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Scheldt Multiplayer Campaign - Phase 1 Beta is Ready!

Posted: Wed Jul 24, 2013 9:47 pm
by LandMarine47
PLEASE GO TO THE BETA SUB FORUMS HERE IF YOU WANT THE LINK viewforum.php?f=249
NEW SCREENSHOTS FOLDER https://www.dropbox.com/sh/cbzsmz8fkl028cf/F2pxQJGTmA
This Multiplayer Campaign was brought to you by...
Cavehobbit (scenario designer)
LandMarine47 (assistant)

In the Battle of the Scheldt Campaign we are combining GJS style gameplay with the wonderful creations of Enric and Amaris. The most realistic action packed map pack here is what player should expect
*Amaris's Real Engineers with a new minefield option. Yup players can set down minefields at a price...
*Enrics Pontoon Bridge which will take time but can be sped up with a nearby engineer
*Leaders will now replace all bonuses in game
*Barbed wire is now present
*Bridges can be destroyed by Artillery fire
*A new mud tile
*Immobilization

Gentleman in honor of Cavehobbit's new found love for modding me and him have been working closely on bringing a new manyplayer campaign based off the very bloody Battle of the Scheldt. Even though XXX Corps captured Antwerp intact Allied Shipping would not be able to use it due to Coastal Batteries on Walcheren Island and the Scheldt Estuary. With most of the Allied Supplies still coming from Normandy. While the Americans and the British were advancing through Europe the Canadians were given the Task of mopping up the Coast for Major Ports where supplies could come in. Everytime the Canadians would enter a port the retreating Germans would have destroyed it. But after the large port of Antwerp was captured Hitler knew he had one chance as his men had occupied the Scheldt Area. Montgomery and Eisenhower ignored this vital position for the doomed Market Garden and gave Hitler the time he needed to turn the Scheldt into a Fortress. Even worse as Autum rolled in the Weather was so bad that Close Air support was not an Option and had to depend on B-17 Drops.
First we will work on the Core Map then move into A,B,C scenarios.
A-Allied Major Victory
B-Draw
C-Axis Major Victory
Carryover units will be present through out the entire Campaign.

THINGS TO EXPECT
Amphibous Landings will be common
Flooded Maps so you have to navigate as parts of the Battlefield will be flooded (prepare for a battle in a flooded city :shock:)
Lots of Flamethrowing
Massive Charges on open ground.
Every single Commando in the British army will be present during Phase 4 against mostly Volksgrenadiers
Early Game Germans will enjoy Paratroopers but as you progress you will lose them to be replaced by Regulars then grenadiers
Germans will enjoy LOTS of Artillery from the Batteries
Canadians will enjoy B-17's and near the end at Phase 4 a small battle fleet to assist the Landings (Commandoes only)
After the MP version is complete we will work to bring a Carryover SP Campaign.
This makes for a perfect tournament :mrgreen:
Minefields and Amaris's Real Engineers with Pontoon Bridges and destroy bridge actions. Cut down Marshes and other Vegetation

CODES NEEDED
So far we need the following
Pouring Rain (BA's rain isn't heavy enough)
When a unit is shot at while moving fast how to keep them moving?
We will be using USMC LVT's during landings
Is there a possibility of making a new tile similar to Polder on vehicles? I call it mud and it will be a major effect on infantry. It's advised that you keep any armored vehicles as there will be a 75% Chance of bogging.
Minefield Code for engineers
Thank you to anyone who is willing to help. This will be worth it when's its done we promise 8)
Thanks LM
(Side note once the main Campaign is ready we will make a new forum because PC can organize much better than my iPad. There seems to be lots of restrictions for iOS users when posting :()
Links
http://en.wikipedia.org/wiki/Battle_of_the_Scheldt
http://www.canadiansoldiers.com/history ... cheldt.htm
http://www.cbf-fccb.ca/learn/about-cana ... e-scheldt/
http://www.armchairgeneral.com/battle-o ... cheldt.htm
http://www.junobeach.org/e/2/can-eve-rod-sch-e.htm
http://www.ibiblio.org/hyperwar/UN/Cana ... ry-15.html
http://www.calgaryhighlanders.com/histo ... useway.htm

Re: Upcoming Scheldt Campaign Mod - Need Help with codes.

Posted: Thu Jul 25, 2013 4:45 am
by LandMarine47
Some more photos

Re: Upcoming Scheldt Campaign Mod - Need Help with codes.

Posted: Thu Jul 25, 2013 4:48 am
by LandMarine47
Even more photos (Slith only lets me upload 3 at a time :()

Re: Upcoming Scheldt Campaign Mod - Need Help with codes.

Posted: Thu Jul 25, 2013 4:51 am
by LandMarine47
More and More still coming

Re: Upcoming Scheldt Campaign Mod - Need Help with codes.

Posted: Thu Jul 25, 2013 4:55 am
by LandMarine47
This is it

Re: Upcoming Scheldt Campaign - Need Help with codes.

Posted: Thu Jul 25, 2013 11:46 am
by rf900
Wow, big project, good luck with it.

If you need help with the carryover mechanic let me know, I had to fight with it quite a bit in the SPB campaign.

For the mud tile effect it may be better to use an object instead (even an invisible one) that will deal with the logic in a similar way the mines do it. You can still have another tile and terrain type for mud, but the bog down chance will come from the object in that tile. For the user it will be transparent.

Re: Upcoming Scheldt Campaign - Need Help with codes.

Posted: Thu Jul 25, 2013 1:48 pm
by cavehobbit
rf900 wrote:Wow, big project, good luck with it.

If you need help with the carryover mechanic let me know, I had to fight with it quite a bit in the SPB campaign.

For the mud tile effect it may be better to use an object instead (even an invisible one) that will deal with the logic in a similar way the mines do it. You can still have another tile and terrain type for mud, but the bog down chance will come from the object in that tile. For the user it will be transparent.
Thanks!

We will work on it bit by bit, so don't expect the whole campaign in one piece :)
Good to know where to get help with the carryover mechanism. I'm not sure if we're gonna use this feature. Much is still in the planning stage.

Re: Upcoming Scheldt Campaign - Need Help with codes.

Posted: Thu Jul 25, 2013 8:35 pm
by LandMarine47
cavehobbit wrote:
rf900 wrote:Wow, big project, good luck with it.

If you need help with the carryover mechanic let me know, I had to fight with it quite a bit in the SPB campaign.

For the mud tile effect it may be better to use an object instead (even an invisible one) that will deal with the logic in a similar way the mines do it. You can still have another tile and terrain type for mud, but the bog down chance will come from the object in that tile. For the user it will be transparent.
Thanks!

We will work on it bit by bit, so don't expect the whole campaign in one piece :)
Good to know where to get help with the carryover mechanism. I'm not sure if we're gonna use this feature. Much is still in the planning stage.
Lets save carryover for tournaments and the SP Campagin. My main focus is mud tiles and heavier rain. Then Carryover stuff :mrgreen:

Re: Upcoming Scheldt Campaign - Need Help with codes.

Posted: Fri Jul 26, 2013 10:09 am
by LandMarine47
Anyone know how to add minefields to engineers? I want them to lay minefields but they can only lay 2 down. 1 will take half of their TNT. Anyway how to do this? Help is appreciated
Thanks LM

Re: Upcoming Scheldt Campaign - Need Help with codes.

Posted: Mon Jul 29, 2013 9:39 pm
by cavehobbit
Here's a first image of the map for Woensdrecht-Hoogerheide.

If you'd like to help us playtest the scenario, send a PM to LandMarine or me.

/P-A

Re: Upcoming Scheldt Campaign - Need Help with codes.

Posted: Mon Jul 29, 2013 11:11 pm
by LandMarine47
cavehobbit wrote:Here's a first image of the map for Woensdrecht-Hoogerheide.

If you'd like to help us playtest the scenario, send a PM to LandMarine or me.

/P-A
If its ok with you Cavehobbit allow me to explain the order of battle
There are 5VP's in this scenario
1. Road at Canadian Deployment
2. Flooded Area (might change this VP)
3. Forest
4 & 5. The Villages
The Canadians will have a Strong force to attack the Villages with Tanks and Halftracks, but the Germans have a well prepared force especially with the Core infantry being Paratroopers.
The Main OBJs for the Canadians will be to capture both the Villages. There can be 3 different victorys. A B & C.
A-Allied Major with Both Villages
B-Draw Allies hold only one Village
C-German Major Germans hang onto both Villages.
As you can see there are 2 roads into the Villages each covered with potentially good ambush locations. While the Germans only have limited ranged AT guns they can still chose to outflank your convoys. But the Candians have one crucial weapon. Flamethrowers will be VITAL to an Allied success so taking them out is a must for if they enter the Villages it's game over. While you can choose to ignore the VP's the Germans will use well coordinated ambushes to sap your strength. You don't know where the Paratroopers will be stationed so proceed with caution. As for the Germans this will be a very critical moment. If you allow to much forces into open ground out of reach of your ambushes you are going to have to hope they lost their Flamers. But of you kill enough infantry you can still easily defend the Villages. For right now the other 2 VP's won't be required under your control but it will mark its under control. Scouts can see 2 tiles ahead of them so knock them out fast or they will reveal your positions. And if an advance is going to slow build bridges over the water! Yes your engineers can now build bridges. This will be a hard and fun battle if two very experienced (or inexperienced) players will like. Hope you have fun!
Thanks LM

(PLEASE NOTE. This is in beta so we will release this for public play once everything has been worked out. Once that is done it will be something to play while you wait for the other 11 maps. Feedback is always welcome! Thanks Cavehobbit and LM)

Re: Upcoming Scheldt Campaign - Need Help with codes.

Posted: Tue Jul 30, 2013 12:08 am
by jcb989
I am game to help out as best I can with play testing =)

Re: Upcoming Scheldt Campaign - PM for Beta Test.

Posted: Tue Jul 30, 2013 2:39 am
by k9mike
I would be willing also...:)

Re: Upcoming Scheldt Campaign - Need Help with codes.

Posted: Tue Jul 30, 2013 6:14 am
by GottaLove88s
Really nice map, P-A!
Marsh and forest are beautifully believeable... All I need now is a Stroopwafel!
Count me in for playtesting...
:mrgreen:
cavehobbit wrote:Here's a first image of the map for Woensdrecht-Hoogerheide.

If you'd like to help us playtest the scenario, send a PM to LandMarine or me.

/P-A

Re: Upcoming Scheldt Campaign - PM for Beta Test.

Posted: Tue Jul 30, 2013 9:56 am
by cavehobbit
Thanks for helping us playtest this scenario.

Re: Upcoming Scheldt Campaign - PM for Beta Test.

Posted: Wed Jul 31, 2013 12:07 am
by iswain
I would be able to playtest this scenario too if you need lambs to slaughter...

Re: Upcoming Scheldt Campaign - PM for Beta Test.

Posted: Fri Aug 02, 2013 10:41 pm
by LandMarine47
The Beta is almost where we want it to be! 1 or 2 more updates and we should launch the first map! I have a very good photo of how hard the fighting will be but won't release until my game is up! Too many troop positions in the photo.
So far expect fierce opposition from the Germans!

Re: Upcoming Scheldt Campaign - PM for Beta Test.

Posted: Fri Aug 02, 2013 10:46 pm
by jcb989
iswain wrote:I would be able to playtest this scenario too if you need lambs to slaughter...
send me a PM for version 0.5B

Re: Upcoming Scheldt Campaign - PM for Beta Test.

Posted: Sat Aug 03, 2013 3:29 am
by LandMarine47
Well the game has been slow but steady. My troops clear one position after another. One extremely close Arty Strike form the Germans! I can't tell you how many soldiers are going to have to clean their underpants after the battle :oops: :| :)

Re: Upcoming Scheldt Campaign - PM for Beta Test.

Posted: Sat Aug 03, 2013 9:51 am
by LandMarine47
Countless time on google and I finally find a map for Leopold Canal!
Also a favor to ask. If anyone knows a good website where there are small scale battle maps PLEASE tell us as right now google is only giving me strategic not tactical. So far I'm looking for these "sketch" maps as they prove to be what I'm currently looking for.
And if your wondering why Walcheren will be so flooded this picture explains why. Yup that's the Dyke holding back most of the sea water :) it just went boom!