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  #21  
Old June 4th, 2018, 10:03 PM
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Default Re: Fiery Cross Island

Quote:
Originally Posted by DRG View Post
If you can find the coordinates on the map they grounded out that would be helpful
39, 95 or one of the adjacent shallow water hexes.

Reminder - I did not make the map so can't tell you a thing about how it was made.
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  #22  
Old June 5th, 2018, 08:37 AM
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Default Re: Fiery Cross Island

The CCB is a FO Vehicle that's been modelled as a boat but the important word is "vehicle"..... Vehicles *can* become immobilized in shallow water....it's a lower chance than being stuck in Mud but it's still a chance.....assume you've run onto a sandbar .... using a FO Vehicle as a boat is an allowed hack but it doesn't make it a full boat to the game code... accept it C'est la guerre. You could run the game again 20 times and maybe not get that happen ....or not, so stay in deep water with it. It doesn't need to get that close to shore anyways to do it's job.

It ***May*** be possible to add a bit of code that if a UC is given swim speed but NO land speed the stuck chance in shallow water is negated ....now on the list
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  #23  
Old June 5th, 2018, 09:41 AM
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Default Re: Fiery Cross Island

It's an FOO vehicle with swim only - and the OOb designer made the move class "default" which will be a land vehicle movement class since they are trucks at base.

Making the M/Class boat or ship may help in the scenario (or with vehicles that are nominally land, that have been bodged into a boat).
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  #24  
Old June 5th, 2018, 12:10 PM
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Default Re: Fiery Cross Island

Ah ! Good point. I will investigate that.....


EDIT...... yes indeed.... earlier CBB's are set to Boat.... that one was set to default

That should solve the problem.........Now corrected
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  #25  
Old June 5th, 2018, 07:18 PM
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Default Re: Fiery Cross Island

Thanks guys!
I'll change it in the OOB and repurchase the unit for the scenario.
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  #26  
Old June 6th, 2018, 09:16 PM
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Default Re: Fiery Cross Island

Any more input?
If not I have a revised version of the scenario ready.

Fixed the CCB.
Added a few more Chinese fortifications.
Added a Chinese SAM.
Still no ammo resupply for the USMC

It's not that harder, but perhaps a bit less of a cakewalk.
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  #27  
Old June 17th, 2018, 11:37 PM
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Post Re: Fiery Cross Island

Quote:
Originally Posted by Suhiir View Post
Any more input?
If not I have a revised version of the scenario ready.

Fixed the CCB.
Added a few more Chinese fortifications.
Added a Chinese SAM.
Still no ammo resupply for the USMC

It's not that harder, but perhaps a bit less of a cakewalk.
I thought a company of Marines with armor, air and sea elements sufficient and may have given the player quite a bit of a challenge. However, adding additional defenders is another way I suppose to give the player more of a challenge.

Although, I am going to stop playing the scenario until the revised version is released, I will note the following from my notes thus far:

Turn 3: Seal Teams and Recon Team destroy Chinese squad at 121,116 thereupon the Chinese squad retreated into the sea. Anyway to set rally points (or some other mechanism) so that retreating units do not retreat into the sea?


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  #28  
Old June 20th, 2018, 04:59 AM
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Post Re: Fiery Cross Island

I found the destroyed Chinese AFVs at (52,93), (67,96), and (120,89) without smoke irritating. So, I found using a simple hack to affect damaged smoke interesting. Here goes.

Briefly, we want to bail out the crew, save the scenario then open in Editor to begin with building the scenario. Once a crew is bailed and an opposing unit occupies the hex of the vehicle, after one turn the vehicle will show with damage smoke.

We can display damaged AFVs by bailing the crew out, destroying crew, and save scenario, then load and save as a scenario. This is how I accomplished the hack with Fiery Cross Island

1. Purchase USMC Plt of Engr Sqd
2. Place a Engr sqd in the same hex with the Chinese AFV
3. Change Engr Sqd size to 0, and men to 2
4. Inactivate Chinese AFV guns
5. Inactivate all USMC bombardment missions

Play the scenario with both sides as Human. Quit USMC orders
1. In Chinese orders, bail out AFV crews
2. Save the scenario after second turn
3. Copy/Paste saved scenario into Scenario folder
4. Change saved scenario format to scenario format
5. Open scenario in Editor
6. Delete USMC Engr Plt
7. Save scenario with destroyed AFVs displaying damage smoke.



Damaged ZTZ-99A2 at (52,93)

I have included my working scenario file for review and comment.


Attached Images
File Type: jpg Damaged_ZTZ-99A2-Smoke.JPG (38.0 KB, 558 views)
Attached Files
File Type: zip 438_Fiery-Island-Cross_Damgage.zip (80.7 KB, 300 views)
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  #29  
Old June 20th, 2018, 01:46 PM
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Default Re: Fiery Cross Island

Handy!
Thanks.
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  #30  
Old June 26th, 2018, 04:18 PM
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Default Re: Fiery Cross Island

Updated scenario.
Attached Files
File Type: zip Scenario_410_Fiery_Cross_26_06_18.zip (63.5 KB, 298 views)
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