John Tiller's Campaign Series exemplifies tactical war-gaming at its finest by bringing you the entire collection of TalonSoft's award-winning campaign series. Containing TalonSoft's West Front, East Front, and Rising Sun platoon-level combat series, as well as all of the official add-ons and expansion packs, the Matrix Edition allows players to dictate the events of World War II from the tumultuous beginning to its climatic conclusion. We are working together with original programmer John Tiller to bring you this updated edition.
ORIGINAL: Richrd
...I would like to be able to name units in the OOB editor and have it show up in the game. I Batt/246 for all the units in the 1st Battalion of I.R. 246 instead of 'Rfl Pltn'.
Richrd:
Unless I mistake your meaning I think that your wish has already been granted. In the OOB editor, select your scenarios org file, in the right hand pane open up the units designators until you can see the unit that you want to name, click on its current name one time (it should highlight) and then again (at which point the box surrounding the name should become solid and the name become selected), then type in your new name. [Note: you edit the 'name' of the unit, not the 'type' of the unit which is not editable]
Fantastic summary Jason... I totally agree with all those points - especially the wide range of units and improved 3d mapping. I'd buy an "upgrade" to get that.
Good job guys! I have spent many long hours with these games! All the ideas on the wish list sound good to me, all I wish for personally is a way to play the long campaign from any start date. The amount of battles you have to fight just to get to 1942 was enormous. I would love to start one late 42 and play it all the way! Thanks again![&o]
Good job guys! I have spent many long hours with these games! All the ideas on the wish list sound good to me, all I wish for personally is a way to play the long campaign from any start date. The amount of battles you have to fight just to get to 1942 was enormous. I would love to start one late 42 and play it all the way! Thanks again![&o]
Do you mean in RS, or as say the Brits in WF. In EF2 you can play from 41-45 as the Russians or Germans, and from 42-43 as the Italians.
In WF, you can play as the Germans of Americans from 42-45, or the Brits or Germans from 41-43.
Designer of War Plan Orange
Allied Naval OOBer of Admiral's Edition
Naval Team Lead for War in the Med
Author of Million-Dollar Barrage: American Field Artillery in the Great War coming soon from OU Press.
I'd like to see a more intelligent set up by the computer. I'd like to try a large, division or corps, battle but it take forever just to organize my units much less set them up in any sort of attack or defense formation.
oops! I meant EFII, playing the long campaign as germans for intance to get to late 42 or early 43 you had to fight around 100 battles(give or take a few). I would just love to start at any time and play it all the way through(45). I am all for any other updates, but this was my biggest wish when playing these games. I would invariably start the long campaign and make it through early 42 and start to experience serious burnout. Even with this complaint I still played this game as much or more than any other! Thanks
IT would be really cool if in the 2d mode you could have both HEX CONTOURS on And HEX GRID on like in the BG games. Kind of Odd it was changed for CS in the first place to either or.
New countries for EF
Allied Yugoslav Communist partisan army 1944-45
Allied Bulgarian Army 1944-45
Axis Iran for 1941 Soviet invasion of Iran.
....
4Additions to existing EF country forces:
Russia - Heavy Artillery, special forces, rail units
Germany - Heavy Artillery, captured weapons, special forces, rail units
Allied Poland forces 1943-45 fighting with the Soviet Union. Partisans.
...and don't forgot Independent Czechoslovak Army Corps in USSR (1943 - 1945), they fought against Manstein's counterofensive south of Charkov, then near Korsun, liberated Kiev, battle of Dukla Pass and so on [:)]
Add encoding of pbem save files to avoid cheating
It is easy to decode player password or open saved battle in the editor
Disable possibility in pbem game exit game without saving
It is about cheating again, some players are trying move, fire, assault until has advantageous result ...
Change assault routine
It is mentioned avoid, disrupted unit assaulted from one side against another unit opposite (hammer and anvil) is in 95% captured. Add possibility of retreating to another hex around etc.
Exists #ef2 addon, integrate it
This addon changed some routines. Armoured unit is retreating backward, AT guns or infantry in forrest/village are more hidden to enemy spotters ...
Add rules for oportunity fire
Direction of OF (to avoid turn of armoured unit) etc.
Excuse my English ... I hope is better then Your Czech ...
My MatrixGames: WitP, WitP AE, WPO, JTCS, P&S, CoGEE, ATG, GoA, B.Academy, C-GW, OoB all DLCs, all SC, FoG2/E, most AGEOD games ...
Rework the AI so it doesn't shoot at everything in range...no matter what the attack strength. You know what I mean...all the '1' and '2' attacks against infantry...
Also figure in terrain and defensive improvements. I wouldn't let the AI fire unless it had at least a 50% attack strength against a unit's modified defense.
Aye. One thing that really annoys me with some talonsoft games, is once you plot an artillery strike, etc., you're screwed if suddenly you want to change it or realize you made a mistake.
Nelson stood on deck and observed as the last of the Spanish fleets sank below the waves…
First of all my deepest congratulations to David Heath and the Matrix team! This accomplishment is some of the best news computer wargamers have ever heard. In the annals of classic wargames, Campaign Series and TOAW have got to be ranked among the top - right up there with Steel Panthers, Combat Mission, Panzer Campaigns, and the Decisive Battle series. To now envision the possibility that these games could be upgraded, enhanced, maintained, and supported on an ongoing basis with a certain level of involvement from the original designers is simply stunning.
Here's my wish list:
1. As stated by Matrix already, a thorough dusting and cleaning of the code so it can be brought up to XP and Direct X 9 standards.
2. Complete involvement of the wargaming comunity in development efforts. I already see the StrategyZoneOnline boys manning the forum moderation duties for the new games, and a superb choice of Brian "Siberian Heat" King as the TOAW development manager. Don Maddox team will do an excellent job supporting these forums. I would like to see similar involvement with Jim von Krieg's Blitzers - especially in the area of the Campaign Series. There is some great expertise in that group. This may be a "perfect storm" moment for many members of the wargaming community to come together to create something truly wonderful for all players.
3. Whatever Jason Petho said [:)] Jason has a great deal of knowledge of the game, and his comments should not be taken lightly (and I'm sure they won't). There are more gamers out there as well with good ideas.
4. An affordable game with a single engine for all three games. In effect, combine all of the base scenarios (those that came with the game)for EFII, WF and Rising Sun for $39.99-$49.99 running of a single game engine. This of course would include the XP and Direct X enhancements and at least some of the improvements to the game engine folks have stated. If too much is added to the original offering, and the price get's up int he $60 range it might suffer.
5. Affordable addons. With the base engine deployed a series of affordable add ons very similar in concept to SPWAW's Campaigns would be outstanding if priced accordingly. I would easily pay $20-$25 for say a CD of Gross Deutschland battles, or 4th Armored Division, Battle for Guadalcanal, etc. The Blitz scenarios might be included in this way.
This is truly a great opportunity for wargamers everywhere, and I look forward to the developments with great interest!
1) Unrealistic rocket launcher modeling - they fire like regular artillery in the game vs. shooting everything at once follwed by a LONG reload time.
2) Get rid of IGO-UGO and replace with WEGO.
2) Russian units - they retreat rather than stand fast and die.
3) The game uses of odds based CRT. For anti-armor combat, a differential might be better. In general, combat resolution is rather vauge as pposed to say the Steel Panthers series.
4) In general, the game too much resembles PanzerBlitz on steroids. There have been a lot better systems developed since then.
1. No infantry fire on AFV's > same hex. That is, bring in the Panzer Blitz/Leader inf vs AFV rules the designers wanted but Jim Rose supposedly overruled.
2. No AI crowding of enemy exit objective hexes.
3. No ability to change vehicle facing with 0 action points. Have the AI know to change facing if possible at the end of its movement to face the enemy.
4. Bring the UI up to HPS Panzer Campaigns standards. Unit boxes, Hex Info Area and Toolbar etc.
Some more things in addition to what you all already mentioned,
1) I remember the A/I would not move his artillery forward to support an advance or back to save it from assault. If artilllery or AT guns come in as reinforcements, the A/I just unloaded them in the first hex instead of choosing a suitable and "in-range" location.
2) A/I on the offensive was really slow moving the units forward, it should move full speed or save just enough AP for 1 shot until contact is made with the enemy.
3) AFV should avoid approaching entrenched infantry closer than 2 hex to avoid bazookas and panzerfausts unless they are in disposition to assault.
4) Possibility to define a Kampfgruppe based on existing OOB and use it in a campaign. Also being able to define the time interval between battles in a campaign to avoid playing the whole EF in 3 days-appart battles!
I still had EF/WF installed on my computer, thanks Matrix for extending their playability even further!!!
1:Make all hardware accesible in the editor for every country. As Russians used captured german equipment and vice-versa, it should be easier to do it in the editor. This should apply to all countries.
2:Make hardware units repairable in longer scenarios.
3:Make morale repairable in the same way.
4:Make FLAK/AA units more "noticable" for air units.
5:AA should be able to fire indirect
6:AT should be able to fire indirect
7:Breakable platoons of all units.
8:Breakable down to single points.
9:Loadvalues per point of carrier instead of per point of cargo.
10:Repairable bridges.
11:Pontoonbridging options on engineers
12:Destructable terrain, not just potholes or wrecks.
13: Minelaying ability.
14: Recovery tanks.