The 1.03 UPDATE

John Tiller's Campaign Series exemplifies tactical war-gaming at its finest by bringing you the entire collection of TalonSoft's award-winning campaign series. Containing TalonSoft's West Front, East Front, and Rising Sun platoon-level combat series, as well as all of the official add-ons and expansion packs, the Matrix Edition allows players to dictate the events of World War II from the tumultuous beginning to its climatic conclusion. We are working together with original programmer John Tiller to bring you this updated edition.

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Miamieagle
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RE: The 1.03 UPDATE

Post by Miamieagle »

I have another question? Is it possibe to give the Ai and players the option of having the troops and vehicle move a bit faster like the flight Simulators have. This way it would make the bigger scenerios more manageble and sensible.
michammer
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RE: The 1.03 UPDATE

Post by michammer »

ORIGINAL: Miamieagle

I have another question? Is it possibe to give the Ai and players the option of having the troops and vehicle move a bit faster like the flight Simulators have. This way it would make the bigger scenerios more manageble and sensible.

On the menu, under OPTIONS, click "Fast Human Player" and "Fast Computer Player". I would advise only using this in areas known to be free of the enemy.
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RE: The 1.03 UPDATE

Post by Jason Petho »

ORIGINAL: Miamieagle

You still have not given me a answer to this question?


What is it meant by concealmeant. How those it effect the game?

5.25 Concealment Values & Fog of
If “Fog of ” is on, enemy units are not automatically revealed when one or more of “your” friendly units has a line of sight to that enemy unit’s location. Each unit in the game has a “Concealment Value” (“UC#” in the formula below), and each full-hex terrain type has a “Concealment value (“TC#”), that the program utilizes when determining whether or not that unit has been “spotted” by the enemy. The program uses the follow¬ing calculation (in the formula, “FRD” means “fractions rounded down”):

(UC# + SP of unit [halved, FRD if non-vehicular] + TC#) – (modified range/2 [FRD])

The “modified range” is based on the hexside terrain (if any) being viewed “through” (i.e., if the line of sight from the viewing unit crosses a hexside terrain type as it enters the hex of the unit being viewed). The hexside “range modifier” is added to the range (in effect increasing the range). The number determined by the formula is then “bounded” by 0 and 8 (in other words, it cannot be lower than “0” or greater than “8”). The program then gen¬erates a random number from 0 to 9 (inclusive); if that random number is =the final num¬ber from the formula the affected unit becomes spotted (i.e., visible on the game map).

When a unit moves or fires it is always revealed. In order to become unspotted, a unit must regain its concealment status by beginning its turn out of the line of sight of all enemy unit.

From the manual.

For concealment values of the various terrain types, see section 5.24

Jason Petho
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Jason Petho
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RE: The 1.03 UPDATE

Post by Jason Petho »

Thanks michammer!

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John in SoFla
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RE: The 1.03 UPDATE

Post by John in SoFla »

Hi Jason:
 
Long time since I looked at the forums...nice coincidence that I looked as an update was announced. Since I am not much of a "computer guy" I went to the Update section of the menu to download the new version but got an error stating I had the most recent version (I have 1.02). So, how do I download the new version then? Thanks in advance for the usual fast response.
"No bastard ever won a war by dying for his country.
He won it by making the other poor dumb bastard die for his country."
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RE: The 1.03 UPDATE

Post by Jason Petho »

ORIGINAL: John in SoFla

Hi Jason:

Long time since I looked at the forums...nice coincidence that I looked as an update was announced. Since I am not much of a "computer guy" I went to the Update section of the menu to download the new version but got an error stating I had the most recent version (I have 1.02). So, how do I download the new version then? Thanks in advance for the usual fast response.

Hi John

The 1.03 UPDATE hasn't been released to the public yet, it has been sent to Matrix for "processing".

I don't imagine it will be too long before it is released to everyone. Your UPDATE button on the menu will function properly when it is ready.

Jason Petho

GavinP
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RE: The 1.03 UPDATE

Post by GavinP »


Jason ..

A quick question vis a vis the update installation process.

Will you have to install it the same way as the 1:2 update -- ie upload it into existing CS program by entering serial number .. ?

I remmber this caused me a wee headwache last time, because I simple cut and pasted into CS file until I was informed otherwise ....

Cheers

GavinP
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RE: The 1.03 UPDATE

Post by Jason Petho »

ORIGINAL: GavinP


Jason ..

A quick question vis a vis the update installation process.

Will you have to install it the same way as the 1:2 update -- ie upload it into existing CS program by entering serial number .. ?

I remmber this caused me a wee headwache last time, because I simple cut and pasted into CS file until I was informed otherwise ....

Cheers

GavinP

I would imagine the serial will be required for the installation of the 1.03 UPDATE, hopefully it will only have to be entered once though.

Jason Petho

Miamieagle
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RE: The 1.03 UPDATE

Post by Miamieagle »

I read you where incorporating a new a method of concealment on the Eastern Front with patch 102. Thats was what I was really inquiring about!
 
I know you can speed the troops movements with the OPTIONS, mode and  clicking on  "Fast Human Player" and "Fast Computer Player. What Iäm taking about of having the option of several different speeds options that would allow us the player to play in bigger maps and with different and with bigger Units like Corps and Armies in the Eastern Front and the Western Front and perhaps the Chinenese Front plus the Philipines and Okinawa camapings.
 
I not only play with this game but I like to fly with several Flight Simulator like Combat flight Simulator 1 and 2 plus on occations with CFS3 as well. I also have IL46 which is a excellent Eastern Front and Pacific Theater combat flight Simulator. They all give you the option of speeding up your flight leading to the action zone. Other wise when I go flying in those long Pacific missions to intercept a enemy fleet in would take me hours to finish the mission.
 
Very few of us in our Modern society has that kind of time. I was thinking that we should give users of this program the same type of options. Something like to speed thing up from one to five. ALL should be done within reason since we are talking about ground units and not about arial units. Everthing should slow down to normal once the unit in a area has contact with enemy.
 
Thats what Iäm talking about!
 
 
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RE: The 1.03 UPDATE

Post by Jason Petho »

Try watching the action in Zoom level 4 or 5, that would speed things up considerably for larger scenarios.

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RE: The 1.03 UPDATE

Post by Ladmo »

Forgive me if I am being dense, but do I understand correctly that the oob (at least platoon) level is essentially locked out? I was going to post on this, but I really feel I need to make sure I understand what this change will be before I do (it will be a courteous but less the joyful post). If there is some provision for modding - and this game has benefited tremendously from said activity - then I need to hold my fire. If I have missed a post and have got the wrong end of the stick, I humbly await correction.

With Respect, Ladmo
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RE: The 1.03 UPDATE

Post by Jason Petho »

ORIGINAL: Ladmo

Forgive me if I am being dense, but do I understand correctly that the oob (at least platoon) level is essentially locked out? I was going to post on this, but I really feel I need to make sure I understand what this change will be before I do (it will be a courteous but less the joyful post). If there is some provision for modding - and this game has benefited tremendously from said activity - then I need to hold my fire. If I have missed a post and have got the wrong end of the stick, I humbly await correction.

With Respect, Ladmo

With 1.03, the weapon pdx and platoon obx files will be "locked out".

While you will be able to modify the files to your hearts content, but you will not be able to encrypt the files and use them in against other players.

There are options, of course:

1. There will be a thread available for NEW UNIT and new country requests. The requests will be gone through and eventually added to future updates (1.04, 1.05, etc).

2. If you are building a significant MOD that requires new platoon files, etc, feel free to send me the files and I will be happy to convert them for you. Again, keep in mind, you will not be able to play against anyone else that does not have the same files.

I will try to be as accomodating as I can, but this policy is here to stay.

Hope that helps.

Jason Petho



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RE: The 1.03 UPDATE

Post by cw58 »

ORIGINAL: Jason Petho
ORIGINAL: Ladmo

Forgive me if I am being dense, but do I understand correctly that the oob (at least platoon) level is essentially locked out? I was going to post on this, but I really feel I need to make sure I understand what this change will be before I do (it will be a courteous but less the joyful post). If there is some provision for modding - and this game has benefited tremendously from said activity - then I need to hold my fire. If I have missed a post and have got the wrong end of the stick, I humbly await correction.

With Respect, Ladmo

With 1.03, the weapon pdx and platoon obx files will be "locked out".

While you will be able to modify the files to your hearts content, but you will not be able to encrypt the files and use them in against other players.

There are options, of course:

1. There will be a thread available for NEW UNIT and new country requests. The requests will be gone through and eventually added to future updates (1.04, 1.05, etc).

2. If you are building a significant MOD that requires new platoon files, etc, feel free to send me the files and I will be happy to convert them for you. Again, keep in mind, you will not be able to play against anyone else that does not have the same files.

I will try to be as accomodating as I can, but this policy is here to stay.

Hope that helps.

Jason Petho



Now it's my turn to be dense. I understand that the platoon.obx and the weapon.pdx files are "locked out" against human players and the reasoning behind that decision. But can I modify and use those files against the AI? If you could clarify this, I would very much appreciate it. Thanks.

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RE: The 1.03 UPDATE

Post by Jason Petho »

ORIGINAL: cw58
Now it's my turn to be dense. I understand that the platoon.obx and the weapon.pdx files are "locked out" against human players and the reasoning behind that decision. But can I modify and use those files against the AI? If you could clarify this, I would very much appreciate it. Thanks.

cw58

Apologies. You can edit the platoon.oob files and weapon.pdt files, but you cannot encrypt them.

Effectively, you will not be able to use any edited files (whether against the AI or Human Opponents) without encryption.

Jason Petho

Mraah
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RE: The 1.03 UPDATE

Post by Mraah »

ORIGINAL: Jason Petho

Game Play Additions:

MAINTENANCE UNITS (1.03): AKA Recovery Platoon, AKA Werkstat, AKA Dozer. These are units that can REMOVE 2 WRECKS PER TURN. They act similar to engineers in that respect. You move the unit into a hex with wrecks and leave it there for a turn to start removing wrecks. At this point, these ARE NOT combat units but have some defence, so you will have to secure the area they intend to operate prior to sending them to the frontline. Again, as a new unit, these will only affect new scenarios.

Jason,

Has there been any discusssion about giving this ability to AFV's based on their tonnage but could remove 1 WRECK from ONLY a terrain hex that contains a ROAD, BRIDGE, TOWN,VILLAGE, CITY ??? Basically, it would be pushing the wreck off the road, not removing it. In other words, allowing us to get back the ROAD BONUS, but keeping the same # of wrecks in the hex for other effects, sighting etc.

For example, AFV's that weigh in above 30 tons (ie, M4 Sherman 31 compared to M5A1 Stuart 18), could have this ability.

In the meantime, I'm planning on adding the DOZER to my Light Armored Division for the DCG. By the way, can you look ... How many SP for the DOZER are you giving? In reality the unit would be the M31 or M32, not the Dozer, and I'd like to see it with an SP of 3, but I'll take anything !! [;)]

Just a thought [:)].

Rob

EDIT NOTE : Oh, if you do have the M32 I hope it can make smoke!!! See screnshot below. [:D]

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Jason Petho
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RE: The 1.03 UPDATE

Post by Jason Petho »

Thanks for the picture, Rob.

I'll change the unit for 1.04.

The 1.03 unit will be a test, to see if people like them or not.

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Mraah
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RE: The 1.03 UPDATE

Post by Mraah »

ORIGINAL: Jason Petho

Thanks for the picture, Rob.

I'll change the unit for 1.04.

The 1.03 unit will be a test, to see if people like them or not.

Jason Petho

Thank you!! Don't forget about the M31, based on the M3 Lee chassis ... pre 6/43 ...

Rob

M31 Tank Recovery Vehicle: Based on M3. Dummy gun replaces 75 mm. Simulated turret installed. 60,000 lb winch installed. It could tow light, medium, and heavy tanks across country. It could remove a medium tanks turret. Used a Continental R-975-C1 engine and was riveted.

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Miamieagle
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RE: The 1.03 UPDATE

Post by Miamieagle »

What about adding guerillas to the OOB. They would not revieve reinforcement and they should a slight higher concealment points as to allow them to make sneaking attack behind the Front lines.
 
This will add a element that was there during the World war two and that is not at this stage of this series. There where plenty of Guerrilles in China and in the Eastern Front not to mention Yugoslavia and France plus the Phillipines and many other areas of the World.
 
This will add a element of surprise and disruption to Oporationa plans that always existed during that war.
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RE: The 1.03 UPDATE

Post by Jason Petho »

ORIGINAL: Miamieagle

What about adding guerillas to the OOB. They would not revieve reinforcement and they should a slight higher concealment points as to allow them to make sneaking attack behind the Front lines.

This will add a element that was there during the World war two and that is not at this stage of this series. There where plenty of Guerrilles in China and in the Eastern Front not to mention Yugoslavia and France plus the Phillipines and many other areas of the World.

This will add a element of surprise and disruption to Oporationa plans that always existed during that war.


Something for 1.04.

Jason Petho
Miamieagle
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RE: The 1.03 UPDATE

Post by Miamieagle »

I would to like see unit have the ability to Burn villages and cities as the enemy approaches like it Happen often in World war two especialy in China and Russia in the early part of the war. I just saw a documentary call lost evidence in World war two in the International History Channel.I saw the one on the Liberation of Luzon and they explain how the Japanese burn Manila before the USA troops where able to enter it. I would like to minic that.

I believe we also need for Cities Building to recieve damage when Hit by altillery and Bombers. That also happen alot in the Western and the Italian Front. The classical scenery would be the battle for Monte Casino. At the begining of the scenerio it would be intact and few stages later a wreck. That would very interesting and realistic at the same time.

Thank you
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