Desert Rats 1940-42 beta testing

Order of Battle is a series of operational WW2 games starting with the Pacific War and then on to Europe!

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Erik2
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Re: Desert Rats 1940-42 beta testing

Post by Erik2 »

Race For Tunis:
Assigned Axis units to AI Teams.
Fixed sec objs.
Set income to correct nations.
Fixed Axis AI orders. The idea is to lead each formation by its nose across the map.
The supply trigger is for the Brandenburger unit arriving on the southern map edge.
And yes, this scenario was the most difficult get correct giving the unusual battle conditions. Still do not know if it will play OK...

Kasserine:
Fixed orphaned German units including reinforcements.
Fixed primary objs (so you know how my mind works, or rather does not).
Added German supply (and I will check earlier scenarios).

Fixed Campaign branch Kasserine/Pass.

Mdauuar:
Fixed primary obj.

Kasserine Pass:
Fixed primary and secondary objectives.
Added sec obj rewards.
Fixed AI unit assignments.

Medenine:
Fixed primary and sec objs.

Mareth:
Added unit AI assignments.
Replaced comma with punctuation mark in briefing. Forensic work.
Fixed primary objective.
Added specialisations.

Tunisia:
Fixed AI player.
Added unit AI assignments.
CHanged primary obj to allow for defeat.
Added more turns.
Upgraded some Axis armored units.
Increased Italian experience.
Assigned Axis commanders.

Link updated to v4.1

And this campaign would be in a partially sorry state without Bru's investigations. A big thank you!
terminator
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Re: Desert Rats 1940-42 beta testing

Post by terminator »

First Bardia :

The secondary objectives are not clear for me :

- what type of unit is exactly an Italian armor ? -> tanks
- what type of unit is a fort ? -> fortress
- Sink all Italian vessels -> only one ?

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Erik2
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Re: Desert Rats 1940-42 beta testing

Post by Erik2 »

Armor is a common name for tanks, but I've changed it.
Forts and fortresses are the same as far as I know. Fort is the more common name.
There's only one Italian vessel, I've changed the txt.
ALP071
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Re: Desert Rats 1940-42 beta testing

Post by ALP071 »

Lads, I'm having trouble with Border Raid, as even after taking care of all trucks, plus the armour, plus the landing ground, all I get is a bloody draw!

BTW, how do I know I kicked the arse of all the Italian forces, and there is no die-hard unit hiding in a remote spot of the map? I used the anti-fog of war cheat to make sure :wink: .

Bug?

P.D. I'm playing 4.3, supposedly the ultimate "bug free" version :cry:
Erik2
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Re: Desert Rats 1940-42 beta testing

Post by Erik2 »

I wonder if I should change the trigger to just check for number of alive Italian trucks = zero.
GabeKnight
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Re: Desert Rats 1940-42 beta testing

Post by GabeKnight »

ALP071 wrote: Thu Jul 19, 2018 5:01 am P.D. I'm playing 4.3, supposedly the ultimate "bug free" version :cry:
Whoever told you that? :lol:
Be glad that Erik actually does update and fix his scens really fast and in regular intervals...
Erik2 wrote: Thu Jul 19, 2018 8:47 am I wonder if I should change the trigger to just check for number of alive Italian trucks = zero.
No, all you have to do is to add a "win" trigger for the player, like this:

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Also with the changed units, the player starts undersupplied "-2". And after a few turns with the new unit's spawns, also the AI trucks get undersupplied.

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Attachments
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GabeKnight
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Re: Desert Rats 1940-42 beta testing

Post by GabeKnight »

Erik, if interested fixed scen attached.
This time, I also changed the supply like indicated in the above screenshot.
As always, feel free to use it inside the DR campaign or just as template.
Attachments
1Border.rar
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Erik2
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Re: Desert Rats 1940-42 beta testing

Post by Erik2 »

I 'borrowed' Gabe's Border-fix and updated the link to v4.4.
Thanks.
goose54
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Re: Desert Rats 1940-42 beta testing

Post by goose54 »

Eric, finished up to Bardia. Won't let me advance game. Says I've put to many aircraft done not enough support. Need to take some off.
Problem is I didn't put any aircraft on board. There is a Hudson III lower right corner that was there before I deployed my units. ?????
Didn't know how to remove it if that's the problem. Good game so far hope I can move forward.

Goose
Erik2
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Re: Desert Rats 1940-42 beta testing

Post by Erik2 »

This is about Second Bardia.
There are two Allied non-core units spawned on turn-1 in addition to the pre-deployed Hudson.
The offmap air supply spurce is checked and there is are air exit/re-entry hexes. So it should work...

Anyway, I have placed the spawned air units on map.
Attaching zip files in posts does not work, so you need to download the latest campaign.

Link updated to v4.5
goose54
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Re: Desert Rats 1940-42 beta testing

Post by goose54 »

Thanks, my friend.

Goose
SirAllan
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Re: Desert Rats 1940-42 beta testing

Post by SirAllan »

Hi Erik - Denmark calling :wink:
In First Bardia (vers 4.4) I noticed Italien armor drove threw the minefields, is this intentionel :?:
I havn't tryed vers 4.5 yet :roll:
Erik2
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Re: Desert Rats 1940-42 beta testing

Post by Erik2 »

Crazy Italians...
I've seen this behaviour earlier and it was reported as a bug a long time ago.
Nothing a scenario designer can do.
The only thing I can think of is that assigned mines to a faction may allow units belonging to the faction may ignore the mines...?
SirAllan
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Re: Desert Rats 1940-42 beta testing

Post by SirAllan »

Sounds fair enogh - afterall they lay all those mines and have a map over the area :wink:
bru888
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Re: Desert Rats 1940-42 beta testing

Post by bru888 »

Wait, what the heck? So, if you lay mines down but not as neutral but assigned to one of the factions, that faction will "know" the placement of the mines and therefore be able to safely navigate through them?

Because that's what you must have done, Erik; here I have placed three conventional mines above your Italian "units" and noticed for the first time that unlike mine, yours are indeed "owned" by the Italians. So if they can walk through them, this makes sense and is very handy to know.

Speaking of which, who knew? Learn something new every day about this game, I always say.

This is not a bug. It's genius. Sheer genius, Erik! Yours for finding it somehow, whether it was intentional on their part or not. :roll:

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bru888
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Re: Desert Rats 1940-42 beta testing

Post by bru888 »

Interesting stuff. Notice how I cannot move onto the mined tiles themselves (hovering over the two adjoining hexes shows no possible movement arrow) because they are co-units of mine and two units cannot occupy the same hex.

However, if I have enough movement points, I can walk "through" the mine field to the other side. And quite safely, I might add, like tiptoeing through the tulips! :)

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I dub this the Erik Faction Mine Effect! :)
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GabeKnight
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Re: Desert Rats 1940-42 beta testing

Post by GabeKnight »

bru888 wrote: Wed Jul 25, 2018 10:02 pm Speaking of which, who knew? Learn something new every day about this game, I always say.
You really didn't know this? Aren't you Moderators supposed to know such things? :wink:

I was wondering if it may even be better if my engineers laid mines that belonged to my faction...?

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bru888
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Re: Desert Rats 1940-42 beta testing

Post by bru888 »

GabeKnight wrote: Wed Jul 25, 2018 10:26 pmI was wondering if it may even be better if my engineers laid mines that belonged to my faction...?
That's a great question, so I tried out an engineer using the same handy test scenario as before (don't mind those pesky IAR 80'S - they are part of the test scenario but also a clue as to what I am currently working on :wink: ). It turns out that your engineer lays only the neutral kind of "eggs":

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So that would be a great suggestion, yes, but frankly, I think this is just an oversight but not really a bug. The developers probably never intended mines to be anything but neutral or else they would have placed mines on the units toolbar for all factions in the scenario editor.

As it is, what Erik did (genius, sheer genius) was to make mines a factional unit and while I said that friendly units can "walk through" their own mines, what my test really showed is that the game considers them just another friendly unit in whose hex you cannot stop while moving. As in the game, you can move through such friend-occupied hexes if you have enough MPs but not stop in them.

So don't look for the developers to pick up on this but it's a nice thing for scenario designers to know. :wink:
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Erik2
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Re: Desert Rats 1940-42 beta testing

Post by Erik2 »

An additional scenario creator feature would be to use a mixture of neutral and faction mines. You could create gates through minefields and steer the AI units through a minefield.
Engineers should probably lay faction-mines. It would add some uncertainty to multiplayer games, which is a good thing.
GabeKnight
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Re: Desert Rats 1940-42 beta testing

Post by GabeKnight »

Erik2 wrote: Thu Jul 26, 2018 8:34 am You could create gates through minefields and steer the AI units through a minefield.
Good idea! If you also reveal the "hidden" mines to the AI, it could be used for some interesting design concepts.

There are some scenarios in the Sandstorm DLC that could benefit from this... (or rather: could have... or could have had... :?: :? :) )
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