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DRG
February 5th, 2022, 10:53 AM
This is now the altered write up for that scenario



Gliders at Crete*
*
Date: May 20, 1941*
*
Battle Type: German assault vs. British defend*
*
Design: CB Blackard*
*
Difficulty: Very hard*
Size: Small*
Time: Short*
Playable from either side: no*
Enjoyability: 2 ( see note below )*
*
Battle Description: German gliderborne troops land west of Canea, the capital of Crete, in order to subdue British defenses in preparation for the German's main airborne assault.*
*
NOTE: This scenario should be played with the human player as the German side. Please note the scenario will not work correctly with player 1 under computer control*
*
PLEASE FURTHER NOTE: At game start the German player must click on the "Bombard, Airborne or spotter mission" button then use the "switch to " button and select AIRBORNE then begin plotting the Landing Zones for your gliders. Those Landing zones are represented by the five "Gold Spots" that are already placed on the map.*
*
ADDITIONAL NOTES: The preplotted LZ's are under fire from small arms and 40mm AA and recreate in many way the historical event. If you like a challenge use them. If you would prefer less of a challange land elsewhere but remember, the sceanrio is only 11 turns long and what is represented in this scenario is the intial landings made to neutralize the ground defenses to protect the descent of the parachute troops and in reality, it did not go well......*
*
QUOTE: https://history.army.mil/books/wwii/balkan/20_260_4.htm*
*
'At 0800 the first gliders, each carrying twelve men, landed near the airfield and on the beaches near Canea. At the same time approximately 2,000 parachutists jumped in waves of 200 each at fifteen minute intervals. Two of every three parachutes in each wave carried containers with weapons and supplies. At Maleme, the parachute troops jumped into strong enemy fire from infantry weapons, em-placed in positions built into the hills south of the airfield. Many of the paratroopers were killed during the descent or shortly after landing. Because of the concentrated enemy fire most of the men were unable to recover the weapons containers and had to rely on the pistol, four hand grenades, and large knife they carried. One battalion of the assault regiment landed too far to the east among olive groves and vineyards near Maleme and was greeted by murderous machine gun and heavy weapons fire. Casualties were very heavy, and the medical platoon that had set up a first aid station in a farm house was overwhelmed by the constant influx of seriously wounded men. The gliders would have been completely destroyed by enemy fire, had they not been covered by clouds of dust which formed as soon as they touched ground.' *
*
Source: This scenario is loosely based on Avalon Hill's Squad Leader Scenario 209, "The Akroiri Peninsula Defense".

RetLT
February 22nd, 2022, 03:54 PM
Scenario #311 Dnjeper Bridgehead

Russian Riflemen are Mech SMG squads.

RetLT
February 22nd, 2022, 11:08 PM
Scenario #312 Red army day

Several units on both sides (including the Russia HQ) are greyed out and never appear on the map.

DRG
February 23rd, 2022, 07:32 AM
This was a (MUCH) bigger mess than I thought it was when I first started looking at it :eek:

I suspect this map was originally larger and it was trimmed down after the scenario was built and that is why some units ended up on the edges and whole blocks of units ended up not even on the map. Although I am not seeing the narrow east edge now, the east edge did show unusually narrow when I started but I have loaded and saved the scenario a dozen times so there may have been some self-correcting going on

The hint to that is the lower edge shows damage in the grey hexes which is not normal and the eastern/right edge grey hexes were not full hexes like the west/left edge.

When I finally waded through this all the units should get onto the map but it is **a bit**< understatement/ sarcasm..... more nightmare> of a mess that took a large number of restarts to correct and near the end of the first go through I started thinking that perhaps in the Russian cases that had large blocks of units that those " off map" were supposed to be re-enforcements and if the map was indeed trimmed after deployment those large blocks of missing units may have lost their reinforcement entry hexes which would explain why so many are just not there.

I made the corrections from a save so I can go back to the original and that is how I am treating them now but I can only guess WHEN and WHERE on the map they were intended to be reinforcements! :banghead

This SHOULD play out much different after all the Russian units actually get into the battle which would change the "easy" rating from the German POV. There are a total of 4274 troops total on both sides.......
https://forum.shrapnelgames.com/attachment.php?attachmentid=16611&stc=1&d=1645636455

We have added a troop, unit and formation stat tab to scenhack so now anyone with access to scenhack can see that info... the actual number of troops in a scenario was never available before

For the Russians guessing maybe 20% never made it onto the map but will now.

EDIT

It took nearly three hours but I have all units either on the map or scheduled to be reenforcements with the exception of one Russian unit that has been changed, then deleted and rebought and IS on the map and IS active when the scenario is played but it persistently shows being greyed out and after a half dozen attempts I have decided being greyed is not important as it IS on the map and can be used so there is one residual quirk but otherwise the units intended to be available are now available.

I'm not sure why you mentioned it was a river crossing when the river is frozen and I have tentatively adjusted the rating

FURTHER EDIT

I was really curious just how many Russian troops never made it on to the map... had guessed maybe 20% but the total is right about 825. As it stood before editing both sides were about equal in manpower ( and why it was easy for the German defenders!).

The extra 825 troops mean there are 31% more than before which should increase the challenge "somewhat" ( that's one and a half Soviet Rifle Battalions) :eek:

RetLT
February 23rd, 2022, 03:45 PM
Thanks. I will retest and reevaluate.

The river crossing was supposed to go to the previous scenario. I have corrected.

DRG
February 24th, 2022, 12:41 AM
Just for fun I let the modified game run AI vs AI then went off to do other things and occasionally come back and see how the battle was progressing and at first I saw the Soviets swarming through the eastern part of the city and thought perhaps too many had been "reactivated".

At one point before halfway through the Soviet AI had pushed tanks across the bridges over the frozen river and I thought the change had been too much but then I came back a half-hour later and I could see the German AI had started retaking V hexes and when I came back at the end the score was not far away from being a German AI Decisive victory so I am interested in seeing how this plays out for you and anyone else who wants to give it a try

RetLT
February 24th, 2022, 08:02 PM
In the process of retesting now from the Russian side first.

I discovered that the dragon's teeth are not really there.

They don't block movement and can't be cleared.

DRG
February 24th, 2022, 08:14 PM
Do you recall if it was like that before?

DRG
February 24th, 2022, 08:27 PM
I took them out and put them back in again and that seems to have worked as they report being Dragons teeth.

Attached is the updated version.

RetLT
February 25th, 2022, 03:36 PM
Do you recall if it was like that before?

I am not sure. The Russian tanks never made it that far.

DRG
February 26th, 2022, 12:29 PM
Do you recall if it was like that before?

I am not sure. The Russian tanks never made it that far.

I checked the copy of that scenario in the virgin copy of the game I use to test update extractions and the dragon's teeth ( and mines ) show on the map but are not reported. In a quick test running infantry through the mines they did not trigger them so neither the DT's or Mines were active in the scenario you tested the first time

They are in revised copy I posted above

RetLT
March 3rd, 2022, 08:00 PM
Scenario #318 Cut the Baloney

German Wespes have odd pre-plotted targets.

RetLT
March 29th, 2022, 10:33 PM
Scenario #329 Operation Cauldron

British units D0 and E0 play rifle sounds for their Stens. Other squads play correct sounds.

RetLT
April 3rd, 2022, 02:16 PM
Scenario #333 Assault on Maleme airfield

1.NZ Static AA guns do not fire at aircraft.

2. German PAW 7.5s under computer control fire cluster munitions. This cannot be repeated as a human player.

DRG
April 3rd, 2022, 03:15 PM
Scenario #333 Assault on Maleme airfield

1.NZ Static AA guns do not fire at aircraft.

2. German PAW 7.5s under computer control fire cluster munitions. This cannot be repeated as a human player.

1. is because they are not and never have been set up as AA capable and we don't use heavy AA guns anywhere in the game so this is a "naming issue" that will be corrected

2........ well THAT is weird. Will investigate. Are you seeing a "cluster" type multiple graphics but confined to one hex ?

Mobhack
April 3rd, 2022, 03:34 PM
2) The 7.5cm recoilless has AP ammo, and is an indirect fire weapon. AP is cluster for indirect weapons. (looking at the German OOB, not the scenario)

The anti-tank ammo for the thing should be all HEAT - it already has 5 of that, so the AP should be added to either of the HEAT or HE values.

DRG
April 3rd, 2022, 04:27 PM
BINGO

I stared at the damn thing and saw everything but the AP ammo :doh:
AP ammo now gone and that unit repurchased in the scenario

RetLT
April 3rd, 2022, 06:23 PM
Was this scenario specific or was it in the OOB? I think I may have seen it before.

The graphics were in multiple hexes like cluster ammo in MBT.

DRG
April 3rd, 2022, 06:49 PM
Some 120 mortars I have seen doing that and it's a function of the way the code handles WH size and HEK but in that case, because it had AP and was an indirect fire class it would have been giving a "cluster " response

That little "gotcha" has been lurking for over a decade and a half

RetLT
April 6th, 2022, 11:10 PM
Scenario #335 Push through Pogost

Russian "Riflemen" are Mech SMG squads

Unknown if this is an issue but the scenario is an advance/delay but there are mines and wire present. I thought that was only for assault/defend.

DRG
April 7th, 2022, 07:44 AM
Scenario #335 Push through Pogost

Russian "Riflemen" are Mech SMG squads

Unknown if this is an issue but the scenario is an advance/delay but there are mines and wire present. I thought that was only for assault/defend.


Scenario designer's choice. My guess is he wanted wire and mines but not dug in troops in this scenario

It would have been purchased as an assault/defend and then changed to an advance.

RetLT
April 16th, 2022, 02:36 PM
Scenario #340 Reign of Chaos

German bicycle unit BL 1 plays truck sounds when it moves. All the other bicycles play the correct sound.

RetLT
April 22nd, 2022, 07:48 PM
Scenario #343 Bagration begins

There should be an ammo dump at 5,47. Every other pair of Nebelwerfers has one.

RetLT
April 24th, 2022, 12:51 AM
Scenario #345 In the panzer's path

Russian 122s AI2, AI3, AJ0, AJ1, and AJ3 use short barreled 76.2 icons

DRG
April 24th, 2022, 03:45 AM
Scenario #345 In the panzer's path

Russian 122s AI2, AI3, AJ0, AJ1, and AJ3 use short barreled 76.2 icons

No they don't use the same Icon as the 76.2 although at first glance they are somewhat similar. It's the short-barreled ones that are more correct. The long-barreled units have the wrong icon

RetLT
April 26th, 2022, 05:54 PM
Scenario #348 Lonneker bridge

1. Llyod carriers are halftracks

2. Sherman Tulips fire 2 smoke shells at a time. They sometimes land in the same hex but often they land in two different hexes.

I thought it was due to the rockets, but it still happened when I turned the rockets off.

RetLT
April 29th, 2022, 04:20 PM
Scenario #351 Victors at Wehl

German Wurfgerats AS0-AS3 use the icon of a LWS amphibious tractor and can't be used for indirect fire.

RetLT
May 2nd, 2022, 12:18 AM
Scenario #353 Silence the Merville battery

The British gliders arrive late and appear on board as movable units.

DRG
May 2nd, 2022, 06:55 AM
Scenario #353 Silence the Merville battery

The British gliders arrive late and appear on board as movable units.


Well, that's really strange. The scenario is treating them as ground units even though they are UC glider. As for "Arrive late" turn 3 is when they were set to arrive

Will investigate

EDIT

Corrected. They act like gliders again

RetLT
May 2nd, 2022, 11:36 PM
Thanks. They arrived on turn 12 and 18 respectively in the original.

Better late than never I guess.

RetLT
May 3rd, 2022, 01:11 AM
Scenario #354 A continued contest

Brit Commando scouts play sniper rifle sounds when they fire their Thompsom SMGs.

RetLT
May 7th, 2022, 01:16 AM
Scenario #357 Hard fighting

The Polish bike units have a speed of only 1 when dismounted. They and their bikes are custom units but I think this is an oversight since it makes them very hard to use without getting shot up while mounted.

DRG
May 7th, 2022, 08:27 AM
That was an odd one them only haveing speed 1 but now corrected

RetLT
May 13th, 2022, 02:24 AM
Scenario #360 Nasty work at Niesulkow

Polish unit Y0 13.2 AAMG uses a long-barreled howitzer icon. The photo on the info screen is also of a howitzer.

RetLT
May 14th, 2022, 08:27 PM
Scenario #361 The challenge for Hill 211

"211" does not appear in the title on the scenario screen.

DRG
May 15th, 2022, 10:19 PM
Long titles like that surpass the max the game allows but with care they can be entered manually as long as they don't drift into other text.

RetLT
May 16th, 2022, 10:03 AM
Thanks. My OCD was triggered

DRG
May 16th, 2022, 10:40 AM
I have manually made the "correction"

RetLT
May 26th, 2022, 08:32 PM
Scenario #369 Petrovski jam

Russian "Riflemen" R0, R1, R2, Y3, W0 and W1 are Mech SMG squads. The others are correct and are listed as Reserve infantry

RetLT
May 27th, 2022, 01:37 PM
Scenario #370 Strongpoint Mexiko

Russian Rifle Sections in formations E-J are mech SMG squads.

SaS TrooP
June 5th, 2022, 08:22 PM
I will allow myself to jump into the matter.

Campaign #4 - Golden Talon at the Bulge.
I believe its broken at least by scenario #2, the attack on two villages.
I believe the campaign was designed years ago, when there was no snow penalty applied (or at least it was not so grave as it is now). Thus scenario #2 is pretty much impossible. You need to score at least marginal victory to proceed. Flags at the end of your attack have much higher values than at the start. However, snow impairs movement badly even on roads. There are 12 turns to complete the mission and I believe one cannot do that in just 12 turns. I was attacking and trashing any resistance really, but several times fimply failed to reach the flags as often my troops move only 1-2 hexes per turn. I also tried to use roads, I am literally rushing suicidically with roads, right onto German SMGs, but at best result I was like ~150 points short from marginal.
I don't think final frags are accessible even mathematically speaking :D

I believe its worth fixing?

DRG
June 5th, 2022, 09:43 PM
I will put this on the to investigate list for future reference

RetLT
June 7th, 2022, 05:33 PM
Scenario #378 Unparalleled fury

Russian Rifle sections W0, X0, Z0, AC0, AD0, AF0, AG0, and AH0 are SMG squads. AA0, AB0 and AE0 are correct.

RetLT
June 19th, 2022, 06:45 PM
Scenario #385 Long night at Sbeitla

Bridge at 32,18 is a stream

Ford at 29,23 is also a trench

RetLT
June 21st, 2022, 11:42 PM
Scenario #388 Enjoying it very much

Japanese units C3 and I0 have their speed set to zero.

DRG
June 22nd, 2022, 06:41 AM
All things considered. I think that was done deliberately by the designer.It's designed to be played with the Japanese as the computer opponent on defence

SaS TrooP
June 22nd, 2022, 08:38 AM
Scenario #832 Yang Dang Khoum

My own actually :D
Recently replayed it and there seem to be bug I can hardly explain. Foreign Legion battalion is tasked with holding the staging position and prevent Thai counterattack (as it was in reality). However, for unknown reason when I played it Legion also launches attack just like other battalions. Fuirthermore, I checked it in scenario editor and I am DAMN sure ENTIRE Legion is set to reaction turn 98 - and yet it moves to attack.

It is a bit of a problem as it ruins the scenario - Thai counterattack develops unopposed :V

Any idea what could cause that? I do not remember this happening during test plays. Wrong updating during one of the updates maybe?

PS: just for the record. This scenario is wrongly behind scenarios #828 and #829 - as Yang Dang Khoum is historically the first, and set of three scenarios was released as improvised "trilogy".

DRG
June 22nd, 2022, 09:49 PM
On the list to investigate at some point. I seem to recall there was another scenario that had units reacting when they were set to 98 as well but I don't recall how that was resolved ATM but it MAY have been setting the reaction to a few turns longer than the scenario is set to run but I'm not sure.

in any event, a 98 set formation should NOT be reacting so this is something that needs looking into whenever we start looking at the game again

That said there was one legionnaire formations that did not have a reaction set ( BP ) but only that one

RetLT
June 25th, 2022, 01:49 AM
Scenario #832 Yang Dang Khoum

My own actually :D
Recently replayed it and there seem to be bug I can hardly explain. Foreign Legion battalion is tasked with holding the staging position and prevent Thai counterattack (as it was in reality). However, for unknown reason when I played it Legion also launches attack just like other battalions. Fuirthermore, I checked it in scenario editor and I am DAMN sure ENTIRE Legion is set to reaction turn 98 - and yet it moves to attack.

It is a bit of a problem as it ruins the scenario - Thai counterattack develops unopposed :V

Any idea what could cause that? I do not remember this happening during test plays. Wrong updating during one of the updates maybe?

PS: just for the record. This scenario is wrongly behind scenarios #828 and #829 - as Yang Dang Khoum is historically the first, and set of three scenarios was released as improvised "trilogy".

If you want to work backwards from Scn 873 I will meet you in the middle.:)

SaS TrooP
July 1st, 2022, 08:19 AM
Scenario of my own - #828 Nasty Nakhon Surprise

Same issue as with Yang Dam Khoum battle. There is a Japanese company guarding the beachhead with 98 reaction turn, and yet it rushes into battle as soon as it is on map (it arrives later).
Probably reactions turns got broken again.

RelT, I believe I play scenarios I find interesting, so it might be a certain hardship. Not to mentioned I played nearly all up to like ~600 in line.

RetLT
July 18th, 2022, 07:20 PM
Scenario #398 Revenge

Polish scout E2 plays a rifle sound when it fires its 9mm MORS SMG

RetLT
August 10th, 2022, 01:37 AM
Scenario #402 Peleiu 2

Mines icons at the following hexes do not really have mines:

21,136
20,138
18,139
23,154
24,156
25,158
25,164
25,169

I spent several turns trying to clear them before discovering they were not really there

RetLT
August 10th, 2022, 01:38 AM
Scenario #403 Peleiu 3

US HQ A0 appears on the map but is also loaded on LTV EW5

DRG
August 10th, 2022, 10:20 PM
Scenario #402 Peleiu 2

Mines icons at the following hexes do not really have mines:

21,136
20,138
18,139
23,154
24,156
25,158
25,164
25,169

I spent several turns trying to clear them before discovering they were not really there

Do you think the scenario would play better with them or without?

RetLT
August 13th, 2022, 12:12 AM
It would make it a bit more challenging.

RetLT
August 13th, 2022, 12:13 AM
Scenario #405 Peleiu 5 D+1 North area

Mines at the following hexes are just icons. Others really are mines.
18,139
20,138
23,154
25,158
25,164
25,169

Edit: Check 404 D+1 South area too. All mines except 20,125 are just icons

zovs66
August 13th, 2022, 06:39 AM
My vote, make em mines.

Ts4EVER
August 14th, 2022, 06:53 AM
Yeah those scenarios are not massively hard, so probably it wouldn't "break" them.

DRG
August 14th, 2022, 10:13 AM
Maybe toss in some wire to make things more interesting?

zovs66
August 14th, 2022, 03:56 PM
My vote for wire is toss it in, maybe a boobie trap too.

Ts4EVER
August 14th, 2022, 06:13 PM
I wouldn't change those too much, they are very well researched and I think many obstacles are actually in historically accurate positions.

DRG
August 15th, 2022, 05:05 AM
I have not opened it yet to investigate but if the mine icons are there they were placed but IDK what may have changed in code to "deactivate" them as this is a unique issue confined to this series of scenarios AFAIK so I will " re-activate" them for sure IF RetLT thinks that the scenario would be more balanced with them there rather than not.... a bit of wire here and there was just a thought

zovs66
August 15th, 2022, 07:58 AM
I wouldn't change those too much, they are very well researched and I think many obstacles are actually in historically accurate positions.

Personally no matter how well researched I don’t think the placement of the exact mine and wire locations in a 40 meter hex can be 100% precise, not even for any DDay or Kursk position will be known. Even our game maps even with the Valhalla tool are not 100% accurate. We can make some very good and close assumption , but stating with 100% certainty that the “historical “ map or sources aligns with our SP map and game is untrue.

Ts4EVER
August 15th, 2022, 08:21 AM
I have not opened it yet to investigate but if the mine icons are there they were placed but IDK what may have changed in code to "deactivate" them as this is a unique issue confined to this series of scenarios AFAIK so I will " re-activate" them for sure IF RetLT thinks that the scenario would be more balanced with them there rather than not.... a bit of wire here and there was just a thought

Regarding that bug, I have a theory: He made 5 scenarios that are fairly complex on essentially the same map. My guess is that he had some kind of "master map" with all units placed and then modified it to make the scenarios. I have done similar stuff before and it is prone to errors, like flags of unit being displayed that aren't actually there. Wouldn't be surprised if something went wrong there.

Karagin
August 15th, 2022, 04:21 PM
Could these scenarios have been meant to be a campaign at one point?

Ts4EVER
August 15th, 2022, 05:10 PM
No, they are way too complex for that. A limitation of WinSPWW2 campaigns is that you can not split up the core force (as you can in Combat Mission, for instance) and without that functionality they would not work as intended.

DRG
August 15th, 2022, 09:44 PM
https://www.history.com/topics/world-war-ii/battle-of-tarawa#:~:text=Measuring%20around%20two%20miles%20 long,machine%20guns%20and%20light%20tanks.



Measuring around two miles long and a half-mile wide, the island of Betio was crisscrossed with defenses: 100 pillboxes (dug-in concrete bunkers), seawalls, an extensive trench system for defensive movements and an airstrip were supported by coastal guns, antiaircraft guns, heavy and light machine guns and light tanks. Betio’s beaches were naturally ringed with shallow reefs, which were covered with barbed wire and mines.





So barbed wire and mines it will be in the areas with the borked mines



https://www.lonesentry.com/articles/jp-betio-island/index.html

DRG
August 15th, 2022, 10:03 PM
Yeah those scenarios are not massively hard, so probably it wouldn't "break" them.


They should NOT be "not massively hard" ( not even a little bit )

https://www.businessinsider.com/battle-of-tarawa-in-wwii-the-toughest-battle-in-marine-corps-history-2017-11


"The island was the most heavily defended atoll that ever would be invaded by Allied forces in the Pacific," wrote Joseph Alexander, a historian who was a Marine amphibious officer.

Betio's defenders deployed steel tetrahedrons, minefields, and dense thickets of barbed wire. Walls of logs and coral surrounded much of the island. Machine guns, rifle pits, and anti-tank ditches were often integrated into the barricades, and many emplacements, like pillboxes, were built to have converging fields of fire.

Anti-personnel and anti-vehicle mines were scattered around the island, its lagoon, and its reef.

Ts4EVER
August 16th, 2022, 02:02 AM
Well, just because a battle was a horrible slog for the forces on the ground, doesn't mean that the scenarios should be hard to win for the player. After all, while I don't doubt that there were high casualty rates and it was generally terrible on those islands, the Japanese never had a chance in hell to actually hold them and "win" the battle. I'd say that is pretty well represented in those scenarios, you won't have much of a problem of winning them, but you WILL take casualties.

Ts4EVER
August 16th, 2022, 02:07 AM
Also, to clarify my initial comment: What i meant was that there are scenarios in the game that are hard in the sense that "they come down to the wire" and where a small change might conceivably make them unwinnable or break them. That is not the case in this one.

RetLT
August 20th, 2022, 06:57 PM
Scenario #407 Dundynce

Russian "Rifle section"s of formations U and V are Mech SMG squads.

RetLT
September 19th, 2022, 08:43 AM
Scenario #422 Pebble in the flood

All of the T-34s are listed as carrying the German HQ.

It is not affected when they take fire.

Ts4EVER
September 19th, 2022, 08:51 AM
What a weird bug. This was actually the first scenario I ever had "published". How time flies!

DRG
September 21st, 2022, 04:59 AM
Very strange indeed. I will look into that over winter

It bugged me so I figured out how to fix it and it is...no more German Commaders on the Russian re-enforcement T-34's---------attached ( just the .DAT )

RetLT
September 28th, 2022, 03:57 PM
Scenario #423 Prokhorovka

German A0 cannot call in artillery

DRG
September 28th, 2022, 07:03 PM
Scenario #423 Prokhorovka

German A0 cannot call in artillery

It can now...... ( .DAT only )

RetLT
October 11th, 2022, 07:36 PM
Scenario #424 Steyerberg

British LLoyd carriers are M3 Halftracks

RetLT
November 7th, 2022, 06:33 PM
Scenario #433 The "W-hour" Wola

German bridges AS 0/1 and AT 01/1 as well as Polish barricades BR0-BU3 use ammo canister icons.

DRG
November 7th, 2022, 10:11 PM
Scenario #433 The "W-hour" Wola

German bridges AS 0/1 and AT 01/1 as well as Polish barricades BR0-BU3 use ammo canister icons.

I have NO IDEA whatsoever what that is all about or even why it was included but I suspect these may be personally edited icons in the designers game built and put into the SHP file to replace Icon 563 (Ammo Dump ( small ))........ in the actual game they are Schutzbunker fortifications that have had their icon changed either in the game using Edit unit data Misc or with Scenahack but I fail to see any use for them at all as " Railway bridges" though they do make ( sort of.......) reasonable substitute "Barricades" though a simple dragons tooth would have worked.

PERHAPS Blazej will enlighten us ?

RetLT
November 8th, 2022, 05:51 PM
Scenario #436 Pursuit

German units break cover and advance to the right on turn 8. There are no objectives for them to be after.

This scenario is meant to be played as the Germans but it makes it very easy if played as the USA.

blazejos
November 9th, 2022, 11:21 AM
Scenario #433 The "W-hour" Wola

German bridges AS 0/1 and AT 01/1 as well as Polish barricades BR0-BU3 use ammo canister icons.

PERHAPS Blazej will enlighten us ?

Hello that's great that you are interested in that scenario which I done around 2008. So Don have right this units were edited especially with scenhack by me to represents two issues. First polish barricades were build very fast by civilians who helps AK units in matters of hours on important streets of Wola district to strength of defence positions they were build from whatever they have sometimes cars on their side trams or look on original photos

https://ocdn.eu/pulscms-transforms/1/0COk9kuTURBXy8wZWFmZmNmMS1iMjJhLTQ5MWMtYjk3NS02ZmQ zNzcwZmM4ZjcuanBlZ5GTBc0DFM0BvN4AAaEwBQ

Here original photos from Wola district baricades
http://www.sppw1944.org/powstanie/wola/p21.jpg

http://www.sppw1944.org/powstanie/wola/p18.jpg

http://www.sppw1944.org/powstanie/wola/p19.jpg

In a few days they were rebuild with sand sacks but that's scenario represents first two hours of upraising so they were in that primitive version. I can't found icon's which my represents this mess of everything so ammo dump icon was something which was close. Now I understand that is confusing. So if you and Don ware interested and if you think that is worth meaby I can paint two or three icons which my represents this barricades used in city fighting?

here original map of Barricades on Wola district Warszawa in early august 1944
http://www.sppw1944.org/index.html?http://www.sppw1944.org/powstanie/wola_powstanie.html (http://www.sppw1944.org/powstanie/wola/p17.jpg)
So I try done this as much real as possible.

Here 600 photos of Warsaw Baricades in 1944 one is even with Bismarck portrait ;) taken from one of the occupiers office

https://www.1944.pl/fototeka/barykady,60.html

That help by civilians for AK units in first days was the reason why Adolf Hitler personally directed to kill "anything that moves" and leads to "Wola Masacre" since 5th of August 1944 https://en.wikipedia.org/wiki/Wola_massacre

Piotr Gursztyn
Der vergessene Völkermord here is short description of academic book about this genocide https://muzeum1939.pl/en/der-vergessene-volkermord-das-massaker-von-wola-warschau-1944-german-edition-piotr-gursztyns-book/2200.html



Second issue Railway Bridges
Originally AK units from Wola district have an order to take railway viaducts on line which encircles district from the east and destroy them. That was prepared because escarpment was so slope that tanks can't pass there and only way was under those viaducts. In 1939 there was defence line and here is photo from September 1939

http://www.sppw1944.org/powstanie/wola/o01.jpg

Unfortunately German resistance was (Tobruk bunkers on embankment) so strong that this viaducts were not taken and German tanks enter to the district from this side. On the beginning of upraising was a German tank unit close in village east from Wola which was resting after fight with Russians on eastern side in Warszawa-Praga. Viaduct stands until today here photos

https://tustolica.pl/niemieckie-bunkry-i-wiadukt-z-czasow-caratu-co-kryje-linia-kolejowa-na-woli_74618

So I try simulate in game engine a bridge which is not on top of the water. What was impossible. I also try to simulate that when this bridge will be destroyed rubble will block the way for tanks to enter Wola district like in original AK command plan. That was also impossible but that is reason why I not place there dragon teeth because if bridges stands like in history tanks can easy enter. I plan to give this unit look like a bridge but there is no correct icon in units list so if you will be interested meaby is worth to add such icon to simulate viaduct inside game?

DRG
November 9th, 2022, 06:16 PM
I'll think about it. It has a very limited usefulness

So this is to simulate rubble for the bridges?

That barricades are fine. but the underpass bridge IMHO not worth bothering with

RetLT
November 27th, 2022, 03:58 PM
Scenario #445 Offensive in the Saar

1. Canal hexes 57, 48 and 60,48 are clear. All others are fords
2. French Grp Genie DE1 has a cost of 74 but nothing to justify it

RetLT
November 29th, 2022, 11:00 PM
Scenario #446 ASL Gotterdammerung

The building at 24,30 and 25, 30 isn't really there.

German unitsL0, M0, N0, O0 and Russian units Q-13, R1-3, and AH0 all carry demolition charges.

When they fire at any unit, even outside of the range of the demo charge, they explode, destroying themselves and damage or destroy everything near them. They are like little tac nukes!

Several units were modified but this modification has major side effects that were not intended. I would replace the demo charges with satchel charges.

Note: The units with the demo charges will not Z-fire so you will have to get them to fire at an enemy unit to see the explosion.

DRG
November 30th, 2022, 05:11 AM
Scenario #446 ASL Gotterdammerung

The building at 24,30 and 25, 30 isn't really there.


Now corrected. I had to use single hex houses but it covers the area without adding any further weirdness that multi-hex buildings did. Those two multi-hex buildings were actually three all piled together


German unitsL0, M0, N0, O0 and Russian units Q-13, R1-3, and AH0 all carry demolition charges.

That's a strange one but it has been corrected for the next update

RetLT
December 9th, 2022, 03:01 AM
Scenario #448 Baptism of Piron

Several of the hedgerows are really something else.

24,71 39,75 89,62 86,66 85,64 and 6,94 are clear

38, 91 41,90 and 40,91 are paved roads

40,83 is a clear slope.

All should be actual hedgerows.

RetLT
December 17th, 2022, 02:37 AM
Scenario #450 Battle of Sokolovko

German reinforcements K0, C3, H1, F1, F2, and F3 arrive in row 0 and are removed from the map

DRG
December 17th, 2022, 09:05 AM
There is no unit C3......

DRG
December 17th, 2022, 01:35 PM
H4 did the same thing and has now been corrected as well

RetLT
December 17th, 2022, 11:05 PM
It was L3. I could not read my own notes but I just went back and checked the scenario

RetLT
December 22nd, 2022, 10:47 PM
Scenario #454 The factory

The building at 27,11 blocks the road

RetLT
December 24th, 2022, 06:09 AM
Scenario #456 The battle for Makin atoll

Japanese LMG team H3 plays a rifle sound for its lmg.

I think it started off as a sniper team and got modified.

DRG
December 25th, 2022, 10:37 AM
Scenario #456 The battle for Makin atoll

Japanese LMG team H3 plays a rifle sound for its lmg.

I think it started off as a sniper team and got modified.

Yeah that is most likely the reason or a case of "brain fart/fumble finger" on my part..... sound entered was 231...( which IS what the normal "marksmen" uses.. but the sound for the LMG should be 123. Now fixed

RetLT
January 1st, 2023, 04:03 AM
Scenario #457 Iwo Jima

The three on board destroyers (GA 0/1, GF 0/1, GD 0/1) can only fire their 5 inch guns forward. They should be turreted.

Another option would be to point them towards the shore.

RetLT
January 1st, 2023, 04:10 AM
Scenario #458 To the Rhine

The #4 slot 4.5-inch rocket on the Calliopes will only fire forward. The ones in the #2 and #3 slot will fire in whatever direction the turret in facing.

Unsure if this is a scenario specific issue or a database issue.

DRG
January 1st, 2023, 08:20 AM
Interesting.......It appears BOTH of those require more than a "normal" adjustment

RetLT
January 24th, 2023, 02:12 AM
Scenario #468 Schoenfeld charge

The mines on the map are real and work but do not register if you hover the mouse over the hex. This makes it hard to tell if a unit has cleared them before moving off.

DRG
January 24th, 2023, 11:22 AM
Scenario #468 Schoenfeld charge

The mines on the map are real and work but do not register if you hover the mouse over the hex. This makes it hard to tell if a unit has cleared them before moving off.


........and it looks like that's the way it's going to stay. I have tried a few "tricks", none worked but the mines are shown and function so that's going to have to be "good enough"

RetLT
January 26th, 2023, 01:35 AM
It doesn't affect game play much but it was very odd.

RetLT
January 29th, 2023, 02:36 AM
Scenario #471 Uschilug

The Stugs try to swim the river (see screen shot) and the NKVD squads play an MP-40 sound for their PPSHs.

DRG
January 29th, 2023, 07:37 AM
Scenario #471 Uschilug

The Stugs try to swim the river (see screen shot) and the NKVD squads play an MP-40 sound for their PPSHs.

This scenario is a monster and the Stugs don't arrive until turn ten so I need you to expand on this "The Stugs try to swim the river" comment

Vehicles can ford shallow water which means the AI could push them into the shallows at the banks but would stop when it encountered deep water.

Is that what you meant by "try to swim the river"??

RetLT
January 30th, 2023, 12:43 AM
The Stugs that arrive at the top of the map try to cross the river instead of just advancing along the north bank.

The screen shots shows a few of these trying to enter the river rather than moving to the right of the map. They were still there when the game ended on turn 38.

The same thing happens with the armored cars near the bridge. They eventually cross the bridge but not before several enter the shallow water hexes and get stuck.

They all need better way points set so they don't just take the most direct route to the v hexes and enter the water.

Personally, I think this scenario is best played as the German attacker.

I can send you the last turn save if you want to see more.

DRG
January 30th, 2023, 06:46 AM
OK , post or send it and I'll have a look

RetLT
February 20th, 2023, 07:37 PM
Scenario #480 St Cloud grudge match

the hedgerow at 74,93 is a paved road and the one at 77,96 is grass

RetLT
March 17th, 2023, 04:13 PM
Scenario #486 Shore leave

Lloyd (Misspelled Loyd) carriers are Halftracks

Hedgerow hexes 38,30 40,29 and 41,25 are clear

RetLT
March 21st, 2023, 05:39 PM
Scenario #491 Singapore

Wooden bridges at the following hexes are really shallow water:

58,4
52,16
51,18
51,19
52,19
30,10

RetLT
March 27th, 2023, 01:11 AM
Scenario #496 Liuan China:

Wooden bridge at 46,27 is a ford

Stone bridge hexes 11,27 and 14,27 are shallow water

DRG
March 27th, 2023, 11:57 AM
70,37 as well.......all corrected now. Thanks.

RetLT
March 27th, 2023, 11:47 PM
Scenario #497 Hankow China:

The wooden bridge at 09,51 is a ford

DRG
March 28th, 2023, 05:16 AM
9,51 for me is the middle of deep water.........

I assume its the "docks" you are referring to ?
I fixed them

RetLT
March 28th, 2023, 10:36 PM
The bridge and v hex at 69,51.

I missed a digit.

Thanks for catching the docks.

DRG
March 29th, 2023, 07:33 AM
Done

RetLT
March 30th, 2023, 02:23 AM
Scenario #501 Guam, Marianas

Wooden bridge at 60,53 is a ford.

Must have been something different in the code when these were made.

DRG
March 30th, 2023, 02:58 PM
The "good news" is the difference between a ford and a bridge is not as noticeable to 99% of players as it would if it was bumped to being deep water .....

RetLT
March 31st, 2023, 01:56 AM
Scenario #502 The 1,000 yard stare

Bridge hexes 74,34 and 77,34 are shallow water

The US A0 unit has a USA flag while all others have USMC flags.

RetLT
March 31st, 2023, 02:55 AM
Scenario #503 Split down the middle

Bridge hexes 74,34 and 77,34 are shallow water. Must have used part of the map from 502

RetLT
March 31st, 2023, 04:26 AM
Scenario #504 The heat of the moment

Wooden bridges at 83,63 and 84,36 are deep water

Wooden bridge at 55,42 is a swamp hex

RetLT
April 4th, 2023, 12:30 AM
Scenario #506 The British advance to the Elbe

Wooden bridge at 73,51 is a shallow water slope

RetLT
April 12th, 2023, 03:49 PM
Scenario #510 Vella Lavella

NZ formations BC, BD, and BE look like they were not deployed correctly.

They probably should be up near the 25 pounder battery.

DRG
April 12th, 2023, 06:26 PM
Yes it does look like they were forgotten about.......

RetLT
April 13th, 2023, 04:33 PM
Scenario #511 Plantation Waltz

Stone bridge at 90,68 is shallow water

RetLT
April 17th, 2023, 03:20 PM
Scenario #515 Lingayen Philippines

Beach hex 47,55 is shallow water
Steam hexes 48, 52 and 48,51 are shallow water


<2023 v16 RELEASE MARKER--ADDED>

RetLT
April 24th, 2023, 05:27 PM
Scenario #517 The fall of Meiktila

Halftracks are labeled as Lloyd carriers

zovs66
April 25th, 2023, 07:39 AM
Nev er mi nd . . .

RetLT
April 26th, 2023, 12:19 AM
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.

RetLT
April 26th, 2023, 02:02 AM
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

RetLT
April 27th, 2023, 04:53 PM
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

RetLT
April 28th, 2023, 10:36 PM
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.

RetLT
April 29th, 2023, 10:56 PM
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.

Ts4EVER
April 30th, 2023, 01:47 AM
Formation V is Panzergrenadiers. The PZIIIs are formation Y and those are set to react on turn 22.

zovs66
April 30th, 2023, 08:10 AM
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.

RetLT
May 14th, 2023, 06:01 PM
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.

DRG
May 16th, 2023, 07:37 AM
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

RetLT
May 26th, 2023, 04:54 AM
Scenario #539 Operation Kutusov

German unit F2 plays the wrong sound for its MG34

DRG
May 26th, 2023, 09:06 AM
This is a strange one. Still investigating

DRG
May 26th, 2023, 09:26 AM
Mystery solved

I changed the sound for the weapon MG42 LMG (2) this year from a recording of an actual Mg42 LMG firing I recorded off the internet.

So that is indeed an MG42 sound FX but it does sound odd in the game compared to previous MG34/42 FX's.

I will look into this at some point in the future. The sound pitch may need a tweak

DRG
May 26th, 2023, 12:08 PM
Try this one. Extract to Games data / Sounds ( SPWW2 )

RetLT
May 28th, 2023, 08:22 AM
I got to fire an MG-34 a few years ago. This one sounds like it.

You can do pretty much anything in Las Vegas.

RetLT
June 11th, 2023, 02:46 AM
Scenario #549 Battle of Brody II

Russian reinforcements in formations R and S do not move from their arrival hexes. Their objectives may not be set.

DRG
June 11th, 2023, 07:02 AM
I changed each formation's reaction turn from 99 ( AI control ) to one turn after they arrive and both moved off their entry hex and towards the battle area.

Why 99 didn't work for those formations for you is a mystery but with that change, they moved for me

I assume you playtested this for Don originally? Do you know why there is a church in the middle of the road 46,52 ?

zovs66
June 11th, 2023, 07:50 AM
I’ll have to check next week to see about the church.

RetLT
June 11th, 2023, 10:21 PM
I changed each formation's reaction turn from 99 ( AI control ) to one turn after they arrive and both moved off their entry hex and towards the battle area.

Why 99 didn't work for those formations for you is a mystery but with that change, they moved for me

I assume you playtested this for Don originally? Do you know why there is a church in the middle of the road 46,52 ?

I never noticed it.

DRG
June 12th, 2023, 07:04 AM
https://i.imgur.com/ZDUHYbD.png

zovs66
June 12th, 2023, 07:21 PM
Yes that is intended. Please don’t change it.

RetLT
June 16th, 2023, 12:16 AM
Scenario #551 The Rhino's horn

German reinforcements do not move from their arrival hexes.

I don't recall this happening during playtesting.

DRG
June 16th, 2023, 08:26 AM
Scenario #551 The Rhino's horn

German reinforcements do not move from their arrival hexes.

I don't recall this happening during playtesting.

I saw the same thing running it AI vs AI . As an experiment, I set the reaction turn of the reinforcements to one turn after their arrival and they moved so that is a solution......

BUT

The AI vs AI games I ran the reinforcement units only made it halfway to the center of the map before the game ended in the decisive defeat of the Russians so the reason they did not move may be because the AI decided it didn't need them anywhere to win. I ran it a second time with the same result, all of the reinforcement units were making their way to the front but were well behind the central hill position so they never saw any combat and in both cases, the Russian AI side had lost the battle decisively in half the allotted turns!

IMHO there is no need for those reinforcements and that may be why the AI didn't move them set to reaction 99.

I ran it a third time with the same result so for three AI vs AI battles the game was over by turn 14, 12, 10

It's a turkey shoot. This was the last result that was over by turn 10
https://i.imgur.com/An2CcYm.png


That said, if you played the Russians and actually won and the AI didn't react with those reinforcements then there is a problem that setting the reaction turns as I described will fix......or at least get them moving towards the fighting.

RetLT
June 18th, 2023, 02:13 AM
[QUOTE=RetLT;854811]Scenario #551 The Rhino's horn

...

BUT

T


That said, if you played the Russians and actually won and the AI didn't react with those reinforcements then there is a problem that setting the reaction turns as I described will fix......or at least get them moving towards the fighting.

I did manage a victory as the Russians by using a lot of smoke and artillery.

They key was to only engage one Marder or AT gun at a time.

I got a 4:1 MV but it would have been less if the reinforcements had moved.

DRG
June 18th, 2023, 04:50 AM
OK , in this case setting the reinforcements to move the turn after they arrive would at least get them moving forward and I will adjust the scenario accordingly

RetLT
June 19th, 2023, 03:27 AM
Scenario #558 Hell on wheels: St. Giles

Check loss numbers in scenario details text. Looks like a cat stepped on the keyboard.

DRG
June 19th, 2023, 07:06 AM
Scenario #558 Hell on wheels: St. Giles

Check loss numbers in scenario details text. Looks like a cat stepped on the keyboard.


That is because there is no % in the SP alphabet...... The full word "Percent" has to be used not %

Now corrected in the master

zovs66
June 19th, 2023, 10:02 AM
Scenario #558 Hell on wheels: St. Giles

Check loss numbers in scenario details text. Looks like a cat stepped on the keyboard.


That is because there is no % in the SP alphabet...... The full word "Percent" has to be used not %

Now corrected in the master

Thanks for correcting this, that was my bad. I should have caught that.

RetLT
June 19th, 2023, 05:35 PM
This is what I was referring too. Looks like a string of random #s

RetLT
June 24th, 2023, 05:51 AM
Scenario #568 Churchills at Kursk

Change "Churchill's" to Churchills in scenario title

DRG
June 27th, 2023, 09:01 PM
This is what I was referring too. Looks like a string of random #s

Yep, that's what happens when you use % instead of the whole word percentage.

There is no symbol for % in the game

RetLT
July 30th, 2023, 03:36 AM
Scenario #586 Krinkelt-Rocherath

US bazooka H2 has a speed of 0. It is the only unit set to zero so I think it was an error.

DRG
July 30th, 2023, 07:23 AM
It does show "changed" in scenhack. I cannot see any reason why it would be zero so I have restored it to it's proper speed

Ts4EVER
July 30th, 2023, 08:49 AM
Was the name of the unit commander changed? I have mild recollections about there being some famous engagement where they ambushed Panthers with a bazooka in this town. Maybe this was done as a "scripted" thing? I have set infantry to speed 0 before to get special play conditions, although I tend to mention that kind of thing in the briefing.

DRG
July 30th, 2023, 11:32 AM
Was the name of the unit commander changed? I have mild recollections about there being some famous engagement where they ambushed Panthers with a bazooka in this town. Maybe this was done as a "scripted" thing? I have set infantry to speed 0 before to get special play conditions, although I tend to mention that kind of thing in the briefing.


It does not appear to be changed. That Bazooka unit leader is Lloyd and there is a Lloyd in the USA name list and it's not the only bazooka in town. If historically the operator was wounded or restricted in movement then I could see making the unit fixed in place but I can see no notes or reason for it so I have changed it as in the big scheme of things it's not in any way a game changer and having movement gives options for re-deployment that being fixed in place do not

zovs66
July 31st, 2023, 06:27 AM
586 was one of the lost and found I resurrected, something must of slipped through the process.

RetLT
July 31st, 2023, 03:59 PM
Scenario #588 Jewish Partisans

Partisans is misspelled "Partizans" in the scenario text. It is correct for the unit names.

zovs66
July 31st, 2023, 04:32 PM
This is another one I resurrected. I think the "Partizans" was intended from the original text. But that is based off of memories of three years ago.

DRG
August 1st, 2023, 05:06 AM
"Partizan, a term for a partisan used in several Slavic languages"
https://en.wikipedia.org/wiki/Partizan

So it's not technically misspelled but I will change it to Partisan for consistency

RetLT
August 4th, 2023, 05:19 AM
Scenario #591 Assault on Gambsheim

German FG gruppes AC1 and AD1 use SDKFZ 11 icons and act as soft vehicles.

In addition, they start loaded in units AA0 and AB0 respectively.

Formations D,E,F,G,H and X all head for the left map edge rather than towards any V hexes. They would be best if they stayed put.

DRG
August 4th, 2023, 07:43 AM
Scenario #591 Assault on Gambsheim

German FG gruppes AC1 and AD1 use SDKFZ 11 icons and act as soft vehicles.

In addition, they start loaded in units AA0 and AB0 respectively.

Formations D,E,F,G,H and X all head for the left map edge rather than towards any V hexes. They would be best if they stayed put.


We have some weirdness going on here

German units AC1 and AD1 are "passengers" in Bunkers but they do indeed show as being Artillery Prime movers

Formations D,E,F,G have a 20 reaction turn set

H is 99, X has the XO set to arrive Turn 10 but the rest are set to reinforce on turn 18 but their reaction turn is set to 4 !

:doh::doh:

That *MAY* be why they are wandering West....... IDK

I am glad that there were old "lost" scenarios saved from being lost if for no other reason than I know how much work goes into building one but I am also glad there are no more of them.

This is going to be "interesting".......

DRG
August 4th, 2023, 07:58 AM
OK ...... AC1 and AD1 are back to being FJ and the reaction turn for the reinforcements is set to 99 and D,E,F,G,H set to 98 which should keep them from wandering Westward

I'll let it run AI vs AI and see if that helps

zovs66
August 4th, 2023, 08:00 AM
My apologizes I did the best I could at the time when I resurrected them.

DRG
August 4th, 2023, 08:05 AM
Yeah I know. I also know it's nearly impossible to check absolutely everything especially when you are working with someone else's creation.

Like I said. I am glad they have been saved. It just might take awhile to iron out all the wrinkles

DRG
August 4th, 2023, 08:07 AM
Tom ........ what turn did you notice D,E,F,G,H and X heading for the left map edge ??

DRG
August 4th, 2023, 08:33 AM
It's turn 19 and nothing is heading west so I think that issue is solved but I will let this play out to the end

Edit

Checked turn 28 and P L and K were being a bit too "frisky" exposing themself to fire to ( I assume ) retake a couple of 5 point V hexes they didn't need to so I will make further tweaks to the reaction turns

RetLT
August 4th, 2023, 11:53 PM
My apologizes I did the best I could at the time when I resurrected them.

We are grateful for your efforts. Years of patches and OOB changes are the likely source of the problems.

RetLT
August 4th, 2023, 11:55 PM
Tom ........ what turn did you notice D,E,F,G,H and X heading for the left map edge ??

I would say about turn 20 sounds right. The units also hit some of their own mines in the area which is how I first knew they were on the move since I was coming up from the south and could not see over the railway berm.

DRG
August 5th, 2023, 05:56 AM
The changes I made should stop most of that from happening. I need to let it run AI vs AI again to know for sure........ I just need the time to do that. I know that on the second go through there were not a lot of units on the move > turn 20. Most were staying in place

RetLT
September 2nd, 2023, 03:42 PM
Scenario #609 Trail by combat

When the AI takes player 1 the three tanks at the top try to swim the river rather than use the bridge. They may need waypoints added.

The H8s at the bottom do use the bridge.

zovs66
September 2nd, 2023, 07:20 PM
I am fairly certain the top units have way points.

RetLT
September 3rd, 2023, 12:24 AM
Wasn't sure since the human player is supposed to be player 1.

I have seen this before where tanks fail to use the bridge and try to take the most direct route. When it happens it is almost always when the AI takes the side the human is supposed to play.

DRG
September 3rd, 2023, 09:16 AM
If a scenario designer specifically recommends one side be played as human it is unrealistic to think he would bother setting those units to react "properly" when the scenario was played from the "wrong" side

RetLT
October 1st, 2023, 05:16 AM
Scenario #622 3rd RTR in the rain

Stone bridge hexes 29,8/30,8 and 31,8 are shallow water

RetLT
October 1st, 2023, 06:08 AM
Scenario #623 Revenge of the Greys

ME 109 units H1 and I0 use the wrong icon

EDIT
Yes, they certainly did. corrected now

RetLT
December 8th, 2023, 12:42 AM
I'm not dead just busy.

I will start reviewing scenarios again soon

DRG
December 8th, 2023, 12:12 PM
I "get" "busy"