So many questions but above all how is the Scenario editor?

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SteveMcClaire
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Re: So many questions but above all how is the Scenario edit

Post by SteveMcClaire »

VonRyan wrote:I would like to be able to use the scenario editor to plan and play historical battles and missions such as:

Battle of Monte Casino
First & Second Battle of El Alamein
Battle of Hurtgen Forest

Missions
Pegasus Bridge - including gliders landings & Parachute drops.
The St Nazaire Raid or Operation Chariot - http://en.wikipedia.org/wiki/Operation_Chariot
Most of these will be possible, but would require rather extensive modding of the game to do. New teams, new weapons, new maps, etc. The base scenario editor for Panthers in the Fog will be focused on the campaign presented in the game -- US vs. German units, late-summer 1944.

The St. Nazaire commando raid is really fascinating. The British certainly tried some crazy stuff!
xe5
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Re: So many questions but above all how is the Scenario edit

Post by xe5 »

Understand that resource limitations will prevent major changes to the PitF scenario editor. One feature that should have been added to the editor ~CC4 is Map Preview. In lieu of the 'ideal' PitF editor it might suffice to provide the save game file format to a toolmaker like berndn so that a 3d party editor like SgtWilson's CCReq (CC4/5) could be built.

My preference for the CC:Next scenario editor would of course be something like CCM6's full fledged editor featuring team & soldier editing, 'locked' team deployment locations, user-chosen VL locations and names, force specific VLs, fortifications, mines, and triggers/events (inc. reinforcements). Basically everything the AT/JTAC editor had minus the CAS/CFF and non-lethal stuff :D
SteveMcClaire
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Re: So many questions but above all how is the Scenario edit

Post by SteveMcClaire »

xe5 wrote:One feature that should have been added to the editor ~CC4 is Map Preview.
Hi Mick -- good to see you made it over here. By Map Preview I assume you mean the battle map? So you can see the VLs / entry zones and such? This would sort of naturally lead into wanting to be able to change those things, which would be a great feature but I am not sure we'll be able to get to it.
xe5
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Re: So many questions but above all how is the Scenario edit

Post by xe5 »

SteveMcClaire wrote:By Map Preview I assume you mean the battle map? So you can see the VLs / entry zones and such? This would sort of naturally lead into wanting to be able to change those things, which would be a great feature but I am not sure we'll be able to get to it.
Yes, the battle map, the same as the View Map function (shown below) on the Command and Battle Group screens. Doesnt need to show the deploy zones. The problem is that unless the user is familiar with what all 64 maps look like, by name alone, he's often left blindly selecting maps for custom battles & ops.

Image
CSO_Talorgan
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Re: So many questions but above all how is the Scenario edit

Post by CSO_Talorgan »

SteveMcClaire wrote:I'd really like to do a 1:1 version at some point, so if that's something you'd really like to see, please let us know.
Yes, please.
SteveMcClaire wrote:I don't think we could make all the maps for a company-level game with multiple divisions per side, unless we generated them automatically
Automatically generated maps interested me until they actually appeared in Firefight.

Hmm ....

Of course with Southern Land around we are spoiled.
SteveMcClaire
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Re: So many questions but above all how is the Scenario edit

Post by SteveMcClaire »

Talorgan wrote:Of course with Southern Land around we are spoiled.
I agree! He is a map-making machine, and you can look forward to more of his maps in Panthers in the Fog.
hannesvanrij
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Re: So many questions but above all how is the Scenario editor?

Post by hannesvanrij »

Yeah, still has its issues, although I am mostly satisfied with how it everything works. Infantry is the weak spot for me, but hopes are it will get fixed sooner than later.

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GiganlTT
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Re: So many questions but above all how is the Scenario editor?

Post by GiganlTT »

hannesvanrij wrote: Sun Dec 25, 2022 9:52 am Yeah, still has its issues, although I am mostly satisfied with how it everything works. Infantry is the weak spot for me, but hopes are it will get fixed sooner than later.

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Maybe create a distinct sound file with 5–10 different motion sounds for each type of vehicle (light, medium, heavy, AC, and HT) that gets cycled like the background sounds do now but only activates when the vehicle receives a movement instruction. I agree that having only one sound for each tank would get monotonous; but, the idling sound might be the same for each type of vehicle :roll:
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