How will campaigns work?

Tigers on the Hunt is a World War 2 hard-core tactical wargame for PC.

It creates a truly and immersive depth tactical simulation. Tigers on the Hunt boasts a ferocious and adaptive AI which will dynamically respond to a player’s maneuvers.

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juv95hrn
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How will campaigns work?

Post by juv95hrn »

Hello.

I just found this game. As an old ASLer of course I will buy it asap.

What I am mostly interested in would be multi-scenario campaigns like the campaign boxes of ASL.

I know there will be campaigns, but how will they work? I am hoping for a Red Barricades version of Stalingrad of course.

Any links that could give me more information about the campaigns. A forum search gave no hits at all...
"Yes, I am the henchman of the Devil but my services are primarily ceremonial..."
Paullus
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RE: How will campaigns work?

Post by Paullus »

The Campaigns are really Monster Scenarios. The scenario will be much longer where the day last for 8 Game Turns and the Night for 4 Game Turns. The longest a Campaign can last is a total of 504 Game Turns [;)]. The scenario designer decides length and when units will appear as reinforcements in the scenario.
For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus
Gerry4321
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RE: How will campaigns work?

Post by Gerry4321 »

So Jorgen this is better than I thought. You could have reinforcements come in after say one day? Does the player get to choose for a table of possibilities or are the reinforcements set?

Thanks.
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Peter Fisla
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RE: How will campaigns work?

Post by Peter Fisla »

ORIGINAL: Gerry

So Jorgen this is better than I thought. You could have reinforcements come in after say one day? Does the player get to choose for a table of possibilities or are the reinforcements set?

Thanks.

Yes, reinforcements can come on board at any time, any day...all part of the scenario design. Not sure about your second question but the scenario designer chooses where the reinforcements will appear. Also there is a placement condition that can be used that undermines of a unit will actually come on board or not in the current turn...or try next turn.
Paullus
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RE: How will campaigns work?

Post by Paullus »

ORIGINAL: Gerry

So Jorgen this is better than I thought. You could have reinforcements come in after say one day? Does the player get to choose for a table of possibilities or are the reinforcements set?

Thanks.
The player can't unfortunately choose among different choices for his reinforcements. They are set by the scenario designer.
For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus
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juv95hrn
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RE: How will campaigns work?

Post by juv95hrn »

Shame. I really liked purchasing my OOB in ASL campaign modules and plan my attack/defense.
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GenChaos33
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RE: How will campaigns work?

Post by GenChaos33 »

Is there any way to make campaigns more of an unknown experience?

Something along the lines of the following storyline.

Campaign starts with the player having a limited/recon type force. So with a large/very large map(with 6-10 victory point locations all around the map), the players first orders are to recon/scout nearby VP locations and assess enemy strengths. Then after a set amount of turns, a radio call from/to HQ(popup window) will occur and a decision is made on a possible change of orders/objectives and possible reinforcement also can occur. Maybe HQ will say/agree to capture certain VPL and give reinforcements at map edge/original entry hexes. Maybe HQ will say to bypass the current/nearby VPLs and move on to next recon VPLs. Or maybe HQ will give a Hold/Defend Order if enemy seems large. Etc., etc,.

Now on the AI computer player side, the variation is also occurring. Depending on the random setup at campaign start, its determined(unknown to human player) if the AI will fight a delaying type of campaign, or stay and fight all VPLs, or maybe only fight at a few VPLs. Or maybe an AI recapture VPL mission can occur. If a stay and fight occurs the AI gets reinforcement/placement zones of new forces. If a recapture mission, a larger AI reinforcement occurs to move/attack a human players VPL.

This way the campaign is more of an experience. Decisions are made of enemy strengths levels and also of reinforcement levels needed to complete orders as they happen/change. Also, the campaign can play differently and very replayable.

EDIT: My line of thinking comes from the old matrix game 'Carriers at War'. It had a random loading of the same scenario which had varied slight different parameters. If you checked the CAW editor, one scenario would have like 60 different variations.
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blazej
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RE: How will campaigns work?

Post by blazej »

This sounds SUPER interesting, GeneralChaos! I'm afraid it won't be possible anytime soon, but if the game went in this direction it would be completely unique!
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GenChaos33
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RE: How will campaigns work?

Post by GenChaos33 »

I disagree. All THIS game needs is a random scenario loader(like CAW game did) and the unknown firefights would begin.
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gregb41352
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RE: How will campaigns work?

Post by gregb41352 »

I agree. A random battle generator would be a definite plus.
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GenChaos33
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RE: How will campaigns work?

Post by GenChaos33 »

NOTE: I said nothing about a random battle generator. I stated a scenario loader which would load random parameters/OOBs for the same designed scenario/map.
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