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Re: RetLT Scenario issues
Scenario #280 Counterattack of 121 RIM
There is a wooden building blocking the road at 72,79 German Farhads play truck sounds German ATRs play KAR 98 rifle sounds |
Re: RetLT Scenario issues
Scenario #284 Tanks before Zaicnai
Building at 23,80 is a road |
Re: RetLT Scenario issues
Scenario #285 The brawl of Bratuseni
Russian SMG squads in formations AA, AB, and AC are labeled as "Riflemen" German units are set to counterattack as soon as a v hex is taken. This needs to be pushed back since they leave cover to counterattack a numerically superior enemy during the attack. |
Re: RetLT Scenario issues
The scenario notes do say........
Quote:
They are all set up as '99' reaction which means the AI decides. To 'push back' the reaction turn it would have to be known within a turn or two exactly when they need to react and everyone plays differently so what might work for you may leave someone else scratching their heads as to why they aren't reacting at all. Basically, if you play from the non recommended side WYSIWYG When it comes to precisely setting a reaction turn a lot of factors have to be repeatible for everyone and that's damn near impossible EDIT..... unless the game plays out in similar ways for a variety of playtesters and that is where "that's damn near impossible" comes from. The closest you can get to that is for a designer to play out the scenario past the time he remembers where everything is and note the turn a counter-attack would be most advantageous then set that as a reaction turn for the units in that area of the map which still assumes all will play the sceanario the same way ( see last line above ) However what these reviews do ( and they are being included in the scenario text ) is allow players to better judge what scenario might be enjoyable to them and in a case like this where the timing of a counter-attack could change who wins and who loses and needs to be made more precisely than the AI can when played from the "wrong" side, can indicate a scenario that might make a really good PBEM battle. FURTHER EDIT I discovered why this was happening. The battle is described as a German Delay vs a Russian advance but the scenario is set up as a German Advance and that is why when played from the Russian side the Germans start advancing right away. This may have been an oversight or it may have been deliberate. If Ulf reads this he can let us know. For now, I am assuming it should be set up as described... a Russian advance and have adjusted it accordingly |
Re: RetLT Scenario issues
ONE LAST EDIT in regards to Scenario #285 The brawl of Bratuseni
I checked back to an original copy of that scenario that, from what I can tell had not been altered in any way. The creation dates for the CMT and DAT were the same and the TXT file was created 3 days before......... that text file shows this as being a German Delay but the scenario is set up as a German advance and that is why the German units were reacting way too soon when played with the Germans under computer control..... the AI was just doing what it was set up to do. The scenario is now set as a German Delay vs a Russian advance If you'd like to try it again from the Russian side simply change it to Russian advance in the in game editor and save. |
Re: RetLT Scenario issues
Scenario #287 Dnjestr Crossing
Russian SMG squads are labeled as Riflemen |
Re: RetLT Scenario issues
Scenario #291 Rangoon escape route
British 3 in mortars have their range set to 2750 but have a max range of 1450 |
Re: RetLT Scenario issues
Scenario #292 Seething with fury
Stream hexes at b54,64 and 46,56 are clear hexes |
Re: RetLT Scenario issues
Not sure what you mean by "have their range set to 2750"
Where are you seeing this exactly There are two types of 3 in mortar neither of which has a 2750 range |
Re: RetLT Scenario issues
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