Future Plans

The Campaign Series: Middle East 1948-1985 is a new turn-based, tactical wargame that focuses on conflicts in the Middle East.

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RE: Future Plans

Post by XLVIIIPzKorp »

ORIGINAL: Crossroads

Thanks! Interesting, and makes sense how they stuck to black powder era with the rest of the Battlefront series, seems quite complicated in WW2 setting.

Did it have a PBEM mode? How do you play PBEM with those phases, quite a few back-and-forth emails for one turn, four at least?


Indeed it did have PBEM options however by my reading of the procedure one complete turn by both players would've required 6 email exchanges!! Certainly not gonna be knocking out 5 turns a day. [:D][:D]

I used to play on a home network, or solitaire.

We've come a long way eh?
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RE: Future Plans

Post by Jason Petho »

ORIGINAL: tevans
ORIGINAL: Jason Petho
You're suggesting that West Front was just a mod, correct?
Wrong.

Ah, OK!

The Divid Ground was the mod!

I get it now!

Thank you for your opinion.


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RE: Future Plans

Post by jrono »

I love modding so I'm good to go. Especially when I have had great fun with these mods since 1995 and I've maybe spent 150.00 starting with the Bulge. So mod away. These games are a blast.
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RE: Future Plans

Post by budd »

So then AGE engine games not created by AGEOD, you would consider mods? There's also those two Hearts of Iron games Darkest Hour and Arsenal of Democracy, all sold as new games. The Hearts of Iron games may be a weak example as i believe those were marketed as expanded Hearts of Iron games. Again there are plenty of Dev teams that license other companies engines and expand those engines and release those products as new games. Using other people's engines is what is done these days it seems. It's what Slitherine/Matrix does, Archon their new engine is being used by multiple dev teams altered and changed and added to for whatever game there making. I just don't see the difference to what is being done on these games. All those dev teams using other people's engines surely cant be all mods, can they [;)]
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RE: Future Plans

Post by tevans »

ORIGINAL: Jason Petho

ORIGINAL: tevans
ORIGINAL: Jason Petho
You're suggesting that West Front was just a mod, correct?
Wrong.

Ah, OK!

The Divid Ground was the mod!

I get it now!

Thank you for your opinion.


Show me where I said that. Apparently you don't get anything. All you're doing is making snide remarks because you don't like what I have to say. Divided Ground was a full game the same as East Front and West Front. Created by Tiller and published by Talonsoft. If anything was the mod it was CS Middle East because you started from Divided Ground and added to it. The changes you made were nice but you didn't really create a new game with CS Middle East. CS Middle East wasn't built from the ground up. You had something to work with to get you started. The same is true of CS Vietnam and the rest of the series too. Look up the definition of modding and you'll find that it's exactly what you're doing no matter what you want to call it.
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RE: Future Plans

Post by budd »

I do have a game question. At any point in the future will this series get slitherine pbem+ support added?
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RE: Future Plans

Post by tevans »

ORIGINAL: budd

So then AGE engine games not created by AGEOD, you would consider mods? There's also those two Hearts of Iron games Darkest Hour and Arsenal of Democracy, all sold as new games. The Hearts of Iron games may be a weak example as i believe those were marketed as expanded Hearts of Iron games. Again there are plenty of Dev teams that license other companies engines and expand those engines and release those products as new games. Using other people's engines is what is done these days it seems. It's what Slitherine/Matrix does, Archon their new engine is being used by multiple dev teams altered and changed and added to for whatever game there making. I just don't see the difference to what is being done on these games. All those dev teams using other people's engines surely cant be all mods, can they [;)]
The Ageod engine games are new games that just used the Ageod engine. They didn't take an actual Ageod game and rework it into something else. They started with the engine and worked from the ground up. In other words they didn't take Civil War II and try to turn it into something else. How can you not see the difference? Anybody can do what's being done with the Campaign Series. There was a Vietnam mod for CS 10 or 15 years ago. There's also a World War I mod too.

As for the Hearts of Iron games -Darkest Hour & Arsenal of Democracy- I believe that they should be considered mods. They took the base Hearts of Iron 2 game as a start and added to it. That doesn't make them brand new games though. Just different iterations of Hearts of Iron 2. One of the best mods out for Crusader Kings II is the Game of Thrones mod. That turned Crusader Kings II into Game of Thrones. They did it by modding data, some graphics and creating scenarios. I'm not sure if they changed code though. They didn't claim it was a brand new game though. Using other peoples engines to create something new and original is fine. Adding on to other people's work and ideas then claiming you created something new and original isn't.

Not once have I ever said that the enhancements they're making to the series is a bad thing. In fact I think it's good. I love what they did with CS Middle East. Let's not kid ourselves though. CS Middle East would not be possible without Divided Ground coming first. CS Vietnam and all the other planned versions of games wouldn't be possible without the older versions existing. What Jason explained to me in a previous post about how they're changing code, graphics and data plus adding new scenarios is exactly what modding is. They aren't just using the game engine. They're using the current existing games as a foundation to add on to. In other words whatever comes isn't really groundbreaking, new or original.

As I said Jason's explanation of what they're doing is no different than modding. Look at some of the mods that have been created for games. Some mods change everything from graphics to code. They call those mods overhauls. They still aren't considered brand new games. They still need the base game to work. I just don't understand how anybody can take somebody else's work or ideas and add to it then claim that they've created something brand new. CS Vietnam will be a new theater for the Campaign Series with some new enhancements and features. It will (hopefully) still be a Campaign Series game though. Tiller created the game systems for the Campaign Series. Each game in the series pretty much plays the same way. So how can anybody claim they've made a new game using his systems and ideas?
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RE: Future Plans

Post by Jason Petho »

We get it. You think that anything not created by the original developers is a mod.

Different strokes for different folks.

We disagree. So be it.

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RE: Future Plans

Post by Crossroads »

ORIGINAL: budd

I do have a game question. At any point in the future will this series get slitherine pbem+ support added?

I do like pbem++ myself too, it is a neat system. It is on our internal wish list, but we've not yet looked at any detail, nor asked Matrix what complexities are involved in adding it to the system.

The near future plan is all about turning the vs-AI experience totally into something new.

Here's the relevant question from the CS Vietnam survey a while ago, with two thirds of the 300 or so responders indicating they prefer AI as their main opponent:

Image

With the work going into CS Event Engine, AI now has battle plans, and can react to tactical events taking place in the map with quite some detail. Where the AI of the old was able to put a decent defence, the new AI will defend, attack, and maneuver with gusto

The next complete overhaul, hopefully for the East Front release, will be the Battle Generator. As good ole PBEM system continues to be available, PBEM++ as neat it is will be a lesses priority.
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RE: Future Plans

Post by Crossroads »

ORIGINAL: XLVIIIPzKorp

ORIGINAL: Crossroads

Thanks! Interesting, and makes sense how they stuck to black powder era with the rest of the Battlefront series, seems quite complicated in WW2 setting.

Did it have a PBEM mode? How do you play PBEM with those phases, quite a few back-and-forth emails for one turn, four at least?


Indeed it did have PBEM options however by my reading of the procedure one complete turn by both players would've required 6 email exchanges!! Certainly not gonna be knocking out 5 turns a day. [:D][:D]

I used to play on a home network, or solitaire.

We've come a long way eh?

Oh, that's right, three phases per side for a full turn!

I can see how it makes sense for the other Battleground games set in the black powder era, but for WW2 perhaps not so.
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RE: Future Plans

Post by Crossroads »

ORIGINAL: budd

So then AGE engine games not created by AGEOD, you would consider mods? There's also those two Hearts of Iron games Darkest Hour and Arsenal of Democracy, all sold as new games. The Hearts of Iron games may be a weak example as i believe those were marketed as expanded Hearts of Iron games. Again there are plenty of Dev teams that license other companies engines and expand those engines and release those products as new games. Using other people's engines is what is done these days it seems. It's what Slitherine/Matrix does, Archon their new engine is being used by multiple dev teams altered and changed and added to for whatever game there making. I just don't see the difference to what is being done on these games. All those dev teams using other people's engines surely cant be all mods, can they [;)]

I do believe you hit the nail in the head there, budd. There's rarely any computer games out there that isn't base on some available game engine, which is used to construct new games with new context. The M/S Archon engine is a good example, too.

Campaign Series of the old was a living codebase rather than a game engine, come to think of it.

Talonsoft's East Front (1997) was the first one out, game a bit rushed it seems, but proved to be quite popular still. The codebase saw some evolution and the next game compiled from that codebase (and the accompanying data and graphics) was West Front (1998). That codebase was put aside for maintenance purposes, new coding was done, and East Front II (1999) saw daylight. Again, at that time a baseline of the code was put aside for maintenance, work continued on the codebase, and Rising Sun saw day light in 2000. Three WW2 games quite similar, but to have an update to them all, three different codesets needed to be tweaked and compiled and released. Then, some new coding, new capabilities, and Divided Ground came out in 2001. Four games, four different code bases.

Matrix Games's John Tiller's Campaign Series in 2007 was basically a "Gold" set of all three WW2 games, compiled to new operating system with an then up to date MS VC++ development environment. It saw some minor code tweaks as well, during the JTCS v 1.x era, up to JTCS 1.04 (for all three games).

What we've done very systematically instead, from the beginning, was to get rid of the "living code base", as it is not the way to do things anymore, and to create a true game engine instead. From JTCS 2.0 on we had that for the first time: just one engine, and one code set to keep up to date, with flags and buttons to construct any of the three WW2 era games. It was a bold attempt, but one in that we as a team succeeded.

With that as a starting point, we then set our roadmap to enhance all aspects of the game. A plan to remodel the graphics engine. A plan to remodel the data. A plan to support all Campaign Series games going forward.

From game engine point of view, we decided to actually have two Campaign Series game engines: "WW2 Engine" and "Modern Engine".

CS Middle East 1.0 was the first game out with the Modern CS engine. There's not a single code line from Divided Ground, it is all based on the improved WW2 Engine of the JTCS 2.x family, but with ties cut to CS of the old. No longer compatible.

Modern CS Engine is and continues to be evolving as we continue with the Modern set of games and with their DLCs to come: Middle East, Vietnam, and Cold War. As the Modern CS engine gets a newer version, older games will have a free update to move to this latest level. Also, the game editors continue to be available so that community can continue to develop their own scenarios while at it.

CS East Front 1939-1941 will be the first game out with the new WW2 CS game engine. Similar story here: East Front, West Front, Pacific Front, with the WW2 CS Engine similarly evolving and being made available to those owning an earlier game.

We could have just kept churning new games with the codebase, leaving any new game to become obsolete in a few years. Instead we decided to take the long road, and to first create the game engine, and then to use the engine to construct the new game (plus the DLC approach and keeping the older games updated to latest game engine version).

We're already seeing the benefits of this. While CS Vietnam is being developed, our automated CS team development environment, with a push of a button, creates a new BETA of the Vietnam game, but at the same time also builds the latest BETA of the to-be-updated Middle East game. Not only that, it builds a new Cold War ALPHA as well, with not much (not any) game content / scenarios there, but the latest graphics are there, the Modern set of country OOBs are there, and all the editors are there to support any development once the call to arms is made. It's pretty cool.

Also, at the same time, an ALPHA for the East Front is build, using the WW2 Game Engine flags and options. There's already five countries there (German Reich, Poland, Soviet Union, Hungary, and Finland), and the first scenario versions are already there. That said, most work is done with creating new maps at the moment, but hey-ho, that's allright as the release date for EF is not until 2020.

This all takes some time. But also, it's pretty cool to see this long term plan coming alive now [:)]
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RE: Future Plans

Post by Big Ivan »

ORIGINAL: Crossroads

ORIGINAL: XLVIIIPzKorp

ORIGINAL: Crossroads

Well that was a fun walk in the memory lane, with the early Talonsoft releases. I had totally forgotten that the first Battelground game was not Gettysburg, but the Battle of Ardennes / Bulge instead!

Image

Image

What a great little game that was for it's time. A Campaign Series Grandparent.

I still have a copy running on my machine for when I'm feeling nostalgic.


Have you played it for a while, do you recall how the phases work out within a players turn there? And what were those phases?

Edit: referring to Phase menu item seen in the screenshot above [:)]

You bet that was a fun walk through memory lane Crossroads!

I think I have that disk around here somewhere. But it probably won't work on my newer machine.
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RE: Future Plans

Post by Crossroads »

Ha. We're so ancient. But never extinct! [:-]
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RE: Future Plans

Post by demyansk »

I love these games, going to home depot to get material for a pic dice tower. An example

https://www.reddit.com/r/DnD/comments/7 ... pvc_pipes/
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RE: Future Plans

Post by budd »

ORIGINAL: tevans
ORIGINAL: budd

So then AGE engine games not created by AGEOD, you would consider mods? There's also those two Hearts of Iron games Darkest Hour and Arsenal of Democracy, all sold as new games. The Hearts of Iron games may be a weak example as i believe those were marketed as expanded Hearts of Iron games. Again there are plenty of Dev teams that license other companies engines and expand those engines and release those products as new games. Using other people's engines is what is done these days it seems. It's what Slitherine/Matrix does, Archon their new engine is being used by multiple dev teams altered and changed and added to for whatever game there making. I just don't see the difference to what is being done on these games. All those dev teams using other people's engines surely cant be all mods, can they [;)]
The Ageod engine games are new games that just used the Ageod engine. They didn't take an actual Ageod game and rework it into something else. They started with the engine and worked from the ground up. In other words they didn't take Civil War II and try to turn it into something else. How can you not see the difference? Anybody can do what's being done with the Campaign Series. There was a Vietnam mod for CS 10 or 15 years ago. There's also a World War I mod too.

As for the Hearts of Iron games -Darkest Hour & Arsenal of Democracy- I believe that they should be considered mods. They took the base Hearts of Iron 2 game as a start and added to it. That doesn't make them brand new games though. Just different iterations of Hearts of Iron 2. One of the best mods out for Crusader Kings II is the Game of Thrones mod. That turned Crusader Kings II into Game of Thrones. They did it by modding data, some graphics and creating scenarios. I'm not sure if they changed code though. They didn't claim it was a brand new game though. Using other peoples engines to create something new and original is fine. Adding on to other people's work and ideas then claiming you created something new and original isn't.

Not once have I ever said that the enhancements they're making to the series is a bad thing. In fact I think it's good. I love what they did with CS Middle East. Let's not kid ourselves though. CS Middle East would not be possible without Divided Ground coming first. CS Vietnam and all the other planned versions of games wouldn't be possible without the older versions existing. What Jason explained to me in a previous post about how they're changing code, graphics and data plus adding new scenarios is exactly what modding is. They aren't just using the game engine. They're using the current existing games as a foundation to add on to. In other words whatever comes isn't really groundbreaking, new or original.

As I said Jason's explanation of what they're doing is no different than modding. Look at some of the mods that have been created for games. Some mods change everything from graphics to code. They call those mods overhauls. They still aren't considered brand new games. They still need the base game to work. I just don't understand how anybody can take somebody else's work or ideas and add to it then claim that they've created something brand new. CS Vietnam will be a new theater for the Campaign Series with some new enhancements and features. It will (hopefully) still be a Campaign Series game though. Tiller created the game systems for the Campaign Series. Each game in the series pretty much plays the same way. So how can anybody claim they've made a new game using his systems and ideas?

My point is i don't see the difference.It seems to me your parsing the terms game/engine to fit your discussion points. Honestly you must see how your statement I've highlighted above fits a whole bunch of games released as new games that would span across genres of games.I think my AGEOD example fits your criteria perfectly. From what i can see Berto is doing exactly what Tiller is doing for the series he has taken over programming for, and they have stated that most of the legacy code is removed. Using your new house analogy, if you tear a house down to the studs and rebuild, is that a new house? does that differ from just slapping paint on the house and calling it new?

I think i'll leave the discussion here, i'll read your reply and leave it at that. It seems we're heading for a useless circle, restating our discussion points. Appreciate the discussion, good day and good gaming.
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RE: Future Plans

Post by XLVIIIPzKorp »

ORIGINAL: Big Ivan

ORIGINAL: Crossroads

ORIGINAL: XLVIIIPzKorp




What a great little game that was for it's time. A Campaign Series Grandparent.

I still have a copy running on my machine for when I'm feeling nostalgic.


Have you played it for a while, do you recall how the phases work out within a players turn there? And what were those phases?

Edit: referring to Phase menu item seen in the screenshot above [:)]

You bet that was a fun walk through memory lane Crossroads!

I think I have that disk around here somewhere. But it probably won't work on my newer machine.


Big Ivan, if you're interested you can get it here https://www.old-games.com/download/5970 ... d-ardennes for free with built in DOSBOX. This runs on my 64 bit machine through an emulated version on Win98, that is emulated in DOSBOX. Go figure
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RE: Future Plans

Post by Big Ivan »

Hey XLVIIIPzKorp,

Brother you are a saint! I'll give that a try.

I'd like to fool around with that old piece of nostalgia just one more time.

Believe it or not I have an old Win98 machine that still runs too. I think I have the old EF loaded on it with the first expansion disk (can't remember the name)
and the old divided ground. That's it no more available memory as I remember.

But I'll try this and see if it runs on my Win7 rig.

Thanks again my friend![:)]
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RE: Future Plans

Post by XLVIIIPzKorp »

Big Ivan

I'm sure it will run. Works great on mine. One other thing, when you exit a game you'll still be in Win98 in DOSBOX. After game exit you'll have a blank screen. You'll then need to hit the old windows exit command ALT + F4, when you do that the old windows box will come up asking you if you want to exit windows. After exiting Windows98 you'll go back to your desktop. In effect you have to first exit the game, and then exit Win98.

Happy to be of assistance.
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RE: Future Plans

Post by Warhorse »

From a graphics standpoint, love how JT re-used the 2d graphics from one game to another!
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RE: Future Plans

Post by XLVIIIPzKorp »

ORIGINAL: Warhorse

From a graphics standpoint, love how JT re-used the 2d graphics from one game to another!

IIRC Battleground Ardennes was the first WWII tactical to have a 3D isometric map view. I remember seeing this advertised in gaming magazines and going absolutely crazy looking at those 3D screen shots. You can really see how CS has it's roots way back in this game. Design credit: John Tiller and Jim Rose.
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