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Re: RetLT Scenario issues
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Vehicles can ford shallow water which means the AI could push them into the shallows at the banks but would stop when it encountered deep water. Is that what you meant by "try to swim the river"?? |
Re: RetLT Scenario issues
The Stugs that arrive at the top of the map try to cross the river instead of just advancing along the north bank.
The screen shots shows a few of these trying to enter the river rather than moving to the right of the map. They were still there when the game ended on turn 38. The same thing happens with the armored cars near the bridge. They eventually cross the bridge but not before several enter the shallow water hexes and get stuck. They all need better way points set so they don't just take the most direct route to the v hexes and enter the water. Personally, I think this scenario is best played as the German attacker. I can send you the last turn save if you want to see more. |
Re: RetLT Scenario issues
OK , post or send it and I'll have a look
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Re: RetLT Scenario issues
Scenario #480 St Cloud grudge match
the hedgerow at 74,93 is a paved road and the one at 77,96 is grass |
Re: RetLT Scenario issues
Scenario #486 Shore leave
Lloyd (Misspelled Loyd) carriers are Halftracks Hedgerow hexes 38,30 40,29 and 41,25 are clear |
Re: RetLT Scenario issues
Scenario #491 Singapore
Wooden bridges at the following hexes are really shallow water: 58,4 52,16 51,18 51,19 52,19 30,10 |
Re: RetLT Scenario issues
Scenario #496 Liuan China:
Wooden bridge at 46,27 is a ford Stone bridge hexes 11,27 and 14,27 are shallow water |
Re: RetLT Scenario issues
70,37 as well.......all corrected now. Thanks.
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Re: RetLT Scenario issues
Scenario #497 Hankow China:
The wooden bridge at 09,51 is a ford |
Re: RetLT Scenario issues
9,51 for me is the middle of deep water.........
I assume its the "docks" you are referring to ? I fixed them |
Re: RetLT Scenario issues
The bridge and v hex at 69,51.
I missed a digit. Thanks for catching the docks. |
Re: RetLT Scenario issues
Done
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Re: RetLT Scenario issues
Scenario #501 Guam, Marianas
Wooden bridge at 60,53 is a ford. Must have been something different in the code when these were made. |
Re: RetLT Scenario issues
The "good news" is the difference between a ford and a bridge is not as noticeable to 99% of players as it would if it was bumped to being deep water .....
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Re: RetLT Scenario issues
Scenario #502 The 1,000 yard stare
Bridge hexes 74,34 and 77,34 are shallow water The US A0 unit has a USA flag while all others have USMC flags. |
Re: RetLT Scenario issues
Scenario #503 Split down the middle
Bridge hexes 74,34 and 77,34 are shallow water. Must have used part of the map from 502 |
Re: RetLT Scenario issues
Scenario #504 The heat of the moment
Wooden bridges at 83,63 and 84,36 are deep water Wooden bridge at 55,42 is a swamp hex |
Re: RetLT Scenario issues
Scenario #506 The British advance to the Elbe
Wooden bridge at 73,51 is a shallow water slope |
Re: RetLT Scenario issues
Scenario #510 Vella Lavella
NZ formations BC, BD, and BE look like they were not deployed correctly. They probably should be up near the 25 pounder battery. |
Re: RetLT Scenario issues
Yes it does look like they were forgotten about.......
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Re: RetLT Scenario issues
Scenario #511 Plantation Waltz
Stone bridge at 90,68 is shallow water |
Re: RetLT Scenario issues
Scenario #515 Lingayen Philippines
Beach hex 47,55 is shallow water Steam hexes 48, 52 and 48,51 are shallow water <2023 v16 RELEASE MARKER--ADDED> |
Re: RetLT Scenario issues
Scenario #517 The fall of Meiktila
Halftracks are labeled as Lloyd carriers |
Re: RetLT Scenario issues
Nev er mi nd . . .
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Re: RetLT Scenario issues
Scenario #520 Leros
The following hexes are actually shallow water 38,50 36,49 37,49 83,29 84,28 85,26 85,27 85,28 87,26 89,32 90,32 91,32 92,32 93,32 94,32 95,32 83,18 82,17 82,16 81,15 81,14 81,13 80,5 81,4 81,2 81,2 81,1 83,1 They are all the first full hex after the beach and have the icons for clear or rough. |
Re: RetLT Scenario issues
Scenario #521 Santa Agata
1. There is no scenario description 2. Vehicles create dust trails 3. Bridge at 44,59 is missing but the stream is still passable since it is a slope hex 4. The last 2 v hex clusters have no value |
Re: RetLT Scenario issues
Scenario #522 Small road to Catina
The following clear hexes are shallow water: 67,49 68,51 68,52 68,54 68,58 68,59 68,60 68,61 68,62 67,63 69,62 67,43 67,39 The following swamp hexes are deep water: 78,49 78,51 |
Re: RetLT Scenario issues
Scenario #524 Cuckoo
Hexes 62,14 and 63, 13 are invisible mud slopes Hex 30,37 is a swamp row 41,19 to 45,19 and hex 42,17 are listed as cobblestone but appear clear. This is cosmetic and does not effect game play. |
Re: RetLT Scenario issues
Scenario #525 Highlanders at Gerbini
AI does not move the PZ3s of formation V. I encountered them on turn 25 and they were still where they had started. Don't know if it a response setting issue or not. All other units started moving towards the v hexes after I had taken a few. |
Re: RetLT Scenario issues
Formation V is Panzergrenadiers. The PZIIIs are formation Y and those are set to react on turn 22.
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Re: RetLT Scenario issues
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Re: RetLT Scenario issues
Scenario #528 Walwal incident
Scenario text says there is no Ethiopian flag but there now is. The Ethiopian flag appears as a unit ID tag but on the player selection screen it is still Italy Vs Green. Since Ethiopia is now in the database I don't know if this can be changed from Green to their flag. |
Re: RetLT Scenario issues
The additional National flags and the code that puts them in the game are only ID and V-Hex flags. The player selection screen uses the button flags of the OOB used to create "Ethiopia" and for that part of the code Ethiopia does not exist because it does not have its own OOB
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Re: RetLT Scenario issues
Scenario #539 Operation Kutusov
German unit F2 plays the wrong sound for its MG34 |
Re: RetLT Scenario issues
This is a strange one. Still investigating
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Re: RetLT Scenario issues
Mystery solved
I changed the sound for the weapon MG42 LMG (2) this year from a recording of an actual Mg42 LMG firing I recorded off the internet. So that is indeed an MG42 sound FX but it does sound odd in the game compared to previous MG34/42 FX's. I will look into this at some point in the future. The sound pitch may need a tweak |
Re: RetLT Scenario issues
1 Attachment(s)
Try this one. Extract to Games data / Sounds ( SPWW2 )
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Re: RetLT Scenario issues
I got to fire an MG-34 a few years ago. This one sounds like it.
You can do pretty much anything in Las Vegas. |
Re: RetLT Scenario issues
Scenario #549 Battle of Brody II
Russian reinforcements in formations R and S do not move from their arrival hexes. Their objectives may not be set. |
Re: RetLT Scenario issues
I changed each formation's reaction turn from 99 ( AI control ) to one turn after they arrive and both moved off their entry hex and towards the battle area.
Why 99 didn't work for those formations for you is a mystery but with that change, they moved for me I assume you playtested this for Don originally? Do you know why there is a church in the middle of the road 46,52 ? |
Re: RetLT Scenario issues
I’ll have to check next week to see about the church.
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Re: RetLT Scenario issues
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Re: RetLT Scenario issues
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Re: RetLT Scenario issues
Yes that is intended. Please don’t change it.
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Re: RetLT Scenario issues
Scenario #551 The Rhino's horn
German reinforcements do not move from their arrival hexes. I don't recall this happening during playtesting. |
Re: RetLT Scenario issues
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BUT The AI vs AI games I ran the reinforcement units only made it halfway to the center of the map before the game ended in the decisive defeat of the Russians so the reason they did not move may be because the AI decided it didn't need them anywhere to win. I ran it a second time with the same result, all of the reinforcement units were making their way to the front but were well behind the central hill position so they never saw any combat and in both cases, the Russian AI side had lost the battle decisively in half the allotted turns! IMHO there is no need for those reinforcements and that may be why the AI didn't move them set to reaction 99. I ran it a third time with the same result so for three AI vs AI battles the game was over by turn 14, 12, 10 It's a turkey shoot. This was the last result that was over by turn 10 https://i.imgur.com/An2CcYm.png That said, if you played the Russians and actually won and the AI didn't react with those reinforcements then there is a problem that setting the reaction turns as I described will fix......or at least get them moving towards the fighting. |
Re: RetLT Scenario issues
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They key was to only engage one Marder or AT gun at a time. I got a 4:1 MV but it would have been less if the reinforcements had moved. |
Re: RetLT Scenario issues
OK , in this case setting the reinforcements to move the turn after they arrive would at least get them moving forward and I will adjust the scenario accordingly
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Re: RetLT Scenario issues
Scenario #558 Hell on wheels: St. Giles
Check loss numbers in scenario details text. Looks like a cat stepped on the keyboard. |
Re: RetLT Scenario issues
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That is because there is no % in the SP alphabet...... The full word "Percent" has to be used not % Now corrected in the master |
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