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  #231  
Old January 14th, 2022, 01:42 AM
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Default Re: RetLT Scenario issues

That means nothing in the scheme of things. Maybe the scenario designer used the Y key to set that specific range, maybe they self-set it as reaction to being fired on, but either way - nothing to worry about. AI will plot them normally for indirect fires. Human can use the Y key if needed.
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  #232  
Old January 14th, 2022, 11:36 AM
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Default Re: RetLT Scenario issues

AH !

This is why I keep copies of old OOB's.

This scenario was built in 2005/2006 so it was built with OOB's that spanned the DOS/Win changeover

Back then the 3 inch mortar in the Indian OOB had a 55 hex range and that = 2750

If you click on the unit and the unit data is shows the correct range and more importantly can only be targeted to the current correct range not the 2750 range

That was based on erroneous information from early on in the OOB development and is supposed to be the max range that late war the Long Range version could obtain but even 55 is too far and the current LR is 51

Why that bit of code is reporting the original range but the game uses the correct range everywhere else is a mystery
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  #233  
Old January 14th, 2022, 12:05 PM
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Default Re: RetLT Scenario issues

In some of mine I have set the range (y) for the AI to help it hurt humans lol.
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  #234  
Old January 14th, 2022, 12:24 PM
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Exclamation Re: RetLT Scenario issues

The "solution" in this case is to use Scenhack to "change" those units to their current version and when that is done and saved the scenario will report the correct range that can be used even though the correct range is what is currently being used.. just being reported incorrectly




However, as the original scenario's mortar ranges would have allowed use onto Japanese positions and the reduced range does not I have redeployed those units closer to the lead units to compensate
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Last edited by DRG; January 14th, 2022 at 12:33 PM..
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  #235  
Old January 15th, 2022, 05:33 PM

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Default Re: RetLT Scenario issues

Scenario #295 Shafer's bad luck

US Naval Artillery units S0 and S1 are listed as Immobilized landing barges and can't be used for indirect fire.

They are key to any chance of stopping the Tigers
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  #236  
Old January 15th, 2022, 07:47 PM
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Default Re: RetLT Scenario issues

Those units had been borrowed from the USMC OOB and when that scenario was built that slot was occupied by a Naval Fire Support unit that was removed the next year and replaced by the LC

So........ AFAIK you are the first one to mention it in a decade and a half

Corrected now
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  #237  
Old January 16th, 2022, 05:04 PM

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Default Re: RetLT Scenario issues

Quote:
Originally Posted by DRG View Post
So........ AFAIK you are the first one to mention it in a decade and a half
No one picks nit quite like I do.
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  #238  
Old January 16th, 2022, 11:09 PM
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Default Re: RetLT Scenario issues

Quote:
Originally Posted by RetLT View Post
Quote:
Originally Posted by DRG View Post
So........ AFAIK you are the first one to mention it in a decade and a half
No one picks nit quite like I do.

I am surprised though that Scenhack didn't pick it up given all the times I have run the checks on the scenarios after OOB changes
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  #239  
Old January 18th, 2022, 11:07 AM
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Default Re: RetLT Scenario issues

RE:

Quote:
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Scenario #182 Italian YF defends
Difficulty: Impossible
Size: Medium
Time: Medium
Playable from either side: no
Enjoyability: 1

Can't stop the Matildas. The best you can hope for is a 1:2 draw.

I don't like to hear it's impossible unless it was designed to be. In this case, it should not be impossible from the Italian side.

The big problem is in reality this was an Italian victory and there were only Crusaders on the British side.

I won't include this review in the scenario write up as the Matildas have been removed and replaced with Crusaders which changes the dynamics of the scenario
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Last edited by DRG; January 19th, 2022 at 08:54 AM..
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  #240  
Old January 20th, 2022, 12:11 AM

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Default Re: RetLT Scenario issues

If you can send me the updated version I can retest it.
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