Jason or anyone with the knowledge

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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marcbarker
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Jason or anyone with the knowledge

Post by marcbarker »

By chance with 1.05 update has the map size incresed to where you actually have a corps but have division a little more spread out. I mean is the limit on map size 400 x 400 if not what is the largest size map that you can currently and in the future update.

I will take my answer off the air....lol
games:
1. AGEOD Blue and Gray
2. John Tiller's Battleground Series
3. Combat Mission: Beyond Overlord
4. Combat Mission: Barbarossa to Berlin
5. V for Victory Games
6. Silent Hunter III
7. Silent Hunter IV
8. Rise and Fall of the Third Re
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Warhorse
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RE: Jason or anyone with the knowledge

Post by Warhorse »

Marc, do you mean for like in a DCG?

Mike
Mike Amos

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www.cslegion.com
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marcbarker
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RE: Jason or anyone with the knowledge

Post by marcbarker »

i sure do
games:
1. AGEOD Blue and Gray
2. John Tiller's Battleground Series
3. Combat Mission: Beyond Overlord
4. Combat Mission: Barbarossa to Berlin
5. V for Victory Games
6. Silent Hunter III
7. Silent Hunter IV
8. Rise and Fall of the Third Re
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Deputy
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RE: Jason or anyone with the knowledge

Post by Deputy »

ORIGINAL: barker

i sure do

Do I hear a train whistle in the distance? [;)]
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John Tiller's Campaign Series
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marcbarker
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RE: Jason or anyone with the knowledge

Post by marcbarker »

rail guns
trains
plains
automobiles
games:
1. AGEOD Blue and Gray
2. John Tiller's Battleground Series
3. Combat Mission: Beyond Overlord
4. Combat Mission: Barbarossa to Berlin
5. V for Victory Games
6. Silent Hunter III
7. Silent Hunter IV
8. Rise and Fall of the Third Re
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Deputy
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Location: Silver City, NM USA

RE: Jason or anyone with the knowledge

Post by Deputy »

ORIGINAL: barker

rail guns
trains
plains
automobiles

HA! I knew it!! [:D]
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marcbarker
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RE: Jason or anyone with the knowledge

Post by marcbarker »

yep...think about it 1k x 1k x 250m = 250,000,000 sq m of battle area
games:
1. AGEOD Blue and Gray
2. John Tiller's Battleground Series
3. Combat Mission: Beyond Overlord
4. Combat Mission: Barbarossa to Berlin
5. V for Victory Games
6. Silent Hunter III
7. Silent Hunter IV
8. Rise and Fall of the Third Re
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marcbarker
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Joined: Sun Jul 06, 2008 4:58 pm

RE: Jason or anyone with the knowledge

Post by marcbarker »

still anyone know what the maximum map size is in a DCG?
games:
1. AGEOD Blue and Gray
2. John Tiller's Battleground Series
3. Combat Mission: Beyond Overlord
4. Combat Mission: Barbarossa to Berlin
5. V for Victory Games
6. Silent Hunter III
7. Silent Hunter IV
8. Rise and Fall of the Third Re
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marcbarker
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RE: Jason or anyone with the knowledge

Post by marcbarker »

dum dee dummmmmm twiddling the thumbs waiting on an answer.....
games:
1. AGEOD Blue and Gray
2. John Tiller's Battleground Series
3. Combat Mission: Beyond Overlord
4. Combat Mission: Barbarossa to Berlin
5. V for Victory Games
6. Silent Hunter III
7. Silent Hunter IV
8. Rise and Fall of the Third Re
baltjes
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RE: Jason or anyone with the knowledge

Post by baltjes »

High Barker,

For DCG scenarios, I don't know, but as a 'lover' of huge scenario's I can tell you the following:

1. 500 x 500 hexes is very well possible
2. In developing scenario's I experienced that the maximum width is 500 hexes. The maximum heigth is 'unknown' but exceeds 700 hexes. When making huge maps, I found my limit in 1020 hexes (w x h = 500 x 1020); at that size my computer works very slowely (lack of memory I suppose). Taking that in account and considering that huge maps can contain a huge amount of units, I mostly take 500 x 700 as a maximum.
3. Momently I am testing a home-made scenario (Herbstnebel) with 480 x 580 hex mapsize and about 19,500 units (Allied PLUS German) and all works correct on my old 1GB computer but AI is V E R Y slowely (I recently tried to play it on a 4 GB computer and it was as slowely as on my own, so lack of memory is probably not the problem!)


Hope to have answered your question

Yours sincerely

Hajo Baltjes
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Deputy
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RE: Jason or anyone with the knowledge

Post by Deputy »

ORIGINAL: baltjes

High Barker,

For DCG scenarios, I don't know, but as a 'lover' of huge scenario's I can tell you the following:

1. 500 x 500 hexes is very well possible
2. In developing scenario's I experienced that the maximum width is 500 hexes. The maximum heigth is 'unknown' but exceeds 700 hexes. When making huge maps, I found my limit in 1020 hexes (w x h = 500 x 1020); at that size my computer works very slowely (lack of memory I suppose). Taking that in account and considering that huge maps can contain a huge amount of units, I mostly take 500 x 700 as a maximum.
3. Momently I am testing a home-made scenario (Herbstnebel) with 480 x 580 hex mapsize and about 19,500 units (Allied PLUS German) and all works correct on my old 1GB computer but AI is V E R Y slowely (I recently tried to play it on a 4 GB computer and it was as slowely as on my own, so lack of memory is probably not the problem!)


Hope to have answered your question

Yours sincerely

Hajo Baltjes

WOW!!! What size units would you be commanding on a map that big (500X500)? [X(]
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John Tiller's Campaign Series
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marcbarker
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RE: Jason or anyone with the knowledge

Post by marcbarker »

thanks
games:
1. AGEOD Blue and Gray
2. John Tiller's Battleground Series
3. Combat Mission: Beyond Overlord
4. Combat Mission: Barbarossa to Berlin
5. V for Victory Games
6. Silent Hunter III
7. Silent Hunter IV
8. Rise and Fall of the Third Re
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Deputy
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Joined: Sat Sep 24, 2005 4:58 pm
Location: Silver City, NM USA

RE: Jason or anyone with the knowledge

Post by Deputy »

How does a map display on a monitor when it is 500X500? Are the hexes smaller? [&:] Would you need a large-sized monitor in order to display the map well?
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Warhorse
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RE: Jason or anyone with the knowledge

Post by Warhorse »

Hmmm, I've always run into 400x400 when using the map editor, how does one get bigger, manually extending the map in text? Haven't tried changing the numbers over 400 in campaign.pdt, but might give it a shot...

Mike
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baltjes
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RE: Jason or anyone with the knowledge

Post by baltjes »

To Warhorse:

I usually start with a small new map (40 x 40) in the map-editor and extend it with help of the resize-button.


To Deputy:

The display of hexes on the monitor depends on the choosen resolution; a larger monitor is not needed to display the map, you just need more scrolling when a high resolution is active.

The size of units when I am using huge maps should be Army-Groups. Since this is not possible within the present system, I use Armies. For instance for the Herbstnebel scenario I have used the following OOB:

The following is exclusive (numerous) Corps- and Army troops! and exclusive formations that were part of the authentic OOB but were left out from the scenario because they did not play a role within the time-span and/or map-boundaries of the Herbstnebel-scenario (even I have my limits!)

GERMAN:

6th (SS) Panzer Army
I SS Pz Corps (1. & 12. SS Pz Div; 3.FJ Div; 12. & 277. Volks Grenadier (VG) Div and 150. Pz Bde)
II SS Pz Corps (2. and 9. SS Pz Div)
LXVII Corps (3. Pz Div; 246., 272(partly) and 326. VG Div)

5th Panzer Army
XLVII Pz Corps (2.and 9. Pz Div; Pz Lehr Div; 26. VG Div and Führer Begeleit Brigade)
LXVI Corps (18. and 62. VG Div)
LVIII Pz Corps (116. Pz Div; 560 VG Div)
XXXIX Corps (167. VG Div)

7th Armee
LIII Corps (15. PzGr. Div; Führer Grenadier Brigade)
LXXX Corps (212. and 276. VG Div)
LXXXV Corps (79. and 352. VG Div; 5. FJ Div)


ALLIES:

British:
XXX Corps (Gds Arm'd Div; 51st and 53rd Inf.Div; 29th and 33rd Arm'd Bde; 34th Army Tank Bde)


USA:

1st Army
V Corps (1st, 2nd, 9th and 99th Inf.Div)
VII Corps (75th and 84th Inf.Div; 2nd and 3rd Arm'd Div)
XVIII Airb Corps (82nd Airb Div; 30th and 106th Inf. Div; 7th Arm'd Div)

3rd Army
III Corps (26th and 35th Inf. Div; 4th Arm'd div)
VIII Corps (28th Inf. Div; 101 Airb div; 9th Arm'd Div)
XII Corps (4th, 5th and 80th Inf. Div; 10th Arm'd Div)


Quite a lot stuff to handle.....!


Hajo

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RE: Jason or anyone with the knowledge

Post by Ashcloud »

What kind of computer do you have that can run that?
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Deputy
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RE: Jason or anyone with the knowledge

Post by Deputy »

Marc: is screen resolution something that is adjustable within the game? I thought it just defaulted to what was already set for the desktop. Never saw any resolution adjustments.

Also, good grief!!! How in the world can anyone manage an ARMY?!?!?!?!? I don't let the size get any larger than battalion because of the hassle and time involved in setting up all those units at the beginning of the battle. It would take HOURS to move all the trucks and other non-combatant units from the front lines to the rear of the map. BTW...is there any fix for initial troops placement? [&:]
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baltjes
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RE: Jason or anyone with the knowledge

Post by baltjes »

I am normally using a 5 year old machine with 2Ghz and 1 GB RAM. When playing against AI, the machine's turn can go very, very slowely and it takes a considerable amount of time before the computer has finished its turn. Especially the total consumption of all truck-unit movement point, one at the time, is highly frustrating. Sometimes a programme execution error occurs, at irregular intervals. But I have that problem also with very small scenario's and with some other programmes. So, I think it is not inherent to the size of JTCS - scenario's. It is recommended to do several game-saves during the machine's turn (just put the button 'Save current game').

As far as I can see there are no problems to be foreseen with screen resolution. The resolution is not adjustable within the game.

Indeed it takes hours (even days) to put the units appropriately (That is, on their historical correct position, to be released at the historical correct time (turn) or enter them at the historical correct time and site in such a way that they can arrive at the historical correct position at the right time;e.g. the 82nd and 101st Airborne Divisions in 'Herbstnebel')).

To move such a number of units also does takes hours, but that is just what I like so much with huge scenario's; to plan your moves carefully and to make sure that large fromations are just at the spot where and when you need them (and of course the actions of your opponent which makes you to do major improvisations without loosing the cohesion of your units (Very important for supply!!!)


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RE: Jason or anyone with the knowledge

Post by Deputy »

ORIGINAL: baltjes

I am normally using a 5 year old machine with 2Ghz and 1 GB RAM. When playing against AI, the machine's turn can go very, very slowely and it takes a considerable amount of time before the computer has finished its turn. Especially the total consumption of all truck-unit movement point, one at the time, is highly frustrating. Sometimes a programme execution error occurs, at irregular intervals. But I have that problem also with very small scenario's and with some other programmes. So, I think it is not inherent to the size of JTCS - scenario's. It is recommended to do several game-saves during the machine's turn (just put the button 'Save current game').

As far as I can see there are no problems to be foreseen with screen resolution. The resolution is not adjustable within the game.

Indeed it takes hours (even days) to put the units appropriately (That is, on their historical correct position, to be released at the historical correct time (turn) or enter them at the historical correct time and site in such a way that they can arrive at the historical correct position at the right time;e.g. the 82nd and 101st Airborne Divisions in 'Herbstnebel')).

To move such a number of units also does takes hours, but that is just what I like so much with huge scenario's; to plan your moves carefully and to make sure that large fromations are just at the spot where and when you need them (and of course the actions of your opponent which makes you to do major improvisations without loosing the cohesion of your units (Very important for supply!!!)


Hajo

LOL...I got you beat with age of the comp. Mine is also a 2 GIG processor but with 2 GIG of RAM. I built it myself back in the early 90s.[:)] Surprisingly, it runs just as fast as my other two machines which are a Pent 4 3.8GIG and Xeon dual 3.8 GIG processors with 4 GIG of RAM.

Thanks for the info about resolution. That's what I figured. Do you have the game set at fast computer player and fast human player? That can speed things up considerably.

I don't worry about historical placement of units. I just want the vulnerable units at the rear and the combat units at the front. Right now the opposite is true. If I had to command anything larger than a battalion, all I want is the tank units stacked and in line with the goal hex. I wouldn't even bother with any other units. Cripes, an infantry commander would take HOURS just for initiual setup. [X(]
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