|
|
|
Notices |
Do you own this game? Write a review and let others know how you like it.
|
|
|
April 25th, 2023, 07:39 AM
|
|
First Lieutenant
|
|
Join Date: Mar 2011
Location: Ohio
Posts: 788
Thanks: 1,257
Thanked 576 Times in 313 Posts
|
|
Re: RetLT Scenario issues
Nev er mi nd . . .
__________________
ASL
|
April 26th, 2023, 12:19 AM
|
Major
|
|
Join Date: Aug 2015
Location: New Jersey
Posts: 1,152
Thanks: 325
Thanked 1,056 Times in 621 Posts
|
|
Re: RetLT Scenario issues
Scenario #520 Leros
The following hexes are actually shallow water
38,50
36,49
37,49
83,29
84,28
85,26
85,27
85,28
87,26
89,32
90,32
91,32
92,32
93,32
94,32
95,32
83,18
82,17
82,16
81,15
81,14
81,13
80,5
81,4
81,2
81,2
81,1
83,1
They are all the first full hex after the beach and have the icons for clear or rough.
|
April 26th, 2023, 02:02 AM
|
Major
|
|
Join Date: Aug 2015
Location: New Jersey
Posts: 1,152
Thanks: 325
Thanked 1,056 Times in 621 Posts
|
|
Re: RetLT Scenario issues
Scenario #521 Santa Agata
1. There is no scenario description
2. Vehicles create dust trails
3. Bridge at 44,59 is missing but the stream is still passable since it is a slope hex
4. The last 2 v hex clusters have no value
|
April 27th, 2023, 04:53 PM
|
Major
|
|
Join Date: Aug 2015
Location: New Jersey
Posts: 1,152
Thanks: 325
Thanked 1,056 Times in 621 Posts
|
|
Re: RetLT Scenario issues
Scenario #522 Small road to Catina
The following clear hexes are shallow water:
67,49
68,51
68,52
68,54
68,58
68,59
68,60
68,61
68,62
67,63
69,62
67,43
67,39
The following swamp hexes are deep water:
78,49
78,51
|
April 28th, 2023, 10:36 PM
|
Major
|
|
Join Date: Aug 2015
Location: New Jersey
Posts: 1,152
Thanks: 325
Thanked 1,056 Times in 621 Posts
|
|
Re: RetLT Scenario issues
Scenario #524 Cuckoo
Hexes 62,14 and 63, 13 are invisible mud slopes
Hex 30,37 is a swamp
row 41,19 to 45,19 and hex 42,17 are listed as cobblestone but appear clear. This is cosmetic and does not effect game play.
|
April 29th, 2023, 10:56 PM
|
Major
|
|
Join Date: Aug 2015
Location: New Jersey
Posts: 1,152
Thanks: 325
Thanked 1,056 Times in 621 Posts
|
|
Re: RetLT Scenario issues
Scenario #525 Highlanders at Gerbini
AI does not move the PZ3s of formation V. I encountered them on turn 25 and they were still where they had started. Don't know if it a response setting issue or not.
All other units started moving towards the v hexes after I had taken a few.
|
April 30th, 2023, 08:10 AM
|
|
First Lieutenant
|
|
Join Date: Mar 2011
Location: Ohio
Posts: 788
Thanks: 1,257
Thanked 576 Times in 313 Posts
|
|
Re: RetLT Scenario issues
Quote:
Originally Posted by RetLT
Scenario #524 Cuckoo
Hexes 62,14 and 63, 13 are invisible mud slopes
Hex 30,37 is a swamp
row 41,19 to 45,19 and hex 42,17 are listed as cobblestone but appear clear. This is cosmetic and does not effect game play.
|
I think I purposefully set the mud up like that and the cobble stones might be a side effect of what I was trying to emulate. I can check next week.
__________________
ASL
|
The Following 2 Users Say Thank You to zovs66 For This Useful Post:
|
|
April 30th, 2023, 01:47 AM
|
First Lieutenant
|
|
Join Date: Aug 2008
Posts: 681
Thanks: 91
Thanked 250 Times in 132 Posts
|
|
Re: RetLT Scenario issues
Formation V is Panzergrenadiers. The PZIIIs are formation Y and those are set to react on turn 22.
|
The Following User Says Thank You to Ts4EVER For This Useful Post:
|
|
May 14th, 2023, 06:01 PM
|
Major
|
|
Join Date: Aug 2015
Location: New Jersey
Posts: 1,152
Thanks: 325
Thanked 1,056 Times in 621 Posts
|
|
Re: RetLT Scenario issues
Scenario #528 Walwal incident
Scenario text says there is no Ethiopian flag but there now is.
The Ethiopian flag appears as a unit ID tag but on the player selection screen it is still Italy Vs Green.
Since Ethiopia is now in the database I don't know if this can be changed from Green to their flag.
|
May 16th, 2023, 07:37 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,489
Thanks: 3,958
Thanked 5,693 Times in 2,812 Posts
|
|
Re: RetLT Scenario issues
The additional National flags and the code that puts them in the game are only ID and V-Hex flags. The player selection screen uses the button flags of the OOB used to create "Ethiopia" and for that part of the code Ethiopia does not exist because it does not have its own OOB
|
The Following User Says Thank You to DRG For This Useful Post:
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|