Sneak Peeks, Coming Attractions, Works-In-Progress Redux

Campaign Series: Vietnam is a new turn-based, tactical/operational war game that focuses on the Indochina War, Vietnam Civil War and the first years of US involvement in Vietnam with over 100 historical scenarios.

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berto
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress Redux

Post by berto »

Heretofore, for every firing unit and target unit combination, the OpFireLimit has everywhere defaulted to Long (L):

OpFireDialog2.jpg
OpFireDialog2.jpg (1.1 MiB) Viewed 1583 times

This is typically not a good idea. Often, you would want to set the general OpFireLimit to a shorter range, Medium or Short.

In the case of ambush and other situations, you might even prefer to set the OpFireLimit range to Never (so as to preserve concealment; fired units are unconcealed units).

It is onerous to have to click every one of those 16 Opportunity Fire Dialog radio buttons to 'N' or 'S' or 'M', right? So onerous that, being lazy, we tend not to do that. We tend to "forget" and leave the force-wide OpFireLimit ranges at 'L'. Much less do we set OpFireLimit ranges for individual units. Meh, go with the default, who cares? Game play suffers as a result.

In future CS updates, we will have:

OpFireDialog3.jpg
OpFireDialog3.jpg (1.11 MiB) Viewed 1583 times

With a single Opportunity Fire Dialog button click, we can set all -- firing unit and target unit -- OpFireLimit ranges to N[ever], S[hort], M[edium], or L[ong] using the corresponding "All Never", "All Short", "All Medium", or "All Long" button. With just a single button click.

This being so much easier, we will be more likely in future to make this important game play adjustment.

Here we adjust the OpFireLimit range for a single unit (magenta circle):

OpFireDialog4.jpg
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Note the three 'S' button settings, accomplished earlier with the single-click global Short OpFireLimit adjustment. Here we override the Soft Vehicles target OpFireLimit to L[ong].

With just two Opportunity Fire Dialog button clicks

  • All Short initially, for the global (all units) adjustment.
  • L[ong] Soft Vehicles targets, for the individual unit adjustment.

we have set that one unit's OpFireLimit to smarter, more nuanced ranges.

Better game play made easier. I'm all for that!
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress Redux

Post by Big Ivan »

Yes berto,

I'm liking this feature even though that I don't mind setting global with 16 individual clicks. I think it makes the global setup much quicker being able to pick Never/Short/Medium/Long for the whole group of map units.

True too, one can always go in for individual units to set whatever ranges one wants. I do a lot of that especially where infantry is involved (other firing units). I like to keep it mixed up a bit to reflect the ever changing conditions on the battlefield.

Good feature, good stuff!! :D
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress Redux

Post by berto »

Apropos this:

https://www.matrixgames.com/forums/view ... 2#p5060631

Some recent (selected) additions to the ChangeLog (not in chronological order):
  • Implementation of the new Slow Time system (at the cost of slower movement, helps to avoid mine/IED attacks; and if they happen, reduces their effects).
  • Units moving DoubleTime will be more likely to lose concealment. And Units moving SlowTime will be more likely to remain concealed.
  • Overhaul of the mine/IED system, with improved DoubleTime/normal/SlowTime effects; addition of night and enemy proximity effects; delayed side awareness; and several bug fixes.
  • Updated game engine Toolbars, with addition of the new Slow Time button, also more prominent placement of the Jump Map button.
  • Added code to support the new DoubleTime and SlowTime Unit List sidebar icons.
Some further reflections on the new Mine/IED Model.

In general, the chance of triggering mine (or IED) attacks is substantially reduced, dramatically so when side aware.
  • Somewhat less frequent, not so automatic, mine/IED attacks.
  • Somewhat less mine/IED attack impact.
  • With the "somewhat" becoming quite a bit less if you SlowTime. And quite a bit more if you DoubleTime.
Even when a mine-laying side enters its own minefields (or IED fields) with side awareness, there is a small chance it will trigger an attack. This is substantially reduced if Slow Timing, or when the SAI employs the new move_slow() CSEE function, for instance. When departing your firebase and venturing across the encircling minefield/IED belt, better to SlowTime outward through your own minefields, so as to reduce the risk to near zero of blowing up your own mineds/IEDs. Never DoubleTime across your own minefields/IEDs! Not as bad as being side unaware, but still bad. Unless you normal or better SlowTime across them.

At night, there is greater risk of succumbing to Mine/IED attack. Enemy proximity will also affect such risk (where when engaging the enemy, friendlies will be distracted, thereby reducing their mine/IED awareness). Compared to previously, there will be significantly fewer mine/IED attacks out in the field on patrolling and search & destroy missions.

In any of this, there is never 0% risk or 100% risk. Rather, a continuum affected in appropriate ways by side awareness, movement speed, and other mentioned factors.

There are new XAlliedAwarePending etc. hex flags. If a single unit enters a minefield, followers will not suddenly have side awareness instantly. Rather, the pending awareness will become established awareness at current phase's end. Otherwise, with the former instant established awareness, one can game the old system too easily, for example sending in a lone sacrificial lamb unit to take the minefield hit, then move the followers into the minefield hex on the very same turn (phase), now with instant side awareness, and much less chance of triggering the mines (IEDs). No, with the new arrangement, there is no benefit moving a sacrificial lamb unit in first. Any units moving into a minefield etc. in the same phase, individually or all at once, are all treated equally.

Some interesting new tactical decisions:
  • Do you move into a minefield at normal (or even DoubleTime) speed, with substantial minefield trigger risk and damage, to immediately assault the enemy in the hex just beyond?
  • Or do you SlowTime into the minefield hex, substantially lowering your minefield risk, but possibly shorting your APs making immediate assault that very same phase impossible? And thereby exposing your forces to added counterfire -- opfire this phase, direct fire in the subsequent enemy phase, either of which might Disrupt your troops, nullifying their participation in the assault -- before the actual assault in the next friendly phase.
And other tough choices. No longer will clicking the DoubleTime button be quite so automatic. You will be forced to think, weigh in the balance the various tradeoffs.

The Mine/IED mini game is much more realistic and nuanced. Especially compared to legacy, the Mine/IED mini game is way more interesting now!

Er, will be, in the next and later releases. ;)
Last edited by berto on Mon Dec 19, 2022 1:26 pm, edited 1 time in total.
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress Redux

Post by Para87 »

The innovative work being put in by Berto, Jason and the team is incredible. Goes to show what the dedication of a small team to a niche product can actually produce.

Now to clone them so we can get the other games in the series out in double quick time.....
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress Redux

Post by benpark »

Agreed. These are always interesting and appreciated views into the inner workings. Lots of good, progressive thinking as far as the AI goes.
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress Redux

Post by berto »

Apart from any data file changes/fixes, the latest CSVN 1.30 Change Log (in reverse chronological order; including fixes for interim bugs in the latest new features):


Cumulative changes since the official CSVN 1.23 release (with the latest stuff highlighted):

  • On entering a roadblock hex, the moving side will gain side awareness immediately, and the roadblock graphic (marker) will instantly show.
  • Henceforth, only aircraft will be denied the Slow Time option.
  • Watercraft out in open water and in waterways will henceforth have essentially zero chance of being concealed.
  • Fixed a bug where loaded waterway transports might be prevented from moving.
  • Fixed a bug where LZs might be cleared in waterway hexes.
  • Units moving DoubleTime will be more likely to lose concealment. And Units moving SlowTime will be more likely to remain concealed.
  • Overhaul of the mine/IED system, with improved DoubleTime/normal/SlowTime effects; addition of night and enemy proximity effects; delayed side awareness; and several bug fixes.
  • Implementation of Opportunity Fire Dialog single button click OpFireLimit adjustments.
  • Added code to support the new DoubleTime and SlowTime Unit List sidebar icons.
  • Implementation of the new Slow Time system (at the cost of slower movement, helps to avoid mine/IED attacks; and if they happen, reduces their effects).
  • Updated game engine Toolbars, with addition of the new Slow Time button, also more prominent placement of the Jump Map button.
  • Implementation of the new XAlliedAttack/XAxisAttack hex flags (where the game engine records and remembers any combat action originating from any hex; and for any such hex, "authorization denied" will not apply, and arty fire/airstrikes vs. such hexes have reduced EP penalties).
  • Updates/improvements to the Find Organization Dialog and (in the scen editor) Forces Dialog (among other things, every in-scenario unit in the organization lists will show its hex location).
  • In the scen editor, fixes for the Units > Move Air Units Off Map function.
  • In the scen editor, extended Lua CSEE debugging capabilities.
  • Fixed a bug where DaisyCutter ops were not working for ground units.
  • Fixed a bug where on PBEM (and LAN Play) scenario start, in the New Scenario dialog (and Player Dialog), the Rules button was broken. (It was and is WAD, however, in Standard (solitaire) and Hot Seat play.)
  • Fixed a bug where ferrying watercraft might leave a hex, potentially stranding ferried ground units. The stranded ground units would then be stuck, unable to move onto land (and would not otherwise sink to their death). Now, ferrying watercraft are unable to move unless/until all ferried ground units leave the hex first. (And when they do, the watercraft lose 50 APs, representing the time lost in concluding the ferry operation.)
  • In CSME (only), restored the mistakenly removed "Play Campaign" frontend MainMenu button.
  • After every speed change, the Action Speed dialog automatically pops up confirming the change.
  • The addition of Status > Action Speed > AI Play > Slow Down... and Status > Action Speed > Replay > Slow Down... for setting the AI Play and Replay speeds while in Human Player Turn mode. (Note the new Alt+ and Ctrl+ hotkeys also.)
  • Implemented the Roaming Mode and GAS Toolbar buttons in CSME also.
  • Implemented the new Game Action Speed (GAS) system, for speeding up/slowing down/pausing AI turns, PBEM replays, and human player turns.
  • Implemented Display > Roaming Mode (Ctrl+Space), for quickly identifying units etc. as you move the mouse around the map. [clicking anywhere on the map toggles OFF Roaming mode]
  • Implemented Options > Damage Results > Position > Center/Upper Left/Upper Right/Lower Left/Lower Right.
  • The Units/SPs/Losses Dialog (old name: Strength Dialog) will now also show unit type surviving SPs in addition to SP Losses.
  • Fixed the unscripted (no SAI) blind fire arty strikes know-too-much flaw.
  • Added numerous empty hex checks, to intercept possible issues, also to speed up code execution.
  • Implemented several new CSEE functions: fire_indirect_nearest_from(), garrison(), accompany(), order_airstrike(), move_slow(), has_attack().
  • Implemented some additional testing features, for on the fly toggling ON/OFF new and work-in-progress features.
  • Revised the CSEE counters_weakest() function. [still a work-in-progress]
  • Fixed other minor bugs, and made other minor code improvements.

With all new features, changes & fixes to be included also in the forthcoming CSME update, of course.

CSVN & CSME releases with these new features, fixes etc. are forthcoming, in Q1 2023 most likely.

As ever, we keep busy!
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress Redux

Post by berto »

The Unit List gets a makeover!

SneakPeekNewUI1.jpg
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Last edited by berto on Thu Jan 12, 2023 8:12 pm, edited 3 times in total.
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress Redux

Post by berto »

Another view. Note also where the Toolbar hues have been deepened.

SneakPeekNewUI2.jpg
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Last edited by berto on Thu Jan 12, 2023 8:13 pm, edited 1 time in total.
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress Redux

Post by berto »

Previous two screenshots updated showing the latest tweaks.
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress Redux

Post by jbmoore68 »

I like these new makeovers, looks very good with my old eyes !
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress Redux

Post by berto »

Every graphic, label, text & number in the Unit List -- also the Terrain Info Box -- has been increased in size, sometimes by several font sizes. More readable now. With the new unit highlights, exactly matching the on-map unit highlights, identifying selected units is now so much easier also.
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress Redux

Post by berto »

A before (CSVN 1.23, current public release) vs. after (CSVN 1.30, next release) comparison:

SneakPeekNewUI3.jpg
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There are many other Unit List display options. This is just a sample.
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress Redux

Post by geforth »

It looks really good :)
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress Redux

Post by Crossroads »

As many of you are aware, with Berto sadly succumbing to his illness earlier this year, we have been without a new lead programmer. While the title of Lead Programmer feels too lofty to inherit, I am humbled to continue with programming tasks from where Berto left off. And he left everything in a solid and well-documented state, to be certain.

He also loved being very open about his ongoing projects, as this thread demonstrates. So, let's reboot this.

A few words about myself: I worked with software for about fifteen years during the nineties and early 2000s. While I was fairly up to speed with C and Visual Studio, C++ was not something I had really worked with during my professional software years. My favorite OOP development environment was Java. So while I was familiar with large projects in Visual Studio and C, my experience with Visual C++ and Microsoft Foundation Classes was limited to basic knowledge from my studies. Transitioning to Campaign Series engine programming in C++ wasn't a huge leap, but I felt the need to refresh my skills in programming graphical user interfaces with MFC.

So what better task to get into MFC than our long-time wishlist item: a new front end.
Last edited by Crossroads on Thu Jul 25, 2024 6:23 am, edited 11 times in total.
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress Redux

Post by Crossroads »

Here's something I'm working on for the Fall 1.40/2.40 updates: a simple, no-frills, but relatively modern new GUI for launching our game. This interface will allow you to choose from the tens or even hundreds of available scenarios with some added aids, like each column being sortable.

First, the "Start New Game" tab.

The primary feature is the scenario selection list control. You can sort by all columns, rearrange them, and adjust their widths. The default sort order upon opening the frontend is by Filename, which helps the Bootcamp scenarios stand out. Filenames follow a notation of Country code + Scenario Date + Location. Bootcamp scenarios simply have the country code "BC," making them easy to find for newcomers.

What else about the scenario list control? Complexity now includes an additional description of the size of formations you should expect to see in the game for both sides. Additionally, I have added a column that counts the total number of on- and off-map units. This should help to better understand the complexity of each scenario, right?

On the right side, you'll see the scenario description group with relevant information about the selected scenario. Below the description, the image snippet to depict the sides and the battle location.

Below the scenario list, you'll find the available Play mode options. Next to these are the game options, though only one is relevant now: the option to run the game with only 2D Boardgame views, which is mainly for reducing RAM usage.

On the right edge, there are various launch buttons for other applications in the game. The JSGME mod enabler is at the top because I am a big fan of easily modifying the game's appearance. Previously, JSGME was only available as an icon in the game root, which wasn't optimal.

Below the JSGME button are the three editors that everyone is likely already familiar with. Next is a button to play the game intro video. While splash videos are neat, you probably don't want to see them every time, so this separate option is handy.

Finally, at the bottom, there are buttons for the game manual and the "What's New" document, which describes the latest release in detail.


cslaunch_tab1.jpg
cslaunch_tab1.jpg (400.61 KiB) Viewed 516 times

^ That is the scenario you might be familiar from the Danger Close movie a couple of years back, by the way. A dozen or so rows before that one, We Were Soldiers stuff from Ia Drang...
Last edited by Crossroads on Wed Jul 24, 2024 5:13 pm, edited 7 times in total.
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress Redux

Post by Crossroads »

Next, the "Resume Saved Game" tab. While there’s nothing too surprising here, everything is neatly organized and easily accessible, I hope.

The saved game list is sorted by Save Date by default. I’ve also added more detailed information for each saved game than what was previously available, such as the turn number when the save was made. Indeed, the save timestamp, which was not available before, is now included. Edit: dateformat used is defined by your system settings, so for me, the European dd.mm.yyyy format it is.

Oh, and one my personal pet peeves regarding the old front end: you have to pick the play mode before seeing the various save files in the next screen. Not needed here, pick a save file, launch it, and you will continue with the same play mode right there and then.

Btw, it looks like someone has been busy testing nighttime PBEM scenarios :lol: Thankfully, the PBEM night turn replay bug has been squashed, and we are waiting for confirmation from other team members. With that, we should be able to ship the update package for Public Beta #2 by the end of this week.

cslaunch_tab2.jpg
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Crossroads wrote: Wed Jul 24, 2024 2:19 pm
^ That is the scenario you might be familiar from the Danger Close movie a couple of years back, by the way. A dozen or so rows before that one, We Were Soldiers stuff from Ia Drang...
Another new little thing is the bold font to emphasize the scenario playmode and optional rule recommendations. For example, this early Indochina War scenario recommends not using the Enhanced Close Air Support (ECAS) optional rule, as airstrikes in the early fifties had not yet developed into what they would later become. However, for scenarios like Ia Drang and Broken Arrow, you definitely want the ECAS optional rule enabled!
Last edited by Crossroads on Thu Jul 25, 2024 6:25 am, edited 8 times in total.
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress Redux

Post by Crossroads »

So, what do you think? Comments and ideas are welcome! While I am quite close to calling this the release candidate, there’s no rush to finish it. The Fall update is likely to be towards the very end of the year, similar to how the Spring update is now moving towards August.

One possible addition is the introduction of subfolders to the \Scenarios folder, allowing us to include an additional "Campaign" column. This column would describe the context of each scenario, such as Vietnamese Civil War, French Indochina War, Vietnam War, Hypothetical, Tournament, etc. Would make selecting a scenario that much easier, yes?
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress Redux

Post by MarechalJoffre »

I really dig the new scenario selection screen. Current one is both laggy and not very user friendly.
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress Redux

Post by Crossroads »

MarechalJoffre wrote: Sat Jul 27, 2024 8:17 pm I really dig the new scenario selection screen. Current one is both laggy and not very user friendly.
Thank you, MJ, now is the time in our opinion as well.

Start New tab was missing the First Side information, that has been now added to it.
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress Redux

Post by benpark »

This looks really good. Thanks for the newest improvement, and for picking up the baton.
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