Beaches of Normandy

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Shards
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Re: Beaches of Normandy

Post by Shards »

Yeah! Nice to see someone else building in some optional difficulty :D
terminator
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Re: Beaches of Normandy

Post by terminator »

Capture d’écran (30).jpg
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"United States Army combat engineer placing several half-pound cans of TNT explosive under an abandoned German tank during the Battle of El Guettar, Tunisia, Apr 1943."
Tiger :?:
terminator
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Re: Beaches of Normandy

Post by terminator »

Shards wrote:Yeah! Nice to see someone else building in some optional difficulty :D
In my scenario there will be 3 options :
- rangers reinforcement for US Army ?
- panzers reinforcement for Germany ?
- more targets = demolition man ?
=> 7 possibilities to play (?)
Shards
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Re: Beaches of Normandy

Post by Shards »

Nice!
GabeKnight
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Re: Beaches of Normandy

Post by GabeKnight »

Shards wrote:Nice!
Hey! That's what I wanted to say... :)

... looks like quite the challenge to come... but seriously 25 mines? You and the mines... you should really consider the next step and ask them to move in with you... :wink:
terminator
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Re: Beaches of Normandy

Post by terminator »

GabeKnight wrote:... looks like quite the challenge to come... but seriously 25 mines? You and the mines... you should really consider the next step and ask them to move in with you... :wink:
Seabees believe that anything they are tasked with they "Can Do" (the CB motto).
Seabees.png
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Tomorrow new version to test :!:
terminator
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Re: Beaches of Normandy

Post by terminator »

Omaha(USC3) version beta1 :
3 options :
- Rangers reinforcements
- Demolition Man
- Panzer Controversy
Secondary objectives done but Awards are missing (except for Airstrips and Radar Stations).
Certain texts for the events are missing.
I have made the test with these options : Rangers = No , Demolition Man = No, Panzer Controversy = Yes (All the options should normally work).
I made changes for Panzer Controversy. I do not still know what it is going to give.
The link :http://www.mediafire.com/file/6l3x5zkcv ... 9beta1.zip
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Re: Beaches of Normandy

Post by GabeKnight »

Hi terminator,

I'd say, this scenario's nearing completion. Liked the overall setup and units count this time. You left some air and land corridors open for invasion - I liked that very much as well. Had a very good overall feeling this time around.

Omaha beta1: Rangers = No , Demolition Man = Yes, Panzer Controversy = Yes, level 3 diff
(turned "combat randomising" off to see if the replay's gonna be okay this time - EDIT: almost :) )
Screenshot 34.jpg
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Further observations and suggestions:

- Most of the action's and objective's popup titles and texts are empty, but as you already meantioned this, I won't elaborate on this further (but remember to adjust the messages accordingly e.g. the popup message for destroying 5 bunkers in Demolition mode says that I only destroyed 3...)
- I'm sorry to say, but some of the english texts or translations are quite messed up IMO; and since I'm not native english speaking myself, maybe someone else could help with that
- The amount and distribution of supply ships was good
- Liked the new deployment zones and air setup
- Didn't notice the B25G to be a tact. bomber at first and therefore wasted an action... :)
- Although my understanding of the AI activation is still very limited, I'd suggest to move the enemy-arty-AI-team(s) further up the queue, so that they'd activate ahead of the infantry unit's attacks
- Every time you load a saved game, the "Demolition Man" changes made to the objectives don't show at first. But after a while, they reappear. It's confusing...(can't be seen in replay)
- Same suggestion as on Kursk v1.04: combat actions with units in the southernmost towns (i.e. "Russy") are kind of hard to see because of the UI overlay. Maybe add one or two more land hex rows to the bottom of the map
- the naval mines placement is quite stretched, so it's hard to achieve the "clear 8 mines" sec. obj. if you don't start clearing mines with the supply ship right away. And mind you, the Demolition-question appears on turn 10! Had to sacrifice a battleship to achieve this objective! :( (or would have to wait idly just for my supply ship to reach the far off mines in the east, see replay) Maybe spawn an additional supply ship in Demolition-mode? Or ... add a few more mines [wait...who said that?... :) ]
- most of the AT-guns appear to have been on "static defense". Maybe you could activate some of them to go "hunting"...(but I understand this is a game balance question)
- still think you should add some stars to the concr. bunkers, they're prim. obj. after all!
- Trigger error: even after destroying the 4 radar stations by turn 20 and getting the popup and checked sec. obj. => on turn 21 it says I failed the objective and the German fighters appear. No major victory for me :cry: :wink:
- the overall AA placement was very good this time, except: The arty installment in the northwestern most corner (3 arty guns) remains too exposed IMO. Maybe move the 40mm Bofors a few hexes south to protect the coastal gun and two arty guns. The mobile AA was a good idea, but then it chases one of my planes eastwards and leaves said arty position unprotected.
- I hadn't thought of this before, but many coastline positions appear quite vulnerable to "concealed" units, like the commandos (see replay). As this being a game balance issue also, I'd recommend to add at least a foxhole/inf. unit to these positions, but I'd totally understand if it's by design in favour of different approaches on this scenario
- I've completed the "15 mines" sec. obj. prior to being able to choose the Demolition Man. But the sec. objective's text after Demolition-mode didn't uncheck and didn't change from 15 to 25 mines. You probably forgot to clear the trigger state on turn 10 so that the new sec. obj. update trigger's not able to update this objective if already achieved before (see screenshot "25/15")
- at some point I had negative 3 air CP. Only after building all the three airstrips, it went up to zero again (see replay). :)
- really could have used some RP rewards around the middle of the scenario (15-ish turn)
- the prim. obj. coastal guns text should read "5/5" (see screenshot)
- to make it a bit easier, maybe add one air CP for a recon plane

As always, thanks for an excellent time with a great mission and all the work you've put into this - it was quite enjoyable to see the "evolution" of this scenario. I'll attach the replay.
Attachments
ReplayOmaha_b1_GK.rar
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terminator
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Re: Beaches of Normandy

Post by terminator »

GabeKnight wrote:- Every time you load a saved game, the "Demolition Man" changes made to the objectives don't show at first. But after a while, they reappear. It's confusing...(can't be seen in replay)
I made a fast test. The mod "Demolition Man" is activated only after a fight.It is valid the first time and for every save-load game.
The solution is to create a new primary objective activated if you accept to be the "Demolition Man":
Demolition(new(1)).jpg
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Demolition(new(2)).jpg
Demolition(new(2)).jpg (123.68 KiB) Viewed 3401 times
There is no problem with this method.
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Re: Beaches of Normandy

Post by GabeKnight »

Or you would have to split the triggers for the objective, maybe even have to use a scenario variable. One that updates at "Turn Start" with "Check turn" trigger and then the one with "Combat Event". But maybe that's a stupid idea.

Just... wouldn't want to change the overall "Demolition Man" challenge because of this - I mean, it's just a cosmetic issue, after all.
terminator
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Re: Beaches of Normandy

Post by terminator »

GabeKnight wrote:- Most of the action's and objective's popup titles and texts are empty, but as you already meantioned this, I won't elaborate on this further (but remember to adjust the messages accordingly e.g. the popup message for destroying 5 bunkers in Demolition mode says that I only destroyed 3...)
I had to forget of the text -> Corrected
GabeKnight wrote:- I'm sorry to say, but some of the english texts or translations are quite messed up IMO; and since I'm not native english speaking myself, maybe someone else could help with that
Say to me which texts cause problem.I made some corrections.
GabeKnight wrote:- Although my understanding of the AI activation is still very limited, I'd suggest to move the enemy-arty-AI-team(s) further up the queue, so that they'd activate ahead of the infantry unit's attacks
There was a bug with the Waffen-SS AI. They never received the order to strike back :!:
GabeKnight wrote:- Every time you load a saved game, the "Demolition Man" changes made to the objectives don't show at first. But after a while, they reappear. It's confusing...(can't be seen in replay)
"Demolition Man" desactivated for the moment.
GabeKnight wrote:- Same suggestion as on Kursk v1.04: combat actions with units in the southernmost towns (i.e. "Russy") are kind of hard to see because of the UI overlay. Maybe add one or two more land hex rows to the bottom of the map
One more hex added
GabeKnight wrote:- the naval mines placement is quite stretched, so it's hard to achieve the "clear 8 mines" sec. obj. if you don't start clearing mines with the supply ship right away. And mind you, the Demolition-question appears on turn 10! Had to sacrifice a battleship to achieve this objective! :( (or would have to wait idly just for my supply ship to reach the far off mines in the east, see replay) Maybe spawn an additional supply ship in Demolition-mode? Or ... add a few more mines [wait...who said that?... :) ]
Mines will be deleted for the future "Demolition Man"
GabeKnight wrote:- most of the AT-guns appear to have been on "static defense". Maybe you could activate some of them to go "hunting"...(but I understand this is a game balance question)
I was going to change their AI at some point but I noticed that they are quickly eliminated.I am not sure that it has an interest.
GabeKnight wrote:- still think you should add some stars to the concr. bunkers, they're prim. obj. after all!
I made a test, I did not notice difference (?)
GabeKnight wrote:- Trigger error: even after destroying the 4 radar stations by turn 20 and getting the popup and checked sec. obj. => on turn 21 it says I failed the objective and the German fighters appear. No major victory for me :cry: :wink:
"Demolition Man" Bug.
GabeKnight wrote:- the overall AA placement was very good this time, except: The arty installment in the northwestern most corner (3 arty guns) remains too exposed IMO. Maybe move the 40mm Bofors a few hexes south to protect the coastal gun and two arty guns. The mobile AA was a good idea, but then it chases one of my planes eastwards and leaves said arty position unprotected.
Corrected.
GabeKnight wrote:- I hadn't thought of this before, but many coastline positions appear quite vulnerable to "concealed" units, like the commandos (see replay). As this being a game balance issue also, I'd recommend to add at least a foxhole/inf. unit to these positions, but I'd totally understand if it's by design in favour of different approaches on this scenario
Just added one MG Foxhole, changes minors for certain units.I shall see again it later.
GabeKnight wrote:- I've completed the "15 mines" sec. obj. prior to being able to choose the Demolition Man. But the sec. objective's text after Demolition-mode didn't uncheck and didn't change from 15 to 25 mines. You probably forgot to clear the trigger state on turn 10 so that the new sec. obj. update trigger's not able to update this objective if already achieved before (see screenshot "25/15")
"Demolition Man" Bug.I shall see again it later.
GabeKnight wrote:- at some point I had negative 3 air CP. Only after building all the three airstrips, it went up to zero again (see replay). :)
Total Air Command Points = 24, Airstrip x 2 = 10 x 2 = 20 (?)
Did you use the 3 Air Command Points for this objective (3 Airstrips) :?:
GabeKnight wrote:- really could have used some RP rewards around the middle of the scenario (15-ish turn)
Added resources for 3 secondary objectives (land mines, sea mines and command bunker)
GabeKnight wrote:- the prim. obj. coastal guns text should read "5/5" (see screenshot)
"Demolition man" bug
GabeKnight wrote:- to make it a bit easier, maybe add one air CP for a recon plane
one air CP added

Event Popup Land Mines and Beutepanzer corrected.

NEW Specialisations :
- Landing Craft Tank
- Infantry Landing Craft
Specialisations.jpg
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:arrow: The link Beta(2) :http://www.mediafire.com/file/ipp6sealc ... 282%29.zip
GabeKnight
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Re: Beaches of Normandy

Post by GabeKnight »

terminator wrote:Say to me which texts cause problem.I made some corrections.
Will do (in the future)
terminator wrote:
GabeKnight wrote:- Same suggestion as on Kursk v1.04: combat actions with units in the southernmost towns (i.e. "Russy") are kind of hard to see because of the UI overlay. Maybe add one or two more land hex rows to the bottom of the map
One more hex added
Sorry, my mistake. See here
terminator wrote:Mines will be deleted for the future "Demolition Man"
But please just from the sec. objectives, and not the mines as such. Seriously, they were good. :!:
terminator wrote:
GabeKnight wrote:- still think you should add some stars to the concr. bunkers, they're prim. obj. after all!
I made a test, I did not notice difference (?)
Really? Maybe it's the difficult terrain around them after all. It's a pity. Normally I try to NOT end a turn with one of my units next to a conct. bunker, because usually they always do like 1 damage minimum, even to tanks. But you could be right, that the attack values of bunkers did not increase accordingly over time as the defensive values of both '44 inf. and tank units.
terminator wrote:
GabeKnight wrote:- at some point I had negative 3 air CP. Only after building all the three airstrips, it went up to zero again (see replay). :)
Total Air Command Points = 24, Airstrip x 2 = 10 x 2 = 20 (?)
Did you use the 3 Air Command Points for this objective (3 Airstrips) :?:
I don't know if we are talking about the same thing. I didn't mean supply, I meant command points:
[In the replay, this happened at turn 10 as I redeployed an aux. fighter plane into one of the new built airstips.]
airCP.jpg
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To be honest, having played this scenario tree times already, I think it might be some time until I'll play again. But it's very good the way it is now already, just don't overdo the triggers and choices too much :wink: Thumbs up!
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Re: Beaches of Normandy

Post by steevodeevo »

terminator, is this scenario release version now concluded?

p.s. I'm just checking so I can update my active scenarios and campaigns list to follow as its getting increasingly difficult to do so as more players start to develop stuff - but in a good way I mean..

p.p.s. Any plans also about a follow up scenario? I know you were giving this some thought at one stage.

thanks.
terminator
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Re: Beaches of Normandy

Post by terminator »

steevodeevo wrote:terminator, is this scenario release version now concluded?

p.s. I'm just checking so I can update my active scenarios and campaigns list to follow as its getting increasingly difficult to do so as more players start to develop stuff - but in a good way I mean..

p.p.s. Any plans also about a follow up scenario? I know you were giving this some thought at one stage.

thanks.
Sorry for my late answer.

The scenario "Pointe du Hoc" did not suit to me and there was my mod then beta test.
I had decided to have a break with the scenarios.
When I took back the scenarios, I realized that the main problem was that the map was simply too small.
At present I redo a bigger version of Omaha Beach (From now on I shall make bigger scenarios for all my scenarios) :

- before (old version):
Omaha(before).png
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(screenshot at the beginning)

- after (new version) :
omaha(after).png
omaha(after).png (14.78 KiB) Viewed 2979 times
(screenshot at the beginning)
Last edited by terminator on Mon May 21, 2018 5:25 am, edited 3 times in total.
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