Community Scenarios: Ideas and Resources
Community Scenarios: Ideas and Resources
Thought it might be nice to start a thread on this topic to spark the creative juices for those who enjoy designing. I attached simple map that shows the would be Soviet invasion avenues to orient potential missions onto certain likely sectors of combat.
Feel free to post mission ideas and any tasty maps, OOBs, links etc. you may have or come across in the future.
Kevin
PS Only one file at a time can be posted right now. Can we get set-up to post zips like over at the Command Forum? Also, the file size limitation should be increased if possible. Thanks.
Feel free to post mission ideas and any tasty maps, OOBs, links etc. you may have or come across in the future.
Kevin
PS Only one file at a time can be posted right now. Can we get set-up to post zips like over at the Command Forum? Also, the file size limitation should be increased if possible. Thanks.
- Attachments
-
- OverallColdWarMap.jpg (33 KiB) Viewed 827 times
“The study of history lies at the foundation of all sound military conclusions and practice.”
Alfred Thayer Mahan
Alfred Thayer Mahan
RE: Community Scenarios: Ideas and Resources
I’ve got several things I am tackling or plan to. The first is the map of the southern portion of the British I Corps sector. Once that’s done I’d like knock out some missions for it. Another idea I want to tackle is a “modern” database. Sure, there are a few things the game engine won’t currently do, but if you look at the equipment for most armies in Europe, it’s within the scope of the game. I’d like to use it as a test bed to see how things like the CV-90, or Challenger 2, or Javelin or the new Stryker Dragoon perform. Who knows, maybe even a Sulwaki Gap Map.
Flashpoint Campaigns Contributor
https://twitter.com/22sec2
https://twitter.com/22sec2
RE: Community Scenarios: Ideas and Resources
ORIGINAL: kevinkin
Thought it might be nice to start a thread on this topic to spark the creative juices for those who enjoy designing. I attached simple map that shows the would be Soviet invasion avenues to orient potential missions onto certain likely sectors of combat.
Feel free to post mission ideas and any tasty maps, OOBs, links etc. you may have or come across in the future.
Kevin
PS Only one file at a time can be posted right now. Can we get set-up to post zips like over at the Command Forum? Also, the file size limitation should be increased if possible. Thanks.
Its nice idea! you can even put them here -> https://discord.gg/7ENtmW3

- Attachments
-
- sce.jpg (77.26 KiB) Viewed 754 times
-
- Posts: 1133
- Joined: Tue Jul 26, 2016 6:45 pm
- Location: Somewhere deep in appalachian valley in PA
RE: Community Scenarios: Ideas and Resources
ORIGINAL: 22sec
I’ve got several things I am tackling or plan to. The first is the map of the southern portion of the British I Corps sector. Once that’s done I’d like knock out some missions for it. Another idea I want to tackle is a “modern” database. Sure, there are a few things the game engine won’t currently do, but if you look at the equipment for most armies in Europe, it’s within the scope of the game. I’d like to use it as a test bed to see how things like the CV-90, or Challenger 2, or Javelin or the new Stryker Dragoon perform. Who knows, maybe even a Sulwaki Gap Map.
Regarding "modern", I also have a similar idea, but I'm not sure if this game supports the description for modern weapons systems. For example, as far as I know this game can't depict hardkill / softkill APS. I'm not sure if this game could describe millimeter radar and weapons based on such system, like 9M123 Khrizantema. Guidance munitions are also impossible, while US army already using good amount of M1156 PGK. Hunter-killer is not available, so as the combo play of Longbow / Guardian Apache with normal Apache. Even cold war EW and ECM capability is not modeled in this game, not to mention about modern EW and ECMs. (EW and ECM are one of the feature I wish to see in this game in the future.)
We can make something as close as possible to "modern real" based on current system, but that will not perfect. So, in the future, I wish if this game opens a way to describe such "futuristic features" which could greatly enhance the modding capability, if devs have some free time and resources in the future.
- Stardog765
- Posts: 162
- Joined: Thu Aug 12, 2010 12:43 am
RE: Community Scenarios: Ideas and Resources
Yes a Community Scenario Pack like CMANO would a great idea!
RE: Community Scenarios: Ideas and Resources
No AB lacks some things such as hard and soft kill APS, but how many units are actually equipped with those? Drones can be done, although not pretty. Somethings can be done, or reproduced to an extent within that database, such as millimeter wave radar. A weapon can have night vision of say 7500m (just using that as an example). I think enough can be done, that it is worth doing, especially with an eye towards the future and possible changes to the game engine at some point. If Veitikka can be convinced. [:D]
Flashpoint Campaigns Contributor
https://twitter.com/22sec2
https://twitter.com/22sec2
-
- Posts: 1133
- Joined: Tue Jul 26, 2016 6:45 pm
- Location: Somewhere deep in appalachian valley in PA
RE: Community Scenarios: Ideas and Resources
Yeah, I agree we can try with the things what we have in this game. I also have some modern scenario in my mind. What I'm saying is, with current system, there will be limitations which might be crucial for the description of modern battlefield.ORIGINAL: 22sec
No AB lacks some things such as hard and soft kill APS, but how many units are actually equipped with those? Drones can be done, although not pretty. Somethings can be done, or reproduced to an extent within that database, such as millimeter wave radar. A weapon can have night vision of say 7500m (just using that as an example). I think enough can be done, that it is worth doing, especially with an eye towards the future and possible changes to the game engine at some point. If Veitikka can be convinced. [:D]
If we or someone make some modern mod in good fashion, then I think (and I hope) he might be convinced after he have enough time and manpower for it.
RE: Community Scenarios: Ideas and Resources
I don’t think people have really comprehended the modability of this game. The database editor is a great tool, and we’ve talked about maps. However that’s just a portion of what can be modded. Just open up the graphics folder, and see what all is in there including an xml file tonchange map colors.
Flashpoint Campaigns Contributor
https://twitter.com/22sec2
https://twitter.com/22sec2
RE: Community Scenarios: Ideas and Resources
ORIGINAL: 22sec
Just open up the graphics folder, and see what all is in there including an xml file tonchange map colors.
I did a quick mod of the map colours to what the colours where based on an area that I was creating a scenario for from Google Earth in the Alpha version whilst testing. Very easy to do.

- Attachments
-
- CB9A85A3F5..DD7CC577.jpg (143.82 KiB) Viewed 758 times
RE: Community Scenarios: Ideas and Resources
The manual has limited info on scenario design. But I had a nice basic explanation yesterday so I will cross post the thread here:
tm.asp?m=4557327
Note: the scenario name and briefing are produced by editing the xml file. You can open one of the stock scenarios to see how it's done.
Post any tips in this thread if you please.
More tips from players:
tm.asp?m=4557680
Kevin
tm.asp?m=4557327
Note: the scenario name and briefing are produced by editing the xml file. You can open one of the stock scenarios to see how it's done.
Post any tips in this thread if you please.
More tips from players:
tm.asp?m=4557680
Kevin
“The study of history lies at the foundation of all sound military conclusions and practice.”
Alfred Thayer Mahan
Alfred Thayer Mahan
- CCIP-subsim
- Posts: 467
- Joined: Tue Nov 10, 2015 6:59 pm
RE: Community Scenarios: Ideas and Resources
These are not scenarios so much as maps, but today I've been taking a bit of a look at which real-world maps for historical conflicts (that for in or near the AB timeline, and all involved armor or combined arms combat to some extent) fit into the 61.44km x 61.44km map format of Armored Brigade.
Here is what I came up with, in terms of 10 right-sized maps I'd be very interested in. I'm not sure how I'd have time to work on all these, so if anyone else finds these ones interesting to take a crack at, by all means [:)] They all have some very good potential for interesting scenarios + work on unique DBs for the conflicts (which should not be too difficult given the already-available equipment in the game).

1) Kuwait City (1991)
2) Khafji (1991)

(left to right)
3) Abkhazia (1992-1993, 2008)
4) Mingrelia/Samegrelo (1992-1993, 2008)
5) South Ossetia (1991-1992, 2008)

6) Chechnya (1994-1996, 1999-2000)

7) An Loc (1972)

(left to right)
8) Lam Son 719 (1971)
9) Quang Tri + Khe Sanh (1968, 1972)
10) Hue + A Shau (1968-1972)
Here is what I came up with, in terms of 10 right-sized maps I'd be very interested in. I'm not sure how I'd have time to work on all these, so if anyone else finds these ones interesting to take a crack at, by all means [:)] They all have some very good potential for interesting scenarios + work on unique DBs for the conflicts (which should not be too difficult given the already-available equipment in the game).

1) Kuwait City (1991)
2) Khafji (1991)

(left to right)
3) Abkhazia (1992-1993, 2008)
4) Mingrelia/Samegrelo (1992-1993, 2008)
5) South Ossetia (1991-1992, 2008)

6) Chechnya (1994-1996, 1999-2000)

7) An Loc (1972)

(left to right)
8) Lam Son 719 (1971)
9) Quang Tri + Khe Sanh (1968, 1972)
10) Hue + A Shau (1968-1972)
- maitrebongo
- Posts: 321
- Joined: Tue Mar 18, 2014 11:29 am
RE: Community Scenarios: Ideas and Resources
ORIGINAL: zacklaws
ORIGINAL: 22sec
Just open up the graphics folder, and see what all is in there including an xml file tonchange map colors.
I did a quick mod of the map colours to what the colours where based on an area that I was creating a scenario for from Google Earth in the Alpha version whilst testing. Very easy to do.
![]()
Please, could you share your color mod.
Thanks a lot
"Impossible is not French" Napoleon Bonaparte
RE: Community Scenarios: Ideas and Resources
Please, could you share your color mod
I do not have it anymore, as the alpha and beta versions were always getting updated, I could not be bothered saving files etc so I would just update to the new version, that way anything I modded would not create issues with newer versions. As modding the colours is simple, it was a project I knew I could redo it all again if I wanted to when the final release came out. Maybe one day, I may do it again if I feel a need for it.
Basically it was just done by locating the area in Google Earth of the area I was creating the scenario in AB in. Then picking out the colours from Google Earth with a colour "picker", getting the hex number for it and then replacing the ones in the XML file.
You also have to consider as well that zoom in colours need to be changed to, and if I recall that was a tricky bit.
The picture is from Google Earth screenshot of the area the scenario was based on and is somewhere in the previous picture just to show how accurate you can get a colour match.

- Attachments
-
- 28C24E4998..DF5643D8.jpg (171.98 KiB) Viewed 755 times
RE: Community Scenarios: Ideas and Resources
[/quote]
Desert Storm (Iraq = Soviet Equipment and Side) would be wildly popular. What if scenarios could spice up the action. I was meaning to look into map making. Is this a process where a team of a few guys can get maps out faster? Or is it more of a lone wolf exercise?
Kevin
I'm not sure how I'd have time to work on all these, so if anyone else finds these ones interesting to take a crack at, by all means
Desert Storm (Iraq = Soviet Equipment and Side) would be wildly popular. What if scenarios could spice up the action. I was meaning to look into map making. Is this a process where a team of a few guys can get maps out faster? Or is it more of a lone wolf exercise?
Kevin
“The study of history lies at the foundation of all sound military conclusions and practice.”
Alfred Thayer Mahan
Alfred Thayer Mahan
- CCIP-subsim
- Posts: 467
- Joined: Tue Nov 10, 2015 6:59 pm
RE: Community Scenarios: Ideas and Resources
ORIGINAL: kevinkin
Desert Storm (Iraq = Soviet Equipment and Side) would be wildly popular. What if scenarios could spice up the action. I was meaning to look into map making. Is this a process where a team of a few guys can get maps out faster? Or is it more of a lone wolf exercise?
Kevin
I'm still figuring out how to work with maps, but I'm actually coming to the conclusion that it might not be that difficult to make very good maps relatively quickly. The elevation layer and basic road/river/land cover can be imported relatively quickly - and from there, it's down to filling in the details, preferably with a good period-accurate topo map. Once you get used to it, the in-game map editing mode is actually pretty user-friendly.
And for Desert Storm, I suspect a separate Iraqi DB should not be difficult to whip up

RE: Community Scenarios: Ideas and Resources
I am not sure whether to start a thread on this: "Improving the scenario design process"
Off the top of my head: Ability to ...
- save multiple maps and OOBs
- back up to the previous screen in the generator
- open a saved scenario and edit the OOB and unit positions
- lock AI units in position for the length of the battle
- Lock units so the AI can't move them (until a certain time ticks off the clock)
- reinforcements that can enter a various points on the map
- Lock individual units not just the formation to set up a intricate defence. Right now it's difficult to set up a defence for the AI since it scatters its troops to high heaven.
- exit objectives to gain victory points
- Selector for dug in troops: Infantry Only, Armor Only, or select a mixture of the two leaving some not dug in so they can maneuver.
- "Paintable" set-up zones that are more than just rectangles.
Any other ideas guys
Off the top of my head: Ability to ...
- save multiple maps and OOBs
- back up to the previous screen in the generator
- open a saved scenario and edit the OOB and unit positions
- lock AI units in position for the length of the battle
- Lock units so the AI can't move them (until a certain time ticks off the clock)
- reinforcements that can enter a various points on the map
- Lock individual units not just the formation to set up a intricate defence. Right now it's difficult to set up a defence for the AI since it scatters its troops to high heaven.
- exit objectives to gain victory points
- Selector for dug in troops: Infantry Only, Armor Only, or select a mixture of the two leaving some not dug in so they can maneuver.
- "Paintable" set-up zones that are more than just rectangles.
Any other ideas guys
“The study of history lies at the foundation of all sound military conclusions and practice.”
Alfred Thayer Mahan
Alfred Thayer Mahan
- CCIP-subsim
- Posts: 467
- Joined: Tue Nov 10, 2015 6:59 pm
RE: Community Scenarios: Ideas and Resources
I like the suggestions on locking. I'd even suggest doing things like for example being able to lock units in a particular "box" (i.e. they can move, but only within certain boundaries or on certain path).
I haven't looked into the scenario programming bit much, but it would also be very handy if AI units and groups could be assigned to certain formations, waypoints and phase lines in general. I know that introduces an element of "scripted" AI - but in a sense, right now setting up objectives has largely the same effect as that, except a bit more chaotic.
It'd also be neat to be able to set up not just "no-go" zones but also "go" zones for AI - i.e. areas of the map through which the AI pathfinding would want to go, whether in terms of preferred routes or marshalling areas, to which the AI would go prior to executing attacks, or to which it would retreat if its morale/condition gets too low.
I haven't looked into the scenario programming bit much, but it would also be very handy if AI units and groups could be assigned to certain formations, waypoints and phase lines in general. I know that introduces an element of "scripted" AI - but in a sense, right now setting up objectives has largely the same effect as that, except a bit more chaotic.
It'd also be neat to be able to set up not just "no-go" zones but also "go" zones for AI - i.e. areas of the map through which the AI pathfinding would want to go, whether in terms of preferred routes or marshalling areas, to which the AI would go prior to executing attacks, or to which it would retreat if its morale/condition gets too low.
RE: Community Scenarios: Ideas and Resources
I noticed the scenarios released with the game are read only and can't be edited but I do not see a line in the xml that prohibits editing. How is this accomplished?
Thanks.
Thanks.
“The study of history lies at the foundation of all sound military conclusions and practice.”
Alfred Thayer Mahan
Alfred Thayer Mahan
RE: Community Scenarios: Ideas and Resources
ORIGINAL: kevinkin
I noticed the scenarios released with the game are read only and can't be edited but I do not see a line in the xml that prohibits editing. How is this accomplished?
Thanks.
I wonder if you copy them to the user folder if you could then edit them?
Flashpoint Campaigns Contributor
https://twitter.com/22sec2
https://twitter.com/22sec2
RE: Community Scenarios: Ideas and Resources
You are right. You can edit them. Good for everyone to know. But I would like a way to, at times, make custom scenarios read only. Not a big deal now since editing is very limited. But in the future, it might be nice to lock the mission e.g. tournaments.
Kevin
Kevin
“The study of history lies at the foundation of all sound military conclusions and practice.”
Alfred Thayer Mahan
Alfred Thayer Mahan