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File - GIUK - Gauntlet in CommonDB

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File Name: Gauntlet in CommonDB

File Submitter: mavfin

File Submitted: 30 Mar 2011

File Updated: 4 Apr 2011

File Category: GIUK

DB Used: HCDB-110304

Authors: converted original GIUK

Battleset-GIUK: .scm - EC2003 - EC2003

 

This is my first attempt at scenario making for a wider audience than myself. Just the old Gauntlet scenario from the original GIUK battleset, updated for EC2003 GIUK.

 

I had to tweak the air units a bit, and I still haven't gotten the sub close enough to fire torpedoes at me, but, the last time I tried this, a Fencer clipped a merchie with an ARM, and missed the Brave with 2 of the ASMs, but I still won.

 

Take a look at it, and see what tips you have for me. I'm learning as I go, remaking old scenarios. I'm not trying to do as much to them as was done in say, Fortress 3.0; my aim is making them work in a commondb battleset while still having them be enjoyable. So, this one shouldn't be too hard, since it was #2 in the original battleset for the game. A challenge I foresee down the road is some of the old canned scenarios that look like they were planned to do land attack with Mirage F1s and Exocets, for example. Those will take some major tweakery. :P Oh, be warned. The Nanuchkas will shrug off pairs of missiles fairly often, I've found.

 

Tips from the experts are welcome, especially as far as balance, etc.

 

Edit: a couple of tweaks to Vicond, formation, added support to play Red, so Blue has course(s) now.

Edit2: fixed an error

 

Click here to download this file

File Name: Gauntlet in CommonDB (Blue)

File Submitter: mavfin

File Submitted: 30 Mar 2011

File Updated: 30 Mar 2011

File Category: GIUK

DB Used: HCDB-110304

Authors: converted original GIUK

Battleset-GIUK: .scm - EC2003 - EC2003

 

This is my first attempt at scenario making for a wider audience than myself. Just the old Gauntlet scenario from the original GIUK battleset, updated for EC2003 GIUK.

 

I had to tweak the air units a bit, and I still haven't gotten the sub close enough to fire torpedoes at me, but, the last time I tried this, a Fencer clipped a merchie with an ARM, and missed the Brave with 2 of the ASMs, but I still won. Set up for Blue play. Working on Red now. I know as Red I need to remove the Fencers, since a human will shred the convoy with them, while the AI could merely cause trouble.

 

Take a look at it, and see what tips you have for me. I'm learning as I go, remaking old scenarios. I'm not trying to do as much to them as was done in say, Fortress 3.0; my aim is making them work in a commondb battleset while still having them be enjoyable. So, this one shouldn't be too hard, since it was #2 in the original battleset for the game. A challenge I foresee down the road is some of the old canned scenarios that look like they were planned to do land attack with Mirage F1s and Exocets, for example. Those will take some major tweakery. :P Oh, be warned. The Nanuchkas will shrug off pairs of missiles fairly often, I've found.

 

One of the balance issues I'm having is that the sub has yet to fire at me. It's been close enough once, but it didn't fire for some reason. Makes me wonder if I shouldn't just add a second sub for Blue-only play. The two missile boats feel about right. If you aren't careful, the two of them can still hurt you.

 

Tips from the experts are welcome, especially as far as balance, etc.

 

Edit: a couple of tweaks to Vicond, formation

 

Click here to download this file

Brings back old happy memories, I actually love the cat and mouse scenarios, played this twice this morning already.

Maybe for newer players would be good to have an initial course and speed for the blue surface group (like the original), we can always override it if we think we know better :D , I smile as I forgot about the time limit and snuck of too cautiously on my first run and run out of time.

I'll let you know if I have any suggestions re the subs.

Thanks,

  • Author
Brings back old happy memories, I actually love the cat and mouse scenarios, played this twice this morning already.

Maybe for newer players would be good to have an initial course and speed for the blue surface group (like the original), we can always override it if we think we know better :D , I smile as I forgot about the time limit and snuck of too cautiously on my first run and run out of time.

I'll let you know if I have any suggestions re the subs.

Thanks,

 

Well, I left it that way because that seems to be the 'standard' now. One-side scenarios without any paths for the human side. I've played it several times today, and I think it's pretty decent so far. I've lost, I've won, and I've struggled, which is to say I've had all outcomes. Only thing is, the Vic-II won't fire those big wake-homers very easily. I've had him in over-the-side-shot range of the Perry, he *had to have* detected me, and he still didn't fire. The only time he did, I went to active sonar to get a lock on him, and he fired, sinking 3/4 of the ships. Next time, I stayed passive, changed course away from him with him at 3 miles from the Boone, which was at 15 knots, and he never fired a shot. Something's not right there, but I don't think it's the scenario itself. (Playing in 2009.054) Also, I still haven't got an ASW torp to acquire at all, even on over-the-side shots, and helo drops right on top. I think I have Brad's torpedo acquisition range fudge, since I'm using HCDB-110304

 

I'm not planning on making huge changes to the 'canned' scenarios, only making them work in the 'new DB' so it takes all the game changes into account. Some scenarios I'll have to rework the air balance a bit, I'm sure. Some sides of some canned scenarios didn't work well anyway, and aren't really going to, so I probably won't do them. 'The Storm' comes to mind. Does anyone really *want* to play Red on that? I didn't think so. :P

 

My plan on Red is to remove the Fencers, and see what other strike a/c I can put in w/o making long-range loadouts available to the Red player. The AI can use it and still lose planes, while the human could just shred the group with it by hanging back till the Perry eats an ARM and can't fire missiles, then killing stuff with the shortrange PGMs.

As programmer dude I very much like having courses set for both sides so that the scenarios are that much more useful for autotesting the game from the command line. The other huge help on that front is assigning formation patrols to the player side as well (then they have both courses and formation patrols to mix it up with the true AI side). That's my selfish reasoning anyway.

  • Author
As programmer dude I very much like having courses set for both sides so that the scenarios are that much more useful for autotesting the game from the command line. The other huge help on that front is assigning formation patrols to the player side as well (then they have both courses and formation patrols to mix it up with the true AI side). That's my selfish reasoning anyway.

 

I might throw one like that in the zip...alternate courses work for player-side, too, right? It just picks one on loading, right?

 

Edit: answered my own question. Yes, it does. Uploaded a new version playable by either side now. Have fun. I cut the Fencers to two, so they can still cause trouble, but not totally destroy everything.

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