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February 27th, 2011, 03:57 AM
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Major
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Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
Thanks: 21
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Re: WinSP Scenario Design Clinic
Quote:
Originally Posted by SaS TrooP
Two more questions:
1. How can I set flag value bigger than 249 points?
2. Inspired by Mobhack, I started to work again on my Uganda and Tanzania scenario (Lukaya meeting engagement, march '79). Map is a causeway, so it is VERY narrow. I have unfortunately found that enemy tanks enter the marshes anyway (even if they have a land in from of them) and get stuck really fast. How can I fix it?
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It's pretty time consuming overall but you should definitely look into reviewing the Waypoints section of the manual AND doing extensive testing.
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February 27th, 2011, 08:42 AM
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Second Lieutenant
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Join Date: Nov 2010
Location: Cracow, Poland
Posts: 415
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Re: WinSP Scenario Design Clinic
LOLZ, I have never heard of possibility of putting few flags on the same hex. Have to check it, thanks.
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March 27th, 2011, 11:33 AM
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Private
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Join Date: Dec 2010
Location: temporarily living in Monterrey, Mexico
Posts: 27
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Re: WinSP Scenario Design Clinic
Hi
I uploaded a scenario for testing. It deals with a variant of the planned SAS raid on R�*o Grande naval air base during the Malvinas / Falkland conflict.
I´m working out other maps and scenarios related with this and other conflicts.
Enjoy
Patricio
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June 14th, 2012, 12:25 PM
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Second Lieutenant
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Join Date: Nov 2010
Location: Cracow, Poland
Posts: 415
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Re: WinSP Scenario Design Clinic
Lets say I have a scenario where player is assaulting another side. Enemy receives reinforcements later, but they remain in their positions instead of rushing forward to help the defenders. How to make them move?
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June 14th, 2012, 10:52 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
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Re: WinSP Scenario Design Clinic
Lower the reaction turn
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June 14th, 2012, 11:13 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,956
Thanks: 465
Thanked 1,899 Times in 1,237 Posts
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Re: WinSP Scenario Design Clinic
As well a giving them a small reaction turn - also try giving the platoon HQ a path to follow that takes them into where you think contact will occur.
If you want a general advance of the defending AI - then you can use neutral or attacker-held Victory hex(es) out in attacker land. See the tutorial scenario, as that is the method used to tempt the Iraqi defender into giving up his defensive positions and kamikaze charging headlong into the USA trainee there.
However, V-hexes on the attacker's side are
a) a clue to the human player that the AI will come at him (which he can then exploit) and
b) a pain to get right (setting appropriate reaction turns for all defenders, and the fact the AI will sometimes decide to step off and regain them early).
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June 19th, 2012, 04:17 PM
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Corporal
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Join Date: Jun 2005
Location: London, Canada
Posts: 194
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Re: WinSP Scenario Design Clinic
Map making. I'm good at it. I enjoy it. I have time to do it. I would be happy to take on a map making project for someone if they are interested in design the rest of the scenario or campaign. All I require is a good reference map to work with.
__________________
Double tap, Dash, Down, Crawl, Observe, Locate the Enemy and Return Fire.
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June 19th, 2012, 06:01 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,956
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Re: WinSP Scenario Design Clinic
Quote:
Originally Posted by Cameronius
Map making. I'm good at it. I enjoy it. I have time to do it. I would be happy to take on a map making project for someone if they are interested in design the rest of the scenario or campaign. All I require is a good reference map to work with.
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Which is nothing to do with this thread - you should have begun a new one to allow for the inevitable map requests which would then drive the thread into off-topic land.
Nobody please put any such requests here - wait until the OP creates a new and appropriate thread and then we can delete this post.
This thread is only for the techniques involved in scenario design.
Andy
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June 21st, 2012, 09:22 AM
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Corporal
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Join Date: Jun 2005
Location: London, Canada
Posts: 194
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Re: WinSP Scenario Design Clinic
Ok Sorry
Quote:
Originally Posted by Mobhack
Quote:
Originally Posted by Cameronius
Map making. I'm good at it. I enjoy it. I have time to do it. I would be happy to take on a map making project for someone if they are interested in design the rest of the scenario or campaign. All I require is a good reference map to work with.
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Which is nothing to do with this thread - you should have begun a new one to allow for the inevitable map requests which would then drive the thread into off-topic land.
Nobody please put any such requests here - wait until the OP creates a new and appropriate thread and then we can delete this post.
This thread is only for the techniques involved in scenario design.
Andy
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__________________
Double tap, Dash, Down, Crawl, Observe, Locate the Enemy and Return Fire.
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July 12th, 2012, 12:48 PM
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Second Lieutenant
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Join Date: Nov 2010
Location: Cracow, Poland
Posts: 415
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Re: WinSP Scenario Design Clinic
Somehow repeating a question I had recently, about AI attacking, as this seems to be working pretty randomly for me. Need to admin I haven't yet tried the waypoints method, as I am tend to create pretty massive scenarios and unfortunately waypoints didn't work fine for me for previous ones. Trying it out with 200+ is rather not encouraging unless I am 100% I do all the stuff correctly.
Situation is as follows: this is player advance vs. AI delay. AI has units deployed already on the map that are supposed to weaken and delay the player UNTILL the reinforcements arrive. Now, my question is: when AI receives the reinforcements and STILL owns majority of the flags, new-coming units will not react and just stay on their spawn points. If most V hexes are lost, then entire army (even the one that was supposed to delay further) is rushing forward.
I am interested in forcing reinforcements to immediate attack while leaving the remaining units to delay and hold till new units will pass through them. Is this complete-able any other method than waypoints? If not, then how to correctly assign waypoints to achieve best effects and make sure this works? Would be glad for deep explanation here or link to such, if possible.
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