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

RetLT July 18th, 2022 07:20 PM

Re: RetLT Scenario issues
 
Scenario #398 Revenge

Polish scout E2 plays a rifle sound when it fires its 9mm MORS SMG

RetLT August 10th, 2022 01:37 AM

Re: RetLT Scenario issues
 
Scenario #402 Peleiu 2

Mines icons at the following hexes do not really have mines:

21,136
20,138
18,139
23,154
24,156
25,158
25,164
25,169

I spent several turns trying to clear them before discovering they were not really there

RetLT August 10th, 2022 01:38 AM

Re: RetLT Scenario issues
 
1 Attachment(s)
Scenario #403 Peleiu 3

US HQ A0 appears on the map but is also loaded on LTV EW5

DRG August 10th, 2022 10:20 PM

Re: RetLT Scenario issues
 
Quote:

Originally Posted by RetLT (Post 853020)
Scenario #402 Peleiu 2

Mines icons at the following hexes do not really have mines:

21,136
20,138
18,139
23,154
24,156
25,158
25,164
25,169

I spent several turns trying to clear them before discovering they were not really there

Do you think the scenario would play better with them or without?

RetLT August 13th, 2022 12:12 AM

Re: RetLT Scenario issues
 
It would make it a bit more challenging.

RetLT August 13th, 2022 12:13 AM

Re: RetLT Scenario issues
 
Scenario #405 Peleiu 5 D+1 North area

Mines at the following hexes are just icons. Others really are mines.
18,139
20,138
23,154
25,158
25,164
25,169

Edit: Check 404 D+1 South area too. All mines except 20,125 are just icons

zovs66 August 13th, 2022 06:39 AM

Re: RetLT Scenario issues
 
My vote, make em mines.

Ts4EVER August 14th, 2022 06:53 AM

Re: RetLT Scenario issues
 
Yeah those scenarios are not massively hard, so probably it wouldn't "break" them.

DRG August 14th, 2022 10:13 AM

Re: RetLT Scenario issues
 
Maybe toss in some wire to make things more interesting?

zovs66 August 14th, 2022 03:56 PM

Re: RetLT Scenario issues
 
My vote for wire is toss it in, maybe a boobie trap too.

Ts4EVER August 14th, 2022 06:13 PM

Re: RetLT Scenario issues
 
I wouldn't change those too much, they are very well researched and I think many obstacles are actually in historically accurate positions.

DRG August 15th, 2022 05:05 AM

Re: RetLT Scenario issues
 
I have not opened it yet to investigate but if the mine icons are there they were placed but IDK what may have changed in code to "deactivate" them as this is a unique issue confined to this series of scenarios AFAIK so I will " re-activate" them for sure IF RetLT thinks that the scenario would be more balanced with them there rather than not.... a bit of wire here and there was just a thought

zovs66 August 15th, 2022 07:58 AM

Re: RetLT Scenario issues
 
Quote:

Originally Posted by Ts4EVER (Post 853040)
I wouldn't change those too much, they are very well researched and I think many obstacles are actually in historically accurate positions.

Personally no matter how well researched I don’t think the placement of the exact mine and wire locations in a 40 meter hex can be 100% precise, not even for any DDay or Kursk position will be known. Even our game maps even with the Valhalla tool are not 100% accurate. We can make some very good and close assumption , but stating with 100% certainty that the “historical “ map or sources aligns with our SP map and game is untrue.

Ts4EVER August 15th, 2022 08:21 AM

Re: RetLT Scenario issues
 
Quote:

Originally Posted by DRG (Post 853041)
I have not opened it yet to investigate but if the mine icons are there they were placed but IDK what may have changed in code to "deactivate" them as this is a unique issue confined to this series of scenarios AFAIK so I will " re-activate" them for sure IF RetLT thinks that the scenario would be more balanced with them there rather than not.... a bit of wire here and there was just a thought

Regarding that bug, I have a theory: He made 5 scenarios that are fairly complex on essentially the same map. My guess is that he had some kind of "master map" with all units placed and then modified it to make the scenarios. I have done similar stuff before and it is prone to errors, like flags of unit being displayed that aren't actually there. Wouldn't be surprised if something went wrong there.

Karagin August 15th, 2022 04:21 PM

Re: RetLT Scenario issues
 
Could these scenarios have been meant to be a campaign at one point?

Ts4EVER August 15th, 2022 05:10 PM

Re: RetLT Scenario issues
 
No, they are way too complex for that. A limitation of WinSPWW2 campaigns is that you can not split up the core force (as you can in Combat Mission, for instance) and without that functionality they would not work as intended.

DRG August 15th, 2022 09:44 PM

Re: RetLT Scenario issues
 
https://www.history.com/topics/world...0light%20tanks.

Quote:


Measuring around two miles long and a half-mile wide, the island of Betio was crisscrossed with defenses: 100 pillboxes (dug-in concrete bunkers), seawalls, an extensive trench system for defensive movements and an airstrip were supported by coastal guns, antiaircraft guns, heavy and light machine guns and light tanks. Betio’s beaches were naturally ringed with shallow reefs, which were covered with barbed wire and mines.



So barbed wire and mines it will be in the areas with the borked mines



https://www.lonesentry.com/articles/...and/index.html

DRG August 15th, 2022 10:03 PM

Re: RetLT Scenario issues
 
Quote:

Originally Posted by Ts4EVER (Post 853037)
Yeah those scenarios are not massively hard, so probably it wouldn't "break" them.


They should NOT be "not massively hard" ( not even a little bit )

https://www.businessinsider.com/batt...istory-2017-11

Quote:

"The island was the most heavily defended atoll that ever would be invaded by Allied forces in the Pacific," wrote Joseph Alexander, a historian who was a Marine amphibious officer.

Betio's defenders deployed steel tetrahedrons, minefields, and dense thickets of barbed wire. Walls of logs and coral surrounded much of the island. Machine guns, rifle pits, and anti-tank ditches were often integrated into the barricades, and many emplacements, like pillboxes, were built to have converging fields of fire.

Anti-personnel and anti-vehicle mines were scattered around the island, its lagoon, and its reef.

Ts4EVER August 16th, 2022 02:02 AM

Re: RetLT Scenario issues
 
Well, just because a battle was a horrible slog for the forces on the ground, doesn't mean that the scenarios should be hard to win for the player. After all, while I don't doubt that there were high casualty rates and it was generally terrible on those islands, the Japanese never had a chance in hell to actually hold them and "win" the battle. I'd say that is pretty well represented in those scenarios, you won't have much of a problem of winning them, but you WILL take casualties.

Ts4EVER August 16th, 2022 02:07 AM

Re: RetLT Scenario issues
 
Also, to clarify my initial comment: What i meant was that there are scenarios in the game that are hard in the sense that "they come down to the wire" and where a small change might conceivably make them unwinnable or break them. That is not the case in this one.

RetLT August 20th, 2022 06:57 PM

Re: RetLT Scenario issues
 
Scenario #407 Dundynce

Russian "Rifle section"s of formations U and V are Mech SMG squads.

RetLT September 19th, 2022 08:43 AM

Re: RetLT Scenario issues
 
1 Attachment(s)
Scenario #422 Pebble in the flood

All of the T-34s are listed as carrying the German HQ.

It is not affected when they take fire.

Ts4EVER September 19th, 2022 08:51 AM

Re: RetLT Scenario issues
 
What a weird bug. This was actually the first scenario I ever had "published". How time flies!

DRG September 21st, 2022 04:59 AM

Re: RetLT Scenario issues
 
1 Attachment(s)
Very strange indeed. I will look into that over winter

It bugged me so I figured out how to fix it and it is...no more German Commaders on the Russian re-enforcement T-34's---------attached ( just the .DAT )

RetLT September 28th, 2022 03:57 PM

Re: RetLT Scenario issues
 
Scenario #423 Prokhorovka

German A0 cannot call in artillery

DRG September 28th, 2022 07:03 PM

Re: RetLT Scenario issues
 
1 Attachment(s)
Quote:

Originally Posted by RetLT (Post 853193)
Scenario #423 Prokhorovka

German A0 cannot call in artillery

It can now...... ( .DAT only )

RetLT October 11th, 2022 07:36 PM

Re: RetLT Scenario issues
 
Scenario #424 Steyerberg

British LLoyd carriers are M3 Halftracks

RetLT November 7th, 2022 06:33 PM

Re: RetLT Scenario issues
 
Scenario #433 The "W-hour" Wola

German bridges AS 0/1 and AT 01/1 as well as Polish barricades BR0-BU3 use ammo canister icons.

DRG November 7th, 2022 10:11 PM

Re: RetLT Scenario issues
 
Quote:

Originally Posted by RetLT (Post 853374)
Scenario #433 The "W-hour" Wola

German bridges AS 0/1 and AT 01/1 as well as Polish barricades BR0-BU3 use ammo canister icons.

I have NO IDEA whatsoever what that is all about or even why it was included but I suspect these may be personally edited icons in the designers game built and put into the SHP file to replace Icon 563 (Ammo Dump ( small ))........ in the actual game they are Schutzbunker fortifications that have had their icon changed either in the game using Edit unit data Misc or with Scenahack but I fail to see any use for them at all as " Railway bridges" though they do make ( sort of.......) reasonable substitute "Barricades" though a simple dragons tooth would have worked.

PERHAPS Blazej will enlighten us ?

RetLT November 8th, 2022 05:51 PM

Re: RetLT Scenario issues
 
Scenario #436 Pursuit

German units break cover and advance to the right on turn 8. There are no objectives for them to be after.

This scenario is meant to be played as the Germans but it makes it very easy if played as the USA.

blazejos November 9th, 2022 11:21 AM

Re: RetLT Scenario issues
 
Quote:

Originally Posted by DRG (Post 853377)
Quote:

Originally Posted by RetLT (Post 853374)
Scenario #433 The "W-hour" Wola

German bridges AS 0/1 and AT 01/1 as well as Polish barricades BR0-BU3 use ammo canister icons.

PERHAPS Blazej will enlighten us ?

Hello that's great that you are interested in that scenario which I done around 2008. So Don have right this units were edited especially with scenhack by me to represents two issues. First polish barricades were build very fast by civilians who helps AK units in matters of hours on important streets of Wola district to strength of defence positions they were build from whatever they have sometimes cars on their side trams or look on original photos

https://ocdn.eu/pulscms-transforms/1...FM0BvN4AAaEwBQ

Here original photos from Wola district baricades
http://www.sppw1944.org/powstanie/wola/p21.jpg

http://www.sppw1944.org/powstanie/wola/p18.jpg

http://www.sppw1944.org/powstanie/wola/p19.jpg

In a few days they were rebuild with sand sacks but that's scenario represents first two hours of upraising so they were in that primitive version. I can't found icon's which my represents this mess of everything so ammo dump icon was something which was close. Now I understand that is confusing. So if you and Don ware interested and if you think that is worth meaby I can paint two or three icons which my represents this barricades used in city fighting?

here original map of Barricades on Wola district Warszawa in early august 1944
http://www.sppw1944.org/index.html?h...powstanie.html
So I try done this as much real as possible.

Here 600 photos of Warsaw Baricades in 1944 one is even with Bismarck portrait ;) taken from one of the occupiers office

https://www.1944.pl/fototeka/barykady,60.html

That help by civilians for AK units in first days was the reason why Adolf Hitler personally directed to kill "anything that moves" and leads to "Wola Masacre" since 5th of August 1944 https://en.wikipedia.org/wiki/Wola_massacre

Piotr Gursztyn
Der vergessene Völkermord here is short description of academic book about this genocide https://muzeum1939.pl/en/der-vergess...book/2200.html



Second issue Railway Bridges
Originally AK units from Wola district have an order to take railway viaducts on line which encircles district from the east and destroy them. That was prepared because escarpment was so slope that tanks can't pass there and only way was under those viaducts. In 1939 there was defence line and here is photo from September 1939

http://www.sppw1944.org/powstanie/wola/o01.jpg

Unfortunately German resistance was (Tobruk bunkers on embankment) so strong that this viaducts were not taken and German tanks enter to the district from this side. On the beginning of upraising was a German tank unit close in village east from Wola which was resting after fight with Russians on eastern side in Warszawa-Praga. Viaduct stands until today here photos

https://tustolica.pl/niemieckie-bunk...-na-woli_74618

So I try simulate in game engine a bridge which is not on top of the water. What was impossible. I also try to simulate that when this bridge will be destroyed rubble will block the way for tanks to enter Wola district like in original AK command plan. That was also impossible but that is reason why I not place there dragon teeth because if bridges stands like in history tanks can easy enter. I plan to give this unit look like a bridge but there is no correct icon in units list so if you will be interested meaby is worth to add such icon to simulate viaduct inside game?

DRG November 9th, 2022 06:16 PM

Re: RetLT Scenario issues
 
I'll think about it. It has a very limited usefulness

So this is to simulate rubble for the bridges?

That barricades are fine. but the underpass bridge IMHO not worth bothering with

RetLT November 27th, 2022 03:58 PM

Re: RetLT Scenario issues
 
Scenario #445 Offensive in the Saar

1. Canal hexes 57, 48 and 60,48 are clear. All others are fords
2. French Grp Genie DE1 has a cost of 74 but nothing to justify it

RetLT November 29th, 2022 11:00 PM

Re: RetLT Scenario issues
 
Scenario #446 ASL Gotterdammerung

The building at 24,30 and 25, 30 isn't really there.

German unitsL0, M0, N0, O0 and Russian units Q-13, R1-3, and AH0 all carry demolition charges.

When they fire at any unit, even outside of the range of the demo charge, they explode, destroying themselves and damage or destroy everything near them. They are like little tac nukes!

Several units were modified but this modification has major side effects that were not intended. I would replace the demo charges with satchel charges.

Note: The units with the demo charges will not Z-fire so you will have to get them to fire at an enemy unit to see the explosion.

DRG November 30th, 2022 05:11 AM

Re: RetLT Scenario issues
 
Quote:

Originally Posted by RetLT (Post 853425)
Scenario #446 ASL Gotterdammerung

The building at 24,30 and 25, 30 isn't really there.

Now corrected. I had to use single hex houses but it covers the area without adding any further weirdness that multi-hex buildings did. Those two multi-hex buildings were actually three all piled together

Quote:

Originally Posted by RetLT (Post 853425)
German unitsL0, M0, N0, O0 and Russian units Q-13, R1-3, and AH0 all carry demolition charges.

That's a strange one but it has been corrected for the next update

RetLT December 9th, 2022 03:01 AM

Re: RetLT Scenario issues
 
Scenario #448 Baptism of Piron

Several of the hedgerows are really something else.

24,71 39,75 89,62 86,66 85,64 and 6,94 are clear

38, 91 41,90 and 40,91 are paved roads

40,83 is a clear slope.

All should be actual hedgerows.

RetLT December 17th, 2022 02:37 AM

Re: RetLT Scenario issues
 
Scenario #450 Battle of Sokolovko

German reinforcements K0, C3, H1, F1, F2, and F3 arrive in row 0 and are removed from the map

DRG December 17th, 2022 09:05 AM

Re: RetLT Scenario issues
 
There is no unit C3......

DRG December 17th, 2022 01:35 PM

Re: RetLT Scenario issues
 
H4 did the same thing and has now been corrected as well

RetLT December 17th, 2022 11:05 PM

Re: RetLT Scenario issues
 
It was L3. I could not read my own notes but I just went back and checked the scenario

RetLT December 22nd, 2022 10:47 PM

Re: RetLT Scenario issues
 
Scenario #454 The factory

The building at 27,11 blocks the road

RetLT December 24th, 2022 06:09 AM

Re: RetLT Scenario issues
 
Scenario #456 The battle for Makin atoll

Japanese LMG team H3 plays a rifle sound for its lmg.

I think it started off as a sniper team and got modified.

DRG December 25th, 2022 10:37 AM

Re: RetLT Scenario issues
 
Quote:

Originally Posted by RetLT (Post 853486)
Scenario #456 The battle for Makin atoll

Japanese LMG team H3 plays a rifle sound for its lmg.

I think it started off as a sniper team and got modified.

Yeah that is most likely the reason or a case of "brain fart/fumble finger" on my part..... sound entered was 231...( which IS what the normal "marksmen" uses.. but the sound for the LMG should be 123. Now fixed

RetLT January 1st, 2023 04:03 AM

Re: RetLT Scenario issues
 
Scenario #457 Iwo Jima

The three on board destroyers (GA 0/1, GF 0/1, GD 0/1) can only fire their 5 inch guns forward. They should be turreted.

Another option would be to point them towards the shore.

RetLT January 1st, 2023 04:10 AM

Re: RetLT Scenario issues
 
Scenario #458 To the Rhine

The #4 slot 4.5-inch rocket on the Calliopes will only fire forward. The ones in the #2 and #3 slot will fire in whatever direction the turret in facing.

Unsure if this is a scenario specific issue or a database issue.

DRG January 1st, 2023 08:20 AM

Re: RetLT Scenario issues
 
Interesting.......It appears BOTH of those require more than a "normal" adjustment

RetLT January 24th, 2023 02:12 AM

Re: RetLT Scenario issues
 
Scenario #468 Schoenfeld charge

The mines on the map are real and work but do not register if you hover the mouse over the hex. This makes it hard to tell if a unit has cleared them before moving off.

DRG January 24th, 2023 11:22 AM

Re: RetLT Scenario issues
 
Quote:

Originally Posted by RetLT (Post 853641)
Scenario #468 Schoenfeld charge

The mines on the map are real and work but do not register if you hover the mouse over the hex. This makes it hard to tell if a unit has cleared them before moving off.


........and it looks like that's the way it's going to stay. I have tried a few "tricks", none worked but the mines are shown and function so that's going to have to be "good enough"

RetLT January 26th, 2023 01:35 AM

Re: RetLT Scenario issues
 
It doesn't affect game play much but it was very odd.

RetLT January 29th, 2023 02:36 AM

Re: RetLT Scenario issues
 
1 Attachment(s)
Scenario #471 Uschilug

The Stugs try to swim the river (see screen shot) and the NKVD squads play an MP-40 sound for their PPSHs.


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