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RE: Wishlist

Posted: Thu Dec 07, 2017 1:44 pm
by Jason Petho
Event Points are intended to be used to score for completing specific tasks that are scripted by the scenario designer. Capturing a location, destroying a unit, etc.

For example, in CSME 2.00 for the Long Road Home scenario, a lua file has been created (Oued_Fodda_1958.lua)

Inside, there is this:
-- Oued Fodda
if x == 24 and y == 24 then

-- French capture the town from Algerians:
if side == FRENCH_SIDE then

-- During the first three times the French capture the town from Algerians, give them 25 event points
if luav(OUED_FODDA_NOCAPTURES_FR) <= 3 then
inc_event_points(FRENCH_SIDE, 25)
end

-- Add one to no of times French have captured the town
set_luav(OUED_FODDA_NOCAPTURES_FR, (luav(OUED_FODDA_NOCAPTURES_FR)+1) )
message(true,"HQ", "Congratulations for capturing Oued Fodda for the ".. luav(OUED_FODDA_NOCAPTURES_FR) .. ". time!" )

-- Everytime Algerians capture the town from French, give them 25 event points
elseif side == ALGERIAN_SIDE then
inc_event_points(ALGERIAN_SIDE, 25)
message(true,"HQ", "Congratulations for recapturing Oued Fodda!" )

end

end

This basically states that if the French capture the location, they receive 25 Event Points on top of what the location is worth in victory points. They can capture and recapture it 3 times and gain the 25 Event Point bonus. After the third time, they no longer gain any bonus.

The Algerians, on the other hand, can capture and recapture the hex and gain 25 Event Points every time they do.

If there is a running battle for the village, the Algerians can rack up a lot of Event Points. Alas, this is extremely unlikely based on the quality of the Algerian troops.



Regarding your second question: The other side is not aware of what your Event Point objectives are.



RE: Wishlist

Posted: Thu Dec 07, 2017 2:15 pm
by Jagger2002
Yes, I like that feature. Very, very nice.

Although it is a little different from my wishlist request. My idea is to only see my objectives on the map. The opponent may have the same objectives and/or totally different objectives. The key point is that I won't see or know what are my opponents objectives. I only know my objectives and have to deduce my opponents objectives from his actions and my analysis of the map and scenario description.

I could see it most useful in parachute operations or surprise offences such as the Ardennes. It would prevent massing to protect known objectives with known victory points while ignoring other portions of the map. Feints would certainly become more useful. Who knows what the enemy is up to. Definitely increase the uncertainty of FOW at least for the first blind play of a scenario.

Another idea would be to allow players, at scenario start, to choose their objectives amongst several possible objectives provided by the scenario designer. Would increase replay value of the scenario. Considering the amount of time and effort required to create a scenario, anything that increases scenario replay value is well worth the time, IMO.

RE: Wishlist

Posted: Thu Dec 07, 2017 2:37 pm
by berto

Not in the initial CSME 2.0 release but rather in the inevitable CSME 2.01 update (and later updates, and future games), we will have a completely revamped objective points system with much of the wished-for fanciness. Just not for the imminent CSME 2.0.

RE: Wishlist

Posted: Thu Dec 07, 2017 2:43 pm
by Crossroads
Those are neat ideas, keep them coming guys! [&o] [:)]

RE: Wishlist

Posted: Thu Dec 07, 2017 5:44 pm
by Big Ivan
ORIGINAL: berto


Not in the initial CSME 2.0 release but rather in the inevitable CSME 2.01 update (and later updates, and future games), we will have a completely revamped objective points system with much of the wished-for fanciness. Just not for the imminent CSME 2.0.

++1


Dev Team you have exceeded even my expectations. There is some cool s**t (stuff) going on with my beloved Campaign Series and I have to tell you all I just can't wait. [&o]

Cheers![:)]

RE: Wishlist

Posted: Fri Jan 12, 2018 3:58 pm
by GrayNemesis
Iran - Iraq War scenarios

RE: Wishlist

Posted: Fri Jan 12, 2018 4:00 pm
by Jason Petho
I’m working on the first DLC for Middle East that will focus on the Iran-Iraq War

RE: Wishlist

Posted: Wed Jan 17, 2018 4:01 pm
by Three63
Is there a flank modifier for Rifle Platoons that get attacked from the rear? Does it effect morale or give a SP Loss bonus?

RE: Wishlist

Posted: Wed Jan 17, 2018 4:04 pm
by Jason Petho
Not for infantry, no.


RE: Wishlist

Posted: Thu Jan 18, 2018 11:40 am
by Three63
Maybe you guys should think about adding it in the future, at the least for rear attacks. In real life cross fire or being outflanked like that would sure effect the platoon in battle. Saying that maybe you might be able to have rifle platoons affected in the open by that, but ones in a bunker or whatever do not get a penalty to avoid anything funky.

RE: Wishlist

Posted: Thu Jan 18, 2018 11:44 am
by Three63
Wait, don't rifle platoons get isolated and take a penalty if troops surrounded them on three or more sides? That could be a other idea, system you can use rather then flank penalties.

RE: Wishlist

Posted: Thu Jan 18, 2018 12:48 pm
by Crossroads
Thing with flanking fire modifiers is that how do you prevent someone firing at the one unit that is defending the "opposite hex side", while there might be units positioned to face the hex side fire is coming from.

Any ideas? [8D]

RE: Wishlist

Posted: Sat Jan 20, 2018 4:59 am
by budd
Two small things occurred to me. How about a number under the f for fixed units showing the turn they get released, if there fixed the whole scenario, no number. Another thing, how about when you right click and hold on the unit card in the unit panel it shows the hex sides info, ala panzer battles.

RE: Wishlist

Posted: Sat Jan 20, 2018 9:40 am
by berto
ORIGINAL: budd

Two small things occurred to me. How about a number under the f for fixed units showing the turn they get released, if there fixed the whole scenario, no number. Another thing, how about when you right click and hold on the unit card in the unit panel it shows the hex sides info, ala panzer battles.
Both good suggestions. The "another thing" -- despite being my favorite wish list item, for some reasons that feature keeps slipping down the to-do list. One of these days, one of these updates... [8|]

RE: Wishlist

Posted: Sat Jan 20, 2018 9:45 am
by Crossroads
ORIGINAL: berto

ORIGINAL: budd

Two small things occurred to me. How about a number under the f for fixed units showing the turn they get released, if there fixed the whole scenario, no number. Another thing, how about when you right click and hold on the unit card in the unit panel it shows the hex sides info, ala panzer battles.
Both good suggestions. The "another thing" -- despite being my favorite wish list item, for some reasons that feature keeps slipping down the to-do list. One of these days, one of these updates... [8|]

Yes, I quite like the concept of a right click revealing alternate information in side bar, too. Let us do this [:)]

RE: Wishlist

Posted: Fri Feb 09, 2018 4:00 pm
by Wampir
Hello
I have a question whether it is possible to add an additional level to the 3D zoom option corresponding to the standard maximum zoom level of the "old" CSME: a combination of 100% terrain + 100% unit?
Regards
Norbert

RE: Wishlist

Posted: Fri Feb 09, 2018 4:11 pm
by Jason Petho
I don't believe so, no.


RE: Wishlist

Posted: Tue Feb 27, 2018 6:32 am
by fiambre
ORIGINAL: Crossroads

Thing with flanking fire modifiers is that how do you prevent someone firing at the one unit that is defending the "opposite hex side", while there might be units positioned to face the hex side fire is coming from.

Any ideas? [8D]

from my understanding, in real life, the infantery take cover from the side they expect the enemy or from where they are being shot. But coberture for them is much easier to achieve so they cover also the sides, somehow, if they are static. Except if being a one-direction-only side coberture and they are "assaulted" or shot from very near, they shouldnt have a too high "flanking" penalty.

(This makes me wonder if in the game infantery in the move and being shot by oportunity fire, and infantery settle and static gets the same ammount of damage...)

Tanks, in other hand, will have much harder to shift or turn to cover from flanking fire.

Anyway, if we are thinking on a playable system, a unit in an hex should "spread" its units on all the hex-sides from where the enemy is located. So that unit will have less fire power to fire on each direction with the chance to avoid flanking fire (if any is set)

Salute

RE: Wishlist

Posted: Tue Feb 27, 2018 6:50 am
by fiambre
About Artillery:
It sounds to me a bit unreal friendly artillery fire on Hex adjacent to my units.

Except in a very well planned operation, or small mortar units, its sounds unrealistic to shot from very far behind heavy artillery fire too next to friendly units, at least till the campaign radios appeared.



RE: Wishlist

Posted: Tue Feb 27, 2018 1:20 pm
by Jason Petho
About Artillery:
It sounds to me a bit unreal friendly artillery fire on Hex adjacent to my units.

Don't forget that hexes are 250 metres across, they aren't dropping the artillery as close was one would assume.