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June 26th, 2018, 10:08 AM
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First Lieutenant
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Join Date: Mar 2011
Location: Ohio
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Re: Missing / Lost Scenarios
I removed your name from 562 (locally) will upload later.
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June 26th, 2018, 10:09 AM
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First Lieutenant
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Join Date: Mar 2011
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Re: Missing / Lost Scenarios
I'll take a look at 556 and if not needed remove them.
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June 26th, 2018, 11:00 AM
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First Lieutenant
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Re: Missing / Lost Scenarios
Uploaded to first post in thread the fixes per feedback. Thanks folks!
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June 26th, 2018, 12:28 PM
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First Lieutenant
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Re: Missing / Lost Scenarios
My fixes/changes for 551 was to make both E0 and I0 default rifle squads since they are are HQ unit (like if you were going to buy a rifle company) my thoughts is that it's a HQ squad and it should be able to call arty.
The fix for 550 was just to make them OBA (deleted the old and re-purchased as new).
For King of the Hill I just removed the Soviet OBA, it's a slow slog and tough, don't think (yet) that the Russians need it.
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June 26th, 2018, 02:42 PM
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Major
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Re: Missing / Lost Scenarios
Scn 557 Jewish Partisans has a number of odd issues:
1. The Poland (Jewish) player receives 725 VPs for artillery overload but the green player has no artillery. In fact, neither side has any artillery.
2. The Green player's mission is advance rather than delay or defend. As a result the Green units march forward to the right side of the board and are cut down.
3. "Pesant" should be "Peasant" and "Jew Partisans" should be "Jewish Partisans". These are minor but the grammarian in me is compelled to address it.
I played as the Green player and was able to hold off the attack but still suffered a marginal loss due to the artillery overload.
If the issue of the Green player advancing can't be fixed, the scenario could still be played as the Green player defending as long as the artillery overload issue is fixed. I don't know which is easier to do.
Thanks again for posting these. It is a pleasure to play test them.
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June 26th, 2018, 03:28 PM
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National Security Advisor
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Join Date: Mar 2005
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Re: Missing / Lost Scenarios
Quote:
Originally Posted by zovs66
My fixes/changes for 551 was to make both E0 and I0 default rifle squads since they are are HQ unit (like if you were going to buy a rifle company) my thoughts is that it's a HQ squad and it should be able to call arty.
The fix for 550 was just to make them OBA (deleted the old and re-purchased as new).
For King of the Hill I just removed the Soviet OBA, it's a slow slog and tough, don't think (yet) that the Russians need it.
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They have to be of the HQ Unit Class (as well as being the A0 unit) in order to get the HQ unit boost in artillery observerness. If you want that, exchange them back to the HQ unit given by the OOB in the editor.
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June 26th, 2018, 02:56 PM
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First Lieutenant
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Join Date: Mar 2011
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Re: Missing / Lost Scenarios
Thanks again RetLT. I can try to see if I can resolve some of (or all of) the issues with 557. Not sure if I can or not, but will take a look unless the original designer wants to fix it.
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June 26th, 2018, 03:26 PM
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National Security Advisor
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Re: Missing / Lost Scenarios
Does that scenario have ammo trucks for someone? - ammo resupply units count as artillery points. Ammo bunkers can be expensive.
Does it have mortars? - mortars (and any other on map indirect capable units) are artillery and so count towards artillery points, its not just off-map arty that counts). Anything appearing in the bombardment screen basically tot up the arty points, excluding aircraft.
If you want to make them not cost arty points - figure out the arty units, and reduce their cost in the editor until the imbalance bonus goes away. Some scenario designers put in ammo units in order to go "boom" and ammo bunkers can be expensive, so if they are in "for effect", they may need their points reduced in the editor?. Some designers stack them on bridges for the demolition effect, for example, usually tied to a remote detonated booby trap.
Artillery overload is based on the overspend given the mission type. in an assault, there is no limit to the attacker (AFAIR). However, changing to an assault may make things dug-in which may be undesirable. Another thing to look at is the cost of units - if the scenario was designed long ago then units may cost less than if they had been recently run through the OOB cost calculator. So check an example squad and see what the cost is in the recent oob. Simply making the attacker's units cost more may whittle away at the overload bonus (e.g. make his HQ worth lots perhaps?).
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June 27th, 2018, 06:26 PM
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Major
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Re: Missing / Lost Scenarios
Quote:
Originally Posted by Mobhack
Does that scenario have ammo trucks for someone? - ammo resupply units count as artillery points. Ammo bunkers can be expensive.
Does it have mortars? - mortars (and any other on map indirect capable units) are artillery and so count towards artillery points, its not just off-map arty that counts). Anything appearing in the bombardment screen basically tot up the arty points, excluding aircraft.
If you want to make them not cost arty points - figure out the arty units, and reduce their cost in the editor until the imbalance bonus goes away. Some scenario designers put in ammo units in order to go "boom" and ammo bunkers can be expensive, so if they are in "for effect", they may need their points reduced in the editor?. Some designers stack them on bridges for the demolition effect, for example, usually tied to a remote detonated booby trap.
Artillery overload is based on the overspend given the mission type. in an assault, there is no limit to the attacker (AFAIR). However, changing to an assault may make things dug-in which may be undesirable. Another thing to look at is the cost of units - if the scenario was designed long ago then units may cost less than if they had been recently run through the OOB cost calculator. So check an example squad and see what the cost is in the recent oob. Simply making the attacker's units cost more may whittle away at the overload bonus (e.g. make his HQ worth lots perhaps?).
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Good to know.
The scenario has two 1000 VP ammo bunkers so that must be where the overload is coming from. Maybe converting these to 1000 VP shelter bunkers would do away with this. they won't go boom but they will serve the purpose of being a valuable unit to be destroyed or defended.
I think this scenario is better played as the defenders so if the artillery overload points could be removed t would work fine as a defend scenario. This might be easier than trying to correct why the defending units do not stay put.
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June 26th, 2018, 03:35 PM
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First Lieutenant
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Join Date: Mar 2011
Location: Ohio
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Re: Missing / Lost Scenarios
Thanks Andy for those valuable points! I'll fix 551, I saw the HQ unit class but was thinking it was for the A0 unit only, so I can safely change it from a rifle squad to HQ rifle unit (class)? Essentially, I think they should be the company HQ unit (those FOO's).
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