About map/scenario/campaign editing

Panzer Command: Ostfront is the latest in a new series of 3D turn-based tactical wargames which include single battles, multi-battle operations and full war campaigns with realistic units, tactics and terrain and an informative and practical interface. Including a full Map Editor, 60+ Scenarios, 10 Campaigns and a very long list of improvements, this is the ultimate Panzer Command release for the Eastern Front!

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moet
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About map/scenario/campaign editing

Post by moet »

I see that PCO comes with strong editing tools to make brand new maps, templates, scenarios and campaigns. Great.
What I'm not sure to understand is what exactly is generated when the player uses the battle or campaing random generators.

With the battle generator, the player can choose a lot of things, very well displayed on the battle generator screen. But he also choose a template, and the template has a lot of things pre-fixed. So what I understand is that the player will choose the types of troops and the template will put those troops on the map that comes with it. In few words, the player choose the men and thier equipment and the template fix the layout of those men on the map. Am I right ?

With the campaign generator, the player chooses a campaign that already exists on a pop-up list. Here, I don't see exactly what is generated. Is it the same as above : each "existing" campaign is a chain of "existing" battles (each of them based on a template), then the generator choose randomly the types of troops and dispatch them on the different templates ?

Also, I see in the campaign selector screen that two of them has only one battle (Biggest and Baddest and Hell's Gate). Those campaigns have only 1 battle each ?
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Mad Russian
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RE: About map/scenario/campaign editing

Post by Mad Russian »

ORIGINAL: moet

Also, I see in the campaign selector screen that two of them has only one battle (Biggest and Baddest and Hell's Gate). Those campaigns have only 1 battle each ?

Yes, they are single battle campaigns.

That's to use the different abilities of the campaign editor to show different things in the scenario.

In the case of the Biggest and Baddest the Maus was only involved in one combat operation in it's entire career. So, only one battle in the campaign.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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junk2drive
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RE: About map/scenario/campaign editing

Post by junk2drive »

Set Campaigns have a little more eye candy than Set Battles. Mostly the overview map and briefing layout. That is the reason for a single battle campaign, to use that eye candy.

There is a document explaining the Random Battle and Campaigns Generator.

Templates are guides for the program as to the locations of the randomly selected units. A map is blank. A template is a map with locations on it. A properly done template will have vehicle locations on or near roads and none in trees, as an example.

It is way too much to explain here until you read the document in regards to your campaign questions.
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
rickier65
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RE: About map/scenario/campaign editing

Post by rickier65 »

ORIGINAL: moet

I see that PCO comes with strong editing tools to make brand new maps, templates, scenarios and campaigns. Great.
What I'm not sure to understand is what exactly is generated when the player uses the battle or campaing random generators.

With the battle generator, the player can choose a lot of things, very well displayed on the battle generator screen. But he also choose a template, and the template has a lot of things pre-fixed. So what I understand is that the player will choose the types of troops and the template will put those troops on the map that comes with it. In few words, the player choose the men and thier equipment and the template fix the layout of those men on the map. Am I right ?

The template controls what map and what season is used for the random battle. (though you can overide the season by changing the month of the battle, this isn't recommended.). Once the map is selected, the objectives and force placements are made based on the parameters entered in other parts of the Generator. the Random Battle generator is very powerful and flexible, and is also made so that players and mod it.
ORIGINAL: moet

With the campaign generator, the player chooses a campaign that already exists on a pop-up list. Here, I don't see exactly what is generated. Is it the same as above : each "existing" campaign is a chain of "existing" battles (each of them based on a template), then the generator choose randomly the types of troops and dispatch them on the different templates ?

The different random campaigns define what your core forces will be, as well as the time period, and the number of battles. The time period and number of battles involved will determine what equipment your core forces will have, and whether they will recieve equipment upgrades. Once you select the a Random Campaign to play, the Random Campaign Generator will create a series of random battles, but taylored for that specific campaign.

thanks
rick
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moet
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RE: About map/scenario/campaign editing

Post by moet »

In the Random Battle Generator, we can choose the type of "Battle", which includes two "Russian art of war" plans.
I can't find any details about "Russian art of war" in the manual, unless the followings :

Only German units may issue the Bound order unless Russian Art of War is set in a custom scenario, or is set by the player when using the Random Battle Generator.

Only Soviet units may issue the Charge order unless Russian Art of War is set in a custom scenario, or by the player when using the Random Battle Generator.


Is this all about the "Russian art of war" ?
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junk2drive
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RE: About map/scenario/campaign editing

Post by junk2drive »

Russians play Science of War. That is the orders delay, first turn artillery, no bound, can charge.

Changing to AOW removes these and they play the same as Germans.
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
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Mobius
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RE: About map/scenario/campaign editing

Post by Mobius »

ORIGINAL: moet

In the Random Battle Generator, we can choose the type of "Battle", which includes two "Russian art of war" plans.
I can't find any details about "Russian art of war" in the manual, unless the followings :

Only German units may issue the Bound order unless Russian Art of War is set in a custom scenario, or is set by the player when using the Random Battle Generator.

Only Soviet units may issue the Charge order unless Russian Art of War is set in a custom scenario, or by the player when using the Random Battle Generator.


Is this all about the "Russian art of war" ?


[/quote]
There are two general types of doctrines practiced. The first one is called the Art of War doctrine or type 'AoW' for short. Many western armies, including German, American and British attempted to practice this doctrine. It allowed for greater flexibility for the individual tactical commander. However, without good tactical leadership tactical units sometimes worked at cross purposes. The AoW system issues tactical orders to each platoon.

The other type of doctrine will be called the Science of War doctrine or 'SoW' doctrine. This doctrine sees warfare as a science not an art. Tactical commanders are given very little flexibility as that is reserved for the operational level commanders. The Soviet army used this type doctrine. Actually, there are some that say the British used this doctrine (with their 'drill' training method) as much as they did AoW. The SoW issues tactical orders to each company. This translates into a delay at the platoon level.
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