1930hours Recon Back [WIN THRESHOLD] minor victory [NEXT BATTLE IF WIN] Engagement 4 Prep [NEXT BATTLE IF LOSE] Engagement 4 Prep [BLUE REFIT %] 0 [BLUE REPAIR VEHICLE %] 0 [BLUE RESUPPLY %] 100 [BLUE REST %] 100 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /* Battle #6 */ [BATTLE NAME] Dutch Cmpn 03 SouthC 0230hours Recon Forward [WIN THRESHOLD] minor victory [NEXT BATTLE IF WIN] Engagement 4 Prep [NEXT BATTLE IF LOSE] Engagement 4 Prep [BLUE REFIT %] 0 [BLUE REPAIR VEHICLE %] 0 [BLUE RESUPPLY %] 50 [BLUE REST %] 0 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /* Battle #7 */ [BATTLE NAME] Dutch Cmpn 03 SouthD 0300hours Recon Back [WIN THRESHOLD] minor victory [NEXT BATTLE IF WIN] Engagement 4 Prep [NEXT BATTLE IF LOSE] Engagement 4 Prep [BLUE REFIT %] 0 [BLUE REPAIR VEHICLE %] 0 [BLUE RESUPPLY %] 50 [BLUE REST %] 0 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /* Battle #8 */ [BATTLE NAME] Engagement 4 Prep [WIN THRESHOLD] minor victory [NEXT BATTLE IF WIN] Dutch Cmpn 04 TrialA [NEXT BATTLE IF LOSE] Dutch Cmpn 04 TrialB [BLUE REFIT %] 0 [BLUE REPAIR VEHICLE %] 0 [BLUE RESUPPLY %] 0 [BLUE REST %] 0 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /* Battle #9 */ [BATTLE NAME] Dutch Cmpn 04 TrialA [WIN THRESHOLD] tactical victory [NEXT BATTLE IF WIN] Dutch Cmpn 05 HeartA [NEXT BATTLE IF LOSE] _major defeat // campaign end [BLUE REFIT %] 0 [BLUE REPAIR VEHICLE %] 0 [BLUE RESUPPLY %] 100 [BLUE REST %] 100 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /* Battle #10 */ [BATTLE NAME] Dutch Cmpn 04 TrialB [WIN THRESHOLD] tactical victory [NEXT BATTLE IF WIN] Dutch Cmpn 05 HeartB [NEXT BATTLE IF LOSE] _total defeat // campaign end [BLUE REFIT %] 100 [BLUE REPAIR VEHICLE %] 20 [BLUE RESUPPLY %] 100 [BLUE REST %] 100 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /* Battle #11 */ [BATTLE NAME] Dutch Cmpn 05 HeartA [WIN THRESHOLD] tactical victory [NEXT BATTLE IF WIN] Dutch Cmpn 06 ArrowA [NEXT BATTLE IF LOSE] _minor defeat // campaign end [BLUE REFIT %] 0 [BLUE REPAIR VEHICLE %] 0 [BLUE RESUPPLY %] 0 [BLUE REST %] 0 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /* Battle #12 */ [BATTLE NAME] Dutch Cmpn 05 HeartB [WIN THRESHOLD] tactical victory [NEXT BATTLE IF WIN] Dutch Cmpn 06 ArrowB [NEXT BATTLE IF LOSE] _tactical defeat // campaign end [BLUE REFIT %] 0 [BLUE REPAIR VEHICLE %] 0 [BLUE RESUPPLY %] 0 [BLUE REST %] 0 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /* Battle #13 */ [BATTLE NAME] Dutch Cmpn 06 ArrowA [WIN THRESHOLD] tactical victory [NEXT BATTLE IF WIN] Dutch Cmpn 07 ResistanceA [NEXT BATTLE IF LOSE] Dutch Cmpn 07 ResistanceB [BLUE REFIT %] 100 [BLUE REPAIR VEHICLE %] 20 [BLUE RESUPPLY %] 100 [BLUE REST %] 100 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /* Battle #14 */ [BATTLE NAME] Dutch Cmpn 06 ArrowB [WIN THRESHOLD] tactical victory [NEXT BATTLE IF WIN] Dutch Cmpn 07 ResistanceA [NEXT BATTLE IF LOSE] Dutch Cmpn 07 ResistanceB [BLUE REFIT %] 50 [BLUE REPAIR VEHICLE %] 20 [BLUE RESUPPLY %] 100 [BLUE REST %] 100 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /* Battle #15 */ [BATTLE NAME] Dutch Cmpn 07 ResistanceA [WIN THRESHOLD] tactical victory [NEXT BATTLE IF WIN] Dutch Cmpn 08 HillA [NEXT BATTLE IF LOSE] Dutch Cmpn 08 HillB [BLUE REFIT %] 10 [BLUE REPAIR VEHICLE %] 50 [BLUE RESUPPLY %] 100 [BLUE REST %] 0 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /* Battle #16 */ [BATTLE NAME] Dutch Cmpn 07 ResistanceB [WIN THRESHOLD] tactical victory [NEXT BATTLE IF WIN] Dutch Cmpn 08 HillC [NEXT BATTLE IF LOSE] _minor defeat // campaign end [BLUE REFIT %] 10 [BLUE REPAIR VEHICLE %] 50 [BLUE RESUPPLY %] 100 [BLUE REST %] 0 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /* Battle #17 */ [BATTLE NAME] Dutch Cmpn 08 HillA [WIN THRESHOLD] tactical victory [NEXT BATTLE IF WIN] Dutch Cmpn 09 Kameshli AirfieldA [NEXT BATTLE IF LOSE] Dutch Cmpn 09 Kameshli AirfieldB [BLUE REFIT %] 10 [BLUE REPAIR VEHICLE %] 20 [BLUE RESUPPLY %] 100 [BLUE REST %] 100 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /* Battle #18 */ [BATTLE NAME] Dutch Cmpn 08 HillB [WIN THRESHOLD] tactical victory [NEXT BATTLE IF WIN] Dutch Cmpn 09 Kameshli AirfieldA [NEXT BATTLE IF LOSE] Dutch Cmpn 09 Kameshli AirfieldB [BLUE REFIT %] 10 [BLUE REPAIR VEHICLE %] 20 [BLUE RESUPPLY %] 100 [BLUE REST %] 100 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /* Battle #19 */ [BATTLE NAME] Dutch Cmpn 08 HillC [WIN THRESHOLD] tactical victory [NEXT BATTLE IF WIN] Dutch Cmpn 09 Kameshli AirfieldB [NEXT BATTLE IF LOSE] Dutch Cmpn 09 Kameshli AirfieldB [BLUE REFIT %] 10 [BLUE REPAIR VEHICLE %] 20 [BLUE RESUPPLY %] 100 [BLUE REST %] 100 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /* Battle #20 */ [BATTLE NAME] Dutch Cmpn 09 Kameshli AirfieldA [WIN THRESHOLD] total victory [NEXT BATTLE IF WIN] _total victory // campaign end [NEXT BATTLE IF LOSE] _major victory // campaign end [BLUE REFIT %] 0 [BLUE REPAIR VEHICLE %] 0 [BLUE RESUPPLY %] 0 [BLUE REST %] 0 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /* Battle #21 */ [BATTLE NAME] Dutch Cmpn 09 Kameshli AirfieldB [WIN THRESHOLD] major victory [NEXT BATTLE IF WIN] _tactical victory // campaign end [NEXT BATTLE IF LOSE] _minor victory // campaign end [BLUE REFIT %] 0 [BLUE REPAIR VEHICLE %] 0 [BLUE RESUPPLY %] 0 [BLUE REST %] 0 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 +++++++++++++++++++++++++++++++++++++++++++++++++++++
  8. 6 – Campaign Script Creation “So it begins.” Théoden, King of Rohan Campaign scripting has clearly been the biggest barrier for the Combat Mission community from taking up the mantle of campaign creation. It’s time to put all the planning into action and join your scenarios together. If you’ve been following the steps listed earlier in this write up and have an organised, logical system then this section should be a doddle! A checklist to ensure you don’t start this process too early: - Are all your scenarios created with core units, non-core units applied? (See Part 4). o Are opfor AI plans all added in those scenario files? - Do you have a mapped out plan visibly showing how each of the scenarios link to each other? (See Part 2) - Have you got all of your individual Scenario files and the Core Unit File (.btt files) in the same folder location within your Battlefront Game Files folder. <C: Drive / Documents Folder> (See below) - Have you got a consistent and easy to follow naming structure for all the files? The first picture below is an example of all the components in the one folder just prior to creating a campaign. The red arrow points out it’s location on your C Drive Documents folder. (Battle for Normandy remains slightly different). As long as you create any folders inside the respect game family’s sub folder structure under “Game Files” you should be able to enter all documents via the in-game scenario editor. The blue files are the individual btt files you need. All of the individual files plus the Core Unit File you’ve worked on before. We’ll need them all. Finally, the green arrow is the text document which is the Campaign Script we’ll be creating. Remember, the campaign script is the ‘glue’ that is telling the game how to piece together all of the ‘blue’ scenario files. In setting up a campaign script open a new text document. This can be done in any word processor from notepad through to MS Word, however just ensure you are able to save in a raw text format (.txt file). You can copy an existing campaign script as a template and replace all the values, so feel free to copy the text below as a base starting point. The order and structure of the text is what is important as the game will seek to pick up this information and create the campaign from these instructions as they are written. The first details of any campaign script is actually mostly the end of the campaign while also telling the game what side the player is taking command of. /* Campaign Header */ - Campaign title or leading comments. Any value between a “/*” and a “*/” value will be ignored by the game when it compiles your campaign. This is a good way to insert comments and break up the components of the campaign into easy to identify sub-groups within the text document. [PLAYER FORCE] – Which side the player will be commanding throughout the campaign. A binary value that is either Blue or Red. Across all game families, Blue Force is the Western Allies or NATO with Red Force being the Axis, Warsaw Pact or Syria. The only exception to this setup is in Combat Mission: Red Thunder, where the Axis are considered the Blue Force with the Soviet Union being the Red Force. [HUMAN OPPONENT ALLOWED] – A redundant part of the script that was meant to tell the game if the campaign could be played multiplayer with one side always being the opponent instead of an AI. Sadly, this was never enacted as part of the CM2 engine. Simply leave the value as “no”. [BLUE VICTORY TEXT] or [RED VICTORY TEXT] – An exact character by character statement the player will see on the AAR screen for the whole campaign if they have an overall campaign victory. Place the text in the corresponding line of the script for the side the player will control – otherwise it won’t be seen! [BLUE DEFEAT TEXT] or [RED DEFEAT TEXT] – An exact character by character statement the player will see on the AAR screen for the whole campaign if they have an overall campaign victory defeat. Note that with these end of campaign statements that only one can be written for a victory and one for a defeat. You cannot tailor the text to change based on the degree of the victory. From the top, the first part of the campaign script should look like this. ++++++++++++++++++++++++++++++++++++++++ /* Campaign Header */ [PLAYER FORCE] Blue [HUMAN OPPONENT ALLOWED] no [BLUE VICTORY TEXT] You’re awesome. You took all your objectives. [BLUE DEFEAT TEXT] You suck. You got everyone killed. [RED VICTORY TEXT] unknown [RED DEFEAT TEXT] unknown ++++++++++++++++++++++++++++++++++++++++ The remainder of the campaign script looked complicated and long, but is a copy and paste set up equal to the number of scenarios in the campaign. Each copy and paste is a unique scenario variant in the campaign. [BATTLE NAME] – The name of the .btt scenario file in question. This is as the file name appears in your Windows or Macintosh desktop. The game does not work well in identifying punctuation in file names so avoid the use of dashes, commas and other symbols in the file name to avoid errors alerts later in the process. [WIN THRESHOLD] – The minimum degree of victory, as determined by the standard victory point calculation, that the player needs to achieve to move down the ‘win path’ after the scenario. Any result below this degree of victory will push the player down the defeat path. This needs to be manually entered as per the usual Combat Mission degrees of victory ranging from “Total Victory” through to “Total Defeat”. By assigning the Win Threshold at “Total Defeat” will mean the player will always proceed down the ‘with path’. [NEXT BATTLE IF WIN] – The next scenario the player will experience if they meet the win threshold of the current scenario. Enter the file name of the appropriate .btt scenario file as it appears on your desktop. [NEXT BATTLE IF LOSE] – The next scenario the player will experience if they do not meet win threshold of the current scenario. Enter the file name of the appropriate .btt scenario file as it appears on your desktop. If the battle you are entering the values for is the last battle or the player is to be exited from the campaign for losing, then replace the name of the next battle with one of the following in the “Next Battle if Win” and “Next Battle if Lose” lines of the script. This includes the underscore. _total defeat _major defeat _tactical defeat _minor defeat _draw _minor victory _tactical victory _major victory _total victory This tells the game that the campaign has come to an end and the desired degree of campaign victory or defeat you want to express to player. Make sure you get the right statement for the appropriate situation in your narrative! There’s nothing as heart breaking for a player to have 10 back-to-back victories and then be told they’ve suffered a campaign total defeat by mistake. The following factors also need to be applied for each battle. It is likely to be a touch redundant for the first battle. Keep in mind these values will only effect Core Units that are part of the Core Unit File that have then been imported into each scenario. (As described in Part 4 of this guide). [BLUE / RED REFIT %] – The percentage chance that a unit will experience a replacement / headcount increase to replace losses before entering this battle. Entered as a number between ‘0’ and ‘100’. There is no need to enter the percentage symbol. This is perhaps the most important value, particularly for infantry, given the high degree of casualties they are likely to experience across multiple engagements. [BLUE / RED REPAIR VEHICLE %] – The percentage chance that a vehicle unit will have sub-systems repaired before entering the battle. Entered as value between ‘0’ and ‘100’. [BLUE / RED RESUPPLY %] – The percentage increase in ammunition stocks that all units will have receive prior to starting this battle. Entered as value between ‘0’ and ‘100’. Leaving this value at or around zero for an extended period will likely mean players reach a point where their pixeltrüppen have nothing but harsh language to hurl at the enemy. [BLUE / RED REST %] – The percentage recovery in their stamina and morale between engagements. Entered as value between ‘0’ and ‘100’. A value of zero will mean unites that are tired/fatigued etc will continue to be in that state at the start of the next engagement. If you have researched your campaign as described in part 2 of this guide then you should have a good idea of what has happened to your core units between engagements and be able to apply the above values appropriately to reflect history. For fictional campaigns you have a bit more freedom to apply what values you want but as with all things Combat Mission for best results keep them realistic. Some general tips: - If two scenarios occur directly alongside each other then remember to use values of zero for all categories. - If two scenarios occur concurrently remember to use values of zero for all categories. - If there is a small amount of time (a few hours) between scenarios, even if there is no historical reason to suggest units were replenished, it’s always wise to add small values of <20% in the refit, resupply and vehicle repair categories to reflect soldiers tending to injuries, scrounging for ammunition from the fallen or trying to do field repairs on their vehicles. - Apply the values to the correct side that the player is commanding. The values will affect enemy forces just the same as the players forces if those forces are also Core Units. For the Tukums campaign there was no reason for there to be any value other than zero to be applied for all of the parameters listed above. This was due to all of the battles occurring either concurrently or directly after one another with no chance for either side to rest and regroup. Easy for me as a designer! However, for the sake an example let’s assume that by winning “Battle 1 – Planes, Trains and Panzers”, the player narratively would be provided a reprieve for a few hours to rest, regroup and try to fix their vehicles. This would be reflected by the player moving to “Battle 2A - Tukums” or the green box on the flow chart below. Losing the first battle would not provide the same opportunity so they follow the red box. The player would be at a disadvantage moving into the same second battle or “Battle 2B – Tukums”. In campaign script form, Battles 1, 2A and 2B would be set up as below: ++++++++++++++++++++++++++++++++++++++++++++++++ /* Battle #1 */ [BATTLE NAME] 1Planes Trains and Panzers [WIN THRESHOLD] total victory [NEXT BATTLE IF WIN] 2ATukums [NEXT BATTLE IF LOSE] 2BTukums [BLUE REFIT %] 0 [BLUE REPAIR VEHICLE %] 0 [BLUE RESUPPLY %] 0 [BLUE REST %] 0 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /* Battle #2 GREEN BOX */ [BATTLE NAME] 2ATukums [WIN THRESHOLD] total victory [NEXT BATTLE IF WIN] 3AUnleashed [NEXT BATTLE IF LOSE] 3BUnleashed [BLUE REFIT %] 20 [BLUE REPAIR VEHICLE %] 20 [BLUE RESUPPLY %] 50 [BLUE REST %] 100 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /* Battle #3 RED BOX */ [BATTLE NAME] 2BTukums [WIN THRESHOLD] total victory [NEXT BATTLE IF WIN] 3BUnleashed [NEXT BATTLE IF LOSE] 3CUnleashed [BLUE REFIT %] 0 [BLUE REPAIR VEHICLE %] 0 [BLUE RESUPPLY %] 0 [BLUE REST %] 0 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Once you have repeated the process for each individual scenario and variant of each, you have finished creating your campaign script. Save your text document in the same folder as the Core Unit File and all the other scenarios/components that go into the campaign. Will it work? We’ll find out next time when we finish this Campaign Design AAR with information around compiling and testing a campaign, and how the latter is different to testing individual scenarios.
  9. @Mord's existing portrait sets already look great alongside the JuJu mod. I've used them myself! I do have the .psd files from JuJu that did offer Mord's background flags as an option for JuJu's portraits at one point but want to keep things a touch separate at this point with Mord's work and don't want to step on too many toes. Let's just say so do I. Moving to a unified silhouette and weapon slot set up like this means it's easier for me to consider adding these types of options later on down the track if there is enough support. Rather than updating for game families individually I only have to do it once and it applies to all the WW2 titles.
  10. Small preview of the Unification aspect of this mod. All four WW2 families with similar UI elements. Spot the differences. Red circle is a known error. Portraits - looking to provide a bit of diversification with background smocks/camouflage patterns used by that nation or branch. Difficult for the Allies however... ideas anyone? Special Equipment and Weapon Slots - Uniform across all titles. (Still messing with some shadows). (CMFB is the surprising problem child of the group )
  11. Evening all, @Juju has announced that he was stepping back from modding and after working as a tester for a few of his releases and then helping out directly with R2V he's graciously offered to handover the care of his long running UI mod to me. As he said, "Please look after my kids". JuJu has provided me with all the original .psd files now so it's easier to update and add things in with the new content matching pretty close to the existing mod. This is still well and truly his mod. Now I'm no artist but have been labouring away behind the scenes for a few hours every week and learning quite a bit as I go along. Please be a bit more patient. There's been no CMRT F&R update from me but this is because I'm trying to hit these three goals before sending to Bootie for upload to CMMODS. Number 3 is the big one but a huge time saver going forward. 1) CMRT F&R Update - Done - just tweaking (I may release this separately so you can overlay it on top of your existing UI mod). Also fixes the mod to reflect the changes that were brought in with the background panels in the update. 2) CMFI R2V Update - Fixing up some of my mess with shadows and colour correction in the last release. 3) Mod Unification Project - JuJu had different background textures for each family which made the workload quite high with not a lot being easily transferable between the families.. well without standing out like a saw thumb. I'm switching this around so for example the same M1 Garand Weapon Slot texture will now fit in in CMFI, CMBN and CMFB. Over time there's also been updated different icons for the same weapon, vehicle and special equipment icons between the families so I'm unifying the look there as well. CMFB icons get the preference given the slightly better detail. This also makes life a lot easier if and when future modules are released. I should says this doesn't mean the all the mods will now look identical, the exact opposite, however the comment elements like weapon slots will carry across the game families. Think of it as the kids are still unique but I'm sending them to school and making them wear something resembling a uniform. A few things that I'm not continuing or putting on the table now so there is no shocks later on. Most of this is largely due to time and I have no idea how to set up an script for the Paint.net to do some of this repetitive work automatically. Batch processing doesn't appear to be a thing. (I'm not paying subscription money to Adobe). - Reducing the options for the "Yellow Weapon Slot" textures to just the red cross option. The many options JuJu provided over the years here is an absolute time sync to create each one by one for every weapon BF has modeled in WW2 era CM2. It's actually an enormous list now! I won't rule it out down the track to bringing some of them back or doing something new here. Vinnart has already had an interesting idea, but I want to get something out sooner rather than later. - Portraits - Will fill in the gaps if I can get crafty enough and it meets my own (probably too) high bar. These are tough to get looking right. Backgrounds will be tweaked to sort of match the uniform of each branch to separate them out a touch. (See preview pics). - Never going into Cold War or the Modern titles. JuJu didn't and neither will I. Preview pics (I know about the black line running through the centre panel).
  12. https://www.thefewgoodmen.com/tsd3/combat-mission-battle-for-normandy/cm-battle-for-normandy-campaigns/the-lions-of-carpiquet/
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