Query re pulished (new) scenarios

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Miletus
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Query re pulished (new) scenarios

Post by Miletus »

Hi,

I've got some questions for people who've already uploaded new single player scenarios, or who are close to doing so -

i) Are the armies of fixed strength, or have you scripted different strengths for the AI depending on which level the player has chosen to fight at?
ii) Do you use the standard victory conditions, or have you created scenario-specific ones?
iii) Is the AI set up to use its default behaviour, or have you used the tools for creating AI groups with different aggression factors, targets etc?

I'm interested in where people are currently at with their scenario developments skills, because my own are currently just basic and I don't want to create scenarios that are 'clunky' and retrograde.

Another question, for anyone reading this - is it worth creating "what if" scenarios, or is it better to stick to historical ones?

Thanks in advance for your thoughts/ideas!
Cheers,
Miletus.

"Ask not for whom the bell tolls -
just answer the door already!"
Warlord156
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Re: Query re pulished (new) scenarios

Post by Warlord156 »

Miletus wrote:Hi,

I've got some questions for people who've already uploaded new scenarios, or who are close to doing so -

i) Are the armies of fixed strength, or have you scripted different strengths for the AI depending on which level the player has chosen to fight at?
ii) Do you use the standard victory conditions, or have you created scenario-specific ones?
iii) Is the AI set up to use its default behaviour, or have you used the tools for creating AI groups with different aggression factors, targets etc?

I'm interested in where people are currently at with their scenario developments skills, because my own are currently just basic and I don't want to create scenarios that are 'clunky' and retrograde.

Another question, for anyone reading this - is it worth creating "what if" scenarios, or is it better to stick to historical ones?

Thanks in advance for your thoughts/ideas!

Hi
All the units I have used are standard, I have tried to match them as much as possible with their historical counterparts.
I have mostly used the standard victory conditions, but in my last two scenario's I have begun to use the victory plug-in module.
I use the AI tool to set the behaviour of the units.

All of my scenario's to date have been historical. But, I do have a couple of 'what if' scenario's in the pipeline......

Do not worry about your skill level being basic. My skill level was less than basic when I started, and isn't very much better now. I wish you luck with your creation's and the only advice I can give you is - give it a try, I find it is the best way to learn.
Miletus
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Re: Query re pulished (new) scenarios

Post by Miletus »

Warlord156 wrote:
Hi
All the units I have used are standard, I have tried to match them as much as possible with their historical counterparts.
I have mostly used the standard victory conditions, but in my last two scenario's I have begun to use the victory plug-in module.
I use the AI tool to set the behaviour of the units.

All of my scenario's to date have been historical. But, I do have a couple of 'what if' scenario's in the pipeline......

Do not worry about your skill level being basic. My skill level was less than basic when I started, and isn't very much better now. I wish you luck with your creation's and the only advice I can give you is - give it a try, I find it is the best way to learn.
Thanks for the encouraging reply and the information, Warlord. I've begun working with the AI unit behaviour tool now so that's a step forward, and I've begun testing my first scenario... :shock:
Cheers,
Miletus.

"Ask not for whom the bell tolls -
just answer the door already!"
fogman
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Re: Query re pulished (new) scenarios

Post by fogman »

I've been using edited units, different strength/capabilities, for one thing to reduce the firing range to 2 hexes, and deal with the host of other historical issues I don't agree with in the game engine. I had started with Seminara and have a working scenario but found it impossible to replicate historical events with it so gave it up on modelling early Renaissance battles which I can model, and has modelled, with much better historical precision in FoG anyways. So i've moved on to something FoG can't do, 17th century. I'm designing Lutzen and I have a working battle but the pursuit behaviour, which is the main culprit for the unrealistic aerial dogfight nature and lack of a battle front towards the end of games, annoys me a great deal. At Lutzen, the Swedish first attack in the centre was devastated by close range fire then routed by Catholic cavalry charges. The problem is that in the game, cavalry will doggedly pursue routed enemy units and will not be stopped by enemy infantry zones of control, so I have Catholic cavalry going through the gap in the Swedes second infantry line and mess up the events flow. Also you can park cavalry in front of infantry and stop them going forward that way. And since the Swedish centre is only infantry... but i have already solved quite a few problems and i'll find something eventually.

anyways, a lot of issues that make recreating a battle to high historical standards very difficult, and the scenarios I have seen so far, stock or otherwise, are more of the hollywood type, 'loosely based on historical events'.

I still don't know how to set up victory conditions so it's still a capture the flag thing.

what-if scenarios are interesting projects to do and I may do them as tournament games, finely tuned to be balanced, in the future as I have in FoG.
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