For a Fluent Campaign

Terrain / Theater editing

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Phoenix711
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For a Fluent Campaign

Post by Phoenix711 » 2008-10-08 06:08:23

Hi all.

After the release of Aegean v3, I started to work on the campaign. I have three different campaign scenarios for the aegean theater, with SAM sites and bases / squadrons added as realistic as possible and their own UI pictures and explanations added.

Now I'm trying to achieve a campaign in which the units can go from on place to another fluently, at least in the campaign critical areas.

For that, I'm doing this:

For every terrain segment, (16x16 tiles), the road is connected and goes to four directions, without passing any bridges. That means, from east to west and north to south, the critical campaign area has a road network that is neither broken anywhere, nor passing over any bridges (all roads crossing over bridges has alternative paths).

Those farm and forrest road tiles are converted from originals, so the texture.bin path definitions doesn't change.

Is that a good way to go, and, is there any tips you can give me about making the campaign more fluent.

Thank you.

ccc
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Post by ccc » 2008-10-08 07:49:19

sounds like you've set up a nice battle zone..

my .002c,

- use TE for test, place few armour units , order them to move along all road network, to make sure all road are open for ground maneuvoring.

the routes between Blue and Red main obj( capture to win), should be checked.

- build a basic, simple TRI file. don't set blue and red main obj too far apart. ideally, make armour units can move from one end to the other end in 2-3d.

- don't place too many ground units in basic campaign. you can have one side overwhelming power, and the other side much less power, see if the powerful side can easily reach their obj and end the war. once it done, fine-tuning the balance of power as you wish.

- don't add many air power in test campaign. don't add many A-G ac sq in the begining of test. air strike power can easily change the balance of power.. make a gound offensive stall and never come to an end.

BTW care to post a pic of your battle zone?

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Phoenix711
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Post by Phoenix711 » 2008-10-08 08:56:04

Hey ccc, thanks for all the info, I'll benefit well from it.

Is Terrainview picture what you want? I'll do that when I get home.

Cheers.

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Phoenix711
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Post by Phoenix711 » 2008-10-10 06:30:42

Here is the battlezone area.

Image
Last edited by Phoenix711 on 2009-01-14 22:55:06, edited 1 time in total.

ccc
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Post by ccc » 2008-10-10 12:58:31

the battle zone.. hmm.. i remember i've discussed with another? Agean theater dev Murad? few weeks ago .. your battle area is almost the same as his.

he seems make his ground battle running well and can reach an end.

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Phoenix711
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Post by Phoenix711 » 2008-10-11 11:20:51

Yea same theater. Murad and I working together on this.

In fact, our ground units stuck at north of CORLU. Whatever I did, they wont seem to move to the west any more.

ccc
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Post by ccc » 2008-10-12 13:03:09

Phoenix711 wrote:Yea same theater. Murad and I working together on this.

In fact, our ground units stuck at north of CORLU. Whatever I did, they wont seem to move to the west any more.
pic please - terrainview obj link map and TE map. i have no idea about the city CORLU.

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Phoenix711
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Post by Phoenix711 » 2008-10-13 19:42:30

It is not only CORLU tho. They seem to stuck, whenever they reach any objective. This can be a Bridge, City, or factory etc. Links are ok, roads are ok.

I'll try to give explaining pictures here, or I can send you the files themselves.

Another thing,

Our campaign, has a very short FLOT. And I think, Falcon engine, concentrates air battle over or near FLOT. The Turkish - Greece border is a short one. The battle is going over the border (200 planes an a very small area).

I guess we will have to create different scenarios with longer FLOTS. Any Ideas? Any TCL script to force both sides to attack targets, that are not near FLOT? Even after changing PAK priorities, battle is going on around FLOT.

Thanks.

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