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Missions

Posted: Thu Sep 01, 2022 7:14 pm
by berto
In the next CSVN release(s), a new feature: Missions.

Missions1.jpg
Missions1.jpg (1.42 MiB) Viewed 617 times

Well, not really new. Mission Types have been in the game going way back, have been specified in the scen editor Header Dialog, but they were little used. We aim to change that.

In the original, legacy implementation, there were only 11 Mission Types. And they were not sided; they pertained to both sides, to the scenario as a whole. It is easy to see where the two sides, Side A and Side B, might have quite different missions.

I can already see possibilities for making the E[ngine]AI smarter. For the Lua S[scripted]AI, we can foresee uses such as


Code: Select all

    local miss = missions(other_side(side))
    if has_flag(miss, MISSION_BREAKOUT) or has_flag(miss, MISSION_ARMORED_ASSAULT) then
        adjust_adaptive_ai (sideof(nation), nation, "hot_trigger", 2)
    end


And other ways to tweak, to enhance, the game's various AIs.

This is all in its early stages. But already, exciting times!

Re: Missions

Posted: Thu Sep 01, 2022 9:01 pm
by berto
The old, legacy Mission Types, just 11 of them:

Missions2.JPG
Missions2.JPG (50.78 KiB) Viewed 640 times

There are now more than double the Mission Types (see previous post).

With Missions selection moved to its own, separate dialog, there is now much more room in the Header Dialog Turns & Visibility field boxes for detailing the monster scenarios, for example the Week In... scenarios. The revised Header Dialog:

Missions3.JPG
Missions3.JPG (49.25 KiB) Viewed 640 times

Re: Missions

Posted: Fri Sep 02, 2022 1:28 pm
by bruce205
Looks real good Berto !!