Latest topics
» Impromptu Games
by Mr. Digby Today at 4:24 pm

» ACW fight next Sunday
by Morsey Today at 3:46 pm

» Patch and Interesting News from NSD
by Miko77 Today at 1:47 pm

» Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
by Mr. Digby Yesterday at 5:19 pm

» New, with a question
by Martin Yesterday at 9:11 am

» AARs - post here all after battle comments and replay files
by Mr. Digby Sat May 27, 2017 5:17 pm

» Boardgaming in Hertfordshire?
by King_Rufus Sat May 27, 2017 3:05 pm

» Another mini-campaign idea
by Mr. Digby Thu May 25, 2017 11:53 pm

» The Arny Design Module is ready for Beta Testing!
by Dr Ezra Sidran Wed May 24, 2017 4:39 pm

» 2017 k/spiel game schedule
by Martin Tue May 23, 2017 9:43 pm

» Fiddling around with an 18th century mod
by Uncle Billy Thu May 18, 2017 12:33 am

» SOW Scenario Generator
by Mr. Digby Wed May 17, 2017 6:02 pm

Statistics
We have 928 registered users
The newest registered user is Iron Shriek

Our users have posted a total of 23237 messages in 1878 subjects
Log in

I forgot my password


GCM new carry-over campaign mode

View previous topic View next topic Go down

GCM new carry-over campaign mode

Post  Blaugrana on Sun Mar 18, 2012 5:51 pm

For those of you who haven't experimented with it, the mod now allows the host to set lots of parameters for a given battle, including the number of divisions involved (1 to 5 per side) and many other things, including number of objectives (minimum = 1).

We would like to avoid objectives revealing the enemy's presence to the other side by lighting up when occupied. I therefore asked Garnier, on the GCM forum,* whether he could alter the mod to allow 0 objectives as an option when setting up a game, or whether that would muck other things up.

Garnier has replied with a lateral-thinking work-round. Set the objective radius at 10 yards and the number of troops required at 1000. Thus, impossible to take objective. Bob's your uncle.

*http://forums.sowmp.com/viewtopic.php?f=3&t=197

I want to experiment more, when people have time, with the GCM mod as it does a lot of what we want.
avatar
Blaugrana

Posts : 293
Join date : 2012-01-21
Location : London

Back to top Go down

Re: GCM new carry-over campaign mode

Post  Martin on Sun Mar 18, 2012 6:09 pm

Clever guy, Garnier. It would be nice to convert him to HITS & couriers Smile

Martin

Martin

Posts : 2141
Join date : 2008-12-20
Location : London

Back to top Go down

Re: GCM new carry-over campaign mode

Post  Mr. Digby on Sun Mar 18, 2012 7:00 pm

What I would like to propose, and this is really aimed at our own modding wizard, Little Billy, is that he take a look inside the actual GCM mod itself and resets all the gameplay changes to default and we then work away at it to make our own version with variables we think make a better game for our purposes. This would include removing Garniers unmarked mini-maps and putting in Kevin's. We end up with the best of all 3 worlds - Garniers campaign system and his nice random maps; our "KS" SoW gameplay mod; HITS and couriers.

It may be a tall order depending what he's changed but worth a try I think?
avatar
Mr. Digby

Posts : 4658
Join date : 2012-02-14
Age : 57
Location : UK Midlands

Back to top Go down

Re: GCM new carry-over campaign mode

Post  Blaugrana on Sun Mar 18, 2012 10:11 pm

Just played a SP game & chose to command one of three US divisions, against 3 CS divisions. (Had a brilliant game, btw, routing the enemy when I came out of a wooded ridge on their flank)

You can now choose to play with one to seven (I think) divisions on each side. This gives us a way of setting up a battle with the correct number of divisions for the number of players we have at any given time on the TS server (if we all take div. commands) in less than a minute. If we want to play with mixing up divisions and brigades, requires a little more flexibility (aka leaving some gaps for the AI too fill).

@Digby
I have no understanding of the amount of work involved in what you are proposing for Kevin, so am not sure of the implications. I can't say that in game I notice the gameplay variations in Garnier's mod and I'm quite happy to play with it. I can't see us all suddenly becoming gung-ho column chargers...

Looking forward to the next game.
avatar
Blaugrana

Posts : 293
Join date : 2012-01-21
Location : London

Back to top Go down

Re: GCM new carry-over campaign mode

Post  Uncle Billy on Mon Mar 19, 2012 3:26 pm

I'll download the GCM mod and have a look at it. Since it is just a mod, we should be able to remove the parts we object to and add others that we want.

_________________
I can make this march and I will make Georgia howl.
avatar
Uncle Billy

Posts : 2657
Join date : 2012-02-27
Location : western Colorado

Back to top Go down

Re: GCM new carry-over campaign mode

Post  Uncle Billy on Tue Mar 20, 2012 2:31 pm

I took a look at the GCM mod yesterday. It's quite detailed. Garnier put quite a bit of effort into it. It looks as if removing the mods that emasculate the artillery, increase the firepower of the muskets, allowing every formation to charge, etc can easily be removed. We can then substitute whatever we want. There is one problem that can only be corrected manually each time a battle is to be fought. Garnier decided to further hamstring the artillery by making the gun crews very small so that they fire less often and will route after only one or two casualties. This is in the oob. So the umpire will have to take the oob and manually restore the 15 men/gun. As hated as artillery is among the GCM'ers, I don't know why they didn't just remove them from the game entirely.

_________________
I can make this march and I will make Georgia howl.
avatar
Uncle Billy

Posts : 2657
Join date : 2012-02-27
Location : western Colorado

Back to top Go down

Re: GCM new carry-over campaign mode

Post  Blaugrana on Tue Mar 20, 2012 6:16 pm

Thanks for this, Kevin. It sounds very promising (apart from the strength of the batteries, which sounds a pain).

For campaigns (such as Digby's) and planned battles with full scenarios (such as Leffe's) could the GCM mod (or a future KS version) be part of the system? Or does the need to place units in position mean each battle needs to be built from the ground up?

For the moment I can see that the GCM mod (as is) should be very useful for setting up context-free ad-hoc battles very quickly. eg, there are six players on TS wanting to have a battle - the host sets up a 3 div vs 3 div battle. We'd need to check it works in MP as promised and we'd have to be happy to live (for the time being) with the differences from vanilla that you mention.




avatar
Blaugrana

Posts : 293
Join date : 2012-01-21
Location : London

Back to top Go down

Re: GCM new carry-over campaign mode

Post  Uncle Billy on Tue Mar 20, 2012 6:45 pm

The way I envision this mod will be used is as follows: each player has a modified version of GCM. By that I mean, the mod contains the essential GCM files and the KS mod files. The host or umpire downloads the scenario and oob from the GCM server. He then mods the oob to restore the artillery. The battle is fought. The only problem may be that when the umpire connects with the server, it will restore all the original files to his GCM mod automatically. He'll then have to make the needed changes to get back to KS approved files. I don't know if that will happen or not, it's just a possibility.

_________________
I can make this march and I will make Georgia howl.
avatar
Uncle Billy

Posts : 2657
Join date : 2012-02-27
Location : western Colorado

Back to top Go down

Re: GCM new carry-over campaign mode

Post  Blaugrana on Tue Mar 20, 2012 6:51 pm

Uncle Billy wrote:The way I envision this mod will be used is as follows: each player has a modified version of GCM. By that I mean, the mod contains the essential GCM files and the KS mod files. The host or umpire downloads the scenario and oob from the GCM server. He then mods the oob to restore the artillery. The battle is fought. The only problem may be that when the umpire connects with the server, it will restore all the original files to his GCM mod automatically. He'll then have to make the needed changes to get back to KS approved files. I don't know if that will happen or not, it's just a possibility.
Thanks again. I'd have to do it to really 'get it' but I understand more now. The above process works for context-free games I assume. What about something like Leffe's planned scenario? Is that something totally different, or could it be a bolt-on to the process you describe?
avatar
Blaugrana

Posts : 293
Join date : 2012-01-21
Location : London

Back to top Go down

Re: GCM new carry-over campaign mode

Post  Uncle Billy on Tue Mar 20, 2012 7:30 pm

Blaugrana wrote:
What about something like Leffe's planned scenario? Is that something totally different, or could it be a bolt-on to the process you describe?
That does not require the use of GCM. The GCM/KS mod can be active. It shouldn't negatively interfere with anything. It just saves the step of getting the scenario off the GCM server and then modding the GCM oob.

_________________
I can make this march and I will make Georgia howl.
avatar
Uncle Billy

Posts : 2657
Join date : 2012-02-27
Location : western Colorado

Back to top Go down

Re: GCM new carry-over campaign mode

Post  Sponsored content


Sponsored content


Back to top Go down

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum