
How hard would it be to make a Middle East Mod?
Moderators: IronMikeGolf, Mad Russian, WildCatNL, cbelva, IronManBeta, CapnDarwin
How hard would it be to make a Middle East Mod?
Not hard at all. The hardest problem would be the data files. However, on the cheat you can use the British data files and the Soviet data files. It took me a total of eight hours to make this scenario. I had no map tiles or unit icons when I started. I build them all from scratch. I had the scenario running after eight hours of work. I copied the British data files and the Soviet data files into separate folders named "Israeli" and "Syrians" and then renamed the data files to match the countries they were representing.


- Attachments
-
- FPME_1.jpg (160.94 KiB) Viewed 408 times
Charles Belva
On Target Simulations LLC
On Target Simulations LLC
RE: How hard would it be to make a Middle East Mod?
I started one. It was based off of a school house scenario I once worked through.
I also built a modern US and OPFOR MTOE to play.

I also built a modern US and OPFOR MTOE to play.

RE: How hard would it be to make a Middle East Mod?
That map looks outstanding.
Charles Belva
On Target Simulations LLC
On Target Simulations LLC
RE: How hard would it be to make a Middle East Mod?
Thank you.
I may design one of the modern National Training Center, and it's several cities.
It's just a very large project
I may design one of the modern National Training Center, and it's several cities.
It's just a very large project
RE: How hard would it be to make a Middle East Mod?
YES! This is were FPC should go next!
To fight and conquer in all our battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting.
Sun Tzu
Sun Tzu
RE: How hard would it be to make a Middle East Mod?
I take 2 of these [&o]
Maybe the counters are to colored for my taste (i like them but is hard see some info maybe diferent colours by nation to adapt them to the diferent nations???)... maybe you can guys work in future series in alternative art for counters... one simple with a single colour and other based in national colours and maybe increase a little counter size (10% or similar).
I think to on this title as next title in serie... but maybe they think more in have historical serie and what if serie... but i dont know becuase next title could be stand alone when i see it a lot better as add-on.
Lets see but i have hope to see middle east on this engine [;)]
Maybe the counters are to colored for my taste (i like them but is hard see some info maybe diferent colours by nation to adapt them to the diferent nations???)... maybe you can guys work in future series in alternative art for counters... one simple with a single colour and other based in national colours and maybe increase a little counter size (10% or similar).
I think to on this title as next title in serie... but maybe they think more in have historical serie and what if serie... but i dont know becuase next title could be stand alone when i see it a lot better as add-on.
Lets see but i have hope to see middle east on this engine [;)]
- CapnDarwin
- Posts: 9575
- Joined: Sat Feb 12, 2005 3:34 pm
- Location: Newark, OH
- Contact:
RE: How hard would it be to make a Middle East Mod?
I believe one thing Charles is pointing out, is how flexible the game system is. It is as much a construction kit as it is a game. [;)]
OTS is looking forward to Southern Storm getting released!
Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
- DoubleDeuce
- Posts: 1236
- Joined: Fri Jun 23, 2000 8:00 am
- Location: Crossville, TN
- Contact:
RE: How hard would it be to make a Middle East Mod?
Exactly. If the date range was extended in the Editor all that is needed after that really is more custom maps and revised and edited national USER excel files with the data for the period you want to cover.ORIGINAL: Capn Darwin
I believe one thing Charles is pointing out, is how flexible the game system is. It is as much a construction kit as it is a game. [;)]
RE: How hard would it be to make a Middle East Mod?
One thing that I am somewhat surprise since the release of the game is how few new (player created) scenarios that there are. I don't know why unless it is the fact that the game does not have an internal map editor. That is something we want to add eventually to this system. However, the strength in this system is that you can use just about any thing to make a map. You can draw a map using a paint program or scan a map and use it. You could even hand draw a map, scan it, and then you it. I have taken maps from VASSAL of one of my favorite board games of this scale and used it to recreate several scenario from that game into this system. Worked really well. However, this game shipped with over 20 maps that scenario designers to use to create interesting scenarios. The fact is, you don't have to use Hexdraw to make a map. And you can make them look anyway you want them too (see MikeAP's map above). They only thing that would limit the use of a map is that the rivers have to follow the hex lines. I am not artistically talented, yet I can do this. It is really not that hard.
I based the above scenario on an old war game of Middle Eastern combat. The scale was close but not exact so I adjusted. As I stated above, I created the tiles and overlays for the map from scratch, made the map, made the icons for the Syrians and Israeli nationalities, and made minor adjustments to the British and Soviet's data files before making the scenario. I have noticed that this scenario plays out fairly similar to the board game as far as strategy and results. As stated above, total time was only 8 hours from start to finish. It would have taken longer if I had taken to the time to create actual Israeli and Syrian data bases. That will take time and a bit of elbow grease, but if someone wanted to do a Middle Eastern mod, not impossible. In other works, you don't have to wait on us. There will be some things that would not live up like dates listed for the scenario and weather. Dates only go back to 1979 and weather is gear to Europe. But mostly that would be cosmetic as far as game play.
I am interested in seeing enterprising and aspiring scenario designers creating new scenarios and campaigns. You can create your own maps or use what is in the game. Creating a scenario is quite easy.
PS to Mike AP--I would like to see a map of the NTC. I fought across that patch of land several times.
I based the above scenario on an old war game of Middle Eastern combat. The scale was close but not exact so I adjusted. As I stated above, I created the tiles and overlays for the map from scratch, made the map, made the icons for the Syrians and Israeli nationalities, and made minor adjustments to the British and Soviet's data files before making the scenario. I have noticed that this scenario plays out fairly similar to the board game as far as strategy and results. As stated above, total time was only 8 hours from start to finish. It would have taken longer if I had taken to the time to create actual Israeli and Syrian data bases. That will take time and a bit of elbow grease, but if someone wanted to do a Middle Eastern mod, not impossible. In other works, you don't have to wait on us. There will be some things that would not live up like dates listed for the scenario and weather. Dates only go back to 1979 and weather is gear to Europe. But mostly that would be cosmetic as far as game play.
I am interested in seeing enterprising and aspiring scenario designers creating new scenarios and campaigns. You can create your own maps or use what is in the game. Creating a scenario is quite easy.
PS to Mike AP--I would like to see a map of the NTC. I fought across that patch of land several times.
Charles Belva
On Target Simulations LLC
On Target Simulations LLC
- DoubleDeuce
- Posts: 1236
- Joined: Fri Jun 23, 2000 8:00 am
- Location: Crossville, TN
- Contact:
RE: How hard would it be to make a Middle East Mod?
Does this allow those separate folders to show up in the editor? I was under the impression it would not and the only option was to edit the existing USER files?.ORIGINAL: cbelva
I copied the British data files and the Soviet data files into separate folders named "Israeli" and "Syrians" and then renamed the data files to match the countries they were representing.
- Panta_slith
- Posts: 342
- Joined: Thu Apr 04, 2002 2:40 am
- Location: Montevideo, Uruguay
- Contact:
RE: How hard would it be to make a Middle East Mod?
After I started playing the game, I created a couple of H2H scenarios,but didn't notice much interest from other players whatsoever. Maybe it was due that they were for two people and most players play solo, maybe not, in any case, not much encouraging. On the other hand, the three scenarios I uploaded at the Steel Panthers website were downloaded hundred of times, though during a longer period. They were also scenarios for H2H play, but also SP's AI is far easier to program, with random events, multiple editable way points and so forth.
Panta Astiazarán
- CapnDarwin
- Posts: 9575
- Joined: Sat Feb 12, 2005 3:34 pm
- Location: Newark, OH
- Contact:
RE: How hard would it be to make a Middle East Mod?
DD, new folders and new spreadsheets in any folder will show up as well. Just make sure that the name of the folder and names of spreadsheets in a folder are unique. Also make sure the name in the nation tab is the same as the spreadsheet so it is unique. The best start for doing data is to copy and rename one of the user data files.
OTS is looking forward to Southern Storm getting released!
Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
- Mad Russian
- Posts: 13255
- Joined: Sat Mar 15, 2008 9:29 pm
- Location: Texas
RE: How hard would it be to make a Middle East Mod?
ORIGINAL: Hexagon
I take 2 of these [&o]
Maybe the counters are to colored for my taste (i like them but is hard see some info maybe diferent colours by nation to adapt them to the diferent nations???)... maybe you can guys work in future series in alternative art for counters... one simple with a single colour and other based in national colours and maybe increase a little counter size (10% or similar).
I think to on this title as next title in serie... but maybe they think more in have historical serie and what if serie... but i dont know becuase next title could be stand alone when i see it a lot better as add-on.
Lets see but i have hope to see middle east on this engine [;)]
We made the game as moddable as it is so you guys wouldn't have to sit around waiting for us to do everything. Like different counter art sets. So, that we could create more features for the game engine itself.
Hopefully, that plan will work for you guys. Because we have our hands full with working on options, theaters etc. for the series.
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.
Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
- Mad Russian
- Posts: 13255
- Joined: Sat Mar 15, 2008 9:29 pm
- Location: Texas
RE: How hard would it be to make a Middle East Mod?
ORIGINAL: Panta
... but also SP's AI is far easier to program, with random events, multiple editable way points and so forth.
Since FPC's AI isn't really programmed I would think that's true. However, the AI in FPC will react differently every single time you play it. How many other games do you know that you can say that for?
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.
Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
- Panta_slith
- Posts: 342
- Joined: Thu Apr 04, 2002 2:40 am
- Location: Montevideo, Uruguay
- Contact:
RE: How hard would it be to make a Middle East Mod?
Not many, actually, I am not sure about Panthers games though. Yet I wonder if that very same umpredictability is always good or not. So far FPC routines seem to work fairly well. Let´s see how they work with the upcoming patch.
ORIGINAL: Mad Russian
ORIGINAL: Panta
... but also SP's AI is far easier to program, with random events, multiple editable way points and so forth.
Since FPC's AI isn't really programmed I would think that's true. However, the AI in FPC will react differently every single time you play it. How many other games do you know that you can say that for?
Good Hunting.
MR
Panta Astiazarán
- Mad Russian
- Posts: 13255
- Joined: Sat Mar 15, 2008 9:29 pm
- Location: Texas
RE: How hard would it be to make a Middle East Mod?
So, what are you saying? That you prefer games with the AI programmed to react a certain way every time? Or the way the FPC AI works? I'm not sure what your point is here.
Good Hunting.
MR
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.
Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
RE: How hard would it be to make a Middle East Mod?
ORIGINAL: Capn Darwin
DD, new folders and new spreadsheets in any folder will show up as well. Just make sure that the name of the folder and names of spreadsheets in a folder are unique. Also make sure the name in the nation tab is the same as the spreadsheet so it is unique. The best start for doing data is to copy and rename one of the user data files.
I have had no problems creating my early 60's TOE's. The bigger issues have been available time, and my typing skills throwing things off the track from time to time.
On what I have learned I am hoping my next TOE's will go more quickly. You guys ought to be on version 3.0 Gold The Awesome Edition by then. [:D]
-
kipanderson
- Posts: 380
- Joined: Mon Aug 27, 2001 8:00 am
- Location: U.K.
RE: How hard would it be to make a Middle East Mod?
Hi,
Just had time for quick speed read before rushing off to work...
Yes, a Yum Kippur War scenario/scenarios is surely a must have with this engine
.
Map editor would be great.
Data files are very easy to use. All the files , editing is.
Cbelva, hi, is your very fine Israelis v Syrians scenario available for us to play around with?
FCRS is a very high quality product, very. Was a surprise to me when it come from nowhere.. Congratulations to all.
All the best,
Kip.
Just had time for quick speed read before rushing off to work...
Yes, a Yum Kippur War scenario/scenarios is surely a must have with this engine
Map editor would be great.
Data files are very easy to use. All the files , editing is.
Cbelva, hi, is your very fine Israelis v Syrians scenario available for us to play around with?
FCRS is a very high quality product, very. Was a surprise to me when it come from nowhere.. Congratulations to all.
All the best,
Kip.
- Panta_slith
- Posts: 342
- Joined: Thu Apr 04, 2002 2:40 am
- Location: Montevideo, Uruguay
- Contact:
RE: How hard would it be to make a Middle East Mod?
I guess that the AI behaviour can be set at two different levels. First, how a computer-controlled unit reacts in face of imminent danger, at a tactical level (what they do, do they attack, retire, hold, etc.) For simulators like Steel Beasts is what they do when they see you and is variable.
On the other hand you have the course of action, etc. Do they pop up here or there (or at all)? Do they go along this path or another one, at what time, etc. That gives you some unpredictability since you can't know, among certain limits, what are you expecting.
It isn't the case of harpoon, for instance, where all those things are fixed, thus if you make a scenario you will always know what to expect.
For instance, in FPG I have noticed that the AI goes for the objective flags in a more or less direct way. SB has a different approach, with "events", a series of selectable boolean variables that let the AI to act differently every time in response to the present situation.
You can see better explained what I have tried to say in SBP's scenario design page:
http://www.steelbeasts.com/sbwiki/index ... rio_Design
On the other hand you have the course of action, etc. Do they pop up here or there (or at all)? Do they go along this path or another one, at what time, etc. That gives you some unpredictability since you can't know, among certain limits, what are you expecting.
It isn't the case of harpoon, for instance, where all those things are fixed, thus if you make a scenario you will always know what to expect.
For instance, in FPG I have noticed that the AI goes for the objective flags in a more or less direct way. SB has a different approach, with "events", a series of selectable boolean variables that let the AI to act differently every time in response to the present situation.
You can see better explained what I have tried to say in SBP's scenario design page:
http://www.steelbeasts.com/sbwiki/index ... rio_Design
ORIGINAL: Mad Russian
So, what are you saying? That you prefer games with the AI programmed to react a certain way every time? Or the way the FPC AI works? I'm not sure what your point is here.
Good Hunting.
MR
Panta Astiazarán
RE: How hard would it be to make a Middle East Mod?
Another area that can be modelled is the Iran-Iraq war which from a scenario design perspective I find interesting for a number of reasons:
1. Its a lesser known conflict than others however at 8 years its certainly one of the longest conflict in modern times
2. There were a number of tank vs. tank engagements that rank in the top 10 biggest tank battles, generally the Iranians were better local commanders but lacked the resources for a major offensive vs. Iraqis who had very little local initiative to the point of not even responding to a breakthrough nearby leading to their positions being flanked or attacked from the rear
3. a wide range of Western and Soviet equipment used on both sides, Iran was forced to used captured tanks/APCs to supplement its armoured forces due to sanctions add some Cobra attack helicopters, M48 and Chieftain tanks and you get the general idea as to the state of their forces, Iraq on the other hand fielded mainly Soviet tanks including in later years T72 tanks supported by Mi25 (export version of the Mi24) and French antitank helos with arty coming from M109 pieces.
4. The AI is well suited to human wave attacks of infantry (ramp up national morale while lowering local initiative and risk profile and they wont stop until their all dead!!!)
5. Because there is little know around the detailed ORBAT and TOE of either side it presents a fairly big scope that can be utilised to the fullest in creating some epic battles
1. Its a lesser known conflict than others however at 8 years its certainly one of the longest conflict in modern times
2. There were a number of tank vs. tank engagements that rank in the top 10 biggest tank battles, generally the Iranians were better local commanders but lacked the resources for a major offensive vs. Iraqis who had very little local initiative to the point of not even responding to a breakthrough nearby leading to their positions being flanked or attacked from the rear
3. a wide range of Western and Soviet equipment used on both sides, Iran was forced to used captured tanks/APCs to supplement its armoured forces due to sanctions add some Cobra attack helicopters, M48 and Chieftain tanks and you get the general idea as to the state of their forces, Iraq on the other hand fielded mainly Soviet tanks including in later years T72 tanks supported by Mi25 (export version of the Mi24) and French antitank helos with arty coming from M109 pieces.
4. The AI is well suited to human wave attacks of infantry (ramp up national morale while lowering local initiative and risk profile and they wont stop until their all dead!!!)
5. Because there is little know around the detailed ORBAT and TOE of either side it presents a fairly big scope that can be utilised to the fullest in creating some epic battles
AUCTO SPLENDORE RESURGO






