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Old September 1st, 2016, 05:34 PM
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Mobhack Mobhack is online now
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Default Re: Delayed Bombardments

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Originally Posted by Grant1pa View Post
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Originally Posted by Mobhack View Post
Now have got the scenario.

So which is the problem unit(s)? What turn have you programmed them to fire on?
These are the Soviet 130mm Arty units. I did not used programed fire (sorry, not familiar with it although I do have the full version of the game). I assigned the bombardment and set the artillery unit as a reinforcement. My bad (feeling stupid).

I believe the Soviet Arty is set for turns 8 and 11 (I'm at work right now and can't check it at the present).

I'll research the programmed artillery and probably will be able to fix this myself. Sorry if this has been covered before, my reading list is long and time is short.

I appreciate you guys taking the time to help me.

Tom
You found a valid bug, though.

Any arty assigned a bombardment when it is not physically present should now have its mission cancelled.

One thing about this scenario that is mightily confusing, is that the A0 command unit is off map as a reinforcement on a vehicle also off map as a reinforcement. But the off-map vehicle is selected - not the on-map units there. In fact I did not discover any units to play with until I scrolled about the place.

On restarting, hitting the N key will advance the player to select an on-map unit, but even if you actually tell them in your scenario intro text, they likely will not read it (or understand it).

Off-map A0 units can cause confusion, so it is best to have him there from the start - most of the game code is based on him being there (e.g. lists, positioning of the unit selection cursor as here)...
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Old September 1st, 2016, 06:32 PM

Grant1pa Grant1pa is offline
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Default Re: Delayed Bombardments

[quote=Mobhack;835284][quote=Grant1pa;835281]
Quote:
Originally Posted by Mobhack View Post

One thing about this scenario that is mightily confusing, is that the A0 command unit is off map as a reinforcement on a vehicle also off map as a reinforcement. But the off-map vehicle is selected - not the on-map units there. In fact I did not discover any units to play with until I scrolled about the place.

On restarting, hitting the N key will advance the player to select an on-map unit, but even if you actually tell them in your scenario intro text, they likely will not read it (or understand it).

Off-map A0 units can cause confusion, so it is best to have him there from the start - most of the game code is based on him being there (e.g. lists, positioning of the unit selection cursor as here)...
Understood and an easy fix. I'll correct that.

I did play around with the programmed fire on a new basic scenario and have gotten the batteries to fire at the assigned location at the assigned turn. However, I found that I can't set multiple units to fire at different turns. Programmed fire seems to allow only a single turn for multiple units. When I set different arty units to fire at different turns, they all revert to the last unit turn selected. I can work around that though.

Thanks again.

Tom
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