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Issues in scn 73 Return to Guam
1. The following beach hexes are secretly shallow water:
Row 48: 10, 14, 18 Row 19 9, 10, 11, 13, 14 2. The Japanese Hill and Trench squads play pistol shot sounds when they fire their Type 100 rifles. |
Re: Issues in scn 73 Return to Guam
IDK if this was how it was built or how things have evolved over a couple of decades but those hill and trench units show up as unit class "crew" and crew typically only have pistols and you cannot "buy" crews and crews have a fixed OOB index of 249 in all OOB's. It's how the game knows what to bail out of a tank. I can fix this easily enough but it's really weird. I'm thinking there was some " creativity" employed by the original designer with a temporary altered OOB as this was built before there was Scenhack
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Re: Issues in scn 73 Return to Guam
It's a minor point but I doubt PBY's were used for level bombing and I'm going to dig around a bit to see just what was available on the first day. More likely it was carrier aircraft
EDIT: Found it...... http://pacific.valka.cz/forces/tf52.htm TG 53.7 - Guam Landing 44/07 - 44/08 CTG RAdm Van H. Ragsdale, from 07/27 RAdm Thomas L. Sprague CVE CarDiv22 (RAdm Van H. Ragsdale): Sangamon (CVEG-37: VF-37,VT-37) Suwannee (CVEG-60: VF-60, VT-60) Chenango (CVEG-35: VF-35, VT-35) CarDiv24 (RAdm Felix B. Stump): Corregidor/UF,DF (VC-41) Coral Sea (VC-33) Kalinin Bay (VC-3) Absolute for certain there were Avengers on those carriers |
Re: Issues in scn 73 Return to Guam
I thought it was odd to be using long range float planes to cover an amphibious landing.
The scenario is difficult currently so some accurate strike aircraft and/or naval artillery would definitely help. Good catch on the crews. I did not notice that. |
Re: Issues in scn 73 Return to Guam
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When it was built he may have just wanted to use something different and PBY's qualify and was added to the game around that time. It had been updated for DOS v6 in 2003 but from what I can gather from the timestamps of it and the ones around it, it appears it was built using OOB's for DOS V5 or perhaps V4 and IDK what changes might have been made for V6 but my guess is it was those PBY's as they appear at the very end of the unit selection list separate from the main USMC units.
One other slightly odd thing about this one is the Japanese have an observer team that overlooks the beach but no indirect arty of any kind for them to spot for and there is mention in battle reports that "many casualties caused by both mortars and sniper fire." Attached is my basic correction/ revision for that scenario. The Japanese "crews" are gone, the PBY's are replaced by Avengers each with different weapon loads (which means they will be used by the AI if it's played from the Japanese side ), the LCVP now use the updated icons instead of what was the one generic LC icon used back then and the shallow water on the beaches is gone. I'm also looking into further info on this battle and it is looking now like LVT's were used instead of LCVP which would change things a bit but I have just started looking into that. This scenario was also built before barbed wire was added to the game which would also add a different spin to it |
Re: Issues in scn 73 Return to Guam
The original DOS code allwed you to buy crews IIRC. No use for anything. (It may be that you can change the type in the change unit code in the scenario editor, probably still can). But still notu use as they can only enter thier own bunker, gun or vehicle which they wont have.
Sometime way back when, removal of spurious crews was part of the "tidy-up" code I added (I think, its going back a looong time!). I think that is part of the save scenario cleanup code, but cannot swear to it, but I vaguely recollect that unassociated crews will be swept up somewhere. So if those "flavour" items were C_CREW class then they should be removed. If so and they have only now been removed by the tidy-up routines then it has been a long time since that particular scenario was ever saved! |
Re: Issues in scn 73 Return to Guam
1 Attachment(s)
Attached is a revision for consideration. The 2021 revision has the USMC in LVT's instead of Landing craft with a few more USMC infantry units and Avengers instead of PBY's for air support but to balance that added USMC mobility and firepower the Japanese have better defenses.*
This should be a different kind of nasty. |
Re: Issues in scn 73 Return to Guam
If anyone does play this out let me know if it's easier or harder with the USMC. The version *I thought* I had posted gave the Japanese a couple of mortars to give their observer team something to do but I was juggling two versions and ended up posting the one without the added Japanese mortars.
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Re: Issues in scn 73 Return to Guam
I would add a mortar or 2 to the defenders.
I cleared the map in 16 turns losing only 2 LTVs and 45 men. |
Re: Issues in scn 73 Return to Guam
So it ended up being easier with the LVT's even with the Wire on the Japanese positions?
And yeah...... I really thought those mortars were in both versions I was working with. I have looked at that area using a Venola map..... those hills were a LOT steeper in RL |
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Re: Issues in scn 73 Return to Guam
Or make some really steep slopes impassabel so vehicles cannot traverse them and grunts are really slowed by them?
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Re: Issues in scn 73 Return to Guam
I have been working on something just like that and digging around the net for more info
EDIT I had what was shaping up to be an interesting variant with hills more like reality and I got it done to the point of running a playtest and it started with the message that "USMC Engineers clear dragons teeth" which is a really nifty trick given they were in LVT's over half a km away from the nearest DT.......I took them out... repurchased them, reloaded them and started the game....same message...then the screen greyed out and locked up so that's a "delete me!!" dead end. Don Lazov will attest to the joy of trying to massage an old scenario. It can be quite an adventure but once they start going sour there is only one solution. It's too bad. it was really starting to get interesting. |
Issues in Scenario #77 Bulson
The wooden buildings at 54,45 and 55,46 are paved roads
The ones at 48,49 and 54,50 are rough. The secondary road disappears at 54,81. |
Issues in Scenario #83 East to Rostov
The Russian Dug in T-34s (Formation B) and the AT bunkers (Formation C) use SS flags.
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Re: Issues in Scenario #83 East to Rostov
Well, that shouldn't have happened. Now corrected
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Re: Issues in Scenario #83 East to Rostov
I found it odd too since the scenario pre dates the SS flag icon.
I even checked to see if they were originally purchased as captured German units but they are vanilla Russian ones. |
Re: Issues in Scenario #83 East to Rostov
I forgot to mention that the German A0 has no main gun ammo. Probably meant to represent a command tank.
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issues in Scenario #85 Wiking volunteers defend
The scenario is billed as Finn defend vs Russian assault and features the Finnish flag on the player select page but when you get to the actual game all the v hexes are SS flags and all of the units use SS flags except E3 which uses a Finnish flag.
The squads are titled as "Inf Gruppe SS" but the HQ, AT guns, and MMG units are "Finn/5SS". I would suggest that the main screen show SS vs Russia and all units use the SS flag or keep it as Finn vs Russia and have all the units use the Finnish flag. This is another one that predates the SS flag so I am not sure why most were converted to the SS flag but E3 and the Side selection screen were not. |
Re: issues in Scenario #85 Wiking volunteers defend
They show the SS tag because I changed them to the SS tag because Wiking was an SS formation
We have been over this in the past.... the main screen cannot show SS vs Russia because the only nation buttons used in the game are the ones you see when you pick for a generated battle and there is no SS "nation" ( or Philippines or Bolivia or the host of other nation ID and V hex flags we now allow to be used to dress up scenarios ) so it's going to show Finn as it was designed to. It may be that in that battle most of the Wiking units were Finns which is why he made them Finn instead of German... that's his prerogative as scenario designer. E3 was missed in the conversion and why it still showed the Finn ID tag but that's now been corrected |
Re: Issues in Scenario #83 East to Rostov
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Scenario issues
Since I see that my issues threads have taken up most of the campaign page, I will use a single thread going forward.
Issues in Scenario #88 The dark streets of Kiev Road hex at 82,20 is a stone building Road hex at 74,57 is volcanic sand Building hexes at 72,18 71,18 70,18 68,17 69,17 68,16 are paved road |
Re: Scenario issues
As you can see. I have merged them all into one thread
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Thanks. I didn't want to monopolize the campaign and scenario page with my nit picking. :) |
Re: RetLT Scenario issues
Keep em coming LT! I'll start to worry on the 200 and 500-800 series.
Hope to have a several packs to you by July ;-) |
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I look forward to new ones soon. |
Re: RetLT Scenario issues
Scenario #90 Kowel Attacking Czerkasy
SS unit O2 (Captured SU-76) uses Soviet flag. |
Re: RetLT Scenario issues
Not any longer.
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Re: RetLT Scenario issues
Scenario #92 Tigers at Narva
The Russian P-39s (Formation AD) have no ammo for their 37mm cannons |
Re: RetLT Scenario issues
Actually they do.... they just don't have a gun. For Aircraft the AP line is the number of guns and the HE line is the ammo. Those units in that scenario show 2 HE and 0 AP
Now corrected |
Re: RetLT Scenario issues
I just discover why it was 2 HE and 0 AP but that discovery raises other questions
The oldest OOB I can check is DOS 7.01 which goes back to 2004. The scenario description TXT files are generally a good indicator of when it was made but this one shows 2006 but others on either side show 2001 so I will assume this was made using OOB's from around that time which would be DOS ver 3 or 4. But I digress..... The DOS 7.01 shows the unit used in that scenario to have 2x 30cal MG, 2x 50cal MG and the 37mm cannon and all the ammo/gun info is correct in that there is ammo and the number of guns is not zero This is where things go sideways. The unit in the game shows the third slot with the cannon set up like 2 bombs so IDK if the unit was modified or why it would be but it is correct now |
Re: RetLT Scenario issues
My guess is that it was modified by the designer. I know of few of them that do so. :D
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Re: RetLT Scenario issues
I know I have added sandbags or logs to few tanks here and there to help balance or historical records...
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Re: RetLT Scenario issues
Scenario #94 Romanian Spring attack:
Mud hexes 47,33 and 48,34 are paved roads |
Re: RetLT Scenario issues
Scenario #95 Wiking meets the red blitz
There are invisible wooden bridges at 80,26 80,16 80,40 and 79,49. Since there are no roads I think these were supposed to be fords. The Russian level bombers do not attack. I would plot them to strike on turn 0. The scenario is hard enough as it is so I would not make them strike aircraft. |
Re: RetLT Scenario issues
The bridge/fords I can fix and yes this was a way to create a safe crossing place before we added the ability to manually change hex height but as you noted the scenario is already difficult for P1 but Medium as played as P2 and I assume as P2 you used them as bombers so in this case rather than plot them for a first turn strike and either give them an actual target that if destroyed could tip the play balance making a difficult scenario for P1 even more so or simply target them someplace they will do nothing more than create an airshow, what I am going to do is remove them. That does not make the scenario more or less difficult for P1 but potentially makes what you rate as a medium difficulty scenario when played as P2 into something that potentially makes it equally difficult and balanced for both sides
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Re: RetLT Scenario issues
Scenario #98 Hell's Highway:
The German HS-129s (Formation BP) play a rocket firing sound when they use their 7.5 cm cannon. |
Re: RetLT Scenario issues
Scenario #99 Wiking's Castle
Russian TU-2s do not fly. I would eliminate them or set them to attack on turn zero. When I played Russia all they did was kick up smoke and damage a squad. |
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Scenario #104 Katukov's escape:
German PZ1 (A0) uses a Panther icon Russian wagons G6 and G8 play truck noises rather than clip-clop. |
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Both issues now corrected |
Re: RetLT Scenario issues
Scenario 105 Enemy at the gates:
The following hexes are shallow water but display a different terrain type: 48,30 49,31 50,31 50,33 51,33 53,33 54,33 55,33 56,33 75,25 87,24 87,22 88,23 48,31 is deep water but displays a different terrain type. There are several stream hexes that read as shallow water but these are effectively the same so not an issue. |
Re: RetLT Scenario issues
Scenario #109 Danmark and Totenkopf:
Russian AT bunkers M0, M1, M2 use a German flag. The road at 65,25 has a building on top of it. |
Re: RetLT Scenario issues
I had a closer look at this one and those three bunkers all show they originally came from the Geman OOB then were altered... WHY ?..... IDK but I can guess, but that's why they picked up the ID tags like they did. Digging a bit deep it looks like they were selected because he wanted a log bunker with an AT gun showing and there are none like that in the Russian OOB so He poached them from the German OOB and changed the weapons
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Re: RetLT Scenario issues
Scenario #120 Smashing the crust
German FJ Groupe G0 has HE Panzerfausts but no AP ones British halftracks O4 and O5 are labeled as Lloyd carriers |
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Scenario #125 Lippert attacks the DZ
The German infantry is titled "Inf/SS NCO" and "Pioneer group SS" but use a standard German flag. |
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Scenario #126 Attempt to relive Frost
Same issue as 125. SS labeled infantry units use German flags. |
Re: RetLT Scenario issues
Scenario #128 The battle for Nijmegen
Same issue. SS units use German flags |
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