Time to share the big push I am preparing. While Cameron Harris is actuality doing the design of the DC3 game I am investing some time in some engine improvements. One of the improvements I have been postponing to long is to make editing easier.
There are new editors planned to be shipped with Decisive Campaigns 3. The new editors are: the Simple Editor, the Troop type Editor, the Historical units Editor, the Officer Editor… and of course there is still the Advanced Editor.
Starting scenario designers should use the Simple Editor and use it to import existing libraries and maps. Read a relatively basic tutorial on how to use the Simple Editor, configure a few settings that the libraries will need, place some units and voila: go!
More advanced scenario designers can create their own map files and use the intermediate editors (troop type editor, historical units editor and officer editor) to create all kind of extra functionality and new historical data sets.
Here is an overview of the whole editor and library ecosystem I am designing:
My two targets with this whole new setup is threefold: (1) make it much easier to create a scenario, (2) make it much easier to work together to design something bigger and (3) make it easier for me to support existing mods by releasing new libraries and new versions of libraries now and then.
But there is a caveat. Since the engine is so versatile I have to make some hard choices regarding unit, turn and hex scale for the default ruleset. There will of course be the option for players to create their own rulesets, but these will basically be similar to forks in open source projects and the default ruleset will probably be dominant.
So I’d like your input :) since it concerns tools for the community I should ask the community.
Best wishes,
Vic




I voted for the default scale should be the same as DC3. I think that players of the game will find it easier to transition to scenario designers when the editor default settings resemble the game as much as possible.
Likewise it would be strange seeing 1939 historical units in the dedault settings when all the player sees would be 1941- in the game
@Stonestriker
Good point. However I am really planning to release this “default set” almost as a second game and give it probably its own name as well to distinguish it from DC Barbarossa. Not decided yet but thinking of DC Community Project. I am researching this still but it could eventually be an option to share this DC Community Project with all DC (1/2/3) owners.
Wow, do I really hold all that information in my head?
Looks very daunting when I look at the graphics, yet feels so simple once I am in the editor (for DC1, DC2 and ATG)…
Well, in that case I would probably change my vote to Regimental/5km. I see most of the systems in DC as holding up well with a small scale, except for indirect fire. If hexes are only 1-2 km in size, then many weapon systems should be capable of, relatively ineffective, indirect fire. This would seem bothersome, if it continues to work in DC3 as in DC2. Of course if you to reflect this ability as an extended ZOC or some kind of automatic opportunity fire then it could very well work :)
It might also necessitate to implement some kind of LOS mechanic, where forest, towns, etc. can block sight lines through a hex
Wouldn’t making the default at the smallest scale in the long run be more beneficial? As it’s much easier to mod a smaller scale wargame to a high scale than vice versa due to LOS and further than 1 hex shooting issues.
So I went for battalion.
Have to say, I’m still not entirely resigned to the fact that DC3 is scaled at the Divisional level, rather than the Regimental level used in the previous (and completely superb) DC games. Hence, I voted for Regimental/5km.
I understand the logic behind moving up the scale to Divisional in a scenario as big as Barbarossa. Still, one of the main things that makes DC/DC2 so enjoyable, is the tactical flexibility of divisions broken down into discrete regiments. I LOVE this feature / scale. Having single chits for divisions is DC3, I fear, is going to feel clunky and hamhanded by comparison with the tactical ‘nuance’ you get in DC/DC2.
Case Blue was an enormous scenario, but I wouldn’t trade the Regimental scale there for divisional. It’s a lot of chits to shuffle, but it’s so worth it. The tactical decision making is just so much more rewarding.
Vic,
Please have the combat results show numbers not icons. Why should someone need to count icons when they want to know what happened?
Hi Chris,
You know there is a switch in the prefs tab that switches from icons to numbers?
(still not exact number of troops, but the number of subunits (like 1 tank subunit is 5 tanks and 1 infantry subunit is 100 soldiers; looking into adding a new combat report mode for DC3 with consistent real numericals. Your right in reminding me.)
best wishes,
Vic
Vic,
If you need someone to beta test the new editor and edit the user manual text, let me know.
Chris