Graviteam

English-speaking community => Graviteam Tactics: Mius-Front => Topic started by: Flashburn on April 11, 2016, 09:27:14 AM



Title: Started work on more challenging modded German campaign..
Post by: Flashburn on April 11, 2016, 09:27:14 AM
Starting work on a what I hope is a more challenging German campaign.  Goal is simple.  Push back high skilled players west on OP map with restructured company's and platoons of Red Army.  Other wise the same thing as that is all that can be done with out a campaign editor.  If I had that I probably would not be trying to make this thing.  Although this is probably a bunch faster.  Now for 1 or 2 evening of boring config editing.  And hope I do not screw up anywhere as will cause instant crash if the 2 files do not agree with each other.     



(http://images.akamai.steamusercontent.com/ugc/456362427310737567/BECDAA96BFB3018A9724EF45149B477601AC18E4/)
But everything works pretty much the same for hack job on an existing campaign as screen above shows.  So at least i know wtf I am doing on that one. 

Also attempting to make heads or tails on anti tank grenades.  This is handled a bit different than in GTOS/SABOW.  In config it looks like there should be a 50/50 chance of a regular infantry squad getting them.  But that is certainly not what I see in game.  So clearly I have more head scratching to do. 



Still testing some unit types in quick battles which is proving fun as many are missing.  Makes it interesting when you need to know how something works and what it can tow when you can not test that.  And spending "quality time" reading the div units file of game. 


Title: Re: Started work on more challenging modded German campaign..
Post by: fireship4 on April 11, 2016, 03:56:40 PM
Could you make it so that each square on the map has the maximum number of positions?  IE each square can accommodate four platoons?  It would facilitate more fluid movement on the map, make it easier to create company/brigade formations, and lead to bigger battles.  If it's possible anyhow.


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 11, 2016, 06:02:33 PM
Nope.  No way to do so that I know without making from the start in a campaign editor. 


Title: Re: Started work on more challenging modded German campaign..
Post by: fireship4 on April 11, 2016, 11:40:46 PM
I doubt it is hardcoded, as in the quick battle editor you can change the number of deployment points per square.  It is done via a 9 square template, but it suggests this is moddable via some sort of config or command.

Maybe that doesn't change anything though, and maybe it would still have to be done from the start.


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 12, 2016, 12:11:20 AM
I doubt it is hardcoded, as in the quick battle editor you can change the number of deployment points per square.  It is done via a 9 square template, but it suggests this is moddable via some sort of config or command.

Maybe that doesn't change anything though, and maybe it would still have to be done from the start.


Code:
frames_raw[aaaaaaaaaaaaaaaaaaaaaaaaaaaa]()
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ai_orders[aa]()
{
1145851720, 0, 0, 0, 1380275029, 1, 0, 0;
1145851720, 0, 0, 0, 909725253, 1, 0, 0;
1145851720, 0, 0, 0, 1295142469, 1, 0, 0;
1262572609, 0, 0, 0, 808734277, 1, 0, 0;
1262572609, 0, 0, 0, 825445957, 1, 0, 0;
1262572609, 0, 0, 0, 842157637, 1, 0, 0;
1162170950, 0, 0, 0, 842223173, 1, 0, 0;
1262572609, 0, 0, 0, 875777605, 1, 0, 0;
1262572609, 0, 0, 0, 842157637, 3, 0, 0;
1262572609, 0, 0, 0, 825445957, 3, 0, 0;
1162170950, 0, 0, 0, 808734277, 5, 0, 0;
1162170950, 0, 0, 0, 825445957, 5, 0, 0;
1262572609, 0, 0, 0, 842223173, 5, 0, 0;
1262572609, 0, 0, 0, 875777605, 5, 0, 0;
1162170950, 0, 0, 0, 1295142469, 5, 0, 0;
4605252, 0, 0, 0, 825445957, 6, 0, 0;
1262700880, 0, 0, 0, 842223173, 6, 0, 0;
1262700880, 0, 0, 0, 842157637, 6, 0, 0;
1262572609, 0, 0, 0, 1295142469, 6, 0, 0;
1262572609, 0, 0, 0, 825445957, 8, 0, 0;
1262572609, 0, 0, 0, 808734277, 8, 0, 0;
1162170950, 0, 0, 0, 842157637, 10, 0, 0;
1262572609, 0, 0, 0, 875777605, 10, 0, 0;
4605252, 0, 0, 0, 842223173, 10, 0, 0;
4605252, 0, 0, 0, 825445957, 10, 0, 0;
4605252, 0, 0, 0, 808734277, 10, 0, 0;
1262700880, 0, 0, 0, 1295142469, 10, 0, 0;
4605252, 0, 0, 0, 842157637, 12, 0, 0;
4605252, 0, 0, 0, 875777605, 12, 0, 0;
1262572609, 0, 0, 0, 909725253, 13, 0, 0;
1262572609, 0, 0, 0, 1295142469, 13, 0, 0;
4605252, 0, 0, 0, 1295142469, 16, 0, 0;
4605252, 0, 0, 0, 909725253, 16, 0, 0;
1262572609, 0, 0, 0, 808734277, 16, 0, 0;
1162170950, 0, 0, 0, 825445957, 16, 0, 0;
1262572609, 0, 0, 0, 842157637, 16, 0, 0;
1262572609, 0, 0, 0, 842223173, 16, 0, 0;
1262572609, 0, 0, 0, 875777605, 16, 0, 0;
1262572609, 0, 0, 0, 825445957, 18, 0, 0;
1262572609, 0, 0, 0, 842157637, 18, 0, 0;
1262572609, 0, 0, 0, 842223173, 18, 0, 0;

} //endof ai_orders

tac_markers[vvas]()
{
550.592, 0, 436.426, 0, 214.398, 0, 118.288, 0, 6, 5, 3, 1, op_tm_luganskiy;
180.94, 0, 1966.91, 0, 260.063, 0, 110.963, 0, 6, 4, 3, 1, op_tm_garany;
514.56, 0, 264.298, 0, 357.932, 0, 143.859, 0.667558, 5, 4, 3, 1, op_tm_saur_mog;
1501.42, 0, 371.924, 0, 195.837, 0, 176.885, 0, 4, 3, 5, 1, op_tm_277;
1059.16, 0, 257.824, 0, 173.522, 0, 140.987, 0, 3, 4, 2, 1, op_tm_163;
1846.77, 0, 63.1392, 0, 187.268, 0, 163.859, 0, 5, 3, 4, 1, op_tm_230;
397.637, 0, 1300.42, 0, 96.1094, 0, 103.502, 0, 5, 3, 1, 1, op_tm_house;
412.291, 0, 989.914, 0, 118.289, 0, 125.682, 0, 6, 3, 0, 1, op_tm_cross;
1337.12, 0, 1464.31, 0, 146.41, 0, 108.451, 0, 6, 4, 2, 1, op_tm_cross;
310.923, 0, 1509.38, 0, 246.375, 0, 126.346, 0, 4, 1, 1, 1, op_tm_zap_gully;
751.614, 0, 159.524, 0, 147.455, 0, 112.76, 0, 5, 2, 3, 1, op_tm_214;
1211.91, 0, 1146.64, 0, 122.023, 0, 105.754, 0, 3, 2, 3, 1, op_tm_207;
1213.26, 0, 428.486, 0, 233.171, 0, 81.3384, 0, 4, 2, 1, 1, op_tm_krut_gully;
1614.78, 0, 532.609, 0, 82.1255, 0, 88.4424, 0, 3, 2, 1, 1, op_tm_village;
256.141, 0, 1126.35, 0, 140.451, 0, 121.725, 0, 6, 1, 2, 1, op_tm_242;
969.847, 0, 203.596, 0, 290.596, 0, 126.346, 0, 4, 5, 1, 1, op_tm_tirl_gully;
2011.78, 0, 258.873, 0, 131.087, 0, 135.769, 0, 6, 5, 3, 1, op_tm_202;
120.905, 0, 1454.23, 0, 182.586, 0, 145.132, 0, 8, 4, 3, 1, op_tm_203;
275.401, 0, 686.431, 0, 355.809, 0, 126.406, -2.732, 8, 4, 2, 1, op_tm_fedorovka;
2012.37, 0, 2042.29, 0, 156.49, 0, 99.5845, 0, 8, 3, 2, 1, op_tm_marin_east;
1188.21, 0, 459.439, 0, 162.698, 0, 93.5513, 0, 8, 4, 3, 1, op_tm_marin_west;
1623.43, 0, 463.507, 0, 122.024, 0, 117.956, 0, 8, 4, 5, 1, op_tm_marin_cent;
1485.7, 0, 1535.34, 0, 195.837, 0, 208.471, 0, 8, 2, 4, 1, op_tm_213;
790.793, 0, 1521.51, 0, 82.125, 0, 120.029, 0, 8, 3, 1, 1, op_tm_village;
73.668, 0, 1134.69, 0, 162.677, 0, 140.987, 0, 8, 1, 2, 1, op_tm_214_0;
1741.62, 0, 944.855, 0, 126.406, 0, 102.997, 0, 6, 2, 3, 1, op_tm_203_9;
452.135, 0, 1784.08, 0, 113.889, 0, 105.754, 0, 7, 2, 5, 1, op_tm_step_cent;
1442.43, 0, 953.905, 0, 121.724, 0, 112.361, 0, 7, 3, 3, 1, op_tm_step_east;
1723.57, 0, 1594.99, 0, 173.522, 0, 157.255, 0, 6, 2, 3, 1, op_tm_step_west;
285.369, 0, 419.412, 0, 223.71, 0, 113.889, 2.5809, 7, 3, 2, 1, op_tm_step_south;
361.715, 0, 18.1929, 0, 150.496, 0, 126.091, 0, 7, 4, 3, 1, op_tm_223;
641.615, 0, 1810.75, 0, 160.047, 0, 99.584, 0, 9, 1, 3, 1, op_tm_ger_gully;
536.006, 0, 1286.46, 0, 159.178, 0, 159.178, 0, 4, 3, 1, 1, op_tm_plot_gully;
765.535, 0, 321.548, 0, 113.889, 0, 122.024, 0, 7, 2, 1, 1, op_tm_olh_gully;
1583.83, 0, 1611.59, 0, 103.029, 0, 75.916, 0, 5, 3, 0, 1, op_tm_village;
1749.07, 0, 226.682, 0, 115.782, 0, 109.523, 0, 7, 3, 2, 1, op_tm_farm;
1265.26, 0, 1823.2, 0, 113.811, 0, 113.811, 0, 8, 3, 2, 1, op_tm_farm;
23.752, 0, 443.723, 0, 53.3486, 0, 46.2363, 0, 9, 5, 0, 1, op_tm_shed;
880.245, 0, 306.736, 0, 74.6885, 0, 60.4629, 0, 5, 5, 0, 1, op_tm_shed;
321.115, 0, 1875.24, 0, 126.406, 0, 131.087, 0, 5, 2, 1, 1, op_tm_cross;
1479.12, 0, 938.745, 0, 54.8643, 0, 59.3125, 0, 8, 4, 1, 1, op_tm_village;

} //endof tac_markers

plat_pos[aa]()
{
28753, 4294967295, 4294967295, 4294967295, 1, 1, 0, 0;
28754, 4294967295, 4294967295, 4294967295, 5, 1, 0, 0;
28755, 4294967295, 4294967295, 4294967295, 12, 1, 0, 0;
28769, 4294967295, 4294967295, 4294967295, 3, 1, 0, 0;
28770, 4294967295, 4294967295, 4294967295, 9, 1, 0, 0;
256, 13, 4, 245, 1, 0, 0, 0;
258, 13, 4, 4294967295, 1, 0, 2147483892, 0;
272, 9, 4, 233, 1, 0, 0, 0;
288, 9, 3, 180, 1, 0, 0, 0;
304, 13, 4, 244, 1, 0, 0, 0;
320, 13, 4, 4294967295, 1, 0, 2147483892, 0;
352, 9, 3, 181, 1, 0, 0, 0;
354, 9, 4, 230, 1, 0, 0, 0;
355, 13, 4, 4294967295, 1, 0, 2147483892, 0;
131328, 13, 2, 143, 7, 0, 0, 0;
131330, 13, 2, 144, 7, 0, 0, 0;
131344, 13, 2, 145, 7, 0, 0, 0;
131360, 13, 2, 4294967295, 7, 0, 2147483793, 0;
131376, 13, 2, 146, 7, 0, 0, 0;
131392, 13, 2, 4294967295, 7, 0, 2147483794, 0;
4608, 12, 0, 48, 1, 0, 0, 0;
4610, 12, 0, 50, 1, 0, 0, 0;
4611, 13, 0, 53, 1, 0, 0, 0;
4624, 12, 0, 49, 1, 0, 0, 0;
4640, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
4656, 12, 0, 4294967295, 1, 0, 2147483697, 0;
4672, 12, 0, 47, 1, 0, 0, 0;
4688, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
4704, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
4720, 12, 0, 4294967295, 1, 0, 2147483695, 0;
262144, 13, 3, 195, 1, 0, 0, 0;
262416, 12, 3, 189, 1, 0, 0, 0;
262432, 13, 4, 4294967295, 1, 0, 2147483892, 0;
262448, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
262672, 12, 2, 142, 1, 0, 0, 0;
262688, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
262704, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
262913, 12, 3, 192, 1, 0, 0, 0;
262914, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
262915, 12, 2, 139, 1, 0, 0, 0;
262916, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
262917, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
262918, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
262928, 12, 3, 191, 1, 0, 0, 0;
262930, 12, 3, 190, 1, 0, 0, 0;
262931, 12, 2, 140, 1, 0, 0, 0;
262944, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
262946, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
262947, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
262960, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
262962, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
262963, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
327680, 13, 0, 51, 1, 0, 0, 0;
327952, 13, 0, 52, 1, 0, 0, 0;
327968, 13, 0, 4294967295, 1, 0, 2147483700, 0;
327984, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
328208, 13, 1, 4294967295, 1, 0, 2147483745, 0;
328224, 13, 0, 4294967295, 1, 0, 2147483700, 0;
328240, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
328449, 13, 1, 97, 1, 0, 0, 0;
328450, 13, 1, 4294967295, 1, 0, 2147483745, 0;
328451, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
328452, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
328453, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
328454, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
328464, 13, 1, 98, 1, 0, 0, 0;
328466, 13, 1, 4294967295, 1, 0, 2147483746, 0;
328467, 13, 1, 4294967295, 1, 0, 2147483746, 0;
328480, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
328482, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
328483, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
328496, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
328498, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
328499, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
393216, 13, 9, 504, 2, 0, 0, 0;
393488, 13, 9, 502, 2, 0, 0, 0;
393504, 13, 9, 4294967295, 2, 0, 2147484150, 0;
393520, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
393744, 13, 9, 4294967295, 2, 0, 2147484150, 0;
393760, 13, 9, 4294967295, 2, 0, 2147484150, 0;
393776, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
393985, 13, 8, 449, 2, 0, 0, 0;
393986, 13, 8, 4294967295, 2, 0, 2147484097, 0;
393987, 12, 9, 499, 2, 0, 0, 0;
393988, 12, 9, 4294967295, 2, 0, 2147484147, 0;
393989, 13, 9, 4294967295, 1, 0, 0, 0;
393990, 13, 9, 4294967295, 2, 0, 2147484151, 0;
394000, 13, 9, 503, 2, 0, 0, 0;
394002, 13, 9, 4294967295, 2, 0, 2147484151, 0;
394003, 13, 9, 4294967295, 2, 0, 2147484151, 0;
394016, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
394018, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
394019, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
394032, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
394034, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
394035, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
8448, 13, 5, 295, 1, 0, 0, 0;
8194, 13, 5, 4294967295, 1, 0, 2147483945, 0;
8449, 12, 5, 290, 1, 0, 0, 0;
8450, 12, 4, 240, 1, 0, 0, 0;
8451, 12, 4, 243, 1, 0, 0, 0;
8464, 12, 5, 293, 1, 0, 0, 0;
8466, 12, 5, 291, 1, 0, 0, 0;
8467, 12, 5, 292, 1, 0, 0, 0;
8480, 13, 5, 4294967295, 1, 0, 0, 0;
8482, 13, 5, 4294967295, 1, 0, 0, 0;
8483, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
8496, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
8498, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
8499, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
8705, 13, 5, 296, 1, 0, 0, 0;
8706, 13, 5, 4294967295, 1, 0, 2147483944, 0;
8707, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
8768, 13, 5, 297, 1, 0, 0, 0;
8770, 13, 5, 4294967295, 1, 0, 2147483945, 0;
8771, 13, 5, 4294967295, 1, 0, 2147483945, 0;
8784, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
8786, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
8787, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
8800, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
8802, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
8803, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
12544, 13, 5, 294, 1, 0, 0, 0;
12289, 13, 5, 4294967295, 1, 0, 2147483944, 0;
12545, 10, 5, 283, 1, 0, 0, 0;
12546, 11, 4, 238, 1, 0, 0, 0;
12547, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
12560, 10, 5, 282, 1, 0, 0, 0;
12562, 10, 5, 285, 1, 0, 0, 0;
12563, 10, 5, 284, 1, 0, 0, 0;
12576, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
12578, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
12579, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
12592, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
12594, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
12595, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
12801, 12, 4, 241, 1, 0, 0, 0;
12802, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
12803, 11, 4, 237, 1, 0, 0, 0;
12864, 11, 4, 506, 1, 0, 0, 0;
12866, 11, 4, 239, 1, 0, 0, 0;
12867, 12, 4, 242, 1, 0, 0, 0;
12880, 11, 4, 4294967295, 1, 0, 0, 0;
12882, 10, 4, 4294967295, 1, 0, 0, 0;
12883, 10, 4, 4294967295, 1, 0, 0, 0;
12896, 13, 4, 4294967295, 1, 0, 0, 0;
12898, 13, 4, 4294967295, 1, 0, 0, 0;
12899, 13, 4, 4294967295, 1, 0, 0, 0;
16640, 13, 4, 247, 1, 0, 0, 0;
16387, 13, 5, 4294967295, 1, 0, 2147483944, 0;
16641, 10, 3, 183, 1, 0, 0, 0;
16642, 10, 3, 184, 1, 0, 0, 0;
16643, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
16644, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
16645, 13, 4, 246, 5, 0, 0, 0;
16656, 9, 3, 179, 1, 0, 0, 0;
16658, 9, 3, 182, 1, 0, 0, 0;
16659, 10, 3, 185, 1, 0, 0, 0;
16672, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
16674, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
16675, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
16688, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
16690, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
16691, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
16897, 10, 4, 236, 1, 0, 0, 0;
16898, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
16899, 10, 4, 235, 1, 0, 0, 0;
16960, 9, 4, 231, 1, 0, 0, 0;
16962, 9, 4, 232, 1, 0, 0, 0;
16963, 10, 4, 505, 1, 0, 0, 0;
16976, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
16978, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
16979, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
16992, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
16994, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
16995, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
73984, 13, 6, 344, 1, 0, 0, 0;
73729, 13, 6, 4294967295, 1, 0, 2147483993, 0;
73985, 13, 6, 345, 1, 0, 0, 0;
73986, 12, 6, 4294967295, 1, 0, 0, 0;
73987, 4294967295, 4294967295, 4294967295, 1, 0, 0, 0;
73988, 12, 7, 389, 1, 0, 0, 0;
73989, 13, 6, 346, 1, 0, 0, 0;
74000, 12, 7, 388, 1, 0, 0, 0;
74002, 12, 7, 387, 1, 0, 0, 0;


etc etc for another 40000 lines.  


I certainly have no idea what any of that does.  Something in there controls that.  For a non-robot, need a campaign editor and source files.  Or remake campaign from the divpool file.  


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 12, 2016, 07:24:08 AM
Well crap!  Been running tests for about 6 hours with just a bit modded so far.  Not even trying and not having much issues blowing up t34's.  Only the KV-1's I replaced light tanks in 22nd guards giving putting up much a fight.  Was trying to more or less, keep some of historical organisation of a tank regiment.  Well except for the KV-1's.  Turned up skill and tested on experienced aka hard (100 everything level).  Think I need to run threw Germans and replace things like many PAK 40's for smaller 38's in some units.  But the real reason is the spread out all over tank companies.  As player can move like 3-5 various types on anti tank guns and howitzers units to one spot, in addition to whatever the infantry guys have, you end up with like 15-25 anti tank guns vs up to 22 tanks.  And that is a recipe for failed attack.  Attacking that many guns you really need like a battalion of tanks and supporting crap if you want to keep casualties low.  UGh, but no way to really change any of that. 

But I still think default campaign will give most players enough headaches.  Just not freaks like me that want to get shoved all the way back to Western corner of map.   :P


Title: Re: Started work on more challenging modded German campaign..
Post by: fireship4 on April 12, 2016, 08:11:07 PM
Hmm yes, that brings back memories of looking through the files trying to do the same thing with Op Star.  Well good luck anyway!

EDIT: I guess you could try creating a very simple quick battle, save it, see what type of config it generates, create another with one difference, and compare the two.  A slow process, but it might allow reverse engineering.  Or maybe the devs could release some more tools :)


Title: Re: Started work on more challenging modded German campaign..
Post by: fireship4 on April 13, 2016, 07:11:10 AM
Quote
Or remake campaign from the divpool file

What do you mean by this, and how would I go about it?


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 13, 2016, 09:23:54 AM
Quote
Or remake campaign from the divpool file

What do you mean by this, and how would I go about it?


In GTOS with the campaign editor you could easily rip the div pool file of any campaign and remake it or do whatever you wanted to quickly make something in the campaign editor.  I used this in my Sokolovo redux campaign.  Which was simply trying to make a less ball buster than default.  But in Mius we do not have a campaign editor, at least yet.  I would just make some campaign if I had that, not doing this hack job on an existing campaign.  I have campaign ideas coming out the nose about now.  None are based on anything realistic.  Just basic "tactical" problems mainly with 1942 tech.  Although modeling a 38t and trying to fight KV-1's would sure be interesting.  Maybe someday.  Lots of other stuff I want to get too and finish.  


But you need a campaign editor.  This sets up units on the map, sets orders for them, allows you set up movement nodes, and for OP map how good the route is between the various nodes.  Who knows if Mius adds to this.  Probably yes.  Like setting up certain units to be reserves and setting up times for air attacks.  Oh and for course weather. 


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 13, 2016, 11:20:24 PM
Re-post of what I am trying to do with this modded campaign.  

So far, we can say that interest is lack luster on this.  May end up only myself playing it.  But meep!    Comments welcome.  Even ones that are like.  WTF YO, you be crazy pants.  



Well most of what I am doing is tweaking some skill levels of certain units. Adding in more things like conscripts to rifle platoons so if they get all shot up they get some crap replacements beyond the reserves (only in first hmmm wave?). Adding in extra tanks as replacements in pools to armor units. In the 2 cases where I swapped t70's and made them a heavy tank KV-1 company, took those 7 t70's and placed into reseve pool or one into the head quarters company. Beefing up scout units with some sort of light tanks. I am partial to M3a1 stewards to go with the M3a1 scout cars. Although a commander might well disperse his light tanks to beef up armored car scouts, so not far fetched in the least. Will probably mix these up between T70's and M3a1 Stewards, maybe T60's as they are just so cute. All this for enemy side. Also more transports for some units with guns and mortars. Like t20 tractor for light antitank guns. Also maybe T60 as they can and where used to tow light guns at times. More trucks everywhere as they make fun destroyed decorations for follow on battles. =0

For player Germans not got there yet. But none of the re-purposed F22 guns with the german pak 40 bits in any campaign. Forgot what its called. Its in the pedia. That I want to give out instead of captured F22 guns. More trucks to move guns. Might add in some sdkfz 251-9 and 10's as I miss them. Really fun when you do something crazy and lucky like kill a KV-1 with a halftrack. But largely the same as defualt campaign for Germans with small changes. Removal of many German artillery spotters. This will force player to relay more on on screen indirect weapons like 75mm, 105mm guns and 81mm mortars. Not sure what if any transport vehicle can move a 105mm howitzer. Can a blitz do it? Not sure.

Beyond that to help deal with more Red Army tanks figure out how to get an optional every line rifle squad gets 2 soldiers with some sort of anti tank grenade. THis is not like GTOS here. How these are given out is mysterious. And config is different on this too. But this as optional little mod that would work in any campaign or QB. This way, a line platoon will at least have like 3 or 4 grenades that can hurt armor. Where the game gives many (by whatever citera, you will just have a boat load).

This is proving vary time consuming. Only have 3 formations of troops modded so far. Although did a test to make sure everything is working which ate about 6 hours.

If this works right I am hoping that all this will force a really skilled player back at least 2km on the OP map. With good players hopefully forced back 4km. Average players hopefully end up holding on by a finger nail on the OP map. Bad players kicked off map. As to what will actually happen? I have NO idea.


And see how this goes.  Not sure what to do for Red Army campaign along these lines.  Which is why I picked German one.  Just seemed more obvious and want to get run over or at least sweat a little from the Red Army steam roller. 


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 14, 2016, 11:43:51 PM
Nearly have the Red Army side all modded up.  Still looking for anyone that would like to help beta test.  At any skill level.  I am not intending this to wipe out most players.  Just make them pee their pants in the first turns before the Marders and tanks get there.  

Most infantry units for OPFOR have gotten a 5 to 10 percent increase of base skill.  With a few more elite skill.  Not maxed.  But if you play on hard (probably a bad idea as it really should be HARD) will be maxed or near maxed skill level.  Keep in mind that default units, well most of them are at 50 percent...ie average.  Now more a mix of 55 and 60 with some stats left alone here and there.  This will be a vary minor difference and might not even be noticed by player on normal difficulty. It will be vary obvious on HARD however.  

All armor has gotten boost of skill except the SU152.  Those where set to 80 by default!  No wonder they blew up a bunch of my panzer 4's so fast in defualt campaign.  Left those alone.  Added in some surprise units as reinforcement to some of the tank guards units.  Things I found in config that where not used anywhere in game.  Little thing really.  

Most light gun units now have some sort of way for AI to move them about.  Mainly the cute little T20 tractor.  but a few others mixed in too.  Lots of trucks now.  The ZIS-5V truck to 76.2mm f22 and zis-3 guns.  I am unable to test if they can be towed by this truck.  But this is a bigger truck with more horse power than the Gaz-mm.  That truck can only tow lighter guns.

Command units got tweaked a bit.  Nothing to really note there.  But bugged me that a battalion commander only had himself and a bunch of telephone troops.  Never ever seen a battalion command post that empty, ever.  Now has a detail of veteran scouts to keep him company.  And 2nd LT to put on his uniform in the morning.  I feel better now.  Might add in some liaison guys too. Wish we had a gaz 64.  But we do have a BA-64.  Have to think about that one.  Making jeep like things is fun maybe something to make later.   


Title: Re: Started work on more challenging modded German campaign..
Post by: wodin on April 15, 2016, 10:41:13 AM
Certainly not weak from me. Just nothing to say really..I just want to get my hands on it.

Your efforts are fully appreciated.


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 15, 2016, 11:47:14 AM
Certainly not weak from me. Just nothing to say really..I just want to get my hands on it.

Your efforts are fully appreciated.

Well finishing up another all night config fest.  I did not foresee how freaking long a simple config edit would take.  I guess there are just a heck of a lot of units to sift there.  And just remember that there is arcade setting that really helps when you need to check that all the stuff is there.  Just strange issue I need to check up on with conscript troops.  They sort of go poof on 1st turn before battle.   It looks like AI commander is sending them to line platoons as conscript squads and not replacement?  Well need to explore why they disband before even one shot is fired and exactly where they are going.  But certainly looks like at first glance they are getting send to line platoons.  That is not right.  Might not be able to place conscripts in HQ off screen sections. I might have made a bug or found one.  well something sure is strange there.  

Still need to add in a bucket load of trucks for Germans.  Boring!  But that way can move the guns.  Either towards enemy, or away as needed.  Need to figure out if just to many German AT guns for a "hard" campaign.  I just don't know.  Leaving as is just with adding trucks.  Well except for "heavy tank hunter" units.  To many Pak 40's to add enough trucks.  What really needs to happen is just reorganization on first turn for AI and some German units.  Its fine as is for more forgiving campaign.  But the fact I can jam in 4 105mm howitzer batteries (i think total of 15 guns) or even a unit with 9 pak 40's around stepkanokva on first turn means you can pretty easily beat off first attack there.  But have to play whole thing to know.  Man i want a campaign editor.

Another interesting thing I found sort of playing first turn of modded guy here on unlimited battles.  it actually runs ok.  Not great, but really well for the number of units.  And I totally do not recommend doing that.  As you are on the defense and they are attacking, they can bring 12 units into battle and you can bring 24 at some places. Sort of takes the fun out when you out number the attackers by a wide margin.  Crap, I am tempted to say that in MIUS that feature should be locked to campaign editor and campaign maker as needed.  Normal or limited should keep things more in a sane balance.  Although if you are attacking that might make for interesting times.   :P



Title: Re: Started work on more challenging modded German campaign..
Post by: fireship4 on April 15, 2016, 03:11:55 PM
I managed to open the Mius Front large map in the campeditor.  It took me hours, and I have to sleep soon.  Anyway I'm not sure it's that useful yet, I've not been able to do that much.  It's hard to know where the editor is pointing sometimes.  I can't get the divpool working properly yet, possibly because the editor is looking for the div_unit in the opstar folders.

Anyway, if it's useful to you let me know and I can try to remember what I did.  I'll be a bit busy this weekend though.

(http://i11.photobucket.com/albums/a155/fireship4/Capture1.jpg)

(http://i11.photobucket.com/albums/a155/fireship4/Capture01.jpg)

(http://i11.photobucket.com/albums/a155/fireship4/Capture02.jpg)


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 15, 2016, 08:28:45 PM
I managed to open the Mius Front large map in the campeditor.  It took me hours, and I have to sleep soon.  Anyway I'm not sure it's that useful yet, I've not been able to do that much.  It's hard to know where the editor is pointing sometimes.  I can't get the divpool working properly yet, possibly because the editor is looking for the div_unit in the opstar folders.

Anyway, if it's useful to you let me know and I can try to remember what I did.  I'll be a bit busy this weekend though.

(http://i11.photobucket.com/albums/a155/fireship4/Capture1.jpg)

(http://i11.photobucket.com/albums/a155/fireship4/Capture01.jpg)

(http://i11.photobucket.com/albums/a155/fireship4/Capture02.jpg)

That is crazy!  I take it GTOS campaign editor.  But it will be missing a ton of the new features.  Still freaking interesting.  Wonder just what you would end up missing by going this route. 


Title: Re: Started work on more challenging modded German campaign..
Post by: fireship4 on April 16, 2016, 07:14:43 AM
Yes the GTOS one.  I tried port the tools over to Mius but I failed.  But I wouldn't necessarily believe that you're missing anything, maybe it just edits whichever headings in the campaign it is built to and leaves the rest alone.  In any case I am also eager to have some Mius-appropriate tools.  Not that it will make it easy... editing a division pool, even in excel (surely they could make a regiment editor) is a daunting task.

EDIT:  I even tried updating a GTOS folder with the "tab" and "tab oprus" (or similar) files, so that the campeditor would understand the refernces in the div_pool file, but it didn't work. A problem with just updating the number of position points in the campaign generator and then doing the rest manually is that now all the units need their position updated, which would be hard to do without a visual editor like this.  It seems to me the tools automatically point to certain files in the GTOS folder as they are being run with the GTOS executable.  There are variables in the campaign file (or at least the camproj file the editor uses) which reference which div_units files to use as a base, but I haven't yet been able to point it to the Mius files.  I tried running the GTOS executable in the Mius folder with the tools ported over but the games have a different structure (and x64) , even with the code libraries moved over and a few other things it didn't work.

My first intent wasn't even a proper campaign - I was looking at a proof of concept with 4 positions per square and 1 company per position; this would free up the somewhat cluttered operations screen and allow a bit more ease in manouevering your forces.  The game already does this in some cases, the largest group on the main campaign has 14 squads.  I was thinking of placing a full motorised battalion in formation on the map with correct order of battle almost as a historical interest tool.  What a sight that would be!  And then comparing and contrasting the German and Russian forces.  It would all help to get a better handle on what these huge formations actually were and how to use them.


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 17, 2016, 11:59:00 AM
Well I think I got this thing done finally. Who the hell knows if it will be worth the time.  Still need to do the little grenade tosser mini mod.  Going to muck around a few turns and see what happens.  Even with all the adding in gunk to the Red Army, I think its still going favor the players side by a wide margin.  Only one way to find out right? 

Debating playing the whole campaign and check for issues/balance before I let it loose.  Still could use some testers.   Or I should say, any tester. 


Title: Re: Started work on more challenging modded German campaign..
Post by: fireship4 on April 17, 2016, 03:40:16 PM
Sure why not, I'll help, but I might not be able to play all the way through.  Bear in mind though I haven't even played the original main campaign yet.  Please give recommended settings aswell (ie hours per turn etc.) as well as what you want me to watch out for.


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 17, 2016, 04:13:34 PM
Sure why not, I'll help, but I might not be able to play all the way through.  Bear in mind though I haven't even played the original main campaign yet.  Please give recommended settings aswell (ie hours per turn etc.) as well as what you want me to watch out for.


Found some small OPP's on my part.  need to correct and then pack up for games updater.  Might be tomorrow I will pm you. 

Also leaning for general release until I have more custom, ok any custom stuff to chuck in there. But still need to test and balance (if needed).  So far can not tell if this is harder, the same or what.  But really might be a case of just a bit harder. 


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 18, 2016, 12:32:41 AM
Hmmmm may have more to do.  Strangely, enemy AI took a lot of KV-1's from the heavy company and stuck them into a bunch of engineer units.  Not sure if this is good or bad...   Now this is random sort of thing.  But not expected.  If AI starts stripping units from reserves and plops them elsewhere I am not sure if a good or bad thing.  Suddenly you might get hit with a KV "company" that has no KV's.  Who knows what the heck it would have.


And it looks like I forgot how to fight KV-1's as a side note.  Ya, opening fire with AT guns at 400 meters from the front results in a hurt KV, but not a dead one.  Just sat there with its track blown off and killed all my guns.  Have to let them get real close before opening up.


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 18, 2016, 01:44:27 AM
Hmm another issue.  No this thing is not ready for prime time.  As I removed a few off screen artillery spotters, I failed to add spotters to some ON screen arty types to balance that.  UGH.  Totally forgot that some 105mm batteries only have 1 fire commander.  While I added in an extra one to enemy units in same boat, IE, mortar batteries I totally forgot to add to player side.  Not intended to make player fight with no artillery support at all at times, or vary broken support. Hmmm, ponder.  Might experiment with the off screen artillery half track spotter, but with no off screen assets to call.  Just the battery it is spotting for.  Yes, perhaps add a radio troop to the battery and then the spotter can radio in. 

A few ideas on the ideal way artillery should work.  Spotters should be able to tap any battery with in fire range of guns on the OP map.  Which also means you kill those guns in a tactical battle, they go away.  No magically invisible off screen impervious guns, mortars, and rockets unless really big long range sorts.  Speaking of some types of rocket artillery...  28/32cm German rockets, the less commonly known nebelwerfer does not have that huge a range.  I think minimum range is like 500 meters?  And max is 2km.  Not sure why this is off screen arty.  Ok no models.  But ya. 

These things....  (http://www.uboataces.com/images/rocket_launcher.jpg)

Wonder if game can do this sort of thing.... The simple wood and steel frame indirect launching rockets.  That would be a fast project in max.  Just the sort of thing I am after right now.

And these a bit better launcher..

(http://www.militaryfactory.com/armor/imgs/30cm-nebelwerfer-42-rocket-projector.jpg)


Now the 21 cm Nebelwerfer 42, ya that is a long ranged rocket artillery.  7km and min range is probably in the kilometers.  Stupid thing to have as on screen artillery if it can not hit anything on the map.  Or just the edge. 


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 18, 2016, 06:35:46 AM
Lovely, I intended it for normal difficulty and what did I have it set too?   :facepalm:  Hard.  Its playable and winnable but ya, its hard. 


Title: Re: Started work on more challenging modded German campaign..
Post by: fireship4 on April 18, 2016, 09:50:15 AM
Quote
Spotters should be able to tap any battery with in fire range of guns on the OP map.  Which also means you kill those guns in a tactical battle, they go away.

I also had this thought, but I'm not sure this is how the game works - Each artillery spotter may just have artillery as a weapon of sorts, and therefore the best you could do would be to set up a campaign where they are as closely matched to available forces as possible.  Unless you could script it so one matches the other.  Do you have any insight as to how it works currently?

How does "hard" difficulty change things by the way?  I never had any idea.

I was looking at the MG42/HMG and how it fires last night after the sound modding tools were updated through steam, trying to work out how the firing system and sounds work.  I might also wait for ackack to release his stuff, or try to convert the VAPOSIM mod I had for OPSTAR to satiate my modding fervour until we get some campaign tools.  In any case it seems to work on 50 round belts, firing ten shots per burst (triggering the firing sound 4 or 5 times, overlapping).  This was perhaps a way of controlling the firing rate.  Interesting anyway.


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 18, 2016, 10:34:44 AM
The hard setting is a preset.  It gives a boost to enemy leadership, experience and moral.  It will set trenches to limited, meaning you can only place trench in the square the unit started in.  It gives enemy 150 percent ammo.  Maybe something else too. 

Now its a preset.  you can also set these one by one like give the boost to stats, set ammo to low, and turn off limited trenches.  Or whatever you want really.  In some GTOS campaigns playing as Germans, turning on experienced enemy made those campaigns more interesting as playing with tigers VS infantry was sort of a give me.  Well still a give me but less of one. 


In Mius most units are set flat at average skill levels.  With a few higher. Not like GTOS where Germans would be experienced and alot of Red Army was at lower stats. 


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 18, 2016, 10:35:31 AM
The arty thing would need to be added by Gravi. And I am sure they have thought about it at some point.  Its like them...


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 18, 2016, 10:47:07 AM
And the modded campaign?  Fatal crash.  An issue of using a type of phone troops that OOPS, is not to be used.  Well I think....  So basically I made all mortar batteries  explode the game.  If that was the crash culprit.  


UGH, now have to replay the 1st 3 battles again to see.   :facepalm:


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 19, 2016, 05:27:13 AM
Woot fixed that issue.  Now to make sure this thing is doing what I want it to do.  Get this bit out of the way and on to making mods and models. 


Title: Re: Started work on more challenging modded German campaign..
Post by: kapulA on April 19, 2016, 10:58:11 AM
Interesting stuff, Flashburn! As someone who hasn't yet acquired this specific game, but has been following Gravi's titles for quite some time, I'm awaiting your new undertakings anxiously. I think I'll hold off on getting Mius until it's patched a bit more, and you and Nightpostman get some more stuff done - I'm in a bind with time as it is, so no sense in rushing anything, especially when the game is as deep and complex as Mius. :) Looking forward to more updates on the modding front!


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 20, 2016, 04:06:13 PM
With current build there is some odd behavior of AI going on.   Well I find it odd.  That is AI not really attacking in tactical battles.  It will mainly drive about in its squares and maybe slightly probe into yours.  As German campaign is more defensive in nature I find it rather boring to sit around a lot of the time as 26 tanks go on a joy ride.  Now if you pick a fight or set up your defenses close to boarder of enemy squares you will most likely end up in some sort of fight.  But if you set up back further, say around key points that are set back, you might not fight anything if setting up a strong defense around the key point (flag).  This was not doing this before in previous builds so much.  And it still may actually attack you.  But going to wait and see if this changes at all in future patches.  I do not think it is suppose to be doing this.   But 4 battles in Stepeovka, and only once did the tanks of 22 guards actually attack.  Even when more combat power still did not actually attack.  

This makes it hard to know if this modded campaign is doing what I want or not.  But in those first turns of campaigns you certainly do not have what you need to bring the fight to a zillion tanks.   So sitting there is sort of the only option and after all, the AI is attacking you on the OP map.  Any rate, might sit on this thing and see what happens.  Hopefully not long.  But will switch focus to the mini nade thrower mod that I did not get to over the weekend.  And a few other little things I have in my head that I want to give a try.  It would be nice to get some little mod out there.    :P

Forgot something.  If this keeps happening past turn 5 or 6 you get a case where the enemy side will end up with some crazy amount of tanks active.  As I added in more tanks, mainly light tanks, it might get to a point of insanity of armor.   Who knows, maybe the ai is smarter than I think and figures wait a day of game time till all the armor gets there to actually attack.   ::)  But I do not think so and certainly a bad idea as all the players tanks get there too. 



Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 21, 2016, 03:17:35 AM
LOL, more thoughts on this.  I am trying to pound a rectangle into the star shape.  For what I really want to do is sort of build my own version of campaign.  And for that I need a campaign editor.  So going to play a bit more on this thing and just release it as is.  If a campaign editor ever happens I now have a divpool file I can plop right in and get going on it and do the things I want to do.  I think this thing will end up like 10 percent more challenge than default.  It is hard to say...  But I can say it is interesting to shoot up a few more vehicle types.  :P


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 21, 2016, 07:40:44 AM
(http://images.akamai.steamusercontent.com/ugc/448482024240428365/0CBF9AF7467E4AEE9D0C8B2969FBDB0D0B649CF5/)

Here we are at start of turn 4.  The 2 tank companies in from the of the town are at full strength for the most part.  For 3 turns they simply drove around and did not attack.  Because of this I could take all armor that shows up in turn 4 and stuff into the squares I took end of turn 3.  

I do want to point out that I think this campaign is good for most players.  I really see it that way.  But omg, for the GT vets you can stick it to the AI as they are not massed enough in the right places and no units in the Red Army bridge head are simply digging in and the AI is not trying vary hard to expand it do to lack of massed armor.  Main reason is the lack of attacking tanks.  In North that tank company also was doing the wandering about its squares.  Only real pitched battle was my infantry and stugs wiping out a light tank company and some of the scouts light tanks I gave them.  But on turn 3 the wandering tanks there came in peace meal into my stugs range. Only thing that prevented me getting them all was lack of ammo do to previous fight with light tanks.  I did not have enough ammo to really attack, so was just trying to hold what I had.  

So two issues as I see it.  The wandering tank AI.  If ai actually attack its pretty impressive when 2 tank companies hit you.  But so far, this is not really happening to often.  

Now the AI still has a heck of a lot of armor in this modded up campaign.  But will it actually USE it?  It could get out of this pickle still.  Now that the lead units of my armor are here, I can take the fight to them.  Before, no way you can take on 14 - 26 tanks with infantry and anti tank guns on the attack.  But I think its about to get creamed.  So the campaign is a bit harder, but the big under lying issues are there.  But I think for the newer players and less fanatical guys unlike myself, I do not think this campaign should be changed much, if at all.  But I do want a campaign editor to push the good players.  And a second play threw could have totally different results.

So with that, still looking for any other crash bugs and then I will release this thing.  But it will really probably be only a bit harder (unless wandering AI is worked on).  Some fights where pretty tough do to the tweaks.  So there is that.  The T20's are pretty cool.  But the AI uses them like trucks.  But was neat bumping into them with my infantry assaults in the South.  HAnd to tractor fights are kind of goofy fun and make a great anti tank rifle grenade target.   Always looking for things these sorts of weapons can be used on.  They sure work like crap on T34's.   :P But I have some neat ideas of campaigns with them, if we get a campaign editor.  The single missions I find not as awesome as campaigns.....   :'(



Well on turn 4 they finally attacked center of Stepanovka in the fog with about 14 of 26 tanks.  Lots of burning tanks now.  Had AI done that turn 1 before I shredded most of the infantry with 105mm on screen howitzers I would have lost more than 2 anti tank guns.  How fun it is to set up complex ambushes all over the flag objective.  Oh and if earilier would not have been dug in anti tank guns.  Or heck, the tank hunter unit with 9 pak 40's would not have even had time to get here.  Silly ai.  Maybe there is hope, and might simply be luck of the draw for player.


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 21, 2016, 11:23:45 AM
Ok default I won on turn 8.  This one will be turn 5.  :facepalm:  It is harder, but clearly need to buff 22 guards even more than I did.  And that not attacking thing of AI is not helping.   

Maybe swap a T34 1942 company for KV-1S?  And add tank riders.  Hopefully influence combat power and might make AI decide to shove them down the players neck.  And even more junk in their reserve pool.   

I think I will release this current version as mild onslaught and the hopefully more harder one as slightly bigger onslaught.  But not a lot of onslaught.   

What does a guy have to do to get 22 guards to shove you out of Stepanovka?   :P



Title: Re: Started work on more challenging modded German campaign..
Post by: Tanker on April 21, 2016, 03:50:40 PM
Good effort Flash and I don't want to undercut your objective but if GT ever adds in 1v1 human players it will take care of the wandering ai tank problem, or at least it will be down to human error or inexperience, all too common in war.


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 22, 2016, 02:06:55 AM
Good effort Flash and I don't want to undercut your objective but if GT ever adds in 1v1 human players it will take care of the wandering ai tank problem, or at least it will be down to human error or inexperience, all too common in war.


If MP happens it looks like single scenarios and not MP campaigns.  So there will always need to be a single player campaign.  As I seem to be the only person complaining about the sight seeing AI it tells me most people either are not noticing or more likely, engaging tanks and what not at longer range with direct fire weapons.  As in first turns of this campaign you really are on the defense in the middle of the map.  So I am setting up a strong defense in the town where the smaller anti tank guns have a better shot at hurting tanks.  So not engaging anything out side of 200 meters.  As the Flag zone area is way back there in Stepanokva, when the AI does its recon in force or what ever the heck it is doing, it is only going about 200 meters inside my square.  Many players I am sure are shooting at things at longer ranges or setting up defense closer to the border of squares.  When you light up things like that, the AI does fight back.  Perhaps not the best it could, but still does.  But then it might decide to attack, and come at you with a massive force.  But of 5 tries since last patch (when I really started to notice this) 3 did the wander and 2 did some sort of actual attack in Stepanovka.  I have no idea by what criteria it decides, or maybe it is simply random.  If its doing this based purely on combat power, ie, trying to not attack forces bigger than it.   Well, that is actually good.  But if player is on the defense with 1000 combat power and AI has 900, the player probably will spread out forces over many squares to cover them.  The AI can pick 1 square and have local superior numbers.  Likely 1.5 to 2x more local combat power than player.  If it would further more, pick a less valuable square to attack it even further increases success for AI when combat power is at similar level between the two sides.  Then the human defender has to make the call, do I push them out of that less valuable position?  Or do I simply accept this.  But this is based on the idea that the wandering AI is based on order type related to relative combat power. ANd I have no idea if that is true.  

If the "wandering" AI is in fact the recon in force option, it should never ever pick tanks to do it in good weather unless actually driving into a player square.  At night or fog it can be a real evil tactic for player to deal with.   In the day you just get a hell of alot of tanks driving around in the open.  Arty strikes and picking off a couple juicy tanks way back in enemy square as tanks drive around aimlessly.  It should be a case where the number of units is rather small doing the recon, but the number of units hiding out waiting to attack whatever they bump into.  

Well there are some of my thoughts on this.  But not a fan of the AI attacking me on the OP map and then just driving around for 2 hours.  I ended up setting battle time back to 1 hour as was getting real bored.  And I could not attack 2 companies of tanks on their ground with nothing but infantry and random anti tank guns.  That would never work.  And most of that force with infantry actually attacking center of Stepanovka would probably result in me getting kicked out of the center of town.   But when they finally did push the attack at beginning of turn 4 I had tons of time to move in the heavy stuff and had shredded most supporting infantry with arty in earlier battles.  So they got their asses kicked handily.  1st go on this campaign, they pressed attack right off.  And was like this is most campaigns.  Now that was the typical GT thing there.  Attack vastly superior force and blindly attack most of the time.  That is also not good.  So if these changes where done to address this, great.  But needs more help.   ;)  You do not want a player able to win by simply playing turtle when the AI attacks stupid with little combat force.  But you also do not want to have AI attack on the OP map where there is parity in combat power, but the AI can choose to have local superiority as player is probably strung out attempting to defend.  And, in this scenario, there is probably something less important that will not be heavily defended.  OPPS repeating myself.   :facepalm:


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 22, 2016, 03:35:55 PM
A fist full of anti tank hand grenades mini itty bitty mod. 


This thing is a work in progress.  Not even mildly happy with the format of config work as Mius seems more picky on this and did not like the way I put the 1st go together.  Any rate, this thing will be getting some updates and hopefully a couple new custom anti tank weapons before to long.  As of now, it simply gives a few anti tank grenades to line infantry.  Muis front has a way to give line units these weapons, but infantry do not always get any. This gives a hand  full to infantry squads even if games criteria of handing out anti tank grenades is not met.  So far just covers the units in base campaigns, will get to them all and tweak as needed.  Right now for some reason Red Army troops are getting more than I gave them.  But eh, its still less than they get when the game hands out anti tank grenades.  1 - 3 infantry in line squads will get something to throw at tanks.  but before you start charging tanks with infantry, look at the ammo they have and keep in mind, its not much.  Last ditch sort of thing when tanks are running over your infantry trenches as you did not have time to get them out of that mess before it happened.

This also gives bigger things to German anti tank teams.  Still no where near as good as pioneers, but better than 3 7 stick hand grenades like default.   

https://www.mediafire.com/?6rr31j5hkh75hpk

Use game updater to install.  If any issues or suggestions let me know!


Title: Re: Started work on more challenging modded German campaign..
Post by: Tanker on April 22, 2016, 04:50:01 PM
Good effort Flash and I don't want to undercut your objective but if GT ever adds in 1v1 human players it will take care of the wandering ai tank problem, or at least it will be down to human error or inexperience, all too common in war.


If MP happens it looks like single scenarios and not MP campaigns.   



That's too bad.  The campaign is one of the great features of GT games.


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 23, 2016, 06:16:56 AM
Working on final edits it onslaught campaign.  oooooooh exciting.  No not really.  But not going to sleep till its done.  For all 3 guys man enough to try it..  And probably tell me its not hard enough.   :facepalm:  Fully supports Russian language of course.  AS nothing in localization was touched. 

Adding in way more stuff to reserve pools of Red Army.  None of it is like, ground braking.  Just lets something like an infantry company get totally shot up and if not destroyed, draw replacement for another battle or 2. If the AI commander thinks it a good idea.  It might just let them stay in the pool, and that is half the fun.  You will never know.  As adding more tanks, largely light tanks to the reserve pool to replace better ones, adding in more anti tank teams for Germans.  As the 1st version of a fist full of anti tank grenades is done, they have a shot at killing a tank.  As well as all line platoons in the worst case at least being able to maybe damage armor.  And swap mediums for reserve heavy platoon on 22 guards and add direct infantry support.  The hope is that it ends up with a bit more combat power around Stepanovka and press attack in first turns.  How this goes will directly determine how easy or hard this campaign actually will be.  The only 2 units to really fear in this modded campaign are 22nd and 34 tank regiments.  The rest are only mildly buffed up.  And player side is also ever so slightly buffed with extra goodies in the reserve pool as well. 


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 23, 2016, 11:45:54 AM
Well I have run into a big pickle.  While building this campaign i simply dumped into folder of campaigns in the game.  It was picked up and runs fine this way.  My attempts at loading in via the updater are crashing the game.  I have no damned idea why.  The little nade mode worked as it was suppose too.  But the campaign is not.   And its now done I think.  Really bad to have people dropping file into games directory.  What is it?  1998? 

If anyone has any ideas I am all ears. 



Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 23, 2016, 01:10:03 PM
YAY.  Fixed that issue.  Shocked it crashed game.  Was simple folder that campaign needed.  I really do not think that should have crashed out the game, but it did.  In GTOS something like that was missing campaign would just not be there. Made it easy to spot and fix simple errors.  Not crash the game.  Which makes it quite hard to locate even a simple issue. 

Going to play 1st turn and make sure it is working with a first full of nade mini itty bitty mod and release this thing.  I hope it was worth the effort. 


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on April 23, 2016, 03:19:21 PM
https://www.mediafire.com/?223p933l5ucrwt5

And there it is.  Such as it is. 

I would grab the hot potato's anti tank grenade mod.  And this now has its own thread as it is more or less done.  We will see if it is actually done.   :P

I can do nothing about the wandering AI when attacked.  I am starting to wonder if that is actually scripted in there.  Might be, might not.  But have done everything I can think of to get the Red Army to attack and kick some butt.  Future patches could fix this from GRavi or not.  Still, its a bit different than default and a bit harder.  So ya. 


Title: Re: Started work on more challenging modded German campaign..
Post by: norty72 on June 24, 2016, 10:32:51 AM
Hi. How did you copy the division pool files (for the Mius front campaign) over to libre office? Is there any way of converting the unflattened division pool files to so they can be seen in libre, or do you have to painstakingly change the libre pool file which is created when creating a campaign in the campaign editor for GTOS? You have shown us an example of the libre pool files when you made the Sokolovo redux (make sokolovo) campaign. Did you create this one from scratch?

Hope that makes sense  ???


Title: Re: Started work on more challenging modded German campaign..
Post by: Shadrach on July 02, 2016, 12:28:51 PM
I've been playing a couple of turns in this campaign, and getting slam-dunked by a very aggressive Red Army and insane amount of arty. I was afraid it would crash because of the latest patches but so far so good.

The AI in the latest patches seems really good and the passiveness is gone it seems, so that just adds to the challenge of this campaign. It's actually fun to get rolled over by the AI for once instead of a turkey shoot.

Question; did you give the Red Army a lot more artillery and spotters? They seem to have an huge amount of the stuff, and able to slaughter my troops just by barrages. It's realistic of course, but I wonder if this is changes in the latest versions of the game or something in the campaign.


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on July 03, 2016, 06:12:07 PM
I've been playing a couple of turns in this campaign, and getting slam-dunked by a very aggressive Red Army and insane amount of arty. I was afraid it would crash because of the latest patches but so far so good.

The AI in the latest patches seems really good and the passiveness is gone it seems, so that just adds to the challenge of this campaign. It's actually fun to get rolled over by the AI for once instead of a turkey shoot.

Question; did you give the Red Army a lot more artillery and spotters? They seem to have an huge amount of the stuff, and able to slaughter my troops just by barrages. It's realistic of course, but I wonder if this is changes in the latest versions of the game or something in the campaign.



I did not really mess with arty spotters.  It should be pretty much default.  But there where a ton and a half of them assigned in the pool of campaign. 


Title: Re: Started work on more challenging modded German campaign..
Post by: Flashburn on July 03, 2016, 06:16:48 PM
Hi. How did you copy the division pool files (for the Mius front campaign) over to libre office? Is there any way of converting the unflattened division pool files to so they can be seen in libre, or do you have to painstakingly change the libre pool file which is created when creating a campaign in the campaign editor for GTOS? You have shown us an example of the libre pool files when you made the Sokolovo redux (make sokolovo) campaign. Did you create this one from scratch?

Hope that makes sense  ???


I did not.  No way I know to do so.  I just edited the files and packed them back up.  As this was a hack job I went the easy route, at least it was easier for me.  THis was an edited campaign and not from square 1.  Starting from that point, an ODS of the div pool is way easier and I think only supported now.  Old way of do it notepad does not seem to work.  Was  clunky and bad anyway.