CSI Sweep: Germany East 1945
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				bru888
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CSI Sweep: Germany East 1945
By invitation from Erik. Version 0.9.
Erik, here is the Campaign Tree. It's fairly straightforward with one crossroad. Please check the branching from Berlin; it seems to make sense from the scenario descriptions. Berlin says "The final stand of the Wehrmacht" and if the player can "Hold at least 18 objectives at scenario end" but does not "Keep all Waffen SS units alive," that will be a Minor Victory and the campaign will be over. However, if he can achieve both objectives, that will be a Major Victory and the bonus will be Berlin Redux in which "German forces trapped in Berlin make a final attempt to throw the Soviet forces out of the capital." Viewed from the safety and comfort of an armchair, that sounds like fun!
The campaign itself looks fine. I just have a minor qualm over the dates of Victory and Defeat; you will know better than I whether having their branches dated before the start date of the campaign will be an issue or not:
One more thing, and you will definitely know more about this than I do (I just learned how to do this by looking at feedback in your campaigns thread). I gather that the core name is not important to match; how, for example, is the player to know when he saves a core that it is to be named "Wehrmacht"? I am reasonably sure that importing a core by any name will work as long as the campaign name matches. [* See below.] Apparently, when the player saves his core, embedded in the save is the name of the campaign from whence it came. Here, you provide for importing cores from the "Germany East 44" and "Germany West 44" campaigns:
Now, oh wise and wonderful campaign designer, do those campaign names need to exactly match the official name of each campaign as recorded in text_english.txt? For, these are those names and you can see that, in version 1.0, the name is "Germany West 1944":
[* Heh, you see how this works? I learned something new just now. It's the core file name that does not matter. The name of the core itself is established by this statement in text_english.txt:
// CORE NAMES
core_wehrmacht = Wehrmacht
Which in turn was established when you set it in Germany East 44 and Germany West 44 in the campaign editor. This is not controlled by the player; it is embedded in the saved core file and you are requiring it for Germany East 45. So core name is fine but still, I believe there may be a problem with mismatched Germany West 44/1944 campaign names, no?]
			
			
									
						
							Erik, here is the Campaign Tree. It's fairly straightforward with one crossroad. Please check the branching from Berlin; it seems to make sense from the scenario descriptions. Berlin says "The final stand of the Wehrmacht" and if the player can "Hold at least 18 objectives at scenario end" but does not "Keep all Waffen SS units alive," that will be a Minor Victory and the campaign will be over. However, if he can achieve both objectives, that will be a Major Victory and the bonus will be Berlin Redux in which "German forces trapped in Berlin make a final attempt to throw the Soviet forces out of the capital." Viewed from the safety and comfort of an armchair, that sounds like fun!
The campaign itself looks fine. I just have a minor qualm over the dates of Victory and Defeat; you will know better than I whether having their branches dated before the start date of the campaign will be an issue or not:
One more thing, and you will definitely know more about this than I do (I just learned how to do this by looking at feedback in your campaigns thread). I gather that the core name is not important to match; how, for example, is the player to know when he saves a core that it is to be named "Wehrmacht"? I am reasonably sure that importing a core by any name will work as long as the campaign name matches. [* See below.] Apparently, when the player saves his core, embedded in the save is the name of the campaign from whence it came. Here, you provide for importing cores from the "Germany East 44" and "Germany West 44" campaigns:
Now, oh wise and wonderful campaign designer, do those campaign names need to exactly match the official name of each campaign as recorded in text_english.txt? For, these are those names and you can see that, in version 1.0, the name is "Germany West 1944":
[* Heh, you see how this works? I learned something new just now. It's the core file name that does not matter. The name of the core itself is established by this statement in text_english.txt:
// CORE NAMES
core_wehrmacht = Wehrmacht
Which in turn was established when you set it in Germany East 44 and Germany West 44 in the campaign editor. This is not controlled by the player; it is embedded in the saved core file and you are requiring it for Germany East 45. So core name is fine but still, I believe there may be a problem with mismatched Germany West 44/1944 campaign names, no?]
- Bru
			
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				bru888
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Re: CSI Sweep: Germany East 1945
Goldap v. 0.9
Orphan (not that the Soviets need any more help here!):
The German land supply situation initally looks problematic but not really.
Required are 146 German, 37 Waffen SS, and 8 for CP's acquired through specialisations (the Waffen SS faction starts with War Economy and Female Factory Labor and the Germans can purchase these before the first scenario) for a total of 191. Initial German land supply surplus is only +88. Using my totally unscientific and unproven factor of 3.5 supply/CP per land unit, out of the estimated 54 units that the human player could deploy, he will be allowed to deploy only 25 units on the roads to the north and south.
However, there are seven "oases of supply": five pockets occupied by German troops and two others still neutral. One of those neutral pockets is ripe for the picking while the other one is going to be a bit harder to harvest. Even so, there is more than enough supply in the German-held pockets to allow full initial deployment:
Hmmm. Let me take that back, if I may. You may indeed be a tad short for full initial deployment. This is a screenshot from the Deployment Phase and the game has added those five German-held pockets into the mix. You can see that it is technically -5 land supply short and that's only when you include the specialisation CP's in the calculation:
			
			
									
						
							Orphan (not that the Soviets need any more help here!):
The German land supply situation initally looks problematic but not really.
Required are 146 German, 37 Waffen SS, and 8 for CP's acquired through specialisations (the Waffen SS faction starts with War Economy and Female Factory Labor and the Germans can purchase these before the first scenario) for a total of 191. Initial German land supply surplus is only +88. Using my totally unscientific and unproven factor of 3.5 supply/CP per land unit, out of the estimated 54 units that the human player could deploy, he will be allowed to deploy only 25 units on the roads to the north and south.
However, there are seven "oases of supply": five pockets occupied by German troops and two others still neutral. One of those neutral pockets is ripe for the picking while the other one is going to be a bit harder to harvest. Even so, there is more than enough supply in the German-held pockets to allow full initial deployment:
Hmmm. Let me take that back, if I may. You may indeed be a tad short for full initial deployment. This is a screenshot from the Deployment Phase and the game has added those five German-held pockets into the mix. You can see that it is technically -5 land supply short and that's only when you include the specialisation CP's in the calculation:
- Bru
			
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				bru888
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Re: CSI Sweep: Germany East 1945
Goldap v. 0.9 (continued)
So here again, we have that situation in which the scenario could end early, as soon as 22 Soviet land units are destroyed, whereas this trigger is looking literally for the "Scenario turn limit" which is Turn 21. Chances are, the trigger will never fire and the rewards will be forfeited:
Someplace else, you said that you took the easy way out (paraphrasing your words) by adding the same "Turn Start / Check Turn / Scenario turn limit" condition to the primary objective trigger. That's your decision, of course, but rather than alter the nature of your design, this is just as easy to do, in my opinion:
Con artist, flim-flam man, trickster, scoundrel, knave, and villain! You are just a bit short in resources here; oh, I'd say around 100! Fork it over!
:
"There are rumors making the rounds about Comrade General Babachenko. When he walks into the mess tent, all conversation stops except for barely audible whispering. No one will sit next to him. I mean, he has the look of a dead man walking! Imagine a man of his rank being placed in charge of a unit of conscripts with so many honorable commands available. How low can one go? You had better stay away from him, too, if you don't want to end up sharing his cell in some gulag."
Event Popup message: "A Bf 109K fighter unit has been assigned." (drop the "s" from "units")
There are 8 Soviet fighters in the scenario. Their AI team contains an imposter among them:
I believe this is the fellow:
Thread to be continued . . .
			
			
									
						
							So here again, we have that situation in which the scenario could end early, as soon as 22 Soviet land units are destroyed, whereas this trigger is looking literally for the "Scenario turn limit" which is Turn 21. Chances are, the trigger will never fire and the rewards will be forfeited:
Someplace else, you said that you took the easy way out (paraphrasing your words) by adding the same "Turn Start / Check Turn / Scenario turn limit" condition to the primary objective trigger. That's your decision, of course, but rather than alter the nature of your design, this is just as easy to do, in my opinion:
Con artist, flim-flam man, trickster, scoundrel, knave, and villain! You are just a bit short in resources here; oh, I'd say around 100! Fork it over!
"There are rumors making the rounds about Comrade General Babachenko. When he walks into the mess tent, all conversation stops except for barely audible whispering. No one will sit next to him. I mean, he has the look of a dead man walking! Imagine a man of his rank being placed in charge of a unit of conscripts with so many honorable commands available. How low can one go? You had better stay away from him, too, if you don't want to end up sharing his cell in some gulag."
Event Popup message: "A Bf 109K fighter unit has been assigned." (drop the "s" from "units")
There are 8 Soviet fighters in the scenario. Their AI team contains an imposter among them:
I believe this is the fellow:
Thread to be continued . . .
- Bru
			
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				bru888
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Re: CSI Sweep: Germany East 1945
I usually don't question matters such as this but my curiosity overrules.  This is a table of land command points in the scenarios that comprise this campaign:
Now, of course the overall level of CP's vary by the situation portrayed in each scenario. And there are aux units placed on the map to augment these forces. And there are historical considerations of which I am only dimly aware.
But to have the Waffen SS vary so significantly in their allowable core deployment - all the way down to zero or 7 CP's - doesn't that provide for a disincentive to use Waffen SS core units? That is, if I know (from reading here or past experience in playing the campaign, perhaps), that the Waffen SS units that I purchased for Goldap will be idle until Osterode if I choose the Insterburg branch, and then be sharply curtailed for three more scenarios (Osterode, Poznan, and Breslau), wouldn't I be better off saving the resources in Goldap and going with only German army core units?
			
			
									
						
							Now, of course the overall level of CP's vary by the situation portrayed in each scenario. And there are aux units placed on the map to augment these forces. And there are historical considerations of which I am only dimly aware.
But to have the Waffen SS vary so significantly in their allowable core deployment - all the way down to zero or 7 CP's - doesn't that provide for a disincentive to use Waffen SS core units? That is, if I know (from reading here or past experience in playing the campaign, perhaps), that the Waffen SS units that I purchased for Goldap will be idle until Osterode if I choose the Insterburg branch, and then be sharply curtailed for three more scenarios (Osterode, Poznan, and Breslau), wouldn't I be better off saving the resources in Goldap and going with only German army core units?
- Bru
			
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				VoroshilovKV2
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Re: CSI Sweep: Germany East 1945
Looks like a great scenario to try, I'm usually a Soviet player but it can't hurt to play to the other side sometimes, as to better beat them the next time  
 but when it comes to the topic of SS core units, it may just incite the player to use them as a last line of defence when all other possibilities have been expended; something that isn't unlike what was done in 1945 Germany.
			
			
									
						
										
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				bru888
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Re: CSI Sweep: Germany East 1945
Well, if recent experience is any guide, Germany East 1945 will be released shortly after I'm done with this sweep. I'm sure he will appreciate your follow-up comments. Regarding the Waffen SS, we can leave that in Erik's hands now. He will address the matter as he sees fit and indeed, if he even deems necessary.VoroshilovKV2 wrote: ↑Tue Sep 24, 2019 3:13 pm Looks like a great scenario to try, I'm usually a Soviet player but it can't hurt to play to the other side sometimes, as to better beat them the next timebut when it comes to the topic of SS core units, it may just incite the player to use them as a last line of defence when all other possibilities have been expended; something that isn't unlike what was done in 1945 Germany.
Insterburg v. 0.9
Neat trick to offer a choice of primary objectives. Fortunately, I noticed it before I posted a half a page of "issues" related to it!
However, I did not waste my time altogether fruitlessly. I did find that there are only 7 primary VP's so this trigger should be named "Ger 7 objs" and it should be set for "Value > 6":
There is a reason why these targets, similar as they are in "Do not lose more than 1 LW/VS unit" objectives, are showing different numbers:
You have the "Do not lose more than 1 Luftwaffe unit" objective linked to the "LW survives" trigger which is correct and thus showing "0/1" on the Mission Objectives screen. However, the "Do not lose more than 1 Volksturm unit" objective is linked to the "Volk killed" trigger. Think of it this way: That trigger is tracking kills that will complete the AI objective, so for the AI, its target would be to move "0/2" to "2/2." I would detach "Do not lose more than 1 Volksturm unit" from that trigger and set it as the objective for the "Volk survives" trigger:
The "T4 air" and "T11 air" triggers fail to "Change Income" by +4 apiece (+1 for each of four units) as is your usual custom.
"Good news! Comrade General Babachenko has been rehabilitated! I always knew he was a fine fellow. Yes, you never heard me talk badly about him, ever. Excuse me a moment . . . Comrade! Comrade Fedir, fine fellow! Come, sit by us and share our vodka!"
- Bru
			
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				bru888
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Re: CSI Sweep: Germany East 1945
Pillau v. 0.9
This may be by design but I feel the need to call it to your attention anyway. Initial full deployment will be short by -4 or the amount of land CP's from specialisations for the Germans (not the Waffen SS; they are out of this one). That's because each of the pockets of supply, Fischhausen and Peyano, are surrounded by neutral zones that prevent deployment. The Soviets move first and deployment is too far away to save either town; Peyano falls on Turn 1 and Fischhausen is taken on Turn 2 no matter what the human player does:
Here is a homework assignment for you. Goldap and Pillau have similar setups with isolated pockets of supply in which a German unit sits in a village, surrounded by neutral hexes. In both scenarios, the AI moves first but that shouldn't make a difference during the Deployment Phase anyway. In Goldap, I am able to deploy around the German-held pockets. In Pillau, I cannot. Why is that?
I would make this a "Combat Event":
"Ayee! Now Babachenko's assignment is 'Mountain.' I thought he had been rehabilitated. To what mountain has he been sent? How long must he stay there?"
"Fool! 'Mountain' refers not to some wintry crag but to an elite division of mountaineer infantry. 'La crème de la crème,' as the French say. It is a very prestigious command."
"Ah. See, didn't I tell you? His star is on the ascendant. Latch onto his coattails and rise with him, comrade. Don't forget it was I who told you this."
Thread to be continued . . .
			
			
									
						
							This may be by design but I feel the need to call it to your attention anyway. Initial full deployment will be short by -4 or the amount of land CP's from specialisations for the Germans (not the Waffen SS; they are out of this one). That's because each of the pockets of supply, Fischhausen and Peyano, are surrounded by neutral zones that prevent deployment. The Soviets move first and deployment is too far away to save either town; Peyano falls on Turn 1 and Fischhausen is taken on Turn 2 no matter what the human player does:
Here is a homework assignment for you. Goldap and Pillau have similar setups with isolated pockets of supply in which a German unit sits in a village, surrounded by neutral hexes. In both scenarios, the AI moves first but that shouldn't make a difference during the Deployment Phase anyway. In Goldap, I am able to deploy around the German-held pockets. In Pillau, I cannot. Why is that?
I would make this a "Combat Event":
"Ayee! Now Babachenko's assignment is 'Mountain.' I thought he had been rehabilitated. To what mountain has he been sent? How long must he stay there?"
"Fool! 'Mountain' refers not to some wintry crag but to an elite division of mountaineer infantry. 'La crème de la crème,' as the French say. It is a very prestigious command."
"Ah. See, didn't I tell you? His star is on the ascendant. Latch onto his coattails and rise with him, comrade. Don't forget it was I who told you this."
Thread to be continued . . .
- Bru
			
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				bru888
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Re: CSI Sweep: Germany East 1945
Konigsberg v. 0.9
Scenario Description: "Soviet forces advance into the East Prussian capital." (lower case "c")
Major and Minor Defeat: "Your failure to secure the bare minimum requirements for victory here has sealed the fate of our campaign and your career!"
The secondary mission should fail if 7 or more volkssturm units are lost. This trigger is allowing up to 8 before failing the objective; it should be set for "Amount > 6":
			
			
									
						
							Scenario Description: "Soviet forces advance into the East Prussian capital." (lower case "c")
Major and Minor Defeat: "Your failure to secure the bare minimum requirements for victory here has sealed the fate of our campaign and your career!"
The secondary mission should fail if 7 or more volkssturm units are lost. This trigger is allowing up to 8 before failing the objective; it should be set for "Amount > 6":
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				bru888
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Re: CSI Sweep: Germany East 1945
Pelleninkin v. 0.9
Scenario Name: "Pelleninkin" (drop the "g" on the end - for a moment, I thought I was back in Morning Sun!
 )
Two orphans, highlighted and circled:
You probably don't want to allow deployment on an exit hex . . . or do you?
 
10 turns is not enough to complete the objective "Exit at least 8 aux units." I can say this definitively because I tested it by removing all Soviet units and just moving the aux units to the three exits. Even with no obstruction or opposition, and splitting the aux units along three routes to use the exits optimally (only one unit can exit each turn), it took me 9 turns just to get 8 aux units off the map:
The problem is, there are obstructions and opposition:
The optimal paths to the exits are highlighted and they are certainly heavily defended, so this objective cannot be achieved in 10 turns of normal gameplay. I would suggest 18 turns, the amount of turns in three out of the four other scenarios seen so far (the other one, Goldap, is 21 turns).
			
			
									
						
							Scenario Name: "Pelleninkin" (drop the "g" on the end - for a moment, I thought I was back in Morning Sun!
Two orphans, highlighted and circled:
You probably don't want to allow deployment on an exit hex . . . or do you?
10 turns is not enough to complete the objective "Exit at least 8 aux units." I can say this definitively because I tested it by removing all Soviet units and just moving the aux units to the three exits. Even with no obstruction or opposition, and splitting the aux units along three routes to use the exits optimally (only one unit can exit each turn), it took me 9 turns just to get 8 aux units off the map:
The problem is, there are obstructions and opposition:
The optimal paths to the exits are highlighted and they are certainly heavily defended, so this objective cannot be achieved in 10 turns of normal gameplay. I would suggest 18 turns, the amount of turns in three out of the four other scenarios seen so far (the other one, Goldap, is 21 turns).
- Bru
			
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				bru888
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Re: CSI Sweep: Germany East 1945
Pelleninkin v. 0.9 (continued)
It might be better for the "Exit at least 8 aux units" objective to point to the exit hexes rather than just the aux units:
This trigger is wrong; since this is a human lose / AI win trigger, the "Set Objective State" effects need to be switched as shown by the arrows:
You didn't promise this but you are rewarding each faction with 2 specialisation points for this objective; perhaps you are feeling remorse for your past misdeeds:
There is something else that is strange about that trigger; it's missing a "Set Objective State" that fails the corresponding AI objective. It turns out that there isn't any corresponding AI objective. Instead, it looks like you still have the AI objectives here from when you were planning the secondary objectives to be primary objectives, perhaps:
Also, this trigger is missing a link and a second "Set Objective State" effect:
So, I believe what needs to happen is to change either the "Werhmacht" or "Waffen" objectives to "No Exit," delete the other, and fix the "Aux exit" and "Aux killed" triggers by linking them to each pair of human/AI objectives. Also, if those specialisation effects in "Aux exit" are erroneous, delete those.
			
			
									
						
							It might be better for the "Exit at least 8 aux units" objective to point to the exit hexes rather than just the aux units:
This trigger is wrong; since this is a human lose / AI win trigger, the "Set Objective State" effects need to be switched as shown by the arrows:
You didn't promise this but you are rewarding each faction with 2 specialisation points for this objective; perhaps you are feeling remorse for your past misdeeds:
There is something else that is strange about that trigger; it's missing a "Set Objective State" that fails the corresponding AI objective. It turns out that there isn't any corresponding AI objective. Instead, it looks like you still have the AI objectives here from when you were planning the secondary objectives to be primary objectives, perhaps:
Also, this trigger is missing a link and a second "Set Objective State" effect:
So, I believe what needs to happen is to change either the "Werhmacht" or "Waffen" objectives to "No Exit," delete the other, and fix the "Aux exit" and "Aux killed" triggers by linking them to each pair of human/AI objectives. Also, if those specialisation effects in "Aux exit" are erroneous, delete those.
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				bru888
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Re: CSI Sweep: Germany East 1945
Pelleninkin v. 0.9 (continued)
If I am correct in what I said immediately above, and you follow my advice, then you probably should unlink those superfluous objectives from these triggers:
Instead, perhaps link the human objectives to these triggers:
I advise taking another look at this trigger:
The name of the trigger is "Sov objs < 5" which implies that it is supposed to fire if the Soviets ever hold less than 5 objectives, but they start the scenario holding only 4. The "Check VP Count" condition value is set for less than zero, which is an error for sure. Lastly, the "Check Turn" condition is set for exactly Turn 5 so that is the only time that this trigger would fire. I believe the "5's" in "Sov objs < 5" and "Turn = 5" are coincidental and you had something else in mind but got sidetracked. I would say that it's important to get this trigger right because it is meant to switch 55 land units from Local Defense to Seek & Destroy and if it does not operate properly, the scenario will not be working as you intended.
Incidentally, there are no mission outcome statements and the image links need to be set to 0-0-1-1-1, following your usual protocol:
Thread to be continued . . .
			
			
									
						
							If I am correct in what I said immediately above, and you follow my advice, then you probably should unlink those superfluous objectives from these triggers:
Instead, perhaps link the human objectives to these triggers:
I advise taking another look at this trigger:
The name of the trigger is "Sov objs < 5" which implies that it is supposed to fire if the Soviets ever hold less than 5 objectives, but they start the scenario holding only 4. The "Check VP Count" condition value is set for less than zero, which is an error for sure. Lastly, the "Check Turn" condition is set for exactly Turn 5 so that is the only time that this trigger would fire. I believe the "5's" in "Sov objs < 5" and "Turn = 5" are coincidental and you had something else in mind but got sidetracked. I would say that it's important to get this trigger right because it is meant to switch 55 land units from Local Defense to Seek & Destroy and if it does not operate properly, the scenario will not be working as you intended.
Incidentally, there are no mission outcome statements and the image links need to be set to 0-0-1-1-1, following your usual protocol:
Thread to be continued . . .
- Bru
			
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				bru888
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Re: CSI Sweep: Germany East 1945
Parck v. 0.9
Orphans, highlighted and circled:
Briefing: "We tried to slow their advance by blowing up a series of bridges . . ." (substitute "series" for "serious")
Perhaps point to the city with the "Defend Königsberg at all times" objective.
Two things about the "Destroy all Soviet Bridge Engineer units" objective:
This is correct; a gold star if you purposely did it this way, knowing Königsberg is the 6th primary VP:
However, this trigger would be better set for "Combat Event":
Event Popup message: "We have captured a number of Soviet KV-85 heavy tanks." (drop the "the")
			
			
									
						
							Orphans, highlighted and circled:
Briefing: "We tried to slow their advance by blowing up a series of bridges . . ." (substitute "series" for "serious")
Perhaps point to the city with the "Defend Königsberg at all times" objective.
Two things about the "Destroy all Soviet Bridge Engineer units" objective:
- The objective is linked as "H" to this hex here, while "U" is linked to the 11 Soviet engineer units. It seems to default to the "H" setting because the screen goes to that hex only; there are no "Next / Previous" buttons to allow cycling through the engineer units:
 
- Since the objective points to unseen engineers, perhaps the objective description could be "Engineer units will be located on or near these hexes where bridge reconstruction is underway. Get 4 specialisation points."
 
This is correct; a gold star if you purposely did it this way, knowing Königsberg is the 6th primary VP:
However, this trigger would be better set for "Combat Event":
Event Popup message: "We have captured a number of Soviet KV-85 heavy tanks." (drop the "the")
- Bru
			
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				bru888
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Re: CSI Sweep: Germany East 1945
Laptau v. 0.9
I doubt that 10 turns will be sufficient for this scenario as well. Even without combat, just the zones of control of the various Soviet units on the way to the two northern primary VP's would delay even the swiftest units so that it would be Turn 7 or more before they even got there. And of course, there will be combat.
Scenario Description suggestion: "Germans forces launch a preemptive strike to knock out Soviet artillery preparing to lay siege to Konigsberg."
Minor Defeat is missing its commentary; probably the same as Major Defeat: "Your failure to secure the bare minimum requirements for victory here has sealed the fate of our campaign and your career!"
The "Sov Königsberg" trigger should probably shut off the "Ger Königsberg" trigger since the latter could be evaluated at scenario end and award the Germans the objective even though it says to "Defend Königsberg at all times."
This trigger seems left over from some other idea that you had. It's linked to the same objective as the other trigger in this folder but it's unrelated to that mission:
It would be good to link this trigger to that objective, though:
All of the "Tx air" triggers fail to "Change Income" by +1 for each of the deployed units, as is your usual custom.
Thread to be continued . . .
			
			
									
						
							I doubt that 10 turns will be sufficient for this scenario as well. Even without combat, just the zones of control of the various Soviet units on the way to the two northern primary VP's would delay even the swiftest units so that it would be Turn 7 or more before they even got there. And of course, there will be combat.
Scenario Description suggestion: "Germans forces launch a preemptive strike to knock out Soviet artillery preparing to lay siege to Konigsberg."
Minor Defeat is missing its commentary; probably the same as Major Defeat: "Your failure to secure the bare minimum requirements for victory here has sealed the fate of our campaign and your career!"
The "Sov Königsberg" trigger should probably shut off the "Ger Königsberg" trigger since the latter could be evaluated at scenario end and award the Germans the objective even though it says to "Defend Königsberg at all times."
This trigger seems left over from some other idea that you had. It's linked to the same objective as the other trigger in this folder but it's unrelated to that mission:
It would be good to link this trigger to that objective, though:
All of the "Tx air" triggers fail to "Change Income" by +1 for each of the deployed units, as is your usual custom.
Thread to be continued . . .
- Bru
			
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				bru888
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Re: CSI Sweep: Germany East 1945
Osterode v. 0.9
Orphans here, highlighted and circled:
Briefing: "In order to link back up with the main body of our forces in Germany . . ." (drop the first "up")
All of the "Tx air" triggers fail to "Change Income" by +1 for each of the deployed units, as is your usual custom.
I wonder. This scenario will end as soon as "Capture/hold all 8 objectives at any time" is accomplished. Usually, I am an advocate of ending scenarios early once all primary objectives have been achieved and there has been a reasonable amount of time to accomplish secondary objectives. This time, though, perhaps "Ger 8 objs" could be evaluated at "Scenario turn limit" because of what I see as the probable flow of this scenario.
The German player is going to battle his way down the northeast to southwest corridor and the natural tendency would be to take all 8 primary VP's on the way. Instead, the player will need to forbear taking Arnau while he evacuates 5 core units and sets up supply between the Exit and Schenau. Visualize it: The player must pause to exit the units and set up the supply route around Arnau, and only then take Arnau. Better if this one goes the turn limit.
			
			
									
						
							Orphans here, highlighted and circled:
Briefing: "In order to link back up with the main body of our forces in Germany . . ." (drop the first "up")
All of the "Tx air" triggers fail to "Change Income" by +1 for each of the deployed units, as is your usual custom.
I wonder. This scenario will end as soon as "Capture/hold all 8 objectives at any time" is accomplished. Usually, I am an advocate of ending scenarios early once all primary objectives have been achieved and there has been a reasonable amount of time to accomplish secondary objectives. This time, though, perhaps "Ger 8 objs" could be evaluated at "Scenario turn limit" because of what I see as the probable flow of this scenario.
The German player is going to battle his way down the northeast to southwest corridor and the natural tendency would be to take all 8 primary VP's on the way. Instead, the player will need to forbear taking Arnau while he evacuates 5 core units and sets up supply between the Exit and Schenau. Visualize it: The player must pause to exit the units and set up the supply route around Arnau, and only then take Arnau. Better if this one goes the turn limit.
- Bru
			
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				bru888
 - Order of Battle Moderator

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Re: CSI Sweep: Germany East 1945
Poznan v. 0.9
The date of Poznan in the campaign editor is 14-2-1945 which seems in sequence with the preceding Osterode (2-2-1945) and the succeeding Breslau (22-2-1945). The date of Poznan in the scenario editor is 14-5-1945 which is rather late in the war, anyway. It's probably just a typo and most likely it would not affect anything, but just in case, there it is.
Seven orphans. Four here:
and the rest here:
For each of the "Recon officer - X" triggers, I would have an Event Popup message calling attention to the spawning of a special unit that could be overlooked in the chaos of the battlefield. Something like this:
I went with a headquarters picture because you use three different vehicles for the recon officers. Use all, some, or none of these:
Schnell!
photo_german_base
We have made contact with one of our lost reconnaissance units! Quickly, escort this unit to the Evacuation Exit so that it may report to Headquarters in person on enemy strength and disposition.
[Heh, I corrected my own misspelling.]
Technically, this trigger may never fire. You intended it to coincide with the taking of the third primary VP, hence "Capture VP Event." However, it is likely that one or more Soviet units will still be within two hexes of one of those primary VP's at that moment. When they are subsequently cleared away, however, that will not be a "Capture VP Event" and the trigger will not fire:
If the "Check Unit(s) Near Hex" conditions are necessary, then perhaps set it for "Any Event" or "Turn Start."
Thread to be continued . . .
			
			
									
						
							The date of Poznan in the campaign editor is 14-2-1945 which seems in sequence with the preceding Osterode (2-2-1945) and the succeeding Breslau (22-2-1945). The date of Poznan in the scenario editor is 14-5-1945 which is rather late in the war, anyway. It's probably just a typo and most likely it would not affect anything, but just in case, there it is.
Seven orphans. Four here:
and the rest here:
For each of the "Recon officer - X" triggers, I would have an Event Popup message calling attention to the spawning of a special unit that could be overlooked in the chaos of the battlefield. Something like this:
I went with a headquarters picture because you use three different vehicles for the recon officers. Use all, some, or none of these:
Schnell!
photo_german_base
We have made contact with one of our lost reconnaissance units! Quickly, escort this unit to the Evacuation Exit so that it may report to Headquarters in person on enemy strength and disposition.
[Heh, I corrected my own misspelling.]
Technically, this trigger may never fire. You intended it to coincide with the taking of the third primary VP, hence "Capture VP Event." However, it is likely that one or more Soviet units will still be within two hexes of one of those primary VP's at that moment. When they are subsequently cleared away, however, that will not be a "Capture VP Event" and the trigger will not fire:
If the "Check Unit(s) Near Hex" conditions are necessary, then perhaps set it for "Any Event" or "Turn Start."
Thread to be continued . . .
- Bru
			
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				bru888
 - Order of Battle Moderator

 - Posts: 6213
 - Joined: Sun Jan 10, 2016 5:39 pm
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Re: CSI Sweep: Germany East 1945
Breslau v. 0.9
Four orphans; here:
and here:
and here:
and here:
These Volkssturm start off in a bad way regarding supply. It seems they are cut off by the river and the neutral band around Breslau-1; perhaps this is intentional, however:
The promise is "Get 1 specialisation point for each location held" but you are missing a trigger for "Breslau-3":
This trigger is not going to work. I believe what you are saying is, when the Soviets take either Breslau-1 or Breslau-2, set three AI teams to attack primary objectives. The trouble is, it's requiring the Soviets to own exactly one secondary VP:
That's unlikely, considering the Soviets start the scenario owning three of the five secondary VP's. Rather than trying to guess how many secondary VP's to set the condition for, I would go with two triggers like these:
Last, and probably least, this is the wrong AI team for this trigger:
I say "probably least" because, isn't the scenario over if the Soviets take any primary VP? I think so, according to the "Sov 1 obj" trigger. If so, all three of these "Zone-1x" triggers are superfluous.
			
			
									
						
							Four orphans; here:
and here:
and here:
and here:
These Volkssturm start off in a bad way regarding supply. It seems they are cut off by the river and the neutral band around Breslau-1; perhaps this is intentional, however:
The promise is "Get 1 specialisation point for each location held" but you are missing a trigger for "Breslau-3":
This trigger is not going to work. I believe what you are saying is, when the Soviets take either Breslau-1 or Breslau-2, set three AI teams to attack primary objectives. The trouble is, it's requiring the Soviets to own exactly one secondary VP:
That's unlikely, considering the Soviets start the scenario owning three of the five secondary VP's. Rather than trying to guess how many secondary VP's to set the condition for, I would go with two triggers like these:
Last, and probably least, this is the wrong AI team for this trigger:
I say "probably least" because, isn't the scenario over if the Soviets take any primary VP? I think so, according to the "Sov 1 obj" trigger. If so, all three of these "Zone-1x" triggers are superfluous.
- Bru
			
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				bru888
 - Order of Battle Moderator

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Re: CSI Sweep: Germany East 1945
Budapest v. 0.9
I am concerned that the player will not know what "this area" means in "You may move the Hungarians in the south into Budapest to make sure there are enough units in this area." Here's what I propose, involving the placement of tank obstacles to mark the city limits; all hexes within this ring qualify for the objective:
If you agree, and you want to save yourself some work, here is a link to the saved scenario with only these changes:
https://drive.google.com/file/d/1Bw8H8y ... sp=sharing
			
			
									
						
							I am concerned that the player will not know what "this area" means in "You may move the Hungarians in the south into Budapest to make sure there are enough units in this area." Here's what I propose, involving the placement of tank obstacles to mark the city limits; all hexes within this ring qualify for the objective:
If you agree, and you want to save yourself some work, here is a link to the saved scenario with only these changes:
https://drive.google.com/file/d/1Bw8H8y ... sp=sharing
- Bru
			
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				bru888
 - Order of Battle Moderator

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Re: CSI Sweep: Germany East 1945
Budapest v. 0.9 (continued)
Perhaps point to downtown Budapest as the objective hex for "Keep at least 10 Hungarian units alive in Budapest." Also perhaps link the trigger to the objective:
Thread to be continued . . .
			
			
									
						
							Perhaps point to downtown Budapest as the objective hex for "Keep at least 10 Hungarian units alive in Budapest." Also perhaps link the trigger to the objective:
Thread to be continued . . .
- Bru
			
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				bru888
 - Order of Battle Moderator

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Re: CSI Sweep: Germany East 1945
Seelow Heights v. 0.9
None of the Soviet aircraft is assigned to an AI team. I would imagine that you will want to use AI Teams 10 and 11:
German land supply will be short by the +8 land CP's provided by specialisations to the Axis factions; I suggest adding +10 . . .
. . . unless the idea is for the German player to move in a retrograde manner, west from deployment and away from front lines, in order to capture the various neutral supply oases. Of course, doing that will probably lose a number of the supply points in the east:
What I am thinking is, you intend that retrograde maneuver in the face of this Soviet onslaught, and those supply oases are there for that reason. Still, in order to allow for full core deployment in the beginning, there has to be +10 German land supply in the east.
I notice there is no Focus Hex for the briefings. You cannot focus on both Exit Hexes with the first briefing, so I recommend that it say "Your objective is escort a SdKfz 222 Unit to an Exit location on a westbound road" and focus on the northwest exit. For the second briefing, focus on Golzow. For the third briefing, focus on the southwest exit.
This image is missing from the folder. You probably can reuse the "maus" image from Poznan:
Also, drop the last "l" from "Evacuation Successfull!"
			
			
									
						
							None of the Soviet aircraft is assigned to an AI team. I would imagine that you will want to use AI Teams 10 and 11:
German land supply will be short by the +8 land CP's provided by specialisations to the Axis factions; I suggest adding +10 . . .
. . . unless the idea is for the German player to move in a retrograde manner, west from deployment and away from front lines, in order to capture the various neutral supply oases. Of course, doing that will probably lose a number of the supply points in the east:
What I am thinking is, you intend that retrograde maneuver in the face of this Soviet onslaught, and those supply oases are there for that reason. Still, in order to allow for full core deployment in the beginning, there has to be +10 German land supply in the east.
I notice there is no Focus Hex for the briefings. You cannot focus on both Exit Hexes with the first briefing, so I recommend that it say "Your objective is escort a SdKfz 222 Unit to an Exit location on a westbound road" and focus on the northwest exit. For the second briefing, focus on Golzow. For the third briefing, focus on the southwest exit.
This image is missing from the folder. You probably can reuse the "maus" image from Poznan:
Also, drop the last "l" from "Evacuation Successfull!"
- Bru
			
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				bru888
 - Order of Battle Moderator

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Re: CSI Sweep: Germany East 1945
Seelow Heights v. 0.9 (continued)
I'm wondering whether it would be a good idea to also require Golzow to be in German hands, included as "All 4 Seelow Heights and Golzow must be held at least 7 turns!" in the mission description and as a condition in the trigger. The reason is, without this requirement, the player will feel that he has his hands full keeping the 4 Seelow Heights and will likely leave Golzow to its fate as a consequence. That means the SdKfz 222 is likely to spawn behind Soviet lines on Turn 7:
You don't have to make it another primary VP; just make it a condition and tell the player that it is so. He should not have a concave bulge in the middle of his lines anyway but this condition would affirm that and allow proper spawning of the SdKfz 222 near Golzow if it is fulfilled.
Which brings up another minor matter; without a flag, the player cannot pinpoint the location of Golzow without clicking the map. Placing a flag on the hex will not work in this regard because there is a concrete bunker there. I wonder if you would compromise your principles by placing a plain capture point flag nearby, and also name that hex "Golzow"?
This:
would look like this:
So perhaps the mission description could read "The concrete bunkers at all 4 Seelow Heights locations and in the town of Golzow must be held at least 7 turns!"
			
			
									
						
							I'm wondering whether it would be a good idea to also require Golzow to be in German hands, included as "All 4 Seelow Heights and Golzow must be held at least 7 turns!" in the mission description and as a condition in the trigger. The reason is, without this requirement, the player will feel that he has his hands full keeping the 4 Seelow Heights and will likely leave Golzow to its fate as a consequence. That means the SdKfz 222 is likely to spawn behind Soviet lines on Turn 7:
You don't have to make it another primary VP; just make it a condition and tell the player that it is so. He should not have a concave bulge in the middle of his lines anyway but this condition would affirm that and allow proper spawning of the SdKfz 222 near Golzow if it is fulfilled.
Which brings up another minor matter; without a flag, the player cannot pinpoint the location of Golzow without clicking the map. Placing a flag on the hex will not work in this regard because there is a concrete bunker there. I wonder if you would compromise your principles by placing a plain capture point flag nearby, and also name that hex "Golzow"?
This:
would look like this:
So perhaps the mission description could read "The concrete bunkers at all 4 Seelow Heights locations and in the town of Golzow must be held at least 7 turns!"
- Bru