.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Command 3.0- Save $12.00
War Plan Pacific- Save $7.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPWW2 > Campaigns, Scenarios & Maps
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old April 19th, 2011, 11:03 AM

Brian61 Brian61 is offline
Corporal
 
Join Date: Jun 2010
Posts: 157
Thanks: 32
Thanked 15 Times in 11 Posts
Brian61 is on a distinguished road
Default Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign

Quote:
Originally Posted by Double_Deuce View Post
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.
In the first battle I didn't see any counter-attack or enemy movement (other than retreat/rout). I think though that this might have been due to the spoiling attack I launched south of the bridge across the river (hey, they're marines! ) under the supporting fire of my HMGs sitting in good overwatch positions.

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
Reply With Quote
  #2  
Old April 21st, 2011, 04:56 PM
Double_Deuce's Avatar

Double_Deuce Double_Deuce is offline
Major
 
Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
Thanks: 21
Thanked 39 Times in 25 Posts
Double_Deuce is on a distinguished road
Default Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign

This batch is taking a little longer that I expected. Trying to tweak the AI and then test.
__________________
Wargaming Blog: Combat Campaigns
Reply With Quote
  #3  
Old April 21st, 2011, 05:08 PM
iCaMpWiThAWP's Avatar

iCaMpWiThAWP iCaMpWiThAWP is offline
First Lieutenant
 
Join Date: Sep 2008
Location: Brazil/France/Somewhere over the Atlantic
Posts: 660
Thanks: 21
Thanked 30 Times in 19 Posts
iCaMpWiThAWP is on a distinguished road
Default Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign

Quote:
Originally Posted by Double_Deuce View Post
This batch is taking a little longer that I expected. Trying to tweak the AI and then test.
No rush on mine if you need to pick one to run slowly...
__________________
I am not responsible for any damage your brains may suffer by reading the text above
Reply With Quote
  #4  
Old April 21st, 2011, 05:27 PM

Brian61 Brian61 is offline
Corporal
 
Join Date: Jun 2010
Posts: 157
Thanks: 32
Thanked 15 Times in 11 Posts
Brian61 is on a distinguished road
Default Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign

Quote:
Originally Posted by Double_Deuce View Post
This batch is taking a little longer that I expected. Trying to tweak the AI and then test.
Take your time Sorry about the grumpy tone of my previous reply, I really shouldn't post when I've been awake way too long

Thanks,
Brian
Reply With Quote
  #5  
Old April 21st, 2011, 06:48 PM
Double_Deuce's Avatar

Double_Deuce Double_Deuce is offline
Major
 
Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
Thanks: 21
Thanked 39 Times in 25 Posts
Double_Deuce is on a distinguished road
Default Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign

Comrade iCaMpWiThAWP, your next mission in the campaign is attached . . .
Quote:
Comrade, the loss of your Commissar was tragic. His loss seems to have demoralized your men and given hope to the enemy. At this moment it seems that they have been inspired enough to counterattack your forces under cover of darkness. **

You will need to hold onto the objectives you have now, beat back the enemy's advance and launch your own counterattack. A new Commissar has been assigned to insure you stay focused on finishing the task of clearing the Partizanskiy - Ul'beya coastal roadway as you were originally ordered.**

It is nighttime and a light fog has rolled in from the sea. Visibility will be extremely limited.**

You will have 10 Repair Points for this mission. When you add the Scenario to your Campaign, set the BUILD points for Node 003 to 10. Make sure you SAVE again after doing this.**
Mission #03

Install instructions:
Quote:
1) Unzip the C043_RED_ACTIONS_iCaMpWiThAWP_003.zip file.
2) add U043i003.txt file to your winSPWW2 Campaigns folder.
3) add spscn073.cmt and spscn073.dat to your winSPWW2 Scenarios folder.
4) Start up your winSPWW2 game. Edit campaign 043 RED ACTIONS iCaMpWiThAWP by adding scenario 073 into node 003 (the fourth scenario slot).
5) EDIT your BUILD points for Node 003 to 10.
6) Save your edit by pressing SAVE in the lower right hand side corner of the screen.
7) Save again. Make sure you have done this - if your edit (adding of next scenario) is not saved the campaign ends.

Go back to your last Saved Game file and continue the Campaign.
AGAIN: 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.

Please post your end game screen file here or email it to me at doubledeuce@combat-campaigns.com[/quote]
Attached Files
File Type: zip C043_RED_ACTIONS_iCaMpWiThAWP_003.zip (45.0 KB, 104 views)
__________________
Wargaming Blog: Combat Campaigns
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:59 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.