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Re: RetLT Scenario issues
Scenario #229 Brest-Litovsk
The German Stugs have no ammo for their MP-40s The stone bridge at 45,13 is shallow water The building at 59,34 block the road |
Re: RetLT Scenario issues
Corrected
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Scenario #230 Festungstruppen
German fortified house D0 has its two MG42s turned off. |
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Scenario #232 Abwerschlact bei Leczyka
Polish wagons play truck sounds |
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Scenario #233 Delaying action at Otta
German Fahrrads AB4-AB7 play motorcycle sounds. |
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Scenario #238 Glider raid on Eben Emael
AAMG positions L0 and M0 do not shoot at aircraft Couple Grande E0 does not rotate. |
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Scenario #240 Dernaki attack
The Polish wagons play truck sounds |
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Scenario #243 First shots of the LAH
Polish LMG squads H0 and H1 play rifle sounds when they fire their 7.92 WZ 28 LMGs. The rifle squads play the correct sound when firing the same weapon. |
Re: RetLT Scenario issues
Those two are units created from scouts by the designer and picked up the original weapons sound.....now fixed
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Scenario #244 Charge Broski!
Polish wagons play truck sounds. |
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Scenario #258 Storm over Sawakow
Wooden bridge at 42,66 is a swamp hex |
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Scenario #259 KG Kleenman attacks
Russian partisan units AG0, AG1, and AG2 play the wrong sound for their MG-34s. |
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Scenario #269 Westerplatte: Crew of death
Hedgerow hexes 68,25-27 are clear Buildings at 30,112, 29,111, 29,112 and 29,113 are invisible |
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Fun. NOT ....but fixed now |
Re: RetLT Scenario issues
Thanks.
I discovered it by accident when I tried to move one of the armored cars into the v hex and got a warning message. |
Re: RetLT Scenario issues
Hello
I created this scenario around 2003/2004 and haven't much experience in scenario creation one of my firsts. Probably that is why was this problem with invisible building great that you both found this and solved this issue. I try to include in this scenario two events Westerplatte defence and fight in Polish post office in Danzig which probably will be now best done in separate sceneries. I remember that Don especially for that scn build ADGZ icon unit in that time. Scenerio also include German SA units and SS local army of free city https://en.wikipedia.org/wiki/SS_Heimwehr_Danzig and was quite complicate in times of DOS SPWW2 |
Re: RetLT Scenario issues
Scenario #270 Battle of Mokra
Polish wagons play truck sounds German PZ2s have no HE ammo |
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Scenario #274 Hold the Panzers
Polish wagons play truck sounds German PZ 2s have no HE ammo |
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Scenario #275 Even the bravest
Polish wagons play truck sounds German PZ 2s have no HE ammo German 75.5 le IG 18s of Formation BE use a long barreled ATG icon. The othe ones use the correct icon. |
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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 |
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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........
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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 |
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Scenario #291 Rangoon escape route
British 3 in mortars have their range set to 2750 but have a max range of 1450 |
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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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Re: RetLT Scenario issues
That means nothing in the scheme of things. Maybe the scenario designer used the Y key to set that specific range, maybe they self-set it as reaction to being fired on, but either way - nothing to worry about. AI will plot them normally for indirect fires. Human can use the Y key if needed.
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Re: RetLT Scenario issues
AH !
This is why I keep copies of old OOB's. This scenario was built in 2005/2006 so it was built with OOB's that spanned the DOS/Win changeover Back then the 3 inch mortar in the Indian OOB had a 55 hex range and that = 2750 If you click on the unit and the unit data is shows the correct range and more importantly can only be targeted to the current correct range not the 2750 range That was based on erroneous information from early on in the OOB development and is supposed to be the max range that late war the Long Range version could obtain but even 55 is too far and the current LR is 51 Why that bit of code is reporting the original range but the game uses the correct range everywhere else is a mystery |
Re: RetLT Scenario issues
In some of mine I have set the range (y) for the AI to help it hurt humans lol.
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Re: RetLT Scenario issues
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The "solution" in this case is to use Scenhack to "change" those units to their current version and when that is done and saved the scenario will report the correct range that can be used even though the correct range is what is currently being used.. just being reported incorrectly
https://forum.shrapnelgames.com/atta...1&d=1642177427 However, as the original scenario's mortar ranges would have allowed use onto Japanese positions and the reduced range does not I have redeployed those units closer to the lead units to compensate |
Re: RetLT Scenario issues
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Scenario #295 Shafer's bad luck
US Naval Artillery units S0 and S1 are listed as Immobilized landing barges and can't be used for indirect fire. They are key to any chance of stopping the Tigers |
Re: RetLT Scenario issues
Those units had been borrowed from the USMC OOB and when that scenario was built that slot was occupied by a Naval Fire Support unit that was removed the next year and replaced by the LC
So........ AFAIK you are the first one to mention it in a decade and a half Corrected now |
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I am surprised though that Scenhack didn't pick it up given all the times I have run the checks on the scenarios after OOB changes |
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I don't like to hear it's impossible unless it was designed to be. In this case, it should not be impossible from the Italian side. The big problem is in reality this was an Italian victory and there were only Crusaders on the British side. I won't include this review in the scenario write up as the Matildas have been removed and replaced with Crusaders which changes the dynamics of the scenario |
Re: RetLT Scenario issues
If you can send me the updated version I can retest it.
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Re: RetLT Scenario issues
Scenario #298 Vendes
1. British 3-inch mortars have their range set to 3500 when max range is 2550 same as scn 294 2. German "Tiger" is really a PZ4h 3. Nearly all of the "Infantry Groups" which arrive as reinforcements are really mech scouts. |
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Re: RetLT Scenario issues
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Scenario #304 The evil upland
Same issues as Scn 295. The US naval artillery is immobilized landing barges |
Re: RetLT Scenario issues
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I needed to resurrect this as it is the next Item on our list. I ran a test with Japanese Glider units ( because that was the nation that was P1 and I knew they had gliders as I had just redone the main glider ) Anyway......... I landed the gliders away from any enemy fire. They all landed OK and after landing I moved the troops a few hexes as if setting up a perimeter then ended the turn 6 times After landing the troops all had 1 suppression which is normal.... after 6 turns at least half were zero suppression so in that test I did not see suppression climb as the game went on. If ANYONE would like to run some duplicate test... just simple ones and tell us if you see suppression climb after landing when they are not under fire Thanks |
Re: RetLT Scenario issues
Just tried US v Germany 1944.
Landed all and stayed by the gliders. No suppression after 2-3 turns. Maybe it was scenario specific somehow? |
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However. Landing under constant fire from small arms and 40mm flak is not a recipe for making troops happy and brimming with confidence in their mission and those that planned it. It may be the mother of all "Hot LZ's". A compound word that starts with "cluster" comes to mind......They literally land into Hell on earth when you use the "historical" LZ's Thanks for running a test. It confirms the ones we've run |
Re: RetLT Scenario issues
I have created at least three scenarios that use gliders (that I can recall) one might be a good testing scenario AFK but it has operation Veracity in its name IIRC and is fairly small, or I may be thinking of Pegasus bridge and I also did a smaller 1940 German glider one but they are set to land on elevated roads or in fields and the Dutch are in the LZ.
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Re: RetLT Scenario issues
Don....... it's the LZ's in that scenario. Troops are landing and exiting gliders right into 40mm Bofors and small arms fire and since there are hardly any units that are capable of returning fire and if they do they have the undivided attention of aforementioned AA and small arms.
It's a good scenario to play if you like "a challenge" :rolleyes: |
Re: RetLT Scenario issues
Did some digging....... glad I did. I have added this to the scenario write up
Historically this is what happened..... Quote:
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