Free France Campaign

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Erik2
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Re: Free France Campaign

Post by Erik2 »

GabeKnight wrote: Wed Aug 11, 2021 6:12 am
I'm actually inclinded to update my mod for this... (and Erik's request)
Hear, hear...
But you should probably wait until the next campaign is out.
bru888
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Re: Free France Campaign

Post by bru888 »

Yes, the final version (that is, 1.0 with any future revisions being 1.1, 1.2, etc.) will contain the adjustments that the Colonel comes up with to prevent excessive buildup of RPs. Then, I will split the scenarios into campaign and standalone versions. No difference, except references to campaign variables and bonuses will be removed from the standalone versions.
- Bru
GabeKnight
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Re: Free France Campaign

Post by GabeKnight »

Bruce, I think Erik was referring to the upcoming official DLC campaign.
Erik2 wrote: Wed Aug 11, 2021 7:39 am But you should probably wait until the next campaign is out.
Yeah, you're right - at least with the units file. I really don't want to do that twice...no,no,no.

But I can update some other files and put some work into whatever's in my own notes since the last update of the mod.
terminator
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Re: Free France Campaign

Post by terminator »

bru888 wrote: Wed Aug 11, 2021 12:46 pm Yes, the final version (that is, 1.0 with any future revisions being 1.1, 1.2, etc.) will contain the adjustments that the Colonel comes up with to prevent excessive buildup of RPs. Then, I will split the scenarios into campaign and standalone versions. No difference, except references to campaign variables and bonuses will be removed from the standalone versions.
Good idea to do standalone versions of the scenarios from the campaign :)
bru888
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Re: Free France Campaign

Post by bru888 »

Definitely. At one time, I was thinking of having just that, with a series of thread posts linking the scenarios and reproducing the campaign messages for the sake of the story but ColonelY rightfully talked me out of it.
- Bru
ColonelY
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Re: Free France Campaign

Post by ColonelY »

:idea: Adaptations, in terms of RPs, for the campaign: 8)

(= what should be removed from start for each and every scenario)

01Dakar X (very first, no RP accumulated yet :wink: )
02Gabon -300
03Kufra -900
04Keren -500
05OperationExporter -600
06BirHakeim -500
07OperationLilaDenied -700
08Fezzan -600
09Medenine -1200
10MarethLine -100
11Normandie-Niemen X (nothing to do here, only “Soviet” RPs)
12OperationVesuvius -600
13OperationDiadem -700
14LaCombattante -800
15JedburghMissions X (no FF income in La Combattante, only Canadian RPs in the 4th quadrant)
16Argentan -1400
17OperationDragoon -200
18LiberationOfParis -1400
19Strasbourg -600
20OperationNordwind -400
21Indochina -1200
22AmherstDrop -100
23Authion -300
24BlackForest -400

*************
09Medenine:
I’ve delayed on purpose the capture of the last required VP… Consequence: at scenario end, a huge portion of the map was under control. :shock:
To have an idea, in the N, the flag “To Sfax” was taken by an infantry unit. In the NW, a tank unit was really close to the flag “To Qibili”. Another tank, having moved from N to S along the main road, was 1 hex only to the “Rendezvous2” flag… So, of course, the big cities of El Hamma and Gabès were taken as well. Well, that shouldn’t be allowed!
:arrow: I’ll therefore suggest: :idea:
1. Adding enemy supply outputs in some of the northern towns (or leaving roads?), so that once fully repelled, they aren’t directly all outsupplied…
2. Adding enemy garrisons in nearby towns, “just in case” to slow down the player troops.
*******
10MarethLine:
About the units starting deployed around El M'Dou (in the middle of the German formation): :idea: all of the westernmost ones should face left, while the easternmost ones may face the SE… They would look better like this, more facing their respective opponents. :wink:
*******
14LaCombattante:
Quadrant2: The ship has sunk after having hit some naval mines… It would then look better if one of the minefields is spawned at 9 or perhaps 8 strength pts “only”, due to this. Let’s say the one in front of this sinking ship? :wink:
Quadrant4: Some light (+10?) supply outputs for the German in the S (the garrisons), or, alternatively, on the southern roads to Occupied France… 2 options there… :wink:
*******
17OperationDragoon:
Actually, the range of the battleship’s primary guns is 8 hexes instead of 9 hexes… :o if the player switches to these primary guns and see where he may move this battleship (while taking into consideration the visible firing range, that is), he may now have a bad surprise…
=> From 9 to 8: in the trigger, in the event txt and in the obj descry. :wink:

(Actually, it’s 9 for some of the BBs, but not for the one that has been chosen for this scenario.)
(And the support ship does count as a cruiser, in the game, even if it hasn’t the same firing range… But there is nothing we can really do about it. :? )

:idea: At the end of the event “Well Done”, if there is some room left, one may consider adding something like: “Now all kind of big guns can get closer...” (‘cause it’s true and like this the player couldn't doubt any longer about it)


Et voilà ! :D
bru888
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Re: Free France Campaign

Post by bru888 »

09Medenine - No changes. The mission is clear, to merely repel the assault. There are no orders nor incentive to delay its accomplishment.

10MarethLine - Refaced German units as suggested.

14LaCombattante - Added some light (+10) supply to outgoing roads in Quadrant 4, as suggested. However, I see little utility in fussing with mine strength in Quadrant 2.

17OperationDragoon - To represent the battleship Lorraine, I swapped the BB Queen Elizabeth for a BB King George V, which does have the primary gun range of 9 hexes. (Besides which, the Queen Elizabeth was the first new unit in which fuzzy graphics in the control panel have been allowed, a trend that I see has continued with units in the latest patch. The move to Xbox and PS4 may have something to do with this decline in quality.)

17OperationDragoon - Added "The restriction on heavy ordnance weapons in this area has been lifted" to the end of the "Well Done" message for taking the basilica of Notre-Dame de la Garde.

Now I will implement the resource points adjustments that you have devised to keep the overall total in the campaign down to reasonable levels.
- Bru
bru888
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Re: Free France Campaign

Post by bru888 »

Free France 1940-1945 v0.79 has been uploaded. It includes changes to several scenarios as described above, and the set of resource point adjustments suggested by ColonelY.

Free France 1940-1945 (24 scenarios) v.0.79

So, all the necessary triggers for adjusting resource points at Scenario Start have been created as in the following example:

Screenshot 1.jpg
Screenshot 1.jpg (503.76 KiB) Viewed 3062 times
Image0565.jpg
Image0565.jpg (433.28 KiB) Viewed 3062 times

With these changes, I believe it will be time to officially release this campaign as Version 1.0, if you agree, Colonel.

Now I will produce a set of scenarios for independent play. These will not refer to any campaign variable bonuses and will omit the resource appointment triggers.
- Bru
ColonelY
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Re: Free France Campaign

Post by ColonelY »

bru888 wrote: Thu Aug 19, 2021 7:57 pm [...] With these changes, I believe it will be time to officially release this campaign as Version 1.0, if you agree, Colonel. Yes, I do agree. :D [...]
bru888
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Re: Free France Campaign

Post by bru888 »

It goes without saying, but I will say it again anyway, that this campaign would likely have never been finished, and certainly would not have the same high level of quality, if it were not for your efforts, ColonelY.
- Bru
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Re: Free France Campaign

Post by bru888 »

Free France 1940-1945 v1.0 has been uploaded. This marks the official release of this campaign!

Free France 1940-1945 (24 scenarios) v.1.0

NOTE: For the first time, this link to version 1.0 now leads to a permanent folder in my Google Drive. The other temporary link, to the development copy last labeled as version 0.79, will also work for the time being in case someone stumbles across this link in the many pages of this thread.

Version 0.79 = Version 1.0. However, v. 0.79 will not be updated any further. Any future edits will be included in versions 1.1, 1.2, etc.

ALSO NOTE: Standalone versions of the scenarios can be accessed in the Bru's Scenarios thread.
- Bru
Erik2
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Re: Free France Campaign

Post by Erik2 »

This campaign is a mammoth effort. Kudos to Bruce and ColonelY.
bru888
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Re: Free France Campaign

Post by bru888 »

Erik2 wrote: Fri Aug 20, 2021 7:20 am This campaign is a mammoth effort. Kudos to Bruce and ColonelY.
That's high praise coming from you, Erik. Thank you.
- Bru
Epperaliant
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Re: Free France Campaign

Post by Epperaliant »

Congrats for the release guys, and thank you for your efforts!
bru888
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Re: Free France Campaign

Post by bru888 »

Thanks!
- Bru
terminator
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Re: Free France Campaign

Post by terminator »

Maybe ColonelY could try to do a French translation of this Free France Campaign ?
ColonelY
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Re: Free France Campaign

Post by ColonelY »

Thanks guys, these kudos are highly appreciated. :D
Last edited by ColonelY on Sun Aug 22, 2021 5:16 pm, edited 1 time in total.
ColonelY
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Re: Free France Campaign

Post by ColonelY »

terminator wrote: Sun Aug 22, 2021 7:27 am Maybe ColonelY could try to do a French translation of this Free France Campaign ?
:arrow: Sure, I could (and not just try! :| ), but I won't. :wink:

The tangible gain doesn't seem worth it. Besides, I don't think any custom campaign has been translated yet...
bru888
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Re: Free France Campaign

Post by bru888 »

Plus, what do we do when Igor requests a Russian version?!? :shock:
- Bru
uzbek2012
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Re: Free France Campaign

Post by uzbek2012 »

bru888 wrote: Sun Aug 22, 2021 8:10 pm Plus, what do we do when Igor requests a Russian version?!? :shock:
Perhaps his dream will come true here someday
https://www.strategium.ru/forum/f/1065- ... ld-war-ii/
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