Sneak Peeks, Coming Attractions, Works-In-Progress

The Campaign Series: Middle East 1948-1985 is a new turn-based, tactical wargame that focuses on conflicts in the Middle East.

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

Post by Big Ivan »

ORIGINAL: **budd**

can a link for that info somehow be put under the help menu in game for us nato idiots[:)]

+1[:)]
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by berto »


Good idea. No guarantees, but we will look into implementing it.
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

For now, I am pretty sure there's a folder called NATO Symbol Map or something under the /Manual folder. Not at my PC at the moment, but have a look around it should be there somewhere.

In the folder there's the NATO symbol bitmap like above, and a PDF with the explanations.
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by berto »


Using the F4 key, say, to access the NATO icon docs is not a bad idea. But yes, in the meantime, players can manually access the docs as Crossroads describes them.
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Warhorse »

My pleasure fellahs! Petri has goaded me to push it even more!!!! He all but double-dog dared me!![:D]
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

Random sneak peek of the day: ROK OoB was completed for the latest CS:VN Beta. They did not have chits yet, but do now. Turned out quite nice imho, blue is such a strong color to play with [:)]

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

Post by berto »


A sneak-peek preview of the new-and-improved, still work-in-progress Unit Handbook:

Image

There are still a few to-dos in that display, but it is nearly settled.

An intensive effort is underway to give the game's UI a major facelift. Well, maybe not plastic surgery, but in some ways a bit beyond mere cosmetics. And striving for a consistent style and color theme. The tweaked Schedule Dialog, for instance:

Image

The tweaked Target Dialog:

Image

Everything still subject to change of course.
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by dox44 »

i love the sneek peeks.
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by dox44 »

what about the new SP?? they need a coder and you have some room down there for another "XXXXXXXXXXX Lead Coder"?

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

Post by berto »


You have little idea how busy I am!
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Phoenix100 »

Nice! Great, clean, clear style. Is this still a long way off?
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Big Ivan »

Hey berto,

Thanks for the sneak peek, I'm liking the white lettering on the forest green background.

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

Post by berto »


Credit goes to Crossroads, leader of the UI Improvement Project, and principal designer of the revamped UI. He does the design and graphics, I do the coding.
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Big Ivan »

ORIGINAL: berto


Credit goes to Crossroads, leader of the UI Improvement Project, and principal designer of the revamped UI. He does the design and graphics, I do the coding.

Hey Crossroads,

+1[&o]

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

Post by Crossroads »

It is a team effort. Glad you guys are liking it [:)]
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by fritzfarlig »

my deepest respect for yours working
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by berto »

ORIGINAL: phoenix

Nice! Great, clean, clear style. Is this still a long way off?
Not soon, but not too far off either. Sorry we can't commit to anything more specific.
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by berto »


A sneak peek of the new work-in-progess CS Event Engine:

Image

as hard as ever on all of this!
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by berto »


Another sneak peek, this one very much a prototype work-in-progress:

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

Post by berto »

ORIGINAL: berto

Here are the EE Lua functions implemented thus far:

adaptive_ai(side, nation, index)
advantage()
aggressiveness(side)
ai(side)
ai_index(parm)
ai_parameter(index)
air_support(side)
ammo_level(side)
arty_ammo_level(side)
current_side()
current_turn()
event_points(side)
fow(side)
hexcoor(x, y)
isai(side)
isfow(side)
major_defeat()
major_victory()
message(string)
minor_defeat()
minor_victory()
objective_owner(x, y)
objective_value(x, y)
on_air_attack(x, y, pid, name, side, nation, points, strength)
on_next_phase(turn, side)
on_next_turn(turn)
on_objective_capture(x, y, value, side)
on_unit_kill(x, y, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_reinforce(x, y, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_release(pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_remove(x, y, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
other_side(side)
random(x)
reinforcement_count(id)
reinforcement_flags(id)
reinforcement_hexcoor(id)
reinforcement_prob(id)
reinforcement_scatter(id)
reinforcement_turn(id)
reinforcement_x(id)
reinforcement_y(id)
release_prob(id)
release_track(id)
release_turn(id)
set_adaptive_ai(side, nation, index, value)
set_advantage(value)
set_aggressiveness(side, value)
set_air_support(side, value)
set_ammo_level(side, value)
set_arty_ammo_level(side, value)
set_event_points(side, value)
set_major_defeat(value)
set_major_victory(value)
set_minor_defeat(value)
set_minor_victory(value)
set_objective(x, y, value, side)
set_objective_owner(x, y, side)
set_objective_value(x, y, value)
set_reinforcement(id, x, y, turn, prob, count, flags, scatter)
set_reinforcement_count(id, count)
set_reinforcement_flags(id, flags)
set_reinforcement_hexcoor(id, hexcoor)
set_reinforcement_prob(id, prob)
set_reinforcement_scatter(id, scatter)
set_reinforcement_turn(id, turn)
set_reinforcement_x(id, x)
set_reinforcement_y(id, y)
set_release(id, turn, prob, track)
set_release_prob(id, prob)
set_release_track(id, track)
set_release_turn(id, turn)
set_smoke_ammo(side, value)
set_star_shells(side, value)
set_victory(majorfeat, minordefeat, minorvictory, majorvictory)
smoke_ammo(side)
star_shells(side)

That's 76 functions. More to follow of course.
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