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-   -   RetLT Scenario issues (http://forum.shrapnelgames.com/showthread.php?t=52718)

RetLT September 30th, 2021 11:31 PM

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

DRG October 1st, 2021 05:02 AM

Re: RetLT Scenario issues
 
Corrected

RetLT October 1st, 2021 03:43 PM

Re: RetLT Scenario issues
 
Scenario #230 Festungstruppen

German fortified house D0 has its two MG42s turned off.

RetLT October 6th, 2021 10:34 PM

Re: RetLT Scenario issues
 
Scenario #232 Abwerschlact bei Leczyka

Polish wagons play truck sounds

RetLT October 7th, 2021 09:06 PM

Re: RetLT Scenario issues
 
Scenario #233 Delaying action at Otta

German Fahrrads AB4-AB7 play motorcycle sounds.

RetLT October 12th, 2021 10:32 PM

Re: RetLT Scenario issues
 
Scenario #238 Glider raid on Eben Emael

AAMG positions L0 and M0 do not shoot at aircraft

Couple Grande E0 does not rotate.

RetLT October 15th, 2021 12:28 AM

Re: RetLT Scenario issues
 
Scenario #240 Dernaki attack

The Polish wagons play truck sounds

RetLT October 18th, 2021 11:27 PM

Re: RetLT Scenario issues
 
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.

DRG October 19th, 2021 08:08 AM

Re: RetLT Scenario issues
 
Those two are units created from scouts by the designer and picked up the original weapons sound.....now fixed

blazejos October 19th, 2021 10:52 AM

Re: RetLT Scenario issues
 
Quote:

Originally Posted by RetLT (Post 851057)
Scenario #238 Glider raid on Eben Emael

AAMG positions L0 and M0 do not shoot at aircraft

Couple Grande E0 does not rotate.

Couple Grande was existing under different name in Belgian OOB and is probably static icon without possibility to rotate. About AAMG's I remember when I created this scenario around 2003/2005 They fire some shots on landing gilders in times when game were still based on DOS. Meaby that doesn't mater too much they should fire on German soldiers when they move on top of the fort that is their main task.

RetLT October 19th, 2021 03:21 PM

Re: RetLT Scenario issues
 
Scenario #244 Charge Broski!

Polish wagons play truck sounds.

RetLT November 14th, 2021 11:44 AM

Re: RetLT Scenario issues
 
Scenario #258 Storm over Sawakow

Wooden bridge at 42,66 is a swamp hex

RetLT November 17th, 2021 02:52 PM

Re: RetLT Scenario issues
 
Scenario #259 KG Kleenman attacks

Russian partisan units AG0, AG1, and AG2 play the wrong sound for their MG-34s.

RetLT November 23rd, 2021 03:05 PM

Re: RetLT Scenario issues
 
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

DRG November 23rd, 2021 04:46 PM

Re: RetLT Scenario issues
 
Quote:

Originally Posted by RetLT (Post 851191)
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

For a while, I thought you'd found one I could not fix but I eventually came up with a workaround. The Hedgerows were simple...... the buildings OTOH were a PITA. I suspect originally it was supposed to be a single multihex building but nothing would go and the neutral V hex disappeared when I tried to remove the "invisible" buildings OR allow more to be added until I cleared a lot away around the area then I managed to get in some single hex buildings and rebuild the tracks and tramlines and reset the V hex.

Fun. NOT ....but fixed now

RetLT November 24th, 2021 03:05 PM

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.

blazejos November 24th, 2021 07:07 PM

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

RetLT November 25th, 2021 06:36 PM

Re: RetLT Scenario issues
 
Scenario #270 Battle of Mokra

Polish wagons play truck sounds

German PZ2s have no HE ammo

RetLT December 3rd, 2021 03:37 PM

Re: RetLT Scenario issues
 
Scenario #274 Hold the Panzers

Polish wagons play truck sounds

German PZ 2s have no HE ammo

RetLT December 7th, 2021 05:23 PM

Re: RetLT Scenario issues
 
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.

RetLT December 21st, 2021 03:04 AM

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

RetLT December 27th, 2021 01:51 AM

Re: RetLT Scenario issues
 
Scenario #284 Tanks before Zaicnai

Building at 23,80 is a road

RetLT January 3rd, 2022 08:30 PM

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.

DRG January 4th, 2022 10:24 AM

Re: RetLT Scenario issues
 
The scenario notes do say........

Quote:

If played against the AI the human player should take the German side.
German reaction to V hexes taken is only an issue if the scenario is played from the not recommended side.

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

DRG January 6th, 2022 01:55 PM

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.

RetLT January 7th, 2022 02:08 AM

Re: RetLT Scenario issues
 
Scenario #287 Dnjestr Crossing

Russian SMG squads are labeled as Riflemen

RetLT January 12th, 2022 05:23 PM

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

RetLT January 13th, 2022 05:03 PM

Re: RetLT Scenario issues
 
Scenario #292 Seething with fury

Stream hexes at b54,64 and 46,56 are clear hexes

DRG January 13th, 2022 05:07 PM

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

RetLT January 14th, 2022 01:22 AM

Re: RetLT Scenario issues
 
1 Attachment(s)
Screen shot attached.

Mobhack January 14th, 2022 01:42 AM

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.

DRG January 14th, 2022 11:36 AM

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

zovs66 January 14th, 2022 12:05 PM

Re: RetLT Scenario issues
 
In some of mine I have set the range (y) for the AI to help it hurt humans lol.

DRG January 14th, 2022 12:24 PM

Re: RetLT Scenario issues
 
1 Attachment(s)
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

RetLT January 15th, 2022 05:33 PM

Re: RetLT Scenario issues
 
1 Attachment(s)
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

DRG January 15th, 2022 07:47 PM

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

RetLT January 16th, 2022 05:04 PM

Re: RetLT Scenario issues
 
Quote:

Originally Posted by DRG (Post 851398)
So........ AFAIK you are the first one to mention it in a decade and a half

No one picks nit quite like I do. ;)

DRG January 16th, 2022 11:09 PM

Re: RetLT Scenario issues
 
Quote:

Originally Posted by RetLT (Post 851399)
Quote:

Originally Posted by DRG (Post 851398)
So........ AFAIK you are the first one to mention it in a decade and a half

No one picks nit quite like I do. ;)


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

DRG January 18th, 2022 11:07 AM

Re: RetLT Scenario issues
 
RE:

Quote:

Originally Posted by RetLT (Post 850869)
Scenario #182 Italian YF defends
Difficulty: Impossible
Size: Medium
Time: Medium
Playable from either side: no
Enjoyability: 1

Can't stop the Matildas. The best you can hope for is a 1:2 draw.


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

RetLT January 20th, 2022 12:11 AM

Re: RetLT Scenario issues
 
If you can send me the updated version I can retest it.

RetLT January 20th, 2022 02:45 AM

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.

DRG January 20th, 2022 04:07 AM

Re: RetLT Scenario issues
 
Quote:

If you can send me the updated version I can retest it.
Send me a PM with your email address

DRG January 20th, 2022 04:42 AM

Re: RetLT Scenario issues
 
Quote:

Originally Posted by RetLT (Post 851414)
Scenario #298 Vendes


3. Nearly all of the "Infantry Groups" which arrive as reinforcements are really mech scouts.

Looking at OOB's from around the time it was built, that was what was intended. Half normal squad strength reinforcements. Then as now the OOB name for the units is PzAufkl Grp and they are 6 man units and they have been renamed for this scenario

Quote:

Originally Posted by RetLT (Post 851414)
Scenario #298 Vendes
2. German "Tiger" is really a PZ4h

That unit has been a PzKw IV H right back as far as I can check. It says "Tiger" but it's a PzKw IV H. Since the scenario plays out OK with it being a PzKw IV H I will rename the unit

Quote:

Originally Posted by RetLT (Post 851414)
Scenario #298 Vendes

1. British 3-inch mortars have their range set to 3500 when max range is 2550 same as scn 294

Now correct

RetLT February 2nd, 2022 05:54 PM

Re: RetLT Scenario issues
 
1 Attachment(s)
Scenario #304 The evil upland

Same issues as Scn 295. The US naval artillery is immobilized landing barges

DRG February 4th, 2022 11:44 AM

Re: RetLT Scenario issues
 
Quote:

Originally Posted by RetLT (Post 850782)
Scenario #162 Gliders at Crete

I landed all of my gliders together but they seemed to be demoralized by all the abandoned gliders lying around and stayed pinned or worse for the rest of the scenario.

Is there a way to stop them from getting suppression points from the gliders?


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

RetLT February 5th, 2022 12:11 AM

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?

DRG February 5th, 2022 09:24 AM

Re: RetLT Scenario issues
 
Quote:

Originally Posted by RetLT (Post 851478)
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?

That's what we started to suspect . It may be where they are plotted to land that is the reason. If I land them somewhere nice and quiet in that scenario they don't gain suppression

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

zovs66 February 5th, 2022 09:56 AM

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.

DRG February 5th, 2022 10:01 AM

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:

DRG February 5th, 2022 10:38 AM

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:

: https://history.army.mil/books/wwii/.../20_260_4.htm*
*
'At 0800 the first gliders, each carrying twelve men, landed near the airfield and on the beaches near Canea. At the same time approximately 2,000 parachutists jumped in waves of 200 each at fifteen minute intervals. Two of every three parachutes in each wave carried containers with weapons and supplies. At Maleme, the parachute troops jumped into strong enemy fire from infantry weapons, em-placed in positions built into the hills south of the airfield. Many of the paratroopers were killed during the descent or shortly after landing. Because of the concentrated enemy fire most of the men were unable to recover the weapons containers and had to rely on the pistol, four hand grenades, and large knife they carried. One battalion of the assault regiment landed too far to the east among olive groves and vineyards near Maleme and was greeted by murderous machine gun and heavy weapons fire. Casualties were very heavy, and the medical platoon that had set up a first aid station in a farm house was overwhelmed by the constant influx of seriously wounded men. The gliders would have been completely destroyed by enemy fire, had they not been covered by clouds of dust which formed as soon as they touched ground.'
........and the scenario pretty much recreates that chaos and the units in the scenario are better armed than the actual troops


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