Jump to content

Help with designing battles


Recommended Posts

I am having trouble understanding the battle design system. On several attempts, putting all units in the setup zones, this is what happens. The Group One units only appear in the German Setup zones, as it should be. The American zone begins filled with all the units from all the groups!  Reinforcements come properly for the Germans, and are announced properly for the American side. However, I could go ahead and use any American unit from the start, since it is on the map.  Can't see what I did differently.

 

Link to comment
Share on other sites

It sounds like you didn't assign the American Groups a reinforcement number. This can only be done when in the "Purchase " tab. If you try to do it from the "Reinforcements" tab it does not assign those units to that group. All it does is add the number to the group name.

 

Hope this helps.

Link to comment
Share on other sites

Well, the campaign is a work in progress, depicting a fictitious battle in France and Germany in 1944.  I'm using three plans per side, with four groups in each. The intent is to have a four hour battle to begin, with a pair of 2 hour battles to follow. One if you win the first, the other if you lose. Then we have another 4 hour battle, followed by two more 2 hour ones. The final battle will be another 4 hour struggle.

I'm using all the concepts, reinforcements, groups, unit and terrain objectives, triggers, and this happens in the winter months.

I've just got to work out the issue of why all my reinforcements are on the setup spaces from the beginning. I went back and re-did the reinforcement selection in the purchase units screen, but it didn't help.  Next I will make a small battle from scratch and carefully be sure to do reinforcements from the beginning in the purchase screen. It could be that doing them over wasn't enough.

More later...

 

Link to comment
Share on other sites

Just making sure you know about the famous scenario design thread located over in the CMBN forum...

http://community.battlefront.com/topic/109190-the-sheriff-of-oosterbeek-–-a-scenario-design-daraar/

I suggest you make a small 208m x 208m 15 or 20 minute teaser scenario for your overall project FIRST. It can help get all the kinks out and build your confidence with the AI and scenario editor and of course be released as a teaser for your campaign (same weather, same map elements, sample of the forces/units). A tactical vignette so to speak. 

Anyway, good luck with it and keep us posted! :)

 

Link to comment
Share on other sites

Here is my feedback as a group of questions right now if you want it. :)

Are the battles of such long extreme length (4 then 2 then 4 then 2 and then 4 hours) to aim at the "I needz plenty o' time fer rekon" group of players?

How big are the maps? Huge?

How big are the units involved?

Is the human player on the attack I assume or some combo?

 

Link to comment
Share on other sites

Hah!  Feedback comes after something. Anyway, a four-hour battle requires patience, organization, luck, and situation awareness to win. It is a campaign, not just a battle. The maps are huge, several battalions plus attachments, air, mines, bunkers, trenches, foxholes for both sides in most battles. You can play either side, beginning with a meeting engagement. Each battle has 3 plans per AI side, each of 3 groups following paths linked by triggers. You know, just the stuff that will make it replayable.

There will be frustration, cursing, some weeping, and maybe later some feeling that it was all worth it.

 

Link to comment
Share on other sites

10 hours ago, r6751 said:

Anyway, a four-hour battle requires patience, organization, luck, and situation awareness to win

But before all that, it requires a rare competence to create something that big that's worth playing.

Given your confusion around the reinforcement mechanism, I have a strong suspicion you may've bitten off a bit more than you can chew. I commend you to the advice @kohlenklau gave you: make something(s) tiny first.

Edited by JonS
Link to comment
Share on other sites

I second the recommendations above. Having a test battlefield to play on apart from your main endeavor will be of big help. One thing to grasp early on is how long it takes infantry to cross a large map with and without opposition. Here you can plot the AI to move troops the length of a test map and watch them in author mode. Not that your scenario will require such a long move. It's just a way to calibrate your thinking and get a sense of time and distance factors involved in large battles.    

Kevin

Link to comment
Share on other sites

Thanks, Kevin, and to all of you who have responded to my original noobie question. You make good points about testing things. What I love about this game (system) is that there are so many aspects to consider. Replay-ability is guaranteed. For instance, you never know what the enemy AI is going to do. You win points for achieving many goals, from % enemy killed to % of ammo used to do it. You have points for killing specific unit types. You have points for occupying certain ground, for touching other areas, for exiting troops from the map, for reaching objective locations. You don't know if you will get your reinforcements before the enemy does, which can make a big difference. The beginning of the battle can go badly, saved by timely arrival of your guys and late arrival of enemy reinforcements. So many variables!

As for the time it takes to cross the map, that matters if the only goal is to exit them at the other end. Mostly, you make points by staying on the map and duking it out with the bad guys. Victory won't be easy but will go to the player best able to manage resources and make the right choices.

Sometimes you will lose but you will have fun doing it.  I'm still learning so I'm not ready to go public with the campaign yet. When it is perfected, I might let the first battle out to see what people think. That's a four hour all-in fight that could go either way. And that's just the beginning.

Thanks again.

Mike

 

 

Link to comment
Share on other sites

4 hours ago, r6751 said:

As for the time it takes to cross the map, that matters if the only goal is to exit them at the other end.

I was mainly thinking of the time it takes getting from point A to B on the map, not necessarily exit battles. Getting a feel for that will help you get the map size and overall spacing they way you want it more quickly. 

Kevin  

Link to comment
Share on other sites

  • 2 months later...

Gentlemen, it is done!  I have completed two campaigns, one per side, same battles.

The campaign for the Allies is called Bastogne Plus One, for the Germans: Bulge Plus One

The campaign opens with a 4-hour battle. There are three 4-hour battles plus four 2-hour ones.

They are too large to attach here, so I am going to see about the repository. Feedback would be great.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...