Sneak Peeks, Coming Attractions, Works-In-Progress

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

Post by berto »


Another recent (private) Dev Team Forum post:
ORIGINAL: berto

With every new scenario, almost without fail, there are new scripting challenges, and opportunities. The last scenario of the Ia Drang Valley trilogy, VN_651117_LZ_Albany, was no exception.

In that scenario:

Image

Led by three US recon units (turquoise circle), the 2nd/7th AirCav is to advance up the path on the way to LZ Albany.

This reminded me: I hadn't implemented the CSEE reconnoiter() function yet! (From the LUA_FUNCTIONS_REFERENCE.txt: "NOTE: Not yet implemented.")

Better, with today's release:
Implemented a couple new SAI movement commands: move_recon(), move_roam().

With the appropriate move_recon() command, for example

-- _2ND_7TH_AIRMOBILE_INF_BTN_65_M16_B_AIRMOBILE_1 recon
do local units = join({_1_RECONNAISSANCE_5, _2_RECONNAISSANCE_48, _3_RECONNAISSANCE_49})
move_recon(units, OBJECTIVES[1], NODIR, 4)
-- no further defend orders, expendable, just keep moving around LZ Albany
end

the ordered units will

[*]save APs for later recon
[*]do the indicated movement
[*]do the recon operation [note: not with certainty; no guarantee of successful recon]

For example, from an actual playtest game:

Image

You will see where the US recon units (turquoise circles) have successfully recon'ed, successfully unconcealed and spotted, NVA units nearby (magenta circles). Note from the green movement arrows that the US are still moving, indicating that in fact a (successful) recon has taken place.

This is new. This recon capability has never been available to either the LAI or SAI before.

It is also better, I think, to integrate the recon fuction with movement in the move_recon() function than to fuss with a separate reconnoiter() function. If you want recon in place, without movement, you can if you wish do

move_recon(trackid, counter_hex(trackid))

which is effectively identical in effect to

reconnoiter(trackid)

In this scenario, but more so in the earlier scripted VN_620328_Thanh_Tan_Island scenario, it also poses the question: What about wandering movement?

Unlike most of WWII, and the Middle East conflicts, the Vietnam War was a guerilla war, where formal geographic objectives were unimportant, where the purpose was to search and destroy the hidden enemy. And sometimes to find out his supply caches.

With the earlier move_rush() and move_norush(), we can direct units to move from point A to point B. But as the LAI handles it, the movement is by the fastest route possible, in a straight line if possible.

What if we don't want that single-minded directedness? What if we want the units to wander about along the way? That is where the new move_roam() CSEE function factors in. In test use:

Image

In the screenshot, the three recon platoons begin at the map's south edge, and are directed to move_roam() up more or less along the path from hex 8,30 all the way up to hex 8,0. In the screenshot, about four or five turns into the test scenario, you can see where the units have scattered away from the path, more or less. What you don't see here is the unit roaming as they move northward. (With Chris' help, I may soon prepare another video of the move_roam() function in action.)

Just know that now we have a SAI method to have units "patrol" in a meandering fashion. This will be a huge win for scripting search and destroy missions in future.

(move_roam() is still a work-in-progress(). I still need to tweak the effect of the dir & radius function inputs.)

It deserves to be repeated: The Vietnam War is not the same type of conflict as WWII etc. With every subtle nuance we can add to the game play, and to the CSEE and SAI scripting, we bring the Vietnam conflict better to life.
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Big Ivan »

Wow that's real impressive berto![X(]

This game is going to be just incredible when it comes out, can't wait!![:)]
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by berto »


Another recent (private) Dev Team Forum post:
ORIGINAL: berto
ORIGINAL: berto

Still more changes:

Image

Note all the highlighted counter flags. Counters (units) in any of those states should not be leading attacks/movements. They should be secondary follow-ups only.

That just about exhausts the secondary (attacker/mover) checks I can think of.

I am pumped about these changes, about this new capability to order attacks/movements in this way, because these are fundamental improvements in the LAI. Remember that even with the SAI, that still depends on the underlying LAI to micromanage the hex-to-hex movements etc. Any way I can figure out how to improve the LAI -- it makes me happy. [:)]
As pleasing as the above results have been, I have been thinking that we can do even better. The above "secondary" unit movement category is too broad for my taste; it still has vulnerable units such as loaded transports and leaders moving in the same AI movement phase as second-line combat units (Disrupted, LowOnAmmo, Fatigued, etc.).

So, still more changes...

First, I have renamed the legacy XAIMechMove phase as XAIMoveTertiary (in engine/aim.h):

// AI phases.
enum AIPhaseValue {XAIPrepFire, XAIActivity, XAIMove, XAIMoveSecondary, XAIOffFire, XAIAssault, XAIMoveTertiary, XAIAir, XAIIndFire};

// XAIMoveSecondary is new, is absent from legacy
// XAIMoveTertiary is the legacy XAIMechMove repurposed, renamed

Next, I have switched "vulnerable" unit movement from the XAIMoveSecondary phase to the XAIMoveTertiary phase like so:

Image

This has the "vulnerable" units (transports, leaders, HQs, etc.) moving at the end of the side phase, after the front-line units have moved, and after offensive fire and assault -- i.e., after most of the side phase combat action.

(Note that in the near final XAIMoveTertiary phase, some units that moved in the earlier XAIMove[Primary] phase will still have APs left over to move in this XAIMoveTertiary phase also. This is the so-called "mech move" -- e.g., armor breakthroughs.)

These changes all QA test cleanly. In my auto-tests, I am pleased to see that everything appears to be WAD. I am also pleased to see that leader movements are AI'ed better than ever -- leading from the rear, not charging forward ahead of the other troops and drawing ever too lethal enemy opfire.

Lots of improvements to the LAI in recent months. It all adds up.
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

Campaign Series Vietnam: ALPHA Graphics: SCENARIO DESIGN
New scenario:

Scramble, Scramble! - The Battle of Kontum
30 January, 1968
[Komtum, Kontum Province, Vietnam]: [Side A][HIS][CSL]: During the Year of the Monkey, the celebration of the new lunar year was celebrated between January 27th and February 3rd , 1968. It was during this Tet Holiday truce that the General Offensive and Uprising by Peoples Army of North Vietnam and Viet Cong troops would conduct a massive coordinated attack on various district capitals and military installations throughout South Vietnam. While the offensive was intended to start at midnight on January 31st, a disconnect between the usage of the lunar and solar calendars between some units meant that some cities and installations were attacked one day early. One of those cities was Kontum in the southern Central Highlands, defended by the ARVN 2nd/42nd Infantry Regiment, the US 57th Helicopter Company, elements of the US 2nd/1st Cavalry and the ARVN 11th/3rd Tank Squadron. On January 27 aerial reconnaissance detected large enemy formations moving toward Kontum. Using these and other warnings, the senior US military advisor at Kontum, along with the South Vietnamese Province Chief, made improvements to the defense of the area and waited for the Viet Cong attack to come. The attack started at 0200 on the morning of January 30th with the sapper squads that had snuck into the city under the guise of Tet holidayers. The Viet Cong struck swiftly and effectively any area where there were no government troops. Shortly after, two columns consisting of battalions from the 24th VC Regiment conducted an assault into the city, the ARVN military camp to the east of the city and the Kontum airfield forcing the 57th Helicopter Company to the sky before being overrun. Intense fighting would continue within the city for the next five days until the Viet Cong could eventually be routed out. [ALL][CSEE and Variable Objectives][1.00]

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Profender »

Seeing a lot of buttons on the bottom. What is the learning curve for this game?
Will it have a learning scenario?
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

In most scenarios, you'll use a handful of buttons. They are there for your convenience.

Generally, the game is like chess in that it is easy to learn, but difficult to master.

Yes, there will be bootcamp scenarios and videos to learn how the game works.
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Profender »

ORIGINAL: Jason Petho

In most scenarios, you'll use a handful of buttons. They are there for your convenience.

Generally, the game is like chess in that it is easy to learn, but difficult to master.

Yes, there will be bootcamp scenarios and videos to learn how the game works.

Okay thank you, looking forward to some gameplay videos see how it all plays out.
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by berto »


Another recent (private) Dev Team Forum post:
ORIGINAL: berto

An update.

Reacting to recent play tests, and a growing dissatisfaction with the assault combat results (low casualty, implausible, failing to mimic history, not to mention too gamey):

Among other things, I have implemented a new multi-tiered CRT system, with distinct CRTs for each of the seven combat types:

// Combat types.
enum CombatType { XUnknownType = -1, XDirectFireType, XDirectFireAirType, XIndirectFireType, XAssaultType, XAirstrikeType, XMineAttackType, XIEDAttackType };

(In future, especially for Cold War, we might add new types for XChemicalAttackType, XBiologicalAttackType, X[Tactical]NuclearAttackType, and perhaps still others.)

For XAssaultType, it has been observed that assaults are generally way too bloodless. In the XAssaultType CRT, the odds of achieving SP kills and other NoEffect results are now greater than heretofore.

The CRT(s) has been extracted from main.pdt and moved to a separate file, specified per scenario in the .scn file like so:

[-------------------------------- data header --------------------------------]
31
The First to Fall - Hiep Hoa CIDG Camp
0 0 0 1-13[n]
0 0 0 0 1-13[2]
4 0 0 0 70 70 70 70
0
50 100 200 300 0 0 3
100 100 0 -1
0 0 0 0 0
0 0 0 0 0
VN_631124_Hiep_Hoa.map
VN_631124_Hiep_Hoa.org
VN_631124_Hiep_Hoa.ai
VN_631124_Hiep_Hoa.lua
CRT.pdt
3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3
3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3
0 0
0 4 0 0 2
0 -1 -1 -1 -1 -1 -1 -1 0 -1 0 0 0 0 -1 -1 -1 0 -1 0 -1 1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 0 0 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1
[--------------------------------- unit data ---------------------------------]
[...]

This will facilitate scenario designers/modders tinkering with the CRT. And will allow customizations like: CRT_1940s.pdt, CRT_1950s.pdt, CRT_1960s.pdt, CRT_1970s.pdt, CRT_1980s.pdt, and so on. (With the standard CRT.pdt and any customized versions to be located in the game Data folder.)

(Adding CRT.pdt in this way will require me to do another mass update of all .scn files, of course.)

The ExtremeAssault system is also being revamped.

And other bug fixes and tweaks.

All very much a work-in-progress, and all subject to change.

...
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by benpark »

I'm sure you guys have these already, but maybe others may want to think ahead:

https://legacy.lib.utexas.edu/maps/topo ... index.html
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

Spooky turned the night into day with flares.

Image

2D Normal View, 3Dimages on Counters.
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

2D Zoom-in View

Image

Fog-of-War OFF; so seeing all enemy chits out there. Even those not illuminated [:'(]
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Andrea G »

Love how the icon exceeds the counter boundaries!
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Simulacra53 »

2d art looking really nice!
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

ORIGINAL: Andrea G

Love how the icon exceeds the counter boundaries!
Thank you!

There's two options for counter art at the moment.

First, there're the NATO symbols, well over 400 individual symbols to maximise the information at platoon level units. For instance: amphibious armoured personnel carrier with ATGM missiles? BMP-1, perhaps?

Then, there're the 3d images from the 3D miniatures view side of things. They also depict the proper unit facing, which would not otherwise be easily available on bpardgame view chits.
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

ORIGINAL: Simulacra53

2d art looking really nice!
Thank you!
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

Campaign Series Vietnam: ALPHA Graphics: SCENARIO DESIGN
New scenario:

Old Faithful to the Rescue - Battle of Ba Ria
1 February, 1968
[Ba Ria, Phouc Tuy Province, South Vietnam]: [H2H/SIDE A][HIS][CSL]: By February 1st, fighting and sprung up virtually all around South Vietnam, it seemed no district town had escaped a Viet Cong attack. At 0455 Ba Ria was added to that list. Elements of the D445 Viet Cong Local Force battalion, supported by the C106 Company targeted various locations around the district town, starting with the Regional Force ammunition and logistics compound north of Ba Ria. Initially the Regional Forces stationed around the town and the elements of the ARVN 11th Airborne Battalion that were at the Van Kemp Training Camp east of town was all that was available to stem the combined Viet Cong attacks. As the sun rose, reinforcements were starting to be organized and prepared to be sent to Ba Ria. Just north of Ba Ria was the Australian Task Force base at Nui Dat. A Company, 3rd Royal Australian Regiment, "Old Faithful", was loaded onto APC's and ascended upon the town with all guns blazing. As the Australians were relieving the beleaguered Regional Forces in the town, additional ARVN reinforcements were being flown in from Xuan Loc. These included elements of the ARVN 3rd/52nd Infantry and 52nd Ranger Battalion. The ARVN 3rd/52nd Infantry landed to the west while elements of the 52nd Ranger landed at Van Keip Airfield, both units beginning to converge in the center, clearing all Viet Cong pockets of resistance. Fighting continues in the area for the next three days before the area was deemed safe. [ALL][CSEE, Variable Objectives][1.00]

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

Campaign Series Vietnam: ALPHA Graphics: SCENARIO DESIGN
New scenario:

Tet in the Markets - Battle of My Tho

31 January, 1968
[My Tho, Dinh Tuong Province, South Vietnam]: [H2H/SIDE A][HIS][CSL]: The Tet attacks continued on January 31st, with district capitals around the country being attacked. The provinces in IV Corps weren't safe from attack either, as at 0415, My Tho, the market town of the Mekong Delta, was attacked by a few Viet Cong battalions. While the Viet Cong D261 and D263 battalions had pinned down the ARVN 32nd Ranger Battalion to the northwest of My Tho, the D514 Local Force Battalion supported by a Sapper company had assaulted My Tho from the northeast, joining the Viet Cong forces that had infiltrated into the city under the guise of the Tet Holiday celebrations. Defending the city was elements of the ARVN 2nd/11th Infantry supported by a squadron from the ARVN 6th Cavalry. My Tho also contained the US Navy PBR base for River Section 532 as well as a group of SEAL's that were staying at one of the hotels along the river. Shortly after the attacks in My Tho, PBR's were sent out to hunt down the Viet Cong forces from the canals. The SEAL's had secured their location and had collected several US Navy volunteers, offering training and organizing a defence in a couple block radius, the Viet Cong eventually leaving the area alone from the determined defence. As dawn broke, B/3rd/60th US Infantry was assembled to counterattack from Dong Tam and clear the western portion of My Tho while ARVN units would advance from the north, encircling the Viet Cong forces in the city. Bitter house-to-house fighting would ensue before the end of the day. [ALL][CSEE, Variable Objectives][1.00]


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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by gregb41352 »

Can't wait for this. It's a day 1 buy for me.

And I'm really glad you've included scenarios for the French in Indochina.
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

Absolutely, Greg!

And the Civil War before the Americans arrived. We are really trying to be comprehensive with this game!
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