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Campaign?

Posted: Tue Oct 15, 2013 4:15 am
by rroberson
I apologize for what seems like a dumb question, but I am very interested in this game and was curious about how robust the campaign mode was.

That is, if I build a scenario to simulate say the entire air war over Iraq from Gulf War 1 can I simulate the entire air war from start to finish or is this a strictly single scenario type of game. Not that that is a bad thing, but if I knock out a sam site does it stay knocked out the next day or magically reset?

I'm very very interested in the game itself and may bite the bullet soon and just get it...but with the incredible database it appears to have (every unit from the cold war to the present) I would love to create and sim actual wars as oppose to just missions.

Hope this makes sense.

RE: Campaign?

Posted: Tue Oct 15, 2013 7:24 am
by invernomuto
ORIGINAL: rroberson
That is, if I build a scenario to simulate say the entire air war over Iraq from Gulf War 1 can I simulate the entire air war from start to finish or is this a strictly single scenario type of game. Not that that is a bad thing, but if I knock out a sam site does it stay knocked out the next day or magically reset?

AFAIK, you cannot "link" scenarios in a campaign mode in CMANO.

Bye

RE: Campaign?

Posted: Tue Oct 15, 2013 7:26 am
by Der Zeitgeist
Right now, every scenario stands for itself, without any linkage to other scenarios. Theoretically, a scenario could last as long as you want to, so one could simulate larger campaigns. But right now, that is difficult to implement because platforms can not have multiple missions assigned to them (at least as far as I know).

RE: Campaign?

Posted: Tue Oct 15, 2013 9:14 am
by Tomcat84
Once some more complex triggers, actions, condition, and route planning tools are implemented for the scenario editor, you could theoretically create a long multi day/week campaign, however right now that is not very feasible yet.

Bear in mind it would be a long job for a scenario editor to put this together too.

RE: Campaign?

Posted: Tue Oct 15, 2013 1:29 pm
by rroberson
disappointing...thanks guys. I'll probably still pick it up sooner or later...too much potential not to. Think there are any plans in the near term to allow linked scenarios?

RE: Campaign?

Posted: Tue Oct 15, 2013 5:23 pm
by Primarchx
Linked scenarios would be very interesting. However I'm more interested in the creation of advanced logistics, re-enforcement and long-term scenario controls for Command. Given that you have the globe to play on and scenarios can last YEARS, why not put everything in one big package?

RE: Campaign?

Posted: Tue Oct 15, 2013 5:54 pm
by Banquet
ORIGINAL: Primarchx

Linked scenarios would be very interesting. However I'm more interested in the creation of advanced logistics, re-enforcement and long-term scenario controls for Command. Given that you have the globe to play on and scenarios can last YEARS, why not put everything in one big package?

+1

RE: Campaign?

Posted: Tue Oct 15, 2013 7:34 pm
by Wiz33
If we get scenario linking. Can we also have scenario branching at the same time?

RE: Campaign?

Posted: Wed Oct 16, 2013 12:31 am
by jomni
If you make one giant scenario that spans several days, the war will be over in just hours... Especially the air war.
Programming the Ai is for multi day ops is hard. Currently, an aircraft can only be assigned one mission type and load out.

RE: Campaign?

Posted: Wed Oct 16, 2013 3:59 pm
by Der Zeitgeist
I think for longer scenarios, we could use a kind of "macro level" mission AI. Working on the same principles as the current missions, only on a higher, operational level. It might use broadly defined missions such as "Air Defense", where you can assign larger areas, such as the airspace of a whole country, and then assign, for example, several airbases to that mission. The AI would then subdivide the large mission area into smaller ones and assign the airplanes on the airbases to these smaller mission areas, each using the current CAP mission logic. The AI would need to automatically ready its own planes, of course, and assign them in a similar manner to the current "1/3 rule", so the pool of assigned airplanes doesn't run out too fast.

RE: Campaign?

Posted: Thu Oct 17, 2013 12:45 pm
by Stevechase
if I build a scenario to simulate say the entire air war over Iraq from Gulf War 1 can I simulate the entire air war from start to finish or is this a strictly single scenario type of game. Not that that is a bad thing, but if I knock out a sam site does it stay knocked out the next day or magically reset?

Actually the answer to your question is yes. You could simulate the entire air war and when you knock out the sam site it will not reset the next day. It is totally doable. I think the other posters to your question just saw your mention of campaign and think you are referring to dynamic campaigns or linking scenarios. Which as they mentioned is not possible now. But as far as I know there is no limit to scenario duration so a campaign sized scenario lasting several weeks should be doable would require some good scen design and effort though.

The sim is top notch as is but from what I understand will be improved upon with more features many fold. If you do decide to purchase I think you will be happy with your decision.[;)] good luck

RE: Campaign?

Posted: Thu Oct 17, 2013 1:51 pm
by Tomcat84
Yes you can set the duration very long, but since it is not possible to have the AI reassign units from one mission to the other (yet), that makes it a very tough task for a scenario designer to get the AI opponent to keep working for days. I am interested in such scenarios but until several key tools become available to the scenario editor I will not yet attempt it myself.


RE: Campaign?

Posted: Thu Oct 17, 2013 2:47 pm
by CV32
A feature that many wargamers in this genre have been waiting for a long time. Guess we keep waiting.

RE: Campaign?

Posted: Thu Oct 17, 2013 4:28 pm
by mikmykWS
The goal is one scenario that can go for a significant amount of time. Chaining is for when you can't really do that.

Things in place now that should help long duration scenarios:

1) Mission and Event editor functionality that allows you to activate and deactivate missions.
2) Refueling and Replenishment. Needs a little work but pretty much there.
3) Global map so things can move from one area to the next.
4) Import and Export features as well as configuration files allow delta's to be saved.

Things on near future/short list that are not extremely difficult to implement.

1) Event editor action to drop units from mission and add them.
2) Give port facilities ability to replenish

Long term:

1) Repair


Please add to this list. We're an active development group[:)]


RE: Campaign?

Posted: Thu Oct 17, 2013 4:37 pm
by Banquet
ORIGINAL: mikmyk

The goal is one scenario that can go for a significant amount of time. Chaining is for when you can't really do that.

Things in place now that should help long duration scenarios:

1) Mission and Event editor functionality that allows you to activate and deactivate missions.
2) Refueling and Replenishment. Needs a little work but pretty much there.
3) Global map so things can move from one area to the next.
4) Import and Export features as well as configuration files allow delta's to be saved.

Things on near future/short list that are not extremely difficult to implement.

1) Event editor action to drop units from mission and add them.
2) Give port facilities ability to replenish

Long term:

1) Repair


Please add to this list. We're an active development group[:)]


This is good :)

RE: Campaign?

Posted: Thu Oct 17, 2013 4:46 pm
by Mac Linehan
ORIGINAL: Banquet

ORIGINAL: Primarchx

Linked scenarios would be very interesting. However I'm more interested in the creation of advanced logistics, re-enforcement and long-term scenario controls for Command. Given that you have the globe to play on and scenarios can last YEARS, why not put everything in one big package?

+1

+2!

Mac

RE: Campaign?

Posted: Thu Oct 17, 2013 4:48 pm
by Mac Linehan
ORIGINAL: mikmyk

The goal is one scenario that can go for a significant amount of time. Chaining is for when you can't really do that.

Things in place now that should help long duration scenarios:

1) Mission and Event editor functionality that allows you to activate and deactivate missions.
2) Refueling and Replenishment. Needs a little work but pretty much there.
3) Global map so things can move from one area to the next.
4) Import and Export features as well as configuration files allow delta's to be saved.

Things on near future/short list that are not extremely difficult to implement.

1) Event editor action to drop units from mission and add them.
2) Give port facilities ability to replenish

Long term:

1) Repair


Please add to this list. We're an active development group[:)]

Mike -

You're an awesome development group!

Mac

RE: Campaign?

Posted: Thu Oct 17, 2013 4:51 pm
by Mac Linehan
rroberson -

Great to see you on the Command forums!

Mac


RE: Campaign?

Posted: Thu Oct 17, 2013 5:15 pm
by [RS]Wedge
The ultimate would be having a dynamic campaign setup like what Falcon 4.0 has. The computer could command the troops/tanks/support and the player is charge of commanding the ships and aircraft.

RE: Campaign?

Posted: Thu Oct 17, 2013 5:47 pm
by Tomcat84
ORIGINAL: mikmyk

1) Event editor action to drop units from mission and add them.

That one is a big one imho

but also i would like to add

Event editor action to command an RTB, and especially event editor action to command EMCON settings. This will make it more feasible to have (mobile) SAMs applying emcon etc with time or unit entering area triggers.