Merry Christmas, 1998 [UPDATED]

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wqc12345
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RE: Merry Christmas, 1998

Post by wqc12345 »

Yea, the F-111 dates I'm aware of.. I decided to throw them in for commonality with the Australians.. as for the F-16's, I can switch out for the proper ones, I wanted one for High cover and the other for SEAD support.. and the Helo's, thanks for the name issue.
magi
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RE: Merry Christmas, 1998

Post by magi »

this sounds better now... gonna try it....
magi
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RE: Merry Christmas, 1998

Post by magi »

well i am starting this.... the only thing that really sticks out in an unusual way... is the fact that i cant find any fixed wing long endurance patrol/asw aircraft... which seems unusually improbable given the national forces involved.. the mission.. and the vast environment...

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wqc12345
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RE: Merry Christmas, 1998

Post by wqc12345 »

Sadly, that's part of the mission, to force the player to move helo assets into the Java sea. I could add some P-3's to Australia, I'll see what this does to gameplay.
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wqc12345
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RE: Merry Christmas, 1998

Post by wqc12345 »

ok, based on magi's feedback, I decided to add some P-3's to the game.. I just worry that the Harpoon loadouts on them will make mincemeat of the invasion SAG, but it seems to be not the case.. anyway, I've updated it to version 16.
magi
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RE: Merry Christmas, 1998

Post by magi »

thank you sir.... i added a few in my game play....
how does the weather effect recon.... im just at the point of getting them in the AO..... i can go lo and fast with the f111 but im concerned im wasting my mission with the U2... ive not used them much before....

managing the space time sortie tempo is the hardest part... and waiting for sead/dead strike loadouts to get rid of their radar.....
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Gunner98
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RE: Merry Christmas, 1998

Post by Gunner98 »

Ran through this last night. The scenario ended when I sank an LPD.


spoiler:

Both LPDs were lagging behind the escorts. They were putting along at 14knts, while the main group was pushing forward at 18knts


Also, the scenario ended when I sank one of the two LPDs and had not yet used those F-111 on the base, took me a bit by surprise. You may want to set up a counter side to accumulate points, for instance, add one point for each LPD sank and end the game when it reaches 'exactly 2'. This gives the designer much more control on when the game ends.

I would be careful with the P-3s, that Harpoon loadout in a mid intensity fight like this is an excellent tool, and very powerful (long range, nice radars, a sniper essentially). If you want to force the F-111 attack, you may want to use the counter trick but set the win threshold so you need to sink the LPDs and hit the base.

Nice scenario BTW.

B
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wqc12345
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RE: Merry Christmas, 1998

Post by wqc12345 »

Bart. Do you have that code? Can you paste it or pm me with it? I'd like to review something that someone has created for that kind of event. Or if your doing it via the regular time triggers?
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Gunner98
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RE: Merry Christmas, 1998

Post by Gunner98 »

No special coding, just regular stuff.

-Set up a non-playing side. I usually call mine 'marker', useful for all sorts of stuff like starting a timer, hiding RPs etc. Make it blind to save computing speed.
-Set an action that gives the marker side victory points, it doesn't mater how you do the scoring but the aim is to accumulate the effects of events (i.e. points)
-Set up a trigger based on points

So the player side(s) get their own VPs just like normal, but the VPs that go to the marker side are only for counting. So it allows you to track events without affecting the players victory level.
In this example, say 10 pts for each LPD, 2 for each FF/FFL, 1 for each hanger (or whatever) destroyed. You then base the 'End scenario event at e.g. 30 pts or whatever it takes that the player has likely sank both LPDs, several escorts and several land targets.

Not using this method makes it harder to figure out when to end the scenario as it is usually based on one trigger only and if the player does that first it makes it a short game.

No lua magic involved (otherwise I probably couldn't figure it out [:D]

B
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wqc12345
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RE: Merry Christmas, 1998

Post by wqc12345 »

Thanks for the great!!!! idea. That is awesome.

BTW, I didn't want to add the P-3's to the scenario for just that reason.. snipers.. I'm working on refining ruby slipper + working on some of the new command beta stuff, but I'll revamp Merry Christmas soon, I have a ton more code to add and refine with that scenario.
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wqc12345
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RE: Merry Christmas, 1998

Post by wqc12345 »

version 17 up, a completely new US OOB, and several fixes to arrayed forces. additionally, I'm hoping its more challenging to the player with AI tweaks.
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