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RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
I inadvertently started this thread in the winSPMBT section so I am reposting it here where it belongs. :doh:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - I have started this new thread so we have a single place to post for the actual campaign. For those only "kinda" following along this is basically a group operational level game where each player takes the role of a commander and will play their "unit's role" through custom User Campaign's designed specifically for their unit. For more information please refer to and read through this thread; vs AI Tournament (Actually a Campaign) Next, here is the draft campaign overview; Quote:
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Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
If you want to sign up, post your interest in the vs AI Tournament (Actually a Campaign) thread. I plan to use this thread for "official" communications with active players.
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Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
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OK, here we go;
Attached is the campaign path for Brian61. Quote:
IMPORTANT: Make sure that you save the game before the battle ends, ideally the very last turn BEFORE the end result screen is shown. I would recommend saving to alternate slots each turn, just in case. This is necessary in order to add more battles to the campaign. Please post your end game screen file here or email it to me at doubledeuce@combat-campaigns.com |
Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
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Next up . .
Attached is the campaign path for Skirmisher. Quote:
IMPORTANT: Make sure that you save the game before the battle ends, ideally the very last turn BEFORE the end result screen is shown. I would recommend saving to alternate slots each turn, just in case. This is necessary in order to add more battles to the campaign. Please post your end game screen file here or email it to me at doubledeuce@combat-campaigns.com |
Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
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And the 3rd commander . .
Attached is the campaign path for Roman. Quote:
IMPORTANT: Make sure that you save the game before the battle ends, ideally the very last turn BEFORE the end result screen is shown. I would recommend saving to alternate slots each turn, just in case. This is necessary in order to add more battles to the campaign. Please post your end game screen file here or email it to me at doubledeuce@combat-campaigns.com |
Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
Anyone is free to download and play these on their own HOWEVER, please do not post or share any information you find out about the enemy with the players unit AFTER they have finished the battle themselves and I have uploaded the next scenario in their campaign path. ;)
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Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
For those wanting to follow along at the operational level I recommend Google Maps. If you do a search for Okhotsk > Region of Khabarovsk, Russia it should place you right in the area. Obviously this link is for the current modern area and we are playing circa 1930. It is only used a general backdrop for the campaign and is for reference only.
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Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
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OK, looks like I forgot to overwrite the files with Pack Mule to Wagon change for the 82mm Mortars.
Corrected campaign path for Skirmisher is attached . . . Quote:
IMPORTANT: Make sure that you save the game before the battle ends, ideally the very last turn BEFORE the end result screen is shown. I would recommend saving to alternate slots each turn, just in case. This is necessary in order to add more battles to the campaign. Please post your end game screen file here or email it to me at doubledeuce@combat-campaigns.com |
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Last turn before end result attached as zip. |
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OK firstly, I enjoyed the battle. Secondly, once the battle started and I saw 1930 combat power in all it's glory,I decided to play the wildcard. I was going to get a kill credited to the Commissar. I needed the extra help in the long run. The battle begins and right away one of my Cossak platoons is caught in a crossfire between two snipers. The rest of the Cossaks and HMG's took them out. Mortars didn't seem all that effective. The battle moves into the town proper and there's an HMG,scouts and several squads of conscripts IDed. Victory hexes are taken and the scout section of the enemy is down to one man. The Commissar's driver hits the gas and heads for the secure hex right next to the last scout(who has used all shots for the turn) An unseen scout section opens up from in town after a couple hexes and the staff car is destroyed. Marines cover the pinned Commissar with smoke and on the next turn he attacks the scout. I had turned OFF everybody elses weapons nearby, so they couldn't fire on the scouts. After two turns of this, the Scout killed the Commissar and the aide.:eek: Despite this, the attack continued and much of the town taken. I emailed the final turn. |
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I had a problem. I was holding the turns until turn 7. Then I got tired and hoped to complete the turn 14. But after 14 turn ended the game. Bone had to do all over again on turn 7. I took more objectives but I lost my sniper and mortar that had not previously lost. :(
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Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
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Man, THAT was some really bad luck, i guess i'm using my comissar as an FO
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Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
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And now for the 4th commander . .
Attached is the campaign path for iCaMpWiThAWP. Quote:
IMPORTANT: Make sure that you save the game before the battle ends, ideally the very last turn BEFORE the end result screen is shown. I would recommend saving to alternate slots each turn, just in case. This is necessary in order to add more battles to the campaign. Please post your end game screen file here or email it to me at doubledeuce@combat-campaigns.com |
Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
Will get to it, should have a report ready for army command tomorrow.
btw, end game screenshot=screenshot at max zoom, or parts of the battle area? btw²-thanks for the pack mules.:up: |
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Loyal troopers advanced into the farm and secured the areas around the bridge, lake, and northern stream, an enemy light probe soon followed, with cavalry through the woods, motorcycles supported by a machinegun on the road, and a platoon trying to flank our force on the south. The commissar served as artillery spotter, when the MG was discovered, i tried to retreat him and the staff car into the staging area, but a hidden unit opened fire killing the driver and the commissar's aide. |
Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
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To make an operational map from this map would have to invent the woods. Although you can make the map with the game editor. The map is 6.22 km x 900 meters. Bone that would be 121 for 9 or 10 hexes. Is that correct? |
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Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
Maybe this will help give an idea of where each unit is, and where they have moved (I would recommend the Satellite view with Terrain enabled).
RED ACTIONS CAMPAIGN MAP Also, just to give an idea of the time frame, each turn (time between battles) is about 3-4 days. So 2 about battles, per week. |
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The Commissar survived ,that's good. In retrospect,I should have invested in an armored car,or cars. I'll say I want to add them at this point,but complete radio silence from Command has me abit worried. They probably aren't looking upon my command favorably at this point. Am I about to be thrown into a meatgrinder? Will I be shadowed no more by Commissar's? Will another appear to replace the last one? |
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Working on the next set, about 1/2 way done. The scenario's I can pump out and test in about 30-45 minutes but its the text briefing file that takes me the longest to put together. :(
OH, and by the way. If your A0 unit gets KIA'ed, you are out of the campaign so if it comes down to it, feel free to use the Commissar as a human shield. :cool: Also, for those following along I am updating the Google Map of the Campaign as I go along building the scenarios so you might occasionally get a sneak peak on what is headed your way. |
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That's cool.:cool: Maybe if you focused on one player at a time, it would be less of a burden. In order that you recieved the first battle back. That way,you wouldn't need to account for all the text, all at once. |
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I must say I'm impressed though, they certainly look and feel like they took much longer :up: Brian |
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Just an FYI. You may want to back up any existing Scenarios you have in your current winSPWW2 scenarios folder as I am using the lower slots when creating your follow on scenarios. This is so I don't have to click 25 times to get back to and load your followup scenarios during creation and testing.
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Comrade Skirmisher
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Comrade Skirmisher, your next mission in the campaign is attached . . .
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Install instructions: Quote:
Please post your end game screen file here or email it to me at doubledeuce@combat-campaigns.com[/quote] |
Comrade Brian61
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Comrade Brian61, your next mission in the campaign is attached . . .
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Please post your end game screen file here or email it to me at doubledeuce@combat-campaigns.com |
Comrade Roman
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Comrade Roman, your next mission in the campaign is attached . . .
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Install instructions: Quote:
Please post your end game screen file here or email it to me at doubledeuce@combat-campaigns.com |
Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
ANOTHER FYI. You CANNOT Expand your current force. You can only REPAIR your existing Core.
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Comrade iCaMpWiThAWP
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Comrade iCaMpWiThAWP, your next mission in the campaign is attached . . .
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Install instructions: Quote:
Please post your end game screen file here or email it to me at doubledeuce@combat-campaigns.com |
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Right now I think I'm going to aim for a 1 week turnaround time from the time you post/email me the results of your battle till the next scenario for that player is posted. |
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Done. My battle is over. Nothing remained of the enemy. I killed everything. Their heavy weapons and their headquarters. Cossacks again showed their worth.
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Re: Comrade Skirmisher
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Things started rather badly. The supply officer has informed me that my request for armored cars has been denied. Then he tells me I have a few handfulls of points to repair my tattered forces. :smirk: A new maxum HMG is purchased,one Cossak platoon is brought up to full strength. As soon as the battle starts I see enemy units on the road just ahead. The new HMG unit opens up on an enemy squad. The combined return fire from 4 or 5 units kills most of the HMG unit and the rest flee. Easy come,easy go. We push the enemy as ordered and at the end of the day mission accomplished. We lost a decent amount of men from various other units. None were destroyed but most,if not all where weakened. At least we didn't fail,and the new Commissar is intact. He spent the afternoon calling in mortar strikes. Final turn files sent. |
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iCaMpWiThAWP and Brian61 have you finished your battles? I have Roman and Skirmishers files.
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Decided to avoid excessive losses, so i started with a platoon in the trench area, wich quickly turned into a confused melee, with me taking the "fort" without many losses. then i used pack mules crews to capture the flags by the railroad. tried to advance along the road with a platoon, but was met by british tanks and retread back into the fortified position, wich later proved decive winning the battle, as a platoon of marines tried to clear the road it blocked. Japanese elite scouts scared me off the northern part of the map, nothing other than a little firefight with these same troopers there against a scout of mine wich retreated. Late game AI counterattack didn't surprise me, i had decided to defend what ground i had 2 turns earlier, due to lack of heavy weapons to support the advance, but still was flanked by cavalry and had to divide the force, losing 2 flags because of that. Battle turned bloody for the Whites, they stopped our advance, but learned that they can't swim against the red tide! The comissar shot up a few units without destroying any of them during the counterattack, i tried retreating him into the woods but again, was caught by MG fire and the driver and his aide got killed, we're running low on drivers here.;) BTW-Battle results may slightly vary from mine, as last turn AI is very active, and may end with 2 british tanks killed, or a platoon of my men routed. |
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Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
Another from the players if I may. I've been trying to test out the AI (mainly my pathing and waypoint usage) before zipping and sending you the scenario files. If you have any feedback on how the "AI" seems to be acting (with my programmed waypoints, etc) in your battles I would be interested to hear. Please note, not all of them are intended to be balanced but, are they challenging and feel like they fit the part in a bigger story. ;)
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my battles so far have been good. In the last one for awhile I was worried. The words "failure is unaceptable" rang in my ears and I was losing combat power to enemy attacks here and there. I probably could have bought a better core to. |
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I already thought something. I do not know whether to tell you :confused:.... since it complicates my tactics;). Well, I say. In the two battles I used my Cossacks to flank the enemy. In the second battle my Cossacks found less resistance, because most of the enemy forces attacked the center. :horse: |
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In my first battle the AI tried to flank me from both sides AND pushed the center. So this is a classical AI attack, throw whatever they got at me.
In the second battle the AI held it's ground for some turns and counterattacked the turn after i lost momentum. So there may be some waipointing in there... |
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The second battle, given the time constraints and very poor los along the railway, there was no other choice than a slow frontal attack along the railroad behind a walking barrage. There was a late counter-attack launched which included cavalry units from the north. They ran into my light screen of scouts and snipers reinforced by my FT engineer squad. As there were no VHs at risk, I mostly just retreated before the counter-attack and let it burn itself out against opfire on the advance. Generally I don't care for infantry battles where time constraints are such that you need to advance more than one hex per turn. This is especially true when the terrain prevents long range support fire from mg's and los is such that overwatch and advance by bounds is problematic. I found this to be the case in the second battle, and, especially since I knew replacement troops would be hard to find, opted to fight very conservatively ignoring half the VHs in favor of force preservation. Just as a side note, it is very hard to do railroads realistically in the map editor. Elevation changes and turns are very gradual on the main lines, los should be clear down a railroad bed to the limits of visibility barring obstruction by wreckage or smoke. Its a bit more relaxed with narrow gauge 'mining' railroads but even they are, in comparison to roads, very flat and slow turning. Outside of railway yards (where very slow speeds and short trains are the norm) and sidetracks (very slow speeds), its pretty much impossible to model a railroad turn on a sp map. Hope this helps, Brian |
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