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July 27th, 2012, 08:42 PM
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First Lieutenant
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Join Date: Aug 2008
Posts: 681
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Re: WIP campaign 29th Infantry division (testers appreciated)
The whole landing barges thing is a bit wonky. In the first version of the scenario I bought the barges per hand, but then additional ones automatically showed up when the scenario was placed in the campaign.
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July 29th, 2012, 08:15 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
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Re: WIP campaign 29th Infantry division (testers appreciated)
Quote:
Originally Posted by Ts4EVER
The whole landing barges thing is a bit wonky. In the first version of the scenario I bought the barges per hand, but then additional ones automatically showed up when the scenario was placed in the campaign.
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Normal game behavior and only "wonky" until you understand it.
Don
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July 29th, 2012, 09:48 AM
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First Lieutenant
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Join Date: Aug 2008
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Re: WIP campaign 29th Infantry division (testers appreciated)
Well is there a way to stop the game form automatically buing transport for your troops?
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July 29th, 2012, 06:57 PM
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General
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Join Date: Jul 2008
Location: Uk
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Re: WIP campaign 29th Infantry division (testers appreciated)
Played a bit more & I can see for those that like their core to come out unharmed they may not like it as your core is really the least important units apart from your mortars, I have lost one.
Smoke is absolutely your freind here & the enginners are the guys that need protecting as they do all the work, clearing the beach & bunker busting.
Dont give up the arty hurts to start with as there seems to be a rocket battalion but of course they run out of ammo fast. It starts very hard but gets easier if you get your smoke in place.
SPOILER
Either I was very lucky with my arty or there are not many infantry units supporting the bunkers, snipers have been by far the biggest headache. Smoke & using the core for recon is letting the engineers get round the bunkers & deal with them in relative safety.
As you said if I had ignored easy red apart from a few perhaps to reveal the defences & landed everyone on the bottom 2 beaches a break out & circle behind the beach defences in force would most likely have been feasible. Or indeed everyone on easy red as it seems less well defended though my troops there are locked down, the arty is only small stuff but its made clearing the beach fortifications very problamatic. Still its all falling on them leaving the forces at the bottom of the map free to move unhindered.
Taking all the victory objectives is most likely not possible unless your mad enough to run into unknown territory on trucks but thats fine I anticipate breaking out of the bottom road & capturing those 3 victory hexes there by about the halfway point of the battle & then moving up to help easy red get off the beach. By then the sniper there will be out of ammo but boy has he had fun hes killed a lot of men.
__________________
John
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August 10th, 2012, 12:13 PM
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First Lieutenant
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Join Date: Aug 2008
Posts: 681
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Re: WIP campaign 29th Infantry division (testers appreciated)
To repeat my earlier question:
Is there a way to prevent the game from buying transport for your troops in a campaign?
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August 11th, 2012, 12:23 AM
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Sergeant
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Join Date: Feb 2012
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Re: WIP campaign 29th Infantry division (testers appreciated)
Have you tried opening the map in the editor and using the "$" key to remove the beach landing attribute from the map?
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August 11th, 2012, 04:18 AM
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Sergeant
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Join Date: Feb 2012
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Re: WIP campaign 29th Infantry division (testers appreciated)
Just played the first mission of this camopaign. I think the dificulty level is spot on. I deployed all my landing craft in the North and after securing the beachead (mortars X fireing smoke were important) I moved inland and captured the rear villages. I did not end up capturing all the victory hexes and the Souther beach defences I left alone.
At the start of the second mission my troops started on landing craft and on land! Now I understand whats the problem. This map is the same as the first map and is set to beach landing. As mentioned in my first post you need to use the "$" key to remove that beach landing parameter/attribute. After that the scenario should work as intended as a land battle.
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August 11th, 2012, 05:14 AM
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Sergeant
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Join Date: Feb 2012
Posts: 215
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Re: WIP campaign 29th Infantry division (testers appreciated)
I ran through all the scenarios in this campaing in the editor and noticed that the first four missions were all set as a beach landing map even though only the second mission is supposed to be one. You probably used the "Add a Strip of Beach" button for one map and then build other maps ontop of that. Simply changing the C050s000.dat, C050s002.dat and C050s003.dat scenario files to ones with normal map parameter did not help. It appears the beachlanding parameter gets saved in the ucamp050.dat file when building the campaign. So one also needs to replace the scenarios using the campaign editor.
I attached the corrected files in this post to save you the effort. There should no longer be landing craft on the ground in land battles.
Last edited by Rosollia; November 8th, 2012 at 07:17 AM..
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August 11th, 2012, 12:37 PM
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First Lieutenant
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Join Date: Aug 2008
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Re: WIP campaign 29th Infantry division (testers appreciated)
Thanks but when I tried it out the troops were still loaded into transport at the beginning of the landing scenario. Am I missing something?
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August 11th, 2012, 01:11 PM
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First Lieutenant
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Join Date: Aug 2008
Posts: 681
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Re: WIP campaign 29th Infantry division (testers appreciated)
Never mind, I fixed it. Thanks for your help!
So for anyone interested, here is the new version, without buggy landing craft and with some other fixes and difficulty changes.
Quote:
I deployed all my landing craft in the North and after securing the beachead (mortars X fireing smoke were important) I moved inland and captured the rear villages.
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Yes, that's what I meant with "gamey approach" (no offense). I thought it might work that way but hadn't tried it myself. If you deploy historically, you will lose a good chunk of your core force, but in the long run it won't mess up your campaign.
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