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RE: Call to try long duration scenarios
Posted: Tue May 10, 2016 11:01 am
by mikmykWS
ORIGINAL: BASB
Just put a non Nav zone at the entrance of the Med sadly it totally confused the AI, couldn't find a path
Does changing the change the Fine-Grained navigation setting to 20nm help?
See the article below for a detailed explanation.
http://www.warfaresims.com/?p=4243
Mike
RE: Call to try long duration scenarios
Posted: Tue May 10, 2016 1:07 pm
by goodwoodrw
ORIGINAL: mikmyk
ORIGINAL: BASB
Just put a non Nav zone at the entrance of the Med sadly it totally confused the AI, couldn't find a path
Does changing the change the Fine-Grained navigation setting to 20nm help?
See the article below for a detailed explanation.
http://www.warfaresims.com/?p=4243
Mike
No it didn't.
RE: Call to try long duration scenarios
Posted: Tue May 10, 2016 11:24 pm
by Kitchens Sink
I have some ideas in mind for long-duration scenarios, but I will have to spend a LOT more time on Baloogan's Lua Script Wiki in order to make it work right. I'll give it a shot.
RE: Call to try long duration scenarios
Posted: Wed May 11, 2016 4:45 am
by CCIP-subsim
By the way, is the documentation on all the new 1.10/1.11 features for the editor and Lua up to date on the wiki, or are there still things that need to be added?
RE: Call to try long duration scenarios
Posted: Wed May 11, 2016 12:31 pm
by mikmykWS
ORIGINAL: CCIPsubsim
By the way, is the documentation on all the new 1.10/1.11 features for the editor and Lua up to date on the wiki, or are there still things that need to be added?
If you're talking about Baloogan's not sure but think the guys documented most features on the warfaresims blog. If you have a specific question try the Q and A site. I think the best Lua resource right now is Baloogan's forum.
Mike
RE: Call to try long duration scenarios
Posted: Wed May 11, 2016 2:34 pm
by Mgellis
ORIGINAL: mikmyk
Hi
We've added a bunch of things now that should in theory allow for some pretty long duration scenarios and would like to know everybody's experience with this and what kinds of things we can add to improve this. Please let us know. I know I'll be working with it to see how it does.
Thanks!
Mike
I am really excited about the possibilities here. To me, a "long" scenario is "anything long enough that I might have to worry about refueling, getting magazines reloaded, etc." So, instead of one convoy mission, imagine four escort groups that each have to guide a convoy back and forth five or ten times over a period of a couple of months, with fifty or sixty enemy submarines scattered around the Atlantic...in short, the ability to fight a
war (or at least a campaign) instead of a battle.
It is also a good solution to the "dynamic campaign" problem. If several linked scenarios can simply be written as one scenario, because it is possible to refuel and resupply existing ships, not to mention adding units that might not have been available at the beginning of the scenario via lua scrips and/or very long ready times, one can
have dynamic campaigns--they just happen to be written as one very long scenario.
(In fact, to be honest, having tried to write sets of linked scenarios, I suspect this will actually work better than a group of linked scenarios...not to mention that it saves the devs from what I suspect would be some truly nightmarish coding adventures trying to retrofit the game so that it can search a scenario for losses and then edit other scenarios on the fly. I'm not a programmer, but I suspect that would be a rather hellish task. And it also means, by the way, that they will now be free to do other cool things with the game.)
I am definitely going to try to put together some of these long scenarios. First, I have to finish updating all the early scenarios I've written that have polygon errors and other issues, but I'm looking forward to trying my hand at this.
RE: Call to try long duration scenarios
Posted: Wed May 11, 2016 2:56 pm
by Gunner98
I've got one similar to what you describe almost ready for testing. A CV, a CVL & a CH and a handful of small surface groups spread from Panama, to Halifax to West Africa and Europe. The initial set of convoys are easy, working lua to spawn a '# of ship/day' per location. Looking at one month long at this stage.
Some issues that I'm struggling with:
-We need to convince 'blh42' to assemble an import file for ports
-Time to unload cargo in ports, will be a working guess for now
-naming of the cargo ships will be very generic
-giving points for getting the cargo to the right place, I think it will initially have to be very generic as well
-am thinking of a naming convention (Panama - Europe) indicating that the player gets points for getting the ship to Europe.
-Once a ship spawns, gets to its destination - what next? one option is to simply give points for any ship staying in any unloading area for X amount of time - but that could be gamed very easily
Anyway hope to have the first version out later this week.
B
RE: Call to try long duration scenarios
Posted: Wed May 11, 2016 3:01 pm
by hellfish6
ORIGINAL: Mgellis
ORIGINAL: mikmyk
Hi
We've added a bunch of things now that should in theory allow for some pretty long duration scenarios and would like to know everybody's experience with this and what kinds of things we can add to improve this. Please let us know. I know I'll be working with it to see how it does.
Thanks!
Mike
I am really excited about the possibilities here. To me, a "long" scenario is "anything long enough that I might have to worry about refueling, getting magazines reloaded, etc." So, instead of one convoy mission, imagine four escort groups that each have to guide a convoy back and forth five or ten times over a period of a couple of months, with fifty or sixty enemy submarines scattered around the Atlantic...in short, the ability to fight a
war (or at least a campaign) instead of a battle.
It is also a good solution to the "dynamic campaign" problem. If several linked scenarios can simply be written as one scenario, because it is possible to refuel and resupply existing ships, not to mention adding units that might not have been available at the beginning of the scenario via lua scrips and/or very long ready times, one can
have dynamic campaigns--they just happen to be written as one very long scenario.
(In fact, to be honest, having tried to write sets of linked scenarios, I suspect this will actually work better than a group of linked scenarios...not to mention that it saves the devs from what I suspect would be some truly nightmarish coding adventures trying to retrofit the game so that it can search a scenario for losses and then edit other scenarios on the fly. I'm not a programmer, but I suspect that would be a rather hellish task. And it also means, by the way, that they will now be free to do other cool things with the game.)
I am definitely going to try to put together some of these long scenarios. First, I have to finish updating all the early scenarios I've written that have polygon errors and other issues, but I'm looking forward to trying my hand at this.
Concur - that is my thinking too. I'm still way too uncomfortable with LUA to really experiment with it, though. Might be fun to do something like the excellent, excellent
Yankee Team scenario, but as a DD commander who has to spend 3-weeks on patrol off RVN doing NGFS or VBSS/whatever/etc. Or an FFG captain in the Tanker Wars for a month.
RE: Call to try long duration scenarios
Posted: Wed May 11, 2016 3:24 pm
by Sardaukar
Series of convoy operations from USA to Europe during hypothetical WW III might be one idea too.
RE: Call to try long duration scenarios
Posted: Thu May 12, 2016 2:36 pm
by FTBSS
ORIGINAL: mikmyk
ORIGINAL: Gizzmoe
I guess everyone has a different view on what "long duration" means. A month? A year? Ten years? Things like automated maintenance checks could be useful for longer scens, or even automated mid-life platform upgrades for scens that run over several years.
But is it really useful that the devs implement stuff that IMO is irrelevant for 99% of all scens? And how feasible is it anyway to play a scen that has many units and spans over even just a month? It would take ages to play through. What would be universally useful though for all kinds of scens, and especially longer scens, is random and user-defined (repairable) breakdowns for platforms and sensors.
I'm not interested in what can't be done but what can. Experimenting and trying is how we learn.
That being said I need folks who are actually building stuff to chime in on this.
Mike
Mike, I have been working on creating a very large scenario set in near future with 3-4 week duration it centers around US CVBG response to China invading Taiwan The CVBG would cross Pacific and in anticipation of this China would have Sub trap areas to stop or dwindle down the US forces from arriving on scene with adequate forces to harm the invasion. This would also allow for the ASBM attacks that the chinese forces are implementing.
I also have a bit smaller 3 week scenario I am working on set as a CVBG to support Israel in the event of a nuclear attack carried out by a nuclear armed Iran. The russian navy will come out of Odessa to interdict the US forces coming from the Atlantic through the Med.
Is this the kind of scenarios you are looking for?
I also started one based on convoys leaving the US to support Western Europe in event of an attack on the Baltic states by Russia, this one is very early stages.
RE: Call to try long duration scenarios
Posted: Thu May 12, 2016 8:24 pm
by mikmykWS
Yeah definitely . Along the way if you can give us some input into some of the challenges and sore points you run into that would be great. The goal of all this is to be able to do long duration well (not just do it).
Thanks!
Mike
RE: Call to try long duration scenarios
Posted: Fri May 13, 2016 12:19 pm
by FTBSS
Will Do!!! I need to become more proficient with LUa but more an issue with my skills more than the game/sim.
RE: Call to try long duration scenarios
Posted: Fri May 13, 2016 4:50 pm
by cdcool
ORIGINAL: mikmyk
Hi
We've added a bunch of things now that should in theory allow for some pretty long duration scenarios and would like to know everybody's experience with this and what kinds of things we can add to improve this. Please let us know. I know I'll be working with it to see how it does.
Thanks!
Mike
Hi Mike,
Can you suggest a few that may be good for a test run?
Thanks
RE: Call to try long duration scenarios
Posted: Fri May 13, 2016 5:13 pm
by mikmykWS
ORIGINAL: cdcool
ORIGINAL: mikmyk
Hi
We've added a bunch of things now that should in theory allow for some pretty long duration scenarios and would like to know everybody's experience with this and what kinds of things we can add to improve this. Please let us know. I know I'll be working with it to see how it does.
Thanks!
Mike
Hi Mike,
Can you suggest a few that may be good for a test run?
Thanks
To may knowledge they're aren't any yet although we just got the pieces in place to accomplish this.
Need guys to build and report stuff.
Thanks!
Mike
RE: Call to try long duration scenarios
Posted: Fri May 13, 2016 5:33 pm
by djoos5
I can suggest my scenario named CAULDRON. It will be updated it in the Scenario thread in just a moment.
It is a 6 and 1/2 day scenario, although it has not been updated with any of the new CMANO features in the current build.
It is designed for a player to take care of missions over a period of days as engagements arise in the war with EURCON, although I have not had a real good testing of it.
Not sure if this helps or not, Mike, but I thought I'd throw it out there.
At some point, it is my intention to either break the larger scenario into a series of battles (like Northern Inferno), or do a major re-tooling of it as it stands.
DJ
RE: Call to try long duration scenarios
Posted: Fri May 13, 2016 5:35 pm
by mikmykWS
ORIGINAL: djoos5
I can suggest my scenario named CAULDRON. It will be updated it in the Scenario thread in just a moment.
It is a 6 and 1/2 day scenario, although it has not been updated with any of the new CMANO features in the current build.
It is designed for a player to take care of missions over a period of days as engagements arise in the war with EURCON, although I have not had a real good testing of it.
Not sure if this helps or not, Mike, but I thought I'd throw it out there.
At some point, it is my intention to either break the larger scenario into a series of battles (like Northern Inferno), or do a major re-tooling of it as it stands.
DJ
Sounds great. Let us know what comes out of testing/building etc. We'd like to know and if we can help out with things by adding to the game.
Mike
RE: Call to try long duration scenarios
Posted: Fri May 13, 2016 5:42 pm
by djoos5
Shall do... I updated it to the current database and re-uploaded it to the Mods and Scenarios thread.
RE: Call to try long duration scenarios
Posted: Fri May 13, 2016 5:45 pm
by cdcool
ORIGINAL: djoos5
I can suggest my scenario named CAULDRON. It will be updated it in the Scenario thread in just a moment.
It is a 6 and 1/2 day scenario, although it has not been updated with any of the new CMANO features in the current build.
It is designed for a player to take care of missions over a period of days as engagements arise in the war with EURCON, although I have not had a real good testing of it.
Not sure if this helps or not, Mike, but I thought I'd throw it out there.
At some point, it is my intention to either break the larger scenario into a series of battles (like Northern Inferno), or do a major re-tooling of it as it stands.
DJ
I'll give it a shot!! Thanks
RE: Call to try long duration scenarios
Posted: Fri May 13, 2016 5:46 pm
by cdcool
ORIGINAL: djoos5
Shall do... I updated it to the current database and re-uploaded it to the Mods and Scenarios thread.
Cool
RE: Call to try long duration scenarios
Posted: Fri May 13, 2016 8:17 pm
by mikkey
ORIGINAL: hellfish6
... DD commander who has to spend 3-weeks on patrol off RVN doing NGFS or VBSS/whatever/etc. Or an FFG captain in the Tanker Wars for a month.
These are very interesting ideas for long time scenarios.