Summary of Features?

Matrix Games and Simulations Canada combine and completely remake two classic NATO vs. Warsaw Pact wargames into a new classic. Based on the original wargames “Main Battle Tank: North Germany” and “Main Battle Tank: Central Germany”, Flashpoint Germany is a new grand tactical wargame of modern combat. Every aspect of modern grand tactical warfare is included, from advanced armor, air and helicopters to chemical and tactical nuclear weapons. Step into the most dangerous war.. . that never was.

Moderators: IronManBeta, CapnDarwin

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Paul Wykes
Posts: 212
Joined: Sun Mar 04, 2001 10:00 am
Location: UK

Summary of Features?

Post by Paul Wykes »

I was wondering if anyone "in the know" could post a summary of the current features. I can`t seem to find anything on the Flashpoint:Germany website.

For example, there is no map editor (correct?) but there is a scenario editor? (am I right?) How are the scenarios created, can they be human vs AI or just Human vs human?, is the map randomly created or a section of a "large operational" map selected

Can the OOB be user edited? Indidual unit statistics changed?

How flexible is the scenario generator, what variables can be adjusted.

Thanks for any info.
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Catgh_MatrixForum
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Joined: Wed Mar 13, 2002 5:00 pm
Location: Durango, CO

RE: Summary of Features?

Post by Catgh_MatrixForum »

No map editor.

Same scenario editor that the developer uses. You can basically adjust any of the TOE/morale/etc on an individual unit level. You even mix weapon platforms withing a unit.

You asked about map selection within an operational map. Basically you get all of the map, no sub-selections. You can control what part of the map is used by Victory Conditions.

The AI is not scripted; thus any scenario you set up, it can play.
Paul Wykes
Posts: 212
Joined: Sun Mar 04, 2001 10:00 am
Location: UK

RE: Summary of Features?

Post by Paul Wykes »

Thats for those answers....

I cannot remember the size of the map. What KM/miles does it cover and what area of Germany. I`m sure the answer to this one is somewhere[:)]

PW
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Greyshaft
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Location: Sydney, Australia

Scale

Post by Greyshaft »

The map is 40 squares across by 30 squares down but you can turn the square display off and just move your units across the rolling green countryside.

Each square is 500 metres across so you have 20km by 15km to fight over.
/Greyshaft
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IronManBeta
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RE: Scale

Post by IronManBeta »

re map editor. While there is no map editor per se, the map files are all external and new ones could conceivably be created and incorporated by the enterprising gamer.

Finding 3rd party software to create decent maps for any wargame is close to impossible and not everyone has access to Adobe Photoshop which is what we used. What we have took the very considerable talents of Iain Christie is who basically a full time map maker for Matrix. We have 4 maps now and would like to ramp up to 10 or more over time, but doing it the way we do, it is a very labour intensive job!

Cheers, Rob.
Paul Wykes
Posts: 212
Joined: Sun Mar 04, 2001 10:00 am
Location: UK

RE: Thanks

Post by Paul Wykes »

Thanks for that info...

Another question (but don`t let me distract you from your programming[:D])

There was a big discussion a while back about how air assets/helos were going to be handled? Any further news on that.
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