Merr...QuickBattles! (solo & multiplayer) ... v1.12

Download scenarios and talk about scenario design.

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Merr
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Merr...QuickBattles! (solo & multiplayer) ... v1.12

Post by Merr »

Solo and Multiplayer QuickBattles ...

- 3 Scenario sizes ... Small / Medium / Large ... Meeting Engagement.
- Random Map ... Amaris Style ... Bulge/Normandy.
- Random Forces/Deployment.
- Random Bonus.
- Random Victory Location Areas.

SOLO

-- US (player) vs German (AI) --
:arrow: http://www.gamefront.com/files/21147620 ... _v1.12.zip

-- British (player) vs German (AI) --
:arrow: http://www.gamefront.com/files/21147615 ... _v1.12.zip

-- German (player) vs US (AI) --
:arrow: http://www.gamefront.com/files/21147618 ... _v1.12.zip

Unzip SOLO version to ... \Documents\My Games\BBCBA\CAMPAIGNS
...............................................................

MULTIPLAYER

-- US vs German --
:arrow: http://www.gamefront.com/files/21147581 ... _v1.12.zip

-- British vs German --
:arrow: http://www.gamefront.com/files/21147565 ... _v1.12.zip

Unzip MP version to ... \Documents\My Games\BBCBA\MULTIPLAYER

...............................................................

Enjoy!
Last edited by Merr on Tue Jan 03, 2012 9:15 am, edited 11 times in total.
Merr
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Post by Merr »

VARIANTS

This will be an area where I'll have variants from the original scenario's above.
Variants can be ... Attack/Defend ... TrackHit! ... etc.

................................
................................

Variant A ... US vs German ... v1.12a ... MP version.

Changes ;
- Extra Allied Platoon ... randomly determined type (inf, armor, mech, or support).
- Scenario Length Reduced ... Small(.8.), Medium(.10.), Larger(.15.).
- Forest Density Reduced ... lowered random value envelope.
- VP River Battles ;
(1) vp's balanced on each side of river.
(2) river generates in middle of map.
(3) Bridge VP ... small and large battles use odd vp on bridge location.


:arrow: http://www.gamefront.com/files/21277553 ... v1.12a.zip

Unzip MP version to ... \Documents\My Games\BBCBA\MULTIPLAYER
(this is a stand alone version).

...............................
...............................
Last edited by Merr on Wed Feb 01, 2012 7:22 pm, edited 2 times in total.
junk2drive
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Post by junk2drive »

I read that as "reversed" lol
You can call me junk - and type that with one hand.
Rosseau
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Post by Rosseau »

Oh yeah!
junk2drive
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Post by junk2drive »

I played the first battle. Map was good. Flags were closer to me and easy to take. AI rushed tanks up to my troops and lost. I won with 3 turns left by elimination. I lost 0 units.
You can call me junk - and type that with one hand.
Merr
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Post by Merr »

junk2drive wrote:I played the first battle. Map was good. Flags were closer to me and easy to take. AI rushed tanks up to my troops and lost. I won with 3 turns left by elimination. I lost 0 units.
Yeah, the small battle (32x32) is pretty quick :P .....

If the small battle rolls a stream it could get rather interesting, especially if the VP's are mostly on the AI's side and you only have one good crossing point.

For the most part, the fights versus the AI can be nothing but target practice ... The map variation add's in different strategic situations.

One thing I did for the random map generation (forest global in scenario bsf) was to generate more Forest than usual (both solo and mp)... This means more places the human player can hide and ambush.

I'm working on a British vs German quick battle ... I just need to add the OOB for North Africa and some more desert conditions.

Also, the Medium(30x40) and Large(30x50) maps add in Air Support and Artillery ... It becomes more interesting with the AI.
The scenario's are built for MP and is identical to solo play ... I can always tweak the solo to the AI's advantage :wink: .

Merr
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Post by Merr »

Rosseau wrote:Oh yeah!
Rosseau,

Let me know if you want to tweak some stuff ... The OOB's are different from the skirmish but it's pretty easy to tweak something different.

Such as ... If you want the small scenario (32x32) to all be infantry, or tanks ... stuff like that.

If you play MP, let me know how it goes ...

Hopefully the map sizes and variations to the map and OOB's adds in some replayability to MP games.

There's alot more that can be done ... I already have code setup to allow humans to redeploy forces in MP games (deploy action on their first turn).

Merr
Rosseau
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Post by Rosseau »

Thanks Merr. With this kind of mod, I tend to stick with SP for now. Quite a few standard MP games I haven't played personally. But eventually, you will run out and this kind of thing comes in real handy.
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Post by pipfromslitherine »

Rosseau wrote:Oh yeah!
Seconded ;).

Cheers

Pip
Merr
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Post by Merr »

I'm working on a British QuickBattles! ....

To compliment the Brits .... I need to add a few Sherman Variants ...

Namely ... these two ;

:arrow: Sherman I - M4 with 75 mm M3 L/40 gun
:arrow: Sherman IB - Sherman I with 105 mm M4 L/22.5 howitzer

I'm messing around with the new skins ... Below is a trial skin for the Sherman IB ...
To compare the skins, I showcased it next to the other models.

Image
Merr
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Post by Merr »

Ok ....

The Sherman I and IB ... side by side ...

Image
Merr
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Post by Merr »

Or .... Maybe it should be called ... Sherman II and the Sherman IB ???

With a new color for Sherman II ...

Image
Merr
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Post by Merr »

My total list of extra British vehicles ...

- Stuart V
- Sherman IB
- Sherman II
- Priest (M7) ... reskin to Brit colors
- Daimler ... Added from the Arnhem campaign.

Now ... I came across a snag ... The desert units overlap the Normandy units slighty. This means I can't use the desert tileset as another option because the units share the same skins :cry: (both UK and German). So, the desert campaign would have to be seperate.

With that in mind .... I was thinking about swapping the desert tileset with the Arnhem tileset :) .... That will take some time.

Soooo ... For now, the British will be tied to Normandy/Bulge SP/MP for version 1.

Merr
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Post by Merr »

----- UPDATE -----

British vs German Scenario's uploaded ... see first post for links.

Both SOLO and MP versions ....

Enjoy!
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Post by iandavidsmith »

Merr wrote:----- UPDATE -----

British vs German Scenario's uploaded ... see first post for links.

Both SOLO and MP versions ....

Enjoy!
Great work , many thanks.
Ian
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Post by pipfromslitherine »

Merr, once you are happy that these have been kicked around enough I would love to put them up on the content list. I've been a little lax recently with chasing content I have to confess...

Cheers

Pip
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Post by schenker »

Very nice!

Thank you for all your hard work, Herr Merr! :D
Merr
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Post by Merr »

pipfromslitherine wrote:Merr, once you are happy that these have been kicked around enough I would love to put them up on the content list. I've been a little lax recently with chasing content I have to confess...
Pip,

At the moment, the MP versions are 99% ready to go. There is a small addition that I just added to the my VP placement logic (MP version). I'm planning on adding it to my SP version. So, the MP is ready for official downloading (after change), while the SP versions need some more AI tweaks and might be a little longer wait, unless you have no problem with me updating the SP version every week or two?

Ok .... here's my change ;
:arrow: If it can't place ALL the vp's, it will "hide" ALL of the effect markers before it tries again.

What was happening :arrow: After player(0) finished his first turn, you can suddenly see dozen's of effect markers on the map :shock:. This wasn't causing a problem but I fear that some day it might leave this "extra marker" on the map if "stubby" (the nick-name I call the STUBengine) decides to hiccup :wink: .

If you have a moment ... Look at my SetSmallVP() function (shown below) ... Do you think I should run a loop for each vp instead of all the vp's?
Currently this works since it's trying 1024 times and so far ... so good.
Also, you can see the "HideEffectMarker" stuff I added to the end. I was suprised I had to do this but it works.

Code: Select all

FUNCTION SetSmallVP()
{
int x ;
int y ;
int i ;
int vp ;
int place ;

	place = 0 ;
	vp = 5 ;

	for(i=0;i<1024;i++)
	{
		if ( place == vp )
		{
			i = 1024 ;
		}
		else
		{
			if ( place == 0 )
			{
				x = Rand(20,43) ;
				y = Rand(20,24) ;					
				if( (IsWaterTile(x,y) != 1) && (GetTileCoverFlag(x,y) != 1) ) 
				{
					ShowEffectMarker(-1, x, y, "neutral_victory_marker", 0, -1) ;
					SetUniversalVar("vp1x", x) ;
					SetUniversalVar("vp1y", y) ;			
					place++ ;
				}
			}				
			if( (place == 1) ) 
			{
				x = Rand(20,43) ;
				y = Rand(25,29) ;					
				if( (IsWaterTile(x,y) != 1) && (GetTileCoverFlag(x,y) != 1) ) 
				{
					ShowEffectMarker(-2, x, y, "neutral_victory_marker", 0, -1) ;
					SetUniversalVar("vp2x", x) ;
					SetUniversalVar("vp2y", y) ;			
					place++ ;
				}
			}				
			if( (place == 2) ) 
			{
				x = Rand(20,43) ;
				y = Rand(30,33) ;					
				if( (IsWaterTile(x,y) != 1) && (GetTileCoverFlag(x,y) != 1) ) 
				{
					ShowEffectMarker(-3, x, y, "neutral_victory_marker", 0, -1) ;
					SetUniversalVar("vp3x", x) ;
					SetUniversalVar("vp3y", y) ;			
					place++ ;
				}
			}				
			if( (place == 3) )
			{
				x = Rand(20,43) ;
				y = Rand(34,38) ;					
				if( (IsWaterTile(x,y) != 1) && (GetTileCoverFlag(x,y) != 1) ) 
				{
					ShowEffectMarker(-4, x, y, "neutral_victory_marker", 0, -1) ;
					SetUniversalVar("vp4x", x) ;
					SetUniversalVar("vp4y", y) ;			
					place++ ;
				}
			}				
			if( (place == 4) )
			{
				x = Rand(20,43) ;
				y = Rand(39,43) ;					
				if( (IsWaterTile(x,y) != 1) && (GetTileCoverFlag(x,y) != 1) ) 
				{
					ShowEffectMarker(-5, x, y, "neutral_victory_marker", 0, -1) ;
					SetUniversalVar("vp5x", x) ;
					SetUniversalVar("vp5y", y) ;			
					place++ ;
				}
			}
			if ( place != vp )
			{
				place = 0 ;
				HideEffectMarker(-1) ;
				HideEffectMarker(-2) ;
				HideEffectMarker(-3) ;
				HideEffectMarker(-4) ;
				HideEffectMarker(-5) ;
			}			
		}
	}
}
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Post by pipfromslitherine »

That's odd for sure. I can't see at first glance anything obviously wrong. Could it have been doing the oddness if it failed to place them all, and some other code assumed it did place it correctly?

It could be some kind of obscure parser bug, where it is incorrectly changing a variable. If you add some logging, does it show that it is going into code it should not?

Does the downloadable versions in the thread exhibit this, so I can check it out?

Cheers

Pip
Merr
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Post by Merr »

pipfromslitherine wrote:That's odd for sure. I can't see at first glance anything obviously wrong. Could it have been doing the oddness if it failed to place them all, and some other code assumed it did place it correctly?

It could be some kind of obscure parser bug, where it is incorrectly changing a variable. If you add some logging, does it show that it is going into code it should not?
You can only see these "extra" effect markers in MP, just after player(0) ends his turn and the UI resets ... You know what I mean? After that, it no longer happens. Even when player(1) ends his turn, you don't see it.

It's like the old effect marker locations were still in memory (somewhere) but not causing a problem.
Does the downloadable versions in the thread exhibit this, so I can check it out?
Yes ... Any of my MP scenarios posted above (version 1.0) show the phenomenon. It doesn't happen in SP.

To watch for it, do this ....
:arrow: Play in hotseat ... post a challenge to yourself (any scenario, small/med/large).
:arrow: Start player(0) turn.
:arrow: Zoom out on the map (best if no zoom limit so you can see better, but not required).
:arrow: End player(0) turn.
:arrow: Watch the old effect markers show up.

To fix it, add in my "HideEffectmarker(id)" code where shown above(SetSmallVP shown for small map), then run it again.

Thanks for looking.

Again, it's not causing a problem (that I know of), but I wanted to "clean-it-up", as it were.

Rob
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