[Scenario] Red Army

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KatTsun
Posts: 3
Joined: Wed Nov 26, 2014 8:12 am

[Scenario] Red Army

Post by KatTsun »

Hello,

A brief introduction: I purchased FCRS yesterday on Steam after weeks of badg--er, reminding from a couple friends. A wonderful game so far, it reminds me especially of SPI's MechWar series from the '70s, with a messenger/command mechanic similar to SSI's Waterloo.

I had my hand at the scenario editor and found it very simple and easy to use, and was honestly quite surprised by the lack of needing to give the AI paths or routes to follow. It made putting it together fairly quick, and I hope it's not too terrible for a first go at it.

I've attached the .scn below. It uses the Buchholz/Hamburg map, and is designed to be played by either side (although computer play it's preferred to play as NATO). The scenario lasts approximately ten hours, from 0250 to 1250, and both sides have significant amounts of off-map fire support (including nuclear weapons); although I'm aware this somewhat neuters the AI's ability. The two factions are the US Army (a reinforced tank brigade) and the Soviet Army (a Guards Tank Division).

A forewarning, it's quite large, so older computers may run into some trouble crunching all the numbers (my minutes ticker was moving by at almost real time).

The .scn is attached in the .zip below. Put it in your ./modules/FCRS/scenarios folder, then tell me what needs to be changed.

Thanks.
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KT_RedArmy.zip
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Tazak
Posts: 1461
Joined: Sat Sep 03, 2011 11:57 am

RE: [Scenario] Red Army

Post by Tazak »

KT, had a quick look and will give it a proper run through when I get home but a few things popped out:

1. bridges, you need to add bridges during the scenario creation. The map you used may appear to have bridges but it doesn't (in the scenario editor right click on the bridge location and set the bridge options as required)

2. NBC weapons - the AI cannot use NBC weapons at present which negates one of the aims of your scenario. You may want to market it as a H2H scenario or reduce the "player preferred" side and give them NBC weapons against a much stronger AI side.

3. you do need to setup each side ready for the AI to start, as things stand you have the forces laid out to review them yourself and that is the where the AI will start from

4. you may want to set some of the forces to be reinforcements rather than having all units available from the start, i.e. start with recon elements on map with the remaining forces filtering in over a few hours, this may help with the older computers as each side will naturally reduce the opposing forces for you :) and reduce the number of 'runners' the engine has to deal with every tick

Otherwise it looks a interesting scenario and very good for a first go
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Tazak
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Joined: Sat Sep 03, 2011 11:57 am

RE: [Scenario] Red Army

Post by Tazak »

ORIGINAL: KatTsun

I had my hand at the scenario editor and found it very simple and easy to use, and was honestly quite surprised by the lack of needing to give the AI paths or routes to follow. It made putting it together fairly quick, and I hope it's not too terrible for a first go at it.

there is a thread named 'breadcrumbs' (I think) where MR explains how the AI uses VP locations to work out its own pathing, once I get home I'll link it (I only have certain saved links at work :( )
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Mad Russian
Posts: 13255
Joined: Sat Mar 15, 2008 9:29 pm
Location: Texas

RE: [Scenario] Red Army

Post by Mad Russian »

There are lots of good threads about scenario creation in the Scenario School forum.

tt.asp?forumid=1314

Reading through them is a great place to get some answers for questions, even for some questions you didn't know you were needing answered.

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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