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  #21  
Old April 23rd, 2011, 08:25 AM
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Default Re: A More Modern > - Multiplayer "User vs AI" Campaign

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.

Oh, and I will need at least 36 40x50 highly unique, pre-made custom maps.

The entire point of the Map Generator and the Extended Map editor is to largely elliminate the need to make them 100% by hand. You should be able to generate all those 40x50 maps that *may* need a bit of hand tweaking in an hour or two.

Don
Normally I would do that and I am doing it with the current vs AI Campaign however I have some specific designs in mind based on some images I have for use with miniatures tabletop layouts. There are about 100+ of them I would like to pull the 36 maps from and try to get close to them.
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  #22  
Old April 23rd, 2011, 08:29 AM
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Default Re: A More Modern > - Multiplayer "User vs AI" Campaign

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Oh, and I will need at least 36 40x50 highly unique, pre-made custom maps.
Define "highly unique" please..

And do you mean these 36 maps need to be "continuous"?
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  #23  
Old April 23rd, 2011, 10:41 AM
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Default Re: A More Modern > - Multiplayer "User vs AI" Campaign

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Oh, and I will need at least 36 40x50 highly unique, pre-made custom maps.
Define "highly unique" please..

And do you mean these 36 maps need to be "continuous"?
No, they do not need to be continuous. The campaign will use a point to point movement system.

Basically there would be 36 maps that do not need to "fit together". Each should focus on a certain terrain feature. Some would have a river, some a small town or village, some with low rolling hills, maybe one a small open valley flanked by wooded hills, etc.

I will have to test out the map Editor to see what settings will get a good base map and then the roads, railways, buildings, etc could be overlaid to flesh out the map. At the same time some other terrain tweaking could be done to make sure the edges (at least the left and right) offer enough concealment in the 1st 5 hexrows on both edges to give an attacker a place to start off without being in sight at the start.

Below are some samples that would be used as guides.
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  #24  
Old April 23rd, 2011, 11:10 AM
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Default Re: A More Modern > - Multiplayer "User vs AI" Campaign

To add to my previous post.

The maps should not be anything fancy. No wild terrain design (messing with the hex height in the editor) stuff. Just clean natural looking terrain with room for maneuver and some places to hide evenly spread across the map with a major terrain feature or two, preferably close to the center of the map.
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  #25  
Old April 23rd, 2011, 12:38 PM
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Default Re: A More Modern > - Multiplayer "User vs AI" Campaign

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To add to my previous post.

The maps should not be anything fancy. No wild terrain design (messing with the hex height in the editor) stuff. Just clean natural looking terrain with room for maneuver and some places to hide evenly spread across the map with a major terrain feature or two, preferably close to the center of the map.
Oh, that's nothing near unique, let alone "highly unique" then.. I'm an urban battle lover and that being said, the stock/plain SP technique of laying down urban terrain is really unsatisfactory to simulate its 3D nature. Hence the use of asterix sign in map editor is really handy.

And that, is not wild I think.

Just my two cents

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  #26  
Old April 23rd, 2011, 01:07 PM
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Default Re: A More Modern > - Multiplayer "User vs AI" Campaign

This thread put in the integrated game. I should have put here. But there is always a solution:


One of the possible battles in Russia vs. Chechnya campaign.
To make this map do not wait too long. I did not want to be a work of art.
This would probably be the first battle of Chechens against Russians. A reinforced company Chechen ambush attempt a Russian column. Russian troops have modern armored but his experience and morality are not so good. The Chechens are tough, experienced and will not invade their territory.
No victory points. The objective of the Chechens is inflicting as much damage to the enemy and then retreat.
I have only one problem with this scenario. As for the Russians to make progress on the road? Should go from east to west. I applied some waypoints but move very little.
I send the files to help me tweak this scenario.
Thanks.

Pd: I send you a map of operations. I had told them that there would be battles in the fields and urban areas. The urban battles would be in the city of Grozny
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  #27  
Old April 24th, 2011, 08:35 PM
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Default Re: A More Modern > - Multiplayer "User vs AI" Campaign

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Going back through this I am more and more leaning towards a NATO vs Warsaw Pact game (circa 1984-87) with the players making up a US Task Force against a large Soviet force. The main reason is that its the era I have the most firsthand knowledge and information with so it will be easier to document and set up.

Under this setup, players would be commanders of the various Company Teams (x4) and probably the Scout Platoon. Then there would be the Battalion (Task Force) Commander who has access to and control over the Battalion level units (mortars, engineers, etc) and all extra support forces that could be called on such as Division Artillery and Air assets.
OR

Would you guys be more interested in doing this from the Warsaw Pact perspective? In that version, players would be company level commanders in a Soviet Motorized Rifle Battalion of a reinforced Motorized Rifle Regiment.

At this point, I have the base story fleshed out but need the maps (x36) AND to decide which force will be run by the players.
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  #28  
Old April 25th, 2011, 03:56 AM
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Default Re: A More Modern > - Multiplayer "User vs AI" Campaign

Not really being following but from warsaw pact side might be a refreshing change.

On maps why not set to max size generate a few & tidy up then if have CD cut & paste into smaller maps. If so wished could be continous areas even doing with overlap of adjacent map if so desired.
Say 5 hex overlap so if maps were 50x50 second would cover from hex row 45 - 95 3rd from 90 - 140
You would get 3x4 =12 maps of that size out of a 160x200 map so need 3 covering diffrent areas with slightly diffrent terrain perhaps for 36 maps.
Take base map generated to produce first map then adjust a few settings for others & generate the next.
Urban field tree & hill height settings come to mind just tweak slightly & generate next map for something similar but say with rolling hills or more trees.
Also yes on right devs comment sometimes maps can be to flat but dont use asterix unless going to change that hex to something else so it stands out like dirt (doesnt work well as single hex) you want a few undulations use high grass so its obvious its not flat terrain.
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  #29  
Old April 25th, 2011, 05:07 AM
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Default Re: A More Modern > - Multiplayer "User vs AI" Campaign

Yeah, playing from the WP side would be really great, what country would we be playing?
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  #30  
Old April 25th, 2011, 05:53 AM
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Default Re: A More Modern > - Multiplayer "User vs AI" Campaign

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Yeah, playing from the WP side would be really great, what country would we be playing?
It would be the Soviet Union. My stockpile of military documentation is on their TO&E, tactics, etc during the mid 80's so that is what I am most familiar with.
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