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  #1  
Old August 15th, 2022, 07:58 AM
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Default Re: RetLT Scenario issues

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Originally Posted by Ts4EVER View Post
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.
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  #2  
Old August 15th, 2022, 05:05 AM
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Default 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
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Old August 15th, 2022, 08:21 AM

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Default Re: RetLT Scenario issues

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Originally Posted by DRG View Post
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.
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Old August 15th, 2022, 04:21 PM

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Default Re: RetLT Scenario issues

Could these scenarios have been meant to be a campaign at one point?
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Old August 15th, 2022, 05:10 PM

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Default 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.
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Old August 15th, 2022, 09:44 PM
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Default Re: RetLT Scenario issues

https://www.history.com/topics/world...0light%20tanks.

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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
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Last edited by DRG; August 15th, 2022 at 09:55 PM..
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Old August 16th, 2022, 02:07 AM

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Default 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.
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Old August 20th, 2022, 06:57 PM

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Default Re: RetLT Scenario issues

Scenario #407 Dundynce

Russian "Rifle section"s of formations U and V are Mech SMG squads.
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Old September 19th, 2022, 08:43 AM

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Default Re: RetLT Scenario issues

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.
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Old September 19th, 2022, 08:51 AM

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Default Re: RetLT Scenario issues

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