
but all the rest blue seems to stay nearly still.

Moderators: Lone Wolf, Snake Man
Nice, do you have already a dynamic groundwar? (on which save.cam is it based?)Parislord wrote:I'm working on a late 80's/early 90's version where the F-104D and F-16A are the prime movers for ROCAF.
Thanks, but i never made an installer, ic that very complicated?Parislord wrote:Dstef, love the Save2.cam. You really should build an installer and incl your skins, though. Even if they're not perfect, they're very nice in the screenie and do aid in immersion.
Me, too but we need first a dynamic groundwar, also nice would be an Vnam era camp or a late 70'/ early 80' camp.... (maby in future.)Parislord wrote:I really wish we could get CCC's (I think it was) F-86 and 104 models and build a Formosa Straights campaign based on the original incident.
ya, i noticed the result too. acutally i found those units want moving south to Tou-chen.. but no road! there's obj link between Wan-li and Tou Chen.. but no brown road line on feature map - i think the missing road make CATE fail to place road tiles there, so units can't find the road to move. SM please correct me if im wrong.link broken. blue isn't moving to Wan-li anymore.
but all the rest blue seems to stay nearly still.
please focus on working campaign first! Ranger and Biker have good experience in this part of work.. no hurry. As Derstef said, a truely working campaing should come first.. the rest can be done later.I really wish we could get CCC's (I think it was) F-86 and 104 models and build a Formosa Straights campaign based on the original incident.
possible. im trying to tweak and test tri first.@CCC: could it be that the non moving groiund units have something to do with the .tri file? can you add "major offensive to red" and set defense priorities to bluE? just an idea.......
ccc wrote:possible. im trying to tweak and test tri first.@CCC: could it be that the non moving groiund units have something to do with the .tri file? can you add "major offensive to red" and set defense priorities to bluE? just an idea.......
thanks for the report, ccc!ccc wrote: result -
-units can run from Bali to Taipei.
-units can run along NW coast, to capture Taoyan, CKS intl airport, and try to capture Taoyan AFB.
- units can run along inner road along NW area, catpure highway strip, and a Hu ko.
- unit can move close to Hsin chu AFB.
- no moving at NE area, the I-lan area. it think it's due to missing road on terrain.
- red units have no problem capture CCK and taichung city.
- red units have no problem catpure Kaohusung area/city/port/airport.
- the most supringly part is NW corner, from San-chi to Taipei. mechanized units can move along the road -note - obj linking is a straight line, the feature map shows a S shape tortuous road- unit moving the map road! it just takes long to start the moving, then infantry unit follow. so .. the road is open.
- i do some obj linkg on peng hu island and Chimen - guess what, if i did not place some blue units on chinmen island, the obj will be owned by red in short time!
Closter wrote:Please, keep going!
Very few are able to talk about these issues, I am anxiously reading all your trials, so please experiment and share your findings through the forum and possibly the wiki, even as a less than structured knowledge... You are opening paths here...
Thank you!
ccc wrote:more test results..
in most cases Blue ground units are too weak to launch major offensive on Day2.. in one test [news reports] shows [Allied forces starts major offensive from 1500], then same news on 1505, 1515, 1525.. till 1700. yes campaign engine try to call up blue offensive - but remaining units are broken or exhausted, even worse, only one broken armour unit left! no unit available to excute the order.
the result implies i should place few more units as "reserve", or try "reinforcement edit" again.. when the time comes, blue side can fight back.
BTW.. the TRI file is very sensitive..i changed number 2(team- taiwan) to 1(team US), and it causes CTD once i hit [start campaign]!
Code: Select all
#IF_FORCE_RATIO A 6 2 L 8
ccc wrote: 1. organized Brigade-Battalion tens to work as a group and respond collectively to major offensive order. If you want such massive,
aggressive, intentional movement, you got to count on such orgainzed
units.
ccc wrote: 2. in contrast, battalion can be added as "independent unit", not belong to a Brigade. in this case, if a built-in order given, it may-or may not follow it. the single unit may act agressively or passively( defend/reserve). such setting has its pros and cons..
for example, as situation is good- a pre-ordered armor unit can rapidly move to capture port Ba-li. as situation is bad-the unit may stay longer
at its reserve postion to slow down the move of red. Organized brigade-battalion tends to run away for reserve than independent unit.
ccc wrote: Adding independent battalion units could be a trick or cheat in campaign-making... i placed few armor battalions to give order to capture
designated obj, then edit blue-win conditon,...
Of course- it's not what i want, i prefer the strike-back launched by a major offensive order, excuted by groups of organized units.
ccc wrote:As the essense of taiwan theater/geographic feature, a major attack axis like korea is hard to established..so mutiple-point assult sounds more
doable.
what do you prefer for: foot, wheeled & tracked? have we also to edit the ohter ones (Static, Naval,...)? 0? 30? more or less? whats the upper limit, when do they stop move to there? 200?ccc wrote: 4. [obj-linking] and [obj movement cost values] must be checked closely.
how can i make a distinction, what should be linked or deleted?ccc wrote: obj-linking - some must be linked, other must be deleted
ok, i'll add more armored and/mech and Marine units, ok?ccc wrote: - in win conditon events, easy. you can add new objs to capture to win/lose. fewer target obj, easier, more obj, tougher - just make sure you have sufficient units to go thru heavy land/airstrike fighting. if both sides has no units to achieve their obj, the war will end as the setting in time out event trigger.
ccc wrote: - Among the triggers, the one i most want to activiate is [ combined forces go on offensive/defensive].but it's hard to do it and the result is quite unpredictable.
Code: Select all
#IF_FORCE_RATIO A 6 2 L 8
A = aircarft, can be replaced with G = ground unit or vehicle?
6 = china
2 = allied force/ US+Taiwan
L = less than, can be replaced with G = greater than
8 = force ratio value, can be set to other number,
the formula is..
( china ac quantity / allied ac quantity )* 10
this code says.. if the aircraft ratio, (red ac quantity/blue ac quantity)*10 lower than 8..blue will launch major offensive. In othe word, if each side has 10 ac from start, blue aircraft downs 3 red ac, (7/10)*10=7, then
triggers blue ground major offensive, simulates BLUE air power slightly dominate the air.
i try to tweak it by replacing "A" with "G", and setting a force ratio figure around 5-7..guess what, at some time point of campaign, [news
report] said [ 1000 allied force on major offensive] , then [ 1005 allied force on defensive], ground posture switching between the two ever y 5 mintues, and seems lasting foreever! Apparently triggers conflicts in my setting.
so, it's hard to decide the right force ratio figure..OTOH, aircraft force ratio is dynamic as ac can be resupplied continuously, you can expect [major offensive] trigger on and off. BUT ground unit force ratio is more one-way result..once destroyed, ground units won't be resupplied anymore. yet there could be an exception - the reinforcement. if reinforcement units can be activated at given time, and have a
sufficient quantity, the losing side could have a magic major offensive.
ah, ok, i always believed that, now a got it exactly described, thanks ccc!ccc wrote: 8. NOTE - my campaign tests are done with 64x time compression - in such case the 2d campaign calculation is simplified - so the test result could be different in lower time compression. for normal campaign calculation, the max time compression is limited at 16x.
ccc wrote: Summary - if you set blue on defensive from the begining, you can have blue win by..
- set some independent battalions to catpure designated obj to win, while leaving rest units in defensive.
- reduce red ground units, increase blue units, reduce blue to-win obj, increase red to-win obj. set force ratio trigger properly to fire major
offensive - The major offensive needs a major target obj!
- if you set ground force ratio to trigger major offensive, 3d flyers should do their best to nail as many red ground units as possible, to help the
trigger fire ASAP. if set ac force ratio for trigger, shooting down as many red ac as possible to make the offensive happen- and keep that ratio
till gound unit getting exhausted/offensive stalls.
so- not that hard right? a very simple campaign can ends in few hours. the more units add, it gets more complex- and interesting.
one.
i dont know. FWIW giving brigades and battalions target id and orders can orientate them to do some thing. if not, they'll follow the new ordermy question is, have i to give all batallions in one brigade, the brigade's
AObjID? or can they have differend? or should i set Brig AObjID to 0, and
only give the underordered/parent battalions an id? same about the
"orders" brig to "reserve" and only parent battalions other orders, or what?
err.. don't bother with it ATM. the work also needs a tweak/check onhow can i make a distinction, what obj should be linked or deleted?
then the timeframe should be 1950-1980. more knife fight. the best AAMsCorrect, my point being that I'd like to see a campaign from a
pre-AMRAAM/AIM-9M era...
you are right. BUT if there's no ground war to capture some objective, we can only end the air-air, air-sea war by [ time out ] trigger.. that's, when campaign running for X days, it ends.Now here's the really dumb question: why does there have to be a
working ground campaign? One of the more unique aspects of this setting
is that it resembles a modern-day version of the Battle of Britain, being hat before anyone is going to send troops, air superiority must be seized.
Historically, most of the conflict has not involved more that ships and a/c
in the period of the cold war.
you can try add realistic OOB first, and adjust bridge movemnt cost value too. bridges in taiwan, are mostly made of concrete or high-bearing steel. infantry/wheels/armors can easily pass them. the obj with higher mov cost are inland hills.. note- they are pretty steep, check in 3d!so what do you think, how i should move further?
Should i try now to get an realistic ground OOB and Obj linked & movementcost edits?
no scheduled release date for next patch. enjoy what you have now.is it sensibly or a good idea to concentrate all power on that low stage, buggy terrain? i mean CAN WE GET OUR GROUND WAR ISSUES AND PROBLEMS SOLVED ON THAT v0.4 OR HAVE WE TO WAIT FOR A OVERWORKED/FIXED TERRAIN (-v0.X?)
sure, it's a bit buggy and not fully functional - combined with [my test cam], blue can win in 24 hours. i'll send tri later..the campaign result will up to [your cam tweak-the ground force ratio].BTW CCC can you send me one of our .tri files? please, i'm ATM not able to make/edit some...
well..the red do try hard to copy it on taiwan.. in RL the major difference is, military hardware shock-n-awe only acount for a small part, the main part is infiltration-politically, economically, and most of all, psycholoigically. the red did it pretty well in past years.Parislord wrote:Never mind, that scenario (shock and awe) sounds far more intense!
All this could be avoided by using TCL scripts... but no, nobody is interested. Fine, start from scratch then, MUHAHAccc wrote:i screwed up my campaign files after trying to add a new bridge obj.
i added that new obj with tacedit, link objs, setting everything. but the obj does not show up in 3d.
after that, my test cam corrupted.
come on - i tried to read/learn, the script just too hard for me! the doc make me headache. . honestly i hardly use tacedit in past years.. when i find i've difficulty learning TCL, i try Tacedit instead in past days. i think my humble experience can be applied to very small campaigns, but not big ones- TCL rules.Snake Man wrote:All this could be avoided by using TCL scripts... but no, nobody is interested. Fine, start from scratch then, MUHAHAccc wrote:i screwed up my campaign files after trying to add a new bridge obj.
i added that new obj with tacedit, link objs, setting everything. but the obj does not show up in 3d.
after that, my test cam corrupted.
Yes, I'll stick with the install I've got, thanks. Messing with regedit is what cost me everything on my last system...derstef wrote:UPDATED FIRST POST!
NEW VERSION OF MY MOD!
NOW WITH THE WEAPONSLOAD EDITS AND SO ON...
CHEERS!
@Parislord, have you recieved my PM?
RifleFighter wrote:ground forces problem...
the blue forces do not attack the red forces after a few hours as well but the red forces coming much faster...
yes- i've said it for several times.. blue units in Taichung area retreating.. only few units left. some units may come back - up to tri file to some extent..even with blue on major offensive, they tend to retreat immediatly.
another problem is that there is no CAS missions for any blue forces in the ATO, I know that I can fix that up but may be you can fix that so the computer will set this thing up by himself?
CAS ac.. well i think most blue ac have high AA mission roles and occupied by those missions - only dedicated ac, like A-10 or su25, will be tasked CAS in all case of flgiht.. to be honest, the CAS will mostly count on taiwanese attack helicopter fleet, AH-1, OH-58, and soon-to-come AH-64D.
cheers
RF
why do they tend to retreat? in the beginning the blue can beat them up with a little artillery support and may be air support.. what do you think?ccc wrote:RifleFighter wrote:ground forces problem...
the blue forces do not attack the red forces after a few hours as well but the red forces coming much faster...
yes- i've said it for several times.. blue units in Taichung area retreating.. only few units left. some units may come back - up to tri file to some extent..even with blue on major offensive, they tend to retreat immediatly.
another problem is that there is no CAS missions for any blue forces in the ATO, I know that I can fix that up but may be you can fix that so the computer will set this thing up by himself?
CAS ac.. well i think most blue ac have high AA mission roles and occupied by those missions - only dedicated ac, like A-10 or su25, will be tasked CAS in all case of flgiht.. to be honest, the CAS will mostly count on taiwanese attack helicopter fleet, AH-1, OH-58, and soon-to-come AH-64D.
cheers
RF
Well, thats one of our basic questions. i gave blue units actions to stop the invasion, but if you run the camp, the most units try to flee or don't move.RifleFighter wrote: why do they tend to retreat? in the beginning the blue can beat them up with a little artillery support and may be air support.. what do you think?
Taichung is already set to 99.... but goo idea...Closter wrote:What about setting a higher priority to Taichung in the .cam file?. Priority is important to the campaign. In Korea Seoul and Pyongyang are set to Pri=100, and they are well covered by the troops.ccc wrote:for the blue retreating in Taichung,
6th Army - Northern Taiwan
106, 116, 118, 152, 153, 176, 178 Infantry Brigades
269 Motorized Infantry Brigade
351 Armored Infantry Brigade
542, 543 Armor Brigades
21 Artillery Command
53 Engineer Group
73 Signals Group
33 Chemical Warfare Group
8th Army - Southern Taiwan
103, 108, 117, 136, 137 Infantry Brigades
298 Motorized Infantry Brigade
395 Armored Infantry Brigade
564 Armor Brigade
43 Artillery Command
54 Engineer Group
39 Chemical Warfare Group
10th Army - Central Taiwan
102, 104, 107, 157, 169, 192 Infantry Brigades
200 Motorized Infantry Brigade
373 Armored Infantry Brigade
586 Armor Brigade
58 Artillery Command
52 Engineer Group
74 Signals Group
36 Chemical Warfare Group
Hua-Tung Defense Command - Eastern Taiwan
128, 129 Infantry Brigades
start from the follwoing - coordinates at the end of unit. these units do not belong to any div. let me know if it help the TCL or manual tweak.
the unit mission should be set to defend, or secure.
-----------------------------------------------------
Penghu Defense Command
163, 168 Infantry Brigades M16 infantry 473, 354 469, 348
503 Armor Brigade M48 tank 471, 354
101 Amphibious Reconnaissance Battalion (1 company) 467 354, special assult unit
Kinmen Defense Command
119, 127, 158 Infantry Brigades , all m16 infantry, from 119 - 354,451 127- 342 450, 158- 333 448
584 Armor Brigade - m41, or use m48 349 452
Artillery Command - HQ unit ditto
101 Amphibious Reconnaissance Battalion (2 companies) -special unit.. 353 449
Matzu Defense Command
193, 194 Infantry Brigades - M16 infantry 512,648 505, 640
Artillery Command towed artillergy battalion, 506 640
101 Amphibious Reconnaissance Battalion (1 company) - special assult unit 511 648
Aviation and Special Warfare Command
601 (norther) airmobile, infantry m16 636 497
, 602 (central), ditto 590 430
603 (southern) Air Cavalry Brigades 540 288
862 Special Warfare Brigade , special assult unit - 640 429
Tungyin
195 Infantry Brigade M16 521 665
101 Amphibious Reconnaissance Battalion (1 company)- special assult unit 521 665