Demo CS meets PG3D ready to play !

John Tiller's Campaign Series exemplifies tactical war-gaming at its finest by bringing you the entire collection of TalonSoft's award-winning campaign series. Containing TalonSoft's West Front, East Front, and Rising Sun platoon-level combat series, as well as all of the official add-ons and expansion packs, the Matrix Edition allows players to dictate the events of World War II from the tumultuous beginning to its climatic conclusion. We are working together with original programmer John Tiller to bring you this updated edition.
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Jason Petho
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RE: Demo CS meets PG3D ready to play !

Post by Jason Petho »

ORIGINAL: Dumnorix

Exactly that I imagined, 3 years work for a few new units. I have the 2. World war in its global scenarios represented, read innumerable military literature. If you worked on this Mod 3 years, then you work very gladly probably comfortably.

There is no need to resort to insults, Dumnorix.

Effort, no matter how small or great, is still effort and should be welcomed and appreciated by all.

Take care and good luck
Jason Petho
Rolle 3
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RE: Demo CS meets PG3D ready to play !

Post by Rolle 3 »

yes it is Jason. but it is correct that your mod will be for sale? Can I have a answer please? We are a lot of people who are interested to purchase it from Sweden.
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Jason Petho
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RE: Demo CS meets PG3D ready to play !

Post by Jason Petho »

ORIGINAL: Rolle 3

yes it is Jason. but it is correct that your mod will be for sale? Can I have a answer please? We are a lot of people who are interested to purchase it from Sweden.

In the future, yes, there is potential that the mod will be for sale. We're focusing on getting the release out first.

Har det så bra!

Take care and good luck
Jason Petho

Rolle 3
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RE: Demo CS meets PG3D ready to play !

Post by Rolle 3 »

Tack! Jason, I have a question about Matrix Edition. When I played EFII and WF I didn´t like the campaigns because my loses/kills didn´t follow me to the next scenario. Do you understand? I would like if you and your budies in matrix games would fix the campaigns so I could see my kills from scenario to scenario. I think like "War in Russia" because you could see the kills after every battle.

Could you fix it?

ha det så bra!
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Jason Petho
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RE: Demo CS meets PG3D ready to play !

Post by Jason Petho »

ORIGINAL: Rolle 3

Tack! Jason, I have a question about Matrix Edition. When I played EFII and WF I didn´t like the campaigns because my loses/kills didn´t follow me to the next scenario. Do you understand? I would like if you and your budies in matrix games would fix the campaigns so I could see my kills from scenario to scenario. I think like "War in Russia" because you could see the kills after every battle.

Could you fix it?

ha det så bra!

Var så god och Tack!

Hmm, I presume you are asking for a screen/menu option that tallies all of your "kills" through your entire campaign? Interesting idea and something we could look into for a future patch!

Jason
1925frank
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RE: Demo CS meets PG3D ready to play !

Post by 1925frank »

I've read some dissatisfaction with the assault aspect of the Campaign Series.  I liked that part of the game.  Everything wasn't linked exclusively to direct or indirect fire, and having a submachinegun platoon or a flame-throwing tank at the right time and the right place was challenging.  I was wondering what the nature of the dissatisfaction was, and I was wondering what changes have been contemplated.  I was also wondering if that was one of the modifications Dumnorix put into his mods.
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RE: Demo CS meets PG3D ready to play !

Post by Jason Petho »

ORIGINAL: 1925frank

I've read some dissatisfaction with the assault aspect of the Campaign Series.  I liked that part of the game.  Everything wasn't linked exclusively to direct or indirect fire, and having a submachinegun platoon or a flame-throwing tank at the right time and the right place was challenging.  I was wondering what the nature of the dissatisfaction was, and I was wondering what changes have been contemplated. 

The primary dissatisfaction that I am aware of is the utilization of the "disrupt, surround, capture" technique used by those who have been playing for awhile. While extremely effective, it turns the games into seeing how well one can be a shepard.

Altering the assault calculations to something similar as they were in the original East Front 1.08 rules, doesn't always guarantee a successful assault. This will be looked at and hopefully corrected in a patch.

ORIGINAL: 1925frank
I was also wondering if that was one of the modifications Dumnorix put into his mods.

Considering the mod operates at a completely different scale, I would assume he has modified the assault routine, but only Dumnorix can answer that.

Take care and good luck
Jason Petho



1925frank
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RE: Demo CS meets PG3D ready to play !

Post by 1925frank »

I'm not familiar with the original East Front 1.08 rules.  I came in with East Front II.
 
I've only played against the AI.  I rarely assault unless all the target units are disrupted.  Surrounding and assaulting can lead to some spectacular results, but it's not always easy to surround.  Assault is also one of the best ways of eliminating leaders.  Assault with a retreat hex available usually results in a retreat, although, if the assault advantage is great enough, an assault results in capturing the target unit.
 
I like the idea of an assault, because sometimes you just want to push the target unit out of the hex.   
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Jason Petho
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RE: Demo CS meets PG3D ready to play !

Post by Jason Petho »

ORIGINAL: 1925frank

I'm not familiar with the original East Front 1.08 rules.  I came in with East Front II.

I've only played against the AI.  I rarely assault unless all the target units are disrupted.  Surrounding and assaulting can lead to some spectacular results, but it's not always easy to surround.  Assault is also one of the best ways of eliminating leaders.  Assault with a retreat hex available usually results in a retreat, although, if the assault advantage is great enough, an assault results in capturing the target unit.

I like the idea of an assault, because sometimes you just want to push the target unit out of the hex.   


Fortunately, you do not have to completely surround a hex in order to capture it's occupants. It is merely a matter of knowing how retreating works in the Campaign Series, and blocking off 3 key hexes. Once one learns how easy it is, the tactic I noted above generally becomes the primary tactic, or goal, whether playing humans or the AI. Using the tactic against the AI is overkill as the AI does not know how to counter it.

http://www.gamesquad.com/forums/campaig ... post388469

There is a PDF here that shows some assaulting basics.

Hope it helps
Take care and good luck
Jason Petho



1925frank
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RE: Demo CS meets PG3D ready to play !

Post by 1925frank »

SPWAW is supposedly designed so that the Japanese rarely, if ever, give up or get captured.  Except for the cave feature of Rising Sun, the Campaign Series didn't seem to factor in the Japanese tendancy to die rather than surrender.  In the absence of a programer, I imagine that's not one of the things that will be tinkered with when the game is released, but is that something the designers would be interested in? 
 
You mentioned somewhere else that a new unit is cavalry that doesn't dismount.  Would that be just a recon unit?  Mounted cavalry in the Campaign Series is extraordinarily vulnerable.  In SPWAW, cavalry troops never dismounted, but I thought this was artificial and made cavalry troops disproporationately valuable.  I thought the Campaign Series better reflected the pros and cons of using cavalry in the Second World War.  If I'm not mistaken, dismounted cavalry units tend to have lower firepower and much lower assault numbers.
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RE: Demo CS meets PG3D ready to play !

Post by Jason Petho »

ORIGINAL: 1925frank

SPWAW is supposedly designed so that the Japanese rarely, if ever, give up or get captured.  Except for the cave feature of Rising Sun, the Campaign Series didn't seem to factor in the Japanese tendancy to die rather than surrender.  In the absence of a programer, I imagine that's not one of the things that will be tinkered with when the game is released, but is that something the designers would be interested in? 

That tendancy can be overcome by setting a higher Morale factor (8 - 10) for the Japanese when creating new scenarios.

ORIGINAL: 1925frank
You mentioned somewhere else that a new unit is cavalry that doesn't dismount.  Would that be just a recon unit?  Mounted cavalry in the Campaign Series is extraordinarily vulnerable.  In SPWAW, cavalry troops never dismounted, but I thought this was artificial and made cavalry troops disproporationately valuable.  I thought the Campaign Series better reflected the pros and cons of using cavalry in the Second World War.  If I'm not mistaken, dismounted cavalry units tend to have lower firepower and much lower assault numbers.

Keep in mind, the new cavalry unit is new, the old cavalry units capable of dismounting are still there. There are also new additional units than are horse mountable.

The "always mounted" cavalry units are intended for mobile hit and run attacks for partisan and cossack actions. A competent designer would more than likely incorporate both cavalry types into their Order of Battle.

Take care and good luck
Jason Petho
1925frank
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RE: Demo CS meets PG3D ready to play !

Post by 1925frank »

Partisans and cossacks and hit-and-run tactics seem right.  I was also thinking about the Ethiopians who fought the Italians in the mid thirties.  If you went to the trouble of making nondismountable cavalry units, I would imagine you gave them an extra assault value, otherwise you'd just keep the standard units in mounted mode.
 
Wouldn't units with morales of 8 to 10 be extraordinary and skew the way the other aspects of the game played?  Except for Divided Ground, I don't remember units with morales greater than 7. 
 
Rising Sun also factored in the die-rather-than-surrender aspect of the Japanese in the unique Banzai assault rules.  I tended to think that was an improvement, but perhaps others didn't like it.  TalonSoft tried to give the Rising Sun game a different feel, and that was one of the aspects in which I thought TalonSoft succeeded.
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Dumnorix
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RE: Demo CS meets PG3D ready to play !

Post by Dumnorix »

The discussion does not concern itself any longer with demo CS meets PG3D. Please nevertheless a new topic opens !!!!!!!!
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RE: Demo CS meets PG3D ready to play !

Post by Jason Petho »

ORIGINAL: Dumnorix

The discussion does not concern itself any longer with demo CS meets PG3D. Please nevertheless a new topic opens !!!!!!!!

While off topic, the discussion is keeping your 'CS Meets PG3D' topic at the top of the list.

Take care and good luck
Jason Petho
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RE: Demo CS meets PG3D ready to play !

Post by Jason Petho »

ORIGINAL: 1925frank

Partisans and cossacks and hit-and-run tactics seem right.  I was also thinking about the Ethiopians who fought the Italians in the mid thirties.  If you went to the trouble of making nondismountable cavalry units, I would imagine you gave them an extra assault value, otherwise you'd just keep the standard units in mounted mode.

Of course.
ORIGINAL: 1925frank
Wouldn't units with morales of 8 to 10 be extraordinary and skew the way the other aspects of the game played?  Except for Divided Ground, I don't remember units with morales greater than 7. 

In my designs, I have used Morale 8 or 9 for units that are "elite" or highly experienced under fire and have not have a problem thus far in how they perform in battle.
ORIGINAL: 1925frank
Rising Sun also factored in the die-rather-than-surrender aspect of the Japanese in the unique Banzai assault rules.  I tended to think that was an improvement, but perhaps others didn't like it.  TalonSoft tried to give the Rising Sun game a different feel, and that was one of the aspects in which I thought TalonSoft succeeded.

The Banzai rules won't change for Rising Sun, although we are discussing adding some form of that type of assault to the other games. No details as of yet, but it is something we're looking at.

Take care and good luck
Jason Petho
Rolle 3
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RE: Demo CS meets PG3D ready to play !

Post by Rolle 3 »

ORIGINAL: Jason Petho

ORIGINAL: Rolle 3

Tack! Jason, I have a question about Matrix Edition. When I played EFII and WF I didn´t like the campaigns because my loses/kills didn´t follow me to the next scenario. Do you understand? I would like if you and your budies in matrix games would fix the campaigns so I could see my kills from scenario to scenario. I think like "War in Russia" because you could see the kills after every battle.

Could you fix it?



ha det så bra!

Var så god och Tack!

Hmm, I presume you are asking for a screen/menu option that tallies all of your "kills" through your entire campaign? Interesting idea and something we could look into for a future patch!

Jason

Thanks! in the next patch?
EricSilver_MatrixForum
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RE: Demo CS meets PG3D ready to play !

Post by EricSilver_MatrixForum »

Dumnorix,

I'd love to take a look at your great mod, but I cannot download the 3rd link:

CS meets PG3D 3=Sound http://files.filefront.com//;7517903;/

Takes me directly to the Filefront page and there is no download at all, the rest of links you have posted are ok, and I am a registered user in FileFront.

;)
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