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Re: RetLT Scenario issues
This is now the altered write up for that scenario
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Re: RetLT Scenario issues
Scenario #311 Dnjeper Bridgehead
Russian Riflemen are Mech SMG squads. |
Re: RetLT Scenario issues
Scenario #312 Red army day
Several units on both sides (including the Russia HQ) are greyed out and never appear on the map. |
Re: RetLT Scenario issues
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This was a (MUCH) bigger mess than I thought it was when I first started looking at it :eek:
I suspect this map was originally larger and it was trimmed down after the scenario was built and that is why some units ended up on the edges and whole blocks of units ended up not even on the map. Although I am not seeing the narrow east edge now, the east edge did show unusually narrow when I started but I have loaded and saved the scenario a dozen times so there may have been some self-correcting going on The hint to that is the lower edge shows damage in the grey hexes which is not normal and the eastern/right edge grey hexes were not full hexes like the west/left edge. When I finally waded through this all the units should get onto the map but it is **a bit**< understatement/ sarcasm..... more nightmare> of a mess that took a large number of restarts to correct and near the end of the first go through I started thinking that perhaps in the Russian cases that had large blocks of units that those " off map" were supposed to be re-enforcements and if the map was indeed trimmed after deployment those large blocks of missing units may have lost their reinforcement entry hexes which would explain why so many are just not there. I made the corrections from a save so I can go back to the original and that is how I am treating them now but I can only guess WHEN and WHERE on the map they were intended to be reinforcements! :banghead This SHOULD play out much different after all the Russian units actually get into the battle which would change the "easy" rating from the German POV. There are a total of 4274 troops total on both sides....... https://forum.shrapnelgames.com/atta...1&d=1645636455 We have added a troop, unit and formation stat tab to scenhack so now anyone with access to scenhack can see that info... the actual number of troops in a scenario was never available before For the Russians guessing maybe 20% never made it onto the map but will now. EDIT It took nearly three hours but I have all units either on the map or scheduled to be reenforcements with the exception of one Russian unit that has been changed, then deleted and rebought and IS on the map and IS active when the scenario is played but it persistently shows being greyed out and after a half dozen attempts I have decided being greyed is not important as it IS on the map and can be used so there is one residual quirk but otherwise the units intended to be available are now available. I'm not sure why you mentioned it was a river crossing when the river is frozen and I have tentatively adjusted the rating FURTHER EDIT I was really curious just how many Russian troops never made it on to the map... had guessed maybe 20% but the total is right about 825. As it stood before editing both sides were about equal in manpower ( and why it was easy for the German defenders!). The extra 825 troops mean there are 31% more than before which should increase the challenge "somewhat" ( that's one and a half Soviet Rifle Battalions) :eek: |
Re: RetLT Scenario issues
Thanks. I will retest and reevaluate.
The river crossing was supposed to go to the previous scenario. I have corrected. |
Re: RetLT Scenario issues
Just for fun I let the modified game run AI vs AI then went off to do other things and occasionally come back and see how the battle was progressing and at first I saw the Soviets swarming through the eastern part of the city and thought perhaps too many had been "reactivated".
At one point before halfway through the Soviet AI had pushed tanks across the bridges over the frozen river and I thought the change had been too much but then I came back a half-hour later and I could see the German AI had started retaking V hexes and when I came back at the end the score was not far away from being a German AI Decisive victory so I am interested in seeing how this plays out for you and anyone else who wants to give it a try |
Re: RetLT Scenario issues
In the process of retesting now from the Russian side first.
I discovered that the dragon's teeth are not really there. They don't block movement and can't be cleared. |
Re: RetLT Scenario issues
Do you recall if it was like that before?
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Re: RetLT Scenario issues
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I took them out and put them back in again and that seems to have worked as they report being Dragons teeth.
Attached is the updated version. |
Re: RetLT Scenario issues
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Re: RetLT Scenario issues
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They are in revised copy I posted above |
Re: RetLT Scenario issues
Scenario #318 Cut the Baloney
German Wespes have odd pre-plotted targets. |
Re: RetLT Scenario issues
Scenario #329 Operation Cauldron
British units D0 and E0 play rifle sounds for their Stens. Other squads play correct sounds. |
Re: RetLT Scenario issues
Scenario #333 Assault on Maleme airfield
1.NZ Static AA guns do not fire at aircraft. 2. German PAW 7.5s under computer control fire cluster munitions. This cannot be repeated as a human player. |
Re: RetLT Scenario issues
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2........ well THAT is weird. Will investigate. Are you seeing a "cluster" type multiple graphics but confined to one hex ? |
Re: RetLT Scenario issues
2) The 7.5cm recoilless has AP ammo, and is an indirect fire weapon. AP is cluster for indirect weapons. (looking at the German OOB, not the scenario)
The anti-tank ammo for the thing should be all HEAT - it already has 5 of that, so the AP should be added to either of the HEAT or HE values. |
Re: RetLT Scenario issues
BINGO
I stared at the damn thing and saw everything but the AP ammo :doh: AP ammo now gone and that unit repurchased in the scenario |
Re: RetLT Scenario issues
Was this scenario specific or was it in the OOB? I think I may have seen it before.
The graphics were in multiple hexes like cluster ammo in MBT. |
Re: RetLT Scenario issues
Some 120 mortars I have seen doing that and it's a function of the way the code handles WH size and HEK but in that case, because it had AP and was an indirect fire class it would have been giving a "cluster " response
That little "gotcha" has been lurking for over a decade and a half |
Re: RetLT Scenario issues
Scenario #335 Push through Pogost
Russian "Riflemen" are Mech SMG squads Unknown if this is an issue but the scenario is an advance/delay but there are mines and wire present. I thought that was only for assault/defend. |
Re: RetLT Scenario issues
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Scenario designer's choice. My guess is he wanted wire and mines but not dug in troops in this scenario It would have been purchased as an assault/defend and then changed to an advance. |
Re: RetLT Scenario issues
Scenario #340 Reign of Chaos
German bicycle unit BL 1 plays truck sounds when it moves. All the other bicycles play the correct sound. |
Re: RetLT Scenario issues
Scenario #343 Bagration begins
There should be an ammo dump at 5,47. Every other pair of Nebelwerfers has one. |
Re: RetLT Scenario issues
Scenario #345 In the panzer's path
Russian 122s AI2, AI3, AJ0, AJ1, and AJ3 use short barreled 76.2 icons |
Re: RetLT Scenario issues
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Re: RetLT Scenario issues
Scenario #348 Lonneker bridge
1. Llyod carriers are halftracks 2. Sherman Tulips fire 2 smoke shells at a time. They sometimes land in the same hex but often they land in two different hexes. I thought it was due to the rockets, but it still happened when I turned the rockets off. |
Re: RetLT Scenario issues
Scenario #351 Victors at Wehl
German Wurfgerats AS0-AS3 use the icon of a LWS amphibious tractor and can't be used for indirect fire. |
Re: RetLT Scenario issues
Scenario #353 Silence the Merville battery
The British gliders arrive late and appear on board as movable units. |
Re: RetLT Scenario issues
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Well, that's really strange. The scenario is treating them as ground units even though they are UC glider. As for "Arrive late" turn 3 is when they were set to arrive Will investigate EDIT Corrected. They act like gliders again |
Re: RetLT Scenario issues
Thanks. They arrived on turn 12 and 18 respectively in the original.
Better late than never I guess. |
Re: RetLT Scenario issues
Scenario #354 A continued contest
Brit Commando scouts play sniper rifle sounds when they fire their Thompsom SMGs. |
Re: RetLT Scenario issues
Scenario #357 Hard fighting
The Polish bike units have a speed of only 1 when dismounted. They and their bikes are custom units but I think this is an oversight since it makes them very hard to use without getting shot up while mounted. |
Re: RetLT Scenario issues
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That was an odd one them only haveing speed 1 but now corrected
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Re: RetLT Scenario issues
Scenario #360 Nasty work at Niesulkow
Polish unit Y0 13.2 AAMG uses a long-barreled howitzer icon. The photo on the info screen is also of a howitzer. |
Re: RetLT Scenario issues
Scenario #361 The challenge for Hill 211
"211" does not appear in the title on the scenario screen. |
Re: RetLT Scenario issues
Long titles like that surpass the max the game allows but with care they can be entered manually as long as they don't drift into other text.
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Re: RetLT Scenario issues
Thanks. My OCD was triggered
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Re: RetLT Scenario issues
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I have manually made the "correction"
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Re: RetLT Scenario issues
Scenario #369 Petrovski jam
Russian "Riflemen" R0, R1, R2, Y3, W0 and W1 are Mech SMG squads. The others are correct and are listed as Reserve infantry |
Re: RetLT Scenario issues
Scenario #370 Strongpoint Mexiko
Russian Rifle Sections in formations E-J are mech SMG squads. |
Re: RetLT Scenario issues
I will allow myself to jump into the matter.
Campaign #4 - Golden Talon at the Bulge. I believe its broken at least by scenario #2, the attack on two villages. I believe the campaign was designed years ago, when there was no snow penalty applied (or at least it was not so grave as it is now). Thus scenario #2 is pretty much impossible. You need to score at least marginal victory to proceed. Flags at the end of your attack have much higher values than at the start. However, snow impairs movement badly even on roads. There are 12 turns to complete the mission and I believe one cannot do that in just 12 turns. I was attacking and trashing any resistance really, but several times fimply failed to reach the flags as often my troops move only 1-2 hexes per turn. I also tried to use roads, I am literally rushing suicidically with roads, right onto German SMGs, but at best result I was like ~150 points short from marginal. I don't think final frags are accessible even mathematically speaking :D I believe its worth fixing? |
Re: RetLT Scenario issues
I will put this on the to investigate list for future reference
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Re: RetLT Scenario issues
Scenario #378 Unparalleled fury
Russian Rifle sections W0, X0, Z0, AC0, AD0, AF0, AG0, and AH0 are SMG squads. AA0, AB0 and AE0 are correct. |
Re: RetLT Scenario issues
Scenario #385 Long night at Sbeitla
Bridge at 32,18 is a stream Ford at 29,23 is also a trench |
Re: RetLT Scenario issues
Scenario #388 Enjoying it very much
Japanese units C3 and I0 have their speed set to zero. |
Re: RetLT Scenario issues
All things considered. I think that was done deliberately by the designer.It's designed to be played with the Japanese as the computer opponent on defence
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Re: RetLT Scenario issues
Scenario #832 Yang Dang Khoum
My own actually :D Recently replayed it and there seem to be bug I can hardly explain. Foreign Legion battalion is tasked with holding the staging position and prevent Thai counterattack (as it was in reality). However, for unknown reason when I played it Legion also launches attack just like other battalions. Fuirthermore, I checked it in scenario editor and I am DAMN sure ENTIRE Legion is set to reaction turn 98 - and yet it moves to attack. It is a bit of a problem as it ruins the scenario - Thai counterattack develops unopposed :V Any idea what could cause that? I do not remember this happening during test plays. Wrong updating during one of the updates maybe? PS: just for the record. This scenario is wrongly behind scenarios #828 and #829 - as Yang Dang Khoum is historically the first, and set of three scenarios was released as improvised "trilogy". |
Re: RetLT Scenario issues
On the list to investigate at some point. I seem to recall there was another scenario that had units reacting when they were set to 98 as well but I don't recall how that was resolved ATM but it MAY have been setting the reaction to a few turns longer than the scenario is set to run but I'm not sure.
in any event, a 98 set formation should NOT be reacting so this is something that needs looking into whenever we start looking at the game again That said there was one legionnaire formations that did not have a reaction set ( BP ) but only that one |
Re: RetLT Scenario issues
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Re: RetLT Scenario issues
Scenario of my own - #828 Nasty Nakhon Surprise
Same issue as with Yang Dam Khoum battle. There is a Japanese company guarding the beachhead with 98 reaction turn, and yet it rushes into battle as soon as it is on map (it arrives later). Probably reactions turns got broken again. RelT, I believe I play scenarios I find interesting, so it might be a certain hardship. Not to mentioned I played nearly all up to like ~600 in line. |
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