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RE: Battle and Campaign Generator Mods Update
Posted: Sat Nov 12, 2011 3:29 pm
by z1812
Thanks for your response Dazoline. I find often the battles drag on much longer than they should given the battlefield situation.
RE: Battle and Campaign Generator Mods Update
Posted: Sat Nov 12, 2011 6:03 pm
by Mad Russian
Looking at this I'm thinking that there should be a way to make a very specific generator.
For instance. Barbarossa 41, Fall Blue, Kursk Northern Shoulder - Kursk Southern Shoulder, Lenningrad, etc.....
The only thing I can see holding some specific time period generators back would be the TO&Es and the historical data to support them.
Maybe, instead of trying to do the entire Russian Front, in the first version you pick a 3 - 6 month period and work on that first. Just a thought.
Good Hunting.
MR
RE: Battle and Campaign Generator Mods Update
Posted: Sat Nov 12, 2011 9:22 pm
by dazoline II
Yes, you can make them very specific. Tracking a division through the oob changes it undergoes throughout the war if you like. The issue I face is I'm not a subject matter expert or a good researcher in this regard. So what I have tried to make is a framework that others can build on to flesh out the generic OOBs I have right now. In effect making an open source oob system.
I'm including the oob files I have presently. Taken to an extent from a certain eastern front operational game presently published by Matrix. You'll see in the files there's a file called Panzer Division.xml which controls the type dropdown in the screenshot. In the file are oob tags which reference a timeframe and the available unit types that make up in this case a generic panzer division.
MR, I know you had volenteered making OOBs and I certainly want to take advantage of that but I also didn't want to ask for contributions even before the system is ready. Seeing this post I can see you've been giving this some thought so I thought I should give you some additional info on the OOB system. If you want to go so far as extending or creating other oob files I will certainly include them when I release the new version.
ORIGINAL: Mad Russian
Looking at this I'm thinking that there should be a way to make a very specific generator.
For instance. Barbarossa 41, Fall Blue, Kursk Northern Shoulder - Kursk Southern Shoulder, Lenningrad, etc.....
The only thing I can see holding some specific time period generators back would be the TO&Es and the historical data to support them.
Maybe, instead of trying to do the entire Russian Front, in the first version you pick a 3 - 6 month period and work on that first. Just a thought.
Good Hunting.
MR
RE: Battle and Campaign Generator Mods Update
Posted: Fri Jan 20, 2012 11:01 am
by junk2drive
Now that the holidays are over, any word on the Unit Viewer?
RE: Battle and Campaign Generator Mods Update
Posted: Fri Jan 20, 2012 11:17 am
by junk2drive
ORIGINAL: z1812
Thanks for your response Dazoline. I find often the battles drag on much longer than they should given the battlefield situation.
I have found that random campaigns can have a random turn on which a random small amount will be given to the defender.
Under the opponent side in the Battles xml is posture. If multiple choices are listed it is picked at random.
posture="attack,defend,defend,defbonus"
With defbonus I had results of around turn 15 with around 100 points on a couple of battles. It also tells you in the briefing the approximate turn that the opponent will start receiving the bonus.
By editing the Battles files for a campaign with defbonus as the only choice, you will get this for every battle.
RE: Battle and Campaign Generator Mods Update
Posted: Fri Jan 20, 2012 11:59 am
by dazoline II
I still have over a months worth of work on my newest contract so there won't be any movement for a while. After suffering burn out once years ago I'm reluctant to restart the work as I'd be working on code during the day and night. Which means in the end burnout and not getting any work done for months.
The unit viewer screen (SS #3 above) and the Task Force Generator (SS #2 above) are complete. Of course their next to useless without the battle generator finished.
Are you looking at just getting the unit viewer released so you can see the units outside of the game without reading the XML?
The only issue would be I'd have to create some script that can list all the available units on a screen which can call the unit viewer for display.
RE: Battle and Campaign Generator Mods Update
Posted: Fri Jan 20, 2012 12:25 pm
by junk2drive
I understand burn out. Yes I was looking for the unit viewer to see units with the picture etc that you don't get with the xml.
No hurry. Glad to see you are still interested.
RE: Battle and Campaign Generator Mods Update
Posted: Fri Jan 20, 2012 2:23 pm
by Mobius
That generator looks marvelous.
RE: Battle and Campaign Generator Mods Update
Posted: Fri Jan 20, 2012 5:05 pm
by dazoline II
Thanks for the compliment Mobius.
I'll look at working on some type of launch page for the unit viewer in the next few days.