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View Full Version : Scenario "Rusty Nickel" at the Gateway of Tears


scorpio_rocks
August 11th, 2014, 03:39 PM
NB - This is NOT ready to play!

This material is presented, at the behest of others (so they can use some elements themselves), in an unfinished form - The Scenario WILL NOT PLAY at the moment.

Work in Progress! :sorry:

http://i209.photobucket.com/albums/bb192/scorpio_rocks/USS_Bataan_COA_zpsd29ba8f7.jpg
LHD-5 USS BATAAN at the Bab-el-Mandeb
This Fictional scenario is set in the "near future" as tensions rise in the Middle East.
(It is really just an excuse to field the LHD and a bunch of "pirate" small craft).
Names of some leaders may sound "familiar" this is meant as a compliment and no offense is meant.

The .zip File contains:
Scenario files
SPSCN500.cmt
SPSCN500.dat
SPSCN500.txt

Additional .SHP files (Icons)

// Icon0182.shp -- Turreted Icons. (Icons 7648-7657 created/ammended by Scorpio_Rocks)
{18200, 18201}, //7648. Naval SAM Launcher - Hex Base
{18202, 18203}, //7649. Naval SAM Launcher (Sea Sparrow) - Round Base
{18204, 18205}, //7650. Phalanx CIWS
{18206, 18207}, //7651. 25mm autocannon Naval turret

// Icon0184.shp -- Invisible turret Icons. (Icons 7800-7813 created/ammended by Scorpio_Rocks)
{18400, 6976}, // 7800 Pirate Skiff
{18401, 6976}, // 7801 Gunboat
{18402, 6976}, // 7802 Pirate "Mothership"
{18403, 6976}, // 7803 Syrian Compact Missile Boat
{18404, 6976}, // 7804 Suicide Inflatable
{18405, 6976}, // 7805 Patrol Ship (Spain)
{18406, 6976}, // 7806 Container Ship (small)
{18407, 6976}, // 7807 US Patrol Vessel
{18408, 6976}, // 7808 LHD Deck - 5
{18409, 6976}, // 7809 LHD Elevator
{18410, 6976}, // 7810 LHD Deck Landing Pad
{18411, 6976}, // 7811 LHD Bridge
{18413, 6976}, // 7813 LHD Airborne Operations Island
{18414, 6976}, // 7814 RHIB

Additional .LBM files (pictures)

PM01500.lbm - Somali Pirate Flag (colour)
PM01501.lbm - Pirate Skiff
PM01502.lbm - Pirate "Mothership"
PM01503.lbm - Somali Pirates
PM01504.lbm - Pirate Ship
PM01505.lbm - Pirate Gunboat

PM01510.lbm - Syrian Compact Missile Boat
PM01511.lbm - Iranian Missile Boat
PM01512.lbm - Armidale class patrol boat

PM01600.lbm - USS Bataan (colour)
PM01601.lbm - Rolling Airframe Missile Launcher
PM01602.lbm - Sea Sparrow SAM Launcher
PM01603.lbm - Phalanx CIWS
PM01604.lbm - Mk 38 Naval 25mm Autocannon turret
PM01605.lbm - Ship's Superstructure "Island"
PM01606.lbm - USS Bataan
PM01607.lbm - Ship's Superstructure Bridge


Altered .OBF files (OOBs)
Obat013.obf - USMC
New units: #954 - #970 = Elements of LHD
New weapons: #190 - #191 = RAM and SAM
New formations: #800 - #811 = LHD

"Rusty Nickel" at the Gateway of Tears Date: 21 October, 2015

Battle Location: At sea (approx 12° 35' 16" N 43° 23' 00" E) SW of Perim Island, Bab-el-Mandeb, Red Sea/Gulf of Aden

Battle Type: USMC / US Navy defend Vs Somali/Yemeni assault

"Historical" Situation:
By early 2015 the area surrounding the Arabian Sea has, at least in Western eyes, gone from "Bad to Worse".
A revolt in Yemen has seen a pro-Al Qaeda administration installed, Somalia has fallen under fundamentalist sway, ISIS now controls most of Iraq, Iran has become more hardline and anti-"western".

USS Bataan LHD-5, the "Rusty Nickel", is dispatched to the Gulf of Aden to become the latest flagship of Combined Task Force 151, tasked with anti-piracy patrols. She carries most of the 11th MEU and rumours abound of a possible invasion of a gulf state.

Description:
After being delayed transiting the Suez Canal the Bataan, with only the Cyclone-class patrol ship USS Monsoon (PC-4) in company, steams south through the Red Sea. As she passes through the Mandab Strait (Bab-el-Mandeb - which translates as "Gateway of Anguish" or "Gateway of Tears"),
a huge explosion rips through one of her boilers. The "accident" leaves one boiler inoperable and the other severely damaged.
The Captain skillfully nurses his command out of the main shipping lane and into the lee of Perim Island before he loses all motive power.

The renegade administrations of the area couldn't pass up this opportunity to humble a superpower and weaken the "Western" presence in the region.
As the huge ship lies unmoving and hurting, numerous contacts appear on her radar screens. . .

The scenario's genesis was the "purely for my own amusement" design of the LHD and the need to show it / make it available to others.
The result: My first "published" scenario and hopefully a fun and different, "barn-stormer"!

In order to have the correct "look" of the ship and the Pirate hordes, I have had to include edited versions of the USMC OOBs, .SHP files and .LBM pictures.

scorpio_rocks@blueyonder.co.uk
[underscore between Scorpio and Rocks]

ALL COMMENTS WELCOMED! :)

scorpio_rocks
August 11th, 2014, 03:51 PM
Can't seem to edit Original Post... :confused:

Here are the files :)

shahadi
August 11th, 2014, 04:04 PM
Thanks a million scorpio_rocks, well maybe not a million but a whole lot! I really want the boat for inclusion in my battle scenario.

Yeah you rocks

scorpio_rocks
August 12th, 2014, 11:54 AM
FYI folks:

TODO:
- Reinforcement schedule and waypoints for "Pirates, et al"
- Yemani Naval forces
- Additional equipment and units (Yemen and Somali Pirates)

Possible "Tweaks":
- Creating "height" of ship and it's superstructure
- Adjustment of VP/victory conditions as the Bataan cant be sunk


I WILL get back on this, if folks are still interested. I can only apologise for the length of time this has taken - Sorry (had a family emergency/tragedy).
S_R

shahadi
August 12th, 2014, 12:28 PM
Okay, I've looked at the boat and it looks good. But, there is always a "but" right? Anyways, the elevators are missing.

Second, A purchase of the Bataan does not include the flight deck, so we need a basic map of the flight deck, no problem.

Thanks for posting.

scorpio_rocks
August 12th, 2014, 12:46 PM
Okay, I've looked at the boat and it looks good. But, there is always a "but" right? Anyways, the elevators are missing.

Second, A purchase of the Bataan does not include the flight deck, so we need a basic map of the flight deck, no problem.

Thanks for posting.

The elevators should be there... unit #963 in the oob. Perhaps try looking in the scenario.

Yes the basic "Hull" needs to be created on the map of each scenario - just copy paste from my map into yours. (or create an island the right shape with a "road" down one side). :)

Suhiir
August 12th, 2014, 12:51 PM
Since the Bataan can't be sunk a couple things you can do:
1) Increase the "unit cost" of it's on-board systems (AA missiles and such) so their destruction counts for a LOT in terms of victory.
2) Add a bunch of say "ammo dumps" to Bataan BOTH to represent/increase ammo supplies for it's weapons and blow up/burn when destroyed to represent damage to the ship.

shahadi
August 12th, 2014, 01:17 PM
The elevators should be there... unit #963 in the oob. Perhaps try looking in the scenario.

I'm looking at 963 in the OOB and there's no graphic for the elevator listed as unit class 56 Ammo carrier.

scorpio_rocks
August 12th, 2014, 02:30 PM
Since the Bataan can't be sunk a couple things you can do:
1) Increase the "unit cost" of it's on-board systems (AA missiles and such) so their destruction counts for a LOT in terms of victory.
2) Add a bunch of say "ammo dumps" to Bataan BOTH to represent/increase ammo supplies for it's weapons and blow up/burn when destroyed to represent damage to the ship.

I have tried this approach by making the ship's superstructure unit cost high.

The elevators are indeed "ammo carriers" so again hopefully covered :)

Thanks for the comments - looks like I'm thinking along the right lines, at least.


I'm looking at 963 in the OOB and there's no graphic for the elevator listed as unit class 56 Ammo carrier.

Eeek! Image should be #7809 (or duplicate at #7815) not sure why its not showing up... Sorry Mate I am new to modding / creating icons, etc. I am probably doing something wrong if the other icon number doesnt work either pls let me know and i will try to redo it.

Please also remember folks this is very much a work in progress and I am new at it so welcome all the advice and help I can get!

shahadi
August 12th, 2014, 03:58 PM
I recall wherein it was stated that user created formations should be listed at slot numbers greater than 900 in the OOB. Sorry, have not found the reference but I'm confident this is a "hard" rule.

Still can not see the elevators.

gila
August 12th, 2014, 05:55 PM
awaiting on developments on this project :popcorn:

Suhiir
August 12th, 2014, 07:26 PM
I recall wherein it was stated that user created formations should be listed at slot numbers greater than 900 in the OOB. Sorry, have not found the reference but I'm confident this is a "hard" rule.

Still can not see the elevators.

It's not a "hard" rule just good sense as no formations above 900 are used in any OOB. It makes it easier to find user created ones.

scorpio_rocks
August 12th, 2014, 09:32 PM
The USMC OOB has quite a few "R&D" items in the 900's and a huge gap of nothingness in the 800's I put mine there so people could grab the info if they wanted it then delete it easily. I was unaware of the "rule", sorry.

Can I ask is nobody seeing the ship elevators?

Suhiir
August 13th, 2014, 05:41 AM
Yeah, that's why I put the R&D stuff in the 900's. You'll note NONE of those formations can be purchased by players.
If you look them over they're the organizations for battalion and regimental assets between 1946-2020. Useful when making the "combat" formations players can purchase.

shahadi
August 13th, 2014, 04:04 PM
I reloaded all the files. Double checked the installation. Pulled up the scenario. Everything looks okay, but I still can not see the elevators. Now, the unit id's are there, but the elevators are not.

scorpio_rocks
August 13th, 2014, 04:11 PM
I reloaded all the files. Double checked the installation. Pulled up the scenario. Everything looks okay, but I still can not see the elevators. Now, the unit id's are there, but the elevators are not.

Sorry, I must have messed up :(

They should look like this:
http://i209.photobucket.com/albums/bb192/scorpio_rocks/Elevator_zps3294176c.png

heres the .Bmp:

shahadi
August 13th, 2014, 04:39 PM
Thanks, looks good, but should they not be a simple rectangle shaped object?

Please post instructions to modify elevators or better yet, upload the modified shp file containing the re-worked elevators.

Smile.

scorpio_rocks
August 13th, 2014, 09:52 PM
Thanks, looks good, but should they not be a simple rectangle shaped object?

Please post instructions to modify elevators or better yet, upload the modified shp file containing the re-worked elevators.

The Elevators on the Wasp-class LHD Stick out from the Hull over the sea:
http://i209.photobucket.com/albums/bb192/scorpio_rocks/bataanLarge_zps85cf77ab.jpg

I will upload a new.shp file tomorrow.

shahadi
August 14th, 2014, 07:01 PM
I'm playing with the boat, having created a map from the scenario as you rightly suggested; now, I am of the mind that the boat should be a map with the deck, bridge, island, all the non weapon pieces, available from the Map editor. However, weapons ought to remain available from the Purchase screen, obviously.

Otherwise, we have to build the boat with each scenario. And, I'm finding that a real pain. You know, when I purchase a bridge, since they're classed as a Fortification, I get three of them at a time. So, I created a formation with just one bridge listed, another formation for the island and so forth.

I suggest, that the boat be created as a map and the player can add the weapons from the Purchase screen.

We would loose some existing building structures, but I think well worth it.

scorpio_rocks
August 23rd, 2014, 11:56 PM
The main problems with making the ship elements "buildings" are that, as I understand it:

1. the amount of work required goes through the roof (icons need creating for each level of zoom).
2. they cannot be destroyed or count toward victory.

The formation I included for the ship (#801 USS Bataan in Misc purchase screen) should give:
1x bridge, 1x "island", 2x SAM/RAM(RIM116), 2x SAM(Sea Sparrow), 2x Phalanx, 2x 25mm chaingun, 2x well deck, 9x landing pads, 2x deck numbers and 2x elevators.
No idea why you get 3 of each.

scorpio_rocks
August 24th, 2014, 12:07 AM
Sorry forgot to add redone SHP file: (file attached [zipped])
http://i209.photobucket.com/albums/bb192/scorpio_rocks/shpfilescreenie_zps84f5ff20.jpg

Suhiir
August 24th, 2014, 01:00 PM
If you're working on a campaign instead of a single stand-alone scenario one thing I've found useful is to create a "Base Scenario" using a blank map and buying/modifying all the units your campaign will use.

Then as you create each actual campaign scenario you can just load that "Base Scenario" into the editor and either set any units the particular scenario doesn't use to reinforce on turn 49 (presuming your scenario is shorter then that) or delete them (not as good if you want to keep campaign integrity).

This way you need only mess with the whole formation/unit alteration process once, and don't need to muck with the OOB.

shahadi
August 28th, 2014, 12:10 AM
After loading the revised shp file 184 that includes the elevator, while I can see the graphic in ShpEd as image #11 AND image #17, the ship elevator does not appear in the Purchase screen under Ammo Carrier. In the OOB013, in slot #963 the ship elevator is listed, however there's no associated icon.

I'm thinking I've screwed something up, but at this point am at a lost as to how to rectify this issue.

HELP

scorpio_rocks
August 29th, 2014, 01:57 AM
I'm thinking I've screwed something up, but at this point am at a lost as to how to rectify this issue.

HELP

More likley explanation is: I messed up somewhere - sorry!

I am currently working on redoing all files and scenario from scratch to avoid any issues - give me a week or so pls.

shahadi
August 29th, 2014, 11:35 AM
I'm thinking I've screwed something up, but at this point am at a lost as to how to rectify this issue.

HELP

More likley explanation is: I messed up somewhere - sorry!

I am currently working on redoing all files and scenario from scratch to avoid any issues - give me a week or so pls.

No problem. Take your time, I've been on the Red Line Syria project nearly a year. Currently, investigating Syrian Mech & Infantry TO&Es, and AI Mech Infantry assaults. So yeah, I get it, a big learning opportunity, and I know zilch of making mods.

Thanks man, ur okay with this project in my book.

shahadi
September 2nd, 2014, 12:50 AM
// Icon0184.shp -- Invisible turret Icons. (Icons 7800-7813 created/ammended by Scorpio_Rocks)
{18400, 6976}, // 7800 Pirate Skiff
{18401, 6976}, // 7801 Gunboat
{18402, 6976}, // 7802 Pirate "Mothership"
{18403, 6976}, // 7803 Syrian Compact Missile Boat
{18404, 6976}, // 7804 Suicide Inflatable
{18405, 6976}, // 7805 Patrol Ship (Spain)
{18406, 6976}, // 7806 Container Ship (small)
{18407, 6976}, // 7807 US Patrol Vessel
{18408, 6976}, // 7808 LHD Deck - 5
{18409, 6976}, // 7809 LHD Elevator
{18410, 6976}, // 7810 LHD Deck Landing Pad
{18411, 6976}, // 7811 LHD Bridge
{18413, 6976}, // 7813 LHD Airborne Operations Island
{18414, 6976}, // 7814 RHIB



In trying to understand the Shp file/icon process I have thus far understood that "18409" translates into 184 as the Icon Shp file with the identification "09" as pointer to the image in the Shp file. Now, when I inspect the Icon0184.shp file with the Shp Editor I note the elevator icon occupies the 11th place in the file not the 9th. Meaning, the reference should read "18411" rather than "18409."

Question: How does Mobhack link unit with icon? Does Mobhack read a config file to associate units, icons, and pictures?

scorpio_rocks
September 2nd, 2014, 05:03 AM
as I understand it:

the shp file has an "extra" placeholder type picture (usually 2 tank silhouettes and MBT) in first position visually. The first actual position is number 0 (zero). Therfore every picture counted visually through the shp is 2 numbers lower in the identification number.

Place holder, 0 , 1 , 2, 3, 4, etc (4 in this example is the 6th image)

The entry in the file "WINSPMBT_MasterIconList.txt" in the design sub directory of the game data directory gives = {icon, turret}, // icon id "description so for example:
{18409, 6976}, // 7809 LHD Elevator = {shp184 11th image, "invisible" turret}, // icon7809 (for mobhack) description LHD Elevator.

TBH I have no idea how the game "looks up" this information, I think it is hard coded and therefore new icons must be in the right "kind" of empty shp file (ie turreted, un turreted, invisible turret).

Hope this helps.

(ps to add icon to shp file create .bmp file of right size then add using shpedit utility)

scorpio_rocks
December 21st, 2014, 01:33 PM
Sorry for the ongoing delays folks:

I am having HUGE problems getting the AI to attack the ship.
I may have to (if there is enough interest...) split into two scenarios to cover te attacks from each side (Yemen/Somalia).

shahadi
January 13th, 2015, 04:49 AM
Sorry for the ongoing delays folks:

I am having HUGE problems getting the AI to attack the ship.
I may have to (if there is enough interest...) split into two scenarios to cover te attacks from each side (Yemen/Somalia).

Is it realistic to model Somali's attacking a carrier battle group? Would that not conjure up an image of the Santa Maria going up against the USS Iowa.

scorpio_rocks
January 13th, 2015, 02:38 PM
Is it realistic to model Somali's attacking a carrier battle group? Would that not conjure up an image of the Santa Maria going up against the USS Iowa.

Absolutely which is why the scenario was set up to "artificially" create a situation where the ship is alone(ish) and immobile, allowing all the beligerents in the area a "too-good-to-miss" oportunity. :)

shahadi
January 13th, 2015, 07:50 PM
I guess if you're Somali in this scenario, you could refuge in the ole adage: "Everybody gotta die sometime." I think it was Barnes in the movie Platoon.

It will be fun after you get it solved.

shahadi
January 18th, 2015, 10:10 AM
Okay, I've looked at the boat and it looks good. But, there is always a "but" right? Anyways, the elevators are missing.

Second, A purchase of the Bataan does not include the flight deck, so we need a basic map of the flight deck, no problem.

Thanks for posting.

The elevators should be there... unit #963 in the oob. Perhaps try looking in the scenario.

Yes the basic "Hull" needs to be created on the map of each scenario - just copy paste from my map into yours. (or create an island the right shape with a "road" down one side). :)

Scorpio_rocks, I now have the port side elevator but not the starboard. Have you released another version? If so, let me know.

scorpio_rocks
January 18th, 2015, 06:51 PM
both elevators are identical (just rotated differently) if you have one you should have the other.

I am having a nightmare trying to get the scenario to "run" how i would like - the AI is being unco-operative...

I hope to get a new (working) version up in a couple of weeks.

shahadi
January 18th, 2015, 11:50 PM
both elevators are identical (just rotated differently) if you have one you should have the other.

I am having a nightmare trying to get the scenario to "run" how i would like - the AI is being unco-operative...

I hope to get a new (working) version up in a couple of weeks.

It's a tough sell... you might want to coax the AI to attack the boat by adding max value to VFs and placing them near the stern where the Somalis could "board." Also, max out the cost of the stern areas of the carrier.

I'm trying to come up with something for ya, but afraid I ain't got much.

So, I can rotate the port elevator and then place it on the starboard, got it.

scorpio_rocks
May 12th, 2015, 05:57 PM
Looks like we have an answer to why I was having such a hard time getting this to work!

http://forum.shrapnelgames.com/showthread.php?t=50816

Suhiir
May 12th, 2015, 08:31 PM
Well it could work if you made the "ship" beach hexes and put the pirates in barge class boats.
The AI will move a barge to a beach and unload the pirates.

shahadi
May 18th, 2015, 12:15 AM
I'm good with the boat. And, just maybe the Rusty Nickel should be played from the side of the Somali pirates. So, if anyone is crazy enough to attack an Expeditionary Strike Group with her compliment of cruisers and destroyers, I could only say a winspmbt player or a Somali pirate as two prime suspects.

George 'Kingfish' Stevens: What's goin' on here?
Sapphire Stevens: If it's anything to you, I'm cleaning the house. What do you think I'm doin' with this broom?
George 'Kingfish' Stevens: Well, from that outfit and the looks of you, I thought you were gonna ride the thing.

------ Amos & Andy show circa early 1950's ---------------