Tarawa Sneak Preview...the first day

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Orzel Bialy
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Tarawa Sneak Preview...the first day

Post by Orzel Bialy »

Well, the campaign is taking a bit longer to get in order than expected. A couple of the nodes need refining to make the game as exciting as I wish...so the release date may not be this weekend. :(
To give everyone a taste of what's in store though I've decided to leak a version of the first node. :) The map is in slot 501 and the data in slot 250...just in case some of you have those slots filled you may want to rearrange things so as not to lose anything of value. ;)
PLEASE give me your feedback if you demo this scenario. I still think it can be tweaked a bit more...but since I'm the creator I may be bias and a bit "color blind". :D
Any input would be of great value in getting the final version to the point of perfection that I first envisioned when I started this little monster.
A word of warning. Use your Naval support fire wisely...if you just rush in you'll be in for a mauling!
OK, I hope you find the sneak preview enjoyable.
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Orzel Bialy
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Post by Orzel Bialy »

Hhmmmm, 14 downloads and no replies about what people think? Silence....that doesn't seem good to me. I was hoping to get some kind of input...like is it good, fair, bad, rotten?
I know it has been a large endevour, perhaps a campaign is a bit out of my league. Don't be afraid to bust on it if it isn't up to standards. :) I've always believed that you learn far more from your defeats than your victories.
Well, I wait and see if any responses show up over the weekend.
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WhiteRook
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Post by WhiteRook »

Hey my man, I will not get a chance to play this until Sunday, but I will give my feed back after I am done with it! ;)
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Orzel Bialy
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Post by Orzel Bialy »

Rook,
Sounds good. Let me know what you think.
I want to get some input on what people think, maybe some ideas of where it can be tweaked and improved. Even if you think it stinks....say so. :)
Right now it's back to trying to get a few of the nodes to work the way I intended...as a couple of them refuse to do what I designed them to do. :mad:
Looking forward to reading some comments.
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adantas
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Post by adantas »

Hello mate,

Well, I played just few turns and my first impressions are :

1 - The map is superb, a great job!
2 - I thought that the bombardment phase is quite long...
Just as suggestion, you could make the scen starts after it so the player could see its effects and the enemy troops would be supressed as well..if I remembered the bombardment stoped some minutes before the first waves starts their running to the beaches, so IMHO this option could be more realistic.. :)
or you could warning the player in the scen text that the bombardment phase can be quite long ..

But its a great scen! keep up with the good work :D


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Post by Orzel Bialy »

Adantas,
First of all thanks for trying it out...second of all, thanks for the feedback. :D This is what I have been looking for: hints and suggestions to get this short campaign to the finish line.
I am putting a warning in the final version to alert the player that it would be wise to "ride the tide" for at least two turns before storming the beaches.
That way you get two benefits: one of having at least some of the Japanese defenses "dazed" by the shelling...two you get the eye candy of seeing the island rocked by the gunfire!:p
Outside of that I'm glad to hear that there is a challenge and an enjoyment factor to the scenario.
The maps ( that is just one of three ) were a long chore, but worth it when I sat back and looked at them. ( patting myself on the back... :D ) Again I have to thank Redleg for sending me data he had on the placement of obstacles on and off the beach, as well as pointing out some "terrain" errors. All of it contributed to getting a map that was realistic, playable and interesting to look at. The extra time spent detailing them out really added some flare to the scenario. ( I believe that boring/plain landscapes can actually rob a scenario of some of it's flavor ) It's time consuming and sometimes a pain...but it pays off. :)
Anyway, I look forward to more input. If you're out there and have tried it...log your opinion. Good or Bad...it can only help me.

Thanks!
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BruceAZ_MatrixForum
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Post by BruceAZ_MatrixForum »

Hello Orzal:

Thanks for the info on the slots. Jess has most of the map contest maps in slot numbers 494 to 516. After the contest is over I will take a look at it. I love Pacific campaigns.

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WhiteRook
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Post by WhiteRook »

Orzal,

I have played most of the turns and had a great time with it!
But one thing I think you should do is add some demo charges
to the troops. Nothing can touch those gun emplacements.
I managed to take out only one, due to a critical hit by one of
my shermans. Out side of that I think it is a blast to play! :D

Rook
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Orzel Bialy
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Post by Orzel Bialy »

Rook,
Glad to hear you've enjoyed the preview.
I tinkered a bit more with the set up over this past week and actually did add another four squads of engineers to give the Marines a better chance at taking out some of the heavier bunkers. ;)
When I get the bugs ironed out of the next nodes I'll send you the entire campaign...start to finish. Right now I'm having some problems balancing out a alternative node that calls for a Japanese Banzi Charge. The AI doesn't seem to want to send the Japanese rushing forward even despite my setting the scenario to Japan Assualt, the individual units to Advance, and setting way points and objectives. I even boosted their morale a bit more to give them more "cajones"....but only a handful of the units do what I want and they are easily wiped out by the Marines. :mad:
So I've got a bit more tweaking to do on that...plus I still haven't figured out why the naval support I built into the scenarios does not show up in the campaign mode. :confused:
Anyway, that's where I am right now...still searchin' for a few fixes so I can say it's done!
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WhiteRook
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Post by WhiteRook »

sounds good my man! Listen I seem to remember WildBill talking with me about Banzi charges and the problems of implementing them into the game! But I can not for the life of me remember what he told me. I had computer problems with my old unit and lost just "tons" of invaluable emails from him. I would suggest droping him an email and asking for his take on this problem. The Kunel tought me so-so much about designing these games! ;)
Look forward to seeing the final project when you get there! :)
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Orzel Bialy
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Post by Orzel Bialy »

Rook,
Jeez, that's almost like sending a letter to the Pope! :D But if it will help me get the Banzi charge figured out even marginally...I'll send one off to Wild Bill today.
Thanks for the input once again though. I'll keep you posted on how it goes.
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Post by Wild Bill »

Hey Orzal!

Thanks for the kind words. Rook and I have been long term Pacific war fanatics, especially in this game.

I'm delighted to hear of your efforts with Betio and the nightmare for the Leathernecks (and the Japanese!) in that encounter.

Over the years I've done a number of scenarios on this theme, including a four scenario campaign in SP3.

Its good to know that you have taken on this project. I'll download the map and take a look.

As for "Banzai" or suicide charges, the best way to insure that they take place is through a series of machinations in the editor.

1. It is best in these kinds of scenarios to set the Marines as defenders and the Japanese as assaulting troops. You should do that BEFORE you purchase any units, in the initial scenario setup in the editor.

If you did not do that, the following points below may still make it work okay.

2. Morale values have to be set VERY high for the Japanese. Now in doing so, be sure to lower their experience rate correspondingly. The reason is that without lowering experience, they become oriental supermen and you don't want that.

By high, I mean in 90-100 range with an occasional unit left at its normal value.

3. If you want the Japanese to attack on a certain turn be sure and set the Japanese units to AI control, and set the reaction turn appropriately...OR simply make them reincorcements and set the reaction turn to their turn of entry into the game.

4. Be sure and script the movements of the Japanese suicide charge units, including the path they are to take. End each path at an objective hex. They tend to follow the path more accurately if the last waypoint is an objective hex.

Special note: Since the Japanese now have the "retreat" option for the AI, which was not present in earlier versions of the game, it will be more of a problem but it can be done.

Give these ideas a try and I think you will be successful with it. Let us know how it goes.

Wild Bill
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Orzel Bialy
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Post by Orzel Bialy »

Wild Bill,
First of all welcome back!
Second of all thanks a ton for the input. You hit upon a couple things that were driving my nuts as I tried to balance these two scenarios out. :)
The first was the "superman" effect of raising the morale points...which I did to gett them to attack. Just as you said it, created units that were like pitbulls....they raced, in latched on and seemed to defy bullets. :eek: So that was no good. Now I'll go back and try balancing that out with the experience points...any suggestion of what level would be best to counter-act a 100 level morale?
The second thing you mentioned that I may not have done was script them all to objective hexes. Since their main goal was to take back the beaches...I was scripting a good deal of them to the beach areas in general and not objective hexes per say. So that's something else I'll work on over the weekend.
Thanks again for the time and effort of taking time for the "little guy", which this forum is great for. I'm fairly new to designing scenarios but I have to admit I love doing it..especially the map making. ;) Please do, if you have the time, try out the first node I posted...it'd be great to hear what you think. The scale is about X2 but it allowed more depth of detail and still plays well I think.
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Post by Wild Bill »

My pleasure Sir!

For high morale in attacking Japanese, I set their experience levels in the 50-60. Officer morale for each formation should be in the same area.

You'll have to play with it, watching them in some AI vs AI trials till you get it to your satisfaction.

I will indeed, check it out. Downloading right now...Wild Bill
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Orzel Bialy
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Post by Orzel Bialy »

Wild Bill,
Thanks for the tip on experience levels. I can't wait to get home and try some of those fixes out. Unfortunately, I'm only on lunch at work and have to wait four more hours! :(
Looks like the midnight oil will be burning bright tonight though! :)
Thanks again for taking the time to take theTarawa scenario for a spin. Any input/feedback would be greatly appreciated when you have the time to play it out.
Now I just have to sit here and will the hands on the clock to move faster! :D Come on 5:30 pm!!!
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WhiteRook
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Post by WhiteRook »

Now see there you go - stright from the master his self! :)
We have another convert here for sure Kunel ! :D :cool:
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Post by Orzel Bialy »

Advice from the Master...now that is pretty darn cool! ;)
I'm going in later today...after I run about with the wife and kids a bit...to try out some of the tips Wild Bill gave me. If they work then I should be able to get rolling again and wrap this project up soon! :)
Then I'll move on and design a few scenarios based off the voting on the poll I posted...which looks (by the way) like I'll be searching for reference material for the western/central Europe or North Arica/Italy first.
Rook, you'll have to start getting out and canvassing the area to garner more votes for SE Asia :) ....other wise you might have to wait a little bit. :D
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Post by Wild Bill »

Just let those creative juices flow, my friend! I'm sure when a scenario feels that good it will turn out good! The same is true for a campaign. It must have that imperative feel in creating it.

Wild Bill
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Orzel Bialy
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Post by Orzel Bialy »

Wild Bill,
I hear you loud and clear! :D
This little thing called Tarawa started out as a scenario...then it was maybe three to cover the entire battle....then it was, "what the Heck, let's cover it from start to finish and link it all together!". Talk about creative juices taking hold! ;)
Anyway, I just really want to see this project through and see it work the way I envisioned it. I did some testing last night and a bit more today with the morale and experience pts...and it seems to have really helped. Now I just have to finish that part of the project up and then work on the way points/objective hex matter.
So overall, it's coming along again after a bit of a stumble and some forced R&R :) But, I would like to say, none of that wouldn't have happened if not for the input I received from the SPWAW community on this forum. So to those of you that posted tips, advice and feedback...thanks! ;)
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Wild Bill
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Excellent Map

Post by Wild Bill »

I've purveyed your fine Betio Map. As you say, you have nearly doubled the size of the island for playability purposes. I can understand and accept that.

You seem very accurate in your labels and I like the division of the red beaches with those white lines.

I would have wished that you had the complete map. You could have done that by laying Betio on its side and using the 100x240 size map. I think it would have fit.

But no matter. You've included everything I know about the battle. Its a real nice job. I congratulate you!

It should make for a great campaign.

Wild Bill
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