.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Campaigns, Scenarios & Maps (http://forum.shrapnelgames.com/forumdisplay.php?f=106)
-   -   Fiery Cross Island (http://forum.shrapnelgames.com/showthread.php?t=51943)

Suhiir June 4th, 2018 10:03 PM

Re: Fiery Cross Island
 
Quote:

Originally Posted by DRG (Post 842269)
If you can find the coordinates on the map they grounded out that would be helpful

39, 95 or one of the adjacent shallow water hexes.

Reminder - I did not make the map so can't tell you a thing about how it was made.

DRG June 5th, 2018 08:37 AM

Re: Fiery Cross Island
 
The CCB is a FO Vehicle that's been modelled as a boat but the important word is "vehicle"..... Vehicles *can* become immobilized in shallow water....it's a lower chance than being stuck in Mud but it's still a chance.....assume you've run onto a sandbar .... using a FO Vehicle as a boat is an allowed hack but it doesn't make it a full boat to the game code... accept it C'est la guerre. You could run the game again 20 times and maybe not get that happen ....or not, so stay in deep water with it. It doesn't need to get that close to shore anyways to do it's job.

It ***May*** be possible to add a bit of code that if a UC is given swim speed but NO land speed the stuck chance in shallow water is negated ....now on the list

Mobhack June 5th, 2018 09:41 AM

Re: Fiery Cross Island
 
It's an FOO vehicle with swim only - and the OOb designer made the move class "default" which will be a land vehicle movement class since they are trucks at base.

Making the M/Class boat or ship may help in the scenario (or with vehicles that are nominally land, that have been bodged into a boat).

DRG June 5th, 2018 12:10 PM

Re: Fiery Cross Island
 
Ah !:doh: Good point. I will investigate that.....


EDIT...... yes indeed.... earlier CBB's are set to Boat.... that one was set to default

That should solve the problem.........Now corrected

Suhiir June 5th, 2018 07:18 PM

Re: Fiery Cross Island
 
Thanks guys!
I'll change it in the OOB and repurchase the unit for the scenario.

Suhiir June 6th, 2018 09:16 PM

Re: Fiery Cross Island
 
Any more input?
If not I have a revised version of the scenario ready.

Fixed the CCB.
Added a few more Chinese fortifications.
Added a Chinese SAM.
Still no ammo resupply for the USMC :eek:

It's not that harder, but perhaps a bit less of a cakewalk.

shahadi June 17th, 2018 11:37 PM

Re: Fiery Cross Island
 
Quote:

Originally Posted by Suhiir (Post 842283)
Any more input?
If not I have a revised version of the scenario ready.

Fixed the CCB.
Added a few more Chinese fortifications.
Added a Chinese SAM.
Still no ammo resupply for the USMC :eek:

It's not that harder, but perhaps a bit less of a cakewalk.

I thought a company of Marines with armor, air and sea elements sufficient and may have given the player quite a bit of a challenge. However, adding additional defenders is another way I suppose to give the player more of a challenge.

Although, I am going to stop playing the scenario until the revised version is released, I will note the following from my notes thus far:

Turn 3: Seal Teams and Recon Team destroy Chinese squad at 121,116 thereupon the Chinese squad retreated into the sea. Anyway to set rally points (or some other mechanism) so that retreating units do not retreat into the sea?

<br>

shahadi June 20th, 2018 04:59 AM

Re: Fiery Cross Island
 
2 Attachment(s)
I found the destroyed Chinese AFVs at (52,93), (67,96), and (120,89) without smoke irritating. So, I found using a simple hack to affect damaged smoke interesting. Here goes.

Briefly, we want to bail out the crew, save the scenario then open in Editor to begin with building the scenario. Once a crew is bailed and an opposing unit occupies the hex of the vehicle, after one turn the vehicle will show with damage smoke.

We can display damaged AFVs by bailing the crew out, destroying crew, and save scenario, then load and save as a scenario. This is how I accomplished the hack with Fiery Cross Island

1. Purchase USMC Plt of Engr Sqd
2. Place a Engr sqd in the same hex with the Chinese AFV
3. Change Engr Sqd size to 0, and men to 2
4. Inactivate Chinese AFV guns
5. Inactivate all USMC bombardment missions

Play the scenario with both sides as Human. Quit USMC orders
1. In Chinese orders, bail out AFV crews
2. Save the scenario after second turn
3. Copy/Paste saved scenario into Scenario folder
4. Change saved scenario format to scenario format
5. Open scenario in Editor
6. Delete USMC Engr Plt
7. Save scenario with destroyed AFVs displaying damage smoke.


I have included my working scenario file for review and comment.

<br>

Suhiir June 20th, 2018 01:46 PM

Re: Fiery Cross Island
 
Handy!
Thanks.

Suhiir June 26th, 2018 04:18 PM

Re: Fiery Cross Island
 
1 Attachment(s)
Updated scenario.


All times are GMT -4. The time now is 06:16 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.