There was a "single" unit there
I don't remember its name.
Moderators: Order of Battle Moderators, The Artistocrats

Finding errors that sometimes do occur and sometimes do not is the worst. Still, it's a bug. Thanks for the repost.bru888 wrote: ↑Thu Mar 05, 2020 3:24 am Gabe, your contributions are appreciated as well. Know that I re-posted that engineers in dense forest issue in the Red Steel Beta forum, in the Order of Battle 8.3.6 thread. And yes, it's only in winter. In default climate, the engineers can move one hex through dense forest.
terminator wrote: ↑Thu Mar 05, 2020 1:43 pm Mines should always be neutral. If you want the player to see the mines, just reveal their position at the beginning of the scenario(Scenario Start) once and for all. It is like this in the official scenarios. If you put the mines on the side of the player then the player can walk on the mines without any damage![]()
I'm not sure how the AI handles flagged locations. It may want to capture them. For example, in my playthrough (of the v1.5 version of the scen), not one single enemy unit did walk into the mines...only I didErik2 wrote: ↑Thu Mar 05, 2020 3:59 pmI'm thinking about adding flags with 'Danger Mines!' labels on "friendly" mine locations.GabeKnight wrote: ↑Wed Mar 04, 2020 7:29 pm ... My only suggestion would be to reveal (at least some of) the mines to the player. You could use the reveal/hidden units trigger at scen start.
...
Would that work ok?
There may of course be a large number of mines in some scenarios.
Agree. And it's good feedback, too. Please keep it coming...

Thanks!GabeKnight wrote: ↑Thu Mar 05, 2020 6:57 pmAgree. And it's good feedback, too. Please keep it coming...![]()

True. It does seem a bit chintzy (Americanism? Means "cheap" or "stingy") to offer no rewards on the only secondary objective in the scenario. "Get 100 resource points" added.ColonelY wrote: ↑Wed Mar 04, 2020 3:43 pm 09Tolvajarvi2:
Wonderful, a rush towards victory points to handle with the slaughter of enough Russian units... without knowing what will jump out of these dense woods nor from where!![]()
Although, again, I would really wish that there is some reward for the completion of the (unique) secondary objective. So, what about adding (again) around 100 RP as reward?![]()
Otherwise, it's really tempting to only rush for the 4 capture points (it's really easy!
) and win this scenario without bothering about the rest, thus loosing much of the flavor that this scenario contains.
Even a "Minor Victory" count as a victory, no? The challenge here is to capture and keep only 3 victory points, delaying the capture of a fourth one until enough enemy troops have been slaughtered... But this does imply more loses too, as well as some adaptation, because one doesn't know what the enemy is actually planning and one can't afford to lose to much troops nor to many victory point to the enemy... So all this, without any reward, it would be a little a pity, wouldn't it?
-------
Oh, and by the way, adding these maybe 100 RP as reward for the completion of these few secondary objectives won't somehow be too much anyway, for the player will only play ONE of those scenarios (per campaign) thanks to the crossroad.![]()

Thanks for the update.bru888 wrote: ↑Thu Mar 05, 2020 7:17 pm Going back to that problem with engineers stuck in dense forest, it appears to be a local problem, a scenario file corruption. Bebro looked into it and saw the issue in the scenario (08Kotisaari) but when he tested it elsewhere, and when I tested it independently, the issue does not recur. That makes it very unlikely that the developers are going to find the cause and fix it when they cannot replicate the problem.

1. My first thought again was "Tough!" but then I remembered myself. "Bruce, you are a kind, gentle soul. You go overboard trying to be nice. What is happening to you? Is the association with your counterpart Erik, the meanest man who ever lived, the 'bad cop' in our good cop / bad cop partnership, affecting you so negatively?" So yes, here is the before and after and as you can see, I have opened up a corridor for this purpose. Actually, it's a bit of a trap in that the player may be tempted to funnel all of his units down this corridor which may not be good for results:ColonelY wrote: ↑Wed Mar 04, 2020 3:43 pm 10Uomaa:
A great scenario too, with heavy fighting!![]()
1. We can't use our tank within this scenario... is it on purpose?
![]()
No deploy hex outside dense forest with a possible path to reach the theater of actions, as tanks can't go through dense forest...
2. Scenario description: "Kotajarvi" should be replaced by "Kotajärvi"(as in the other scenarios about this location), to stay coherent...
3. Secondary objective -> destroy artillery... without reward?! What about adding a bonus of around 100 RP for the completion of this objective?![]()

Ooops, good catch. Forgot to define the killers as well as the targets:ColonelY wrote: ↑Wed Mar 04, 2020 6:14 pm 12Uomaa2: (or the Lemetti road, i.e. the first scenario after the crossroad)
Great scenario!![]()
An experienced and entenchend unit blocking the road, covered by 3 AT-guns hidden in pine trees, what a death trap for Soviet tanks!And all infantry units inside the dense forest, but just at its borders, so that the tanks can't attack them directly (although the opposite is still possible
). At level 3, almost whiped out the entire Russian column; after they have been defeated, the remnants of the Russian units have retreated, followed by Finnish soldiers full on pursuit!
A lonely Russian infantry just survived when it was time to end the scenario, an unit red and heavily depleted - which would have been destroyed as well if I had chosen the tank instead of more artillery as reinforcements.
![]()
Issue found, secondary objective: "Inflict 6 aerial damage on enemy land units" -> the ace is well unlocked, but this damage counter doesn't make a difference, right now, between an aerial attack and a land attack!
At the beginning of the scenario, 1 damage to a tank unit by my bomber then 5 by experienced ski troops hidden in pine trees, so 6 in total -> 6/6 (already!?) -> objective checked/validated, so ace unlocked... hem...![]()

Agree.ColonelY wrote: ↑Thu Mar 05, 2020 9:59 am 13Soumussalmi2:
Very nice and immersive scenario. I do like this briefing, as well as the first direct event...
BUT the two (first) events around tanks should definitely come sooner:
1. Indeed, I was warned of the presence of Soviet tanks when they had only one tank left to be destroyed...![]()
2. And my bombers had launched few bombs ONLYbecause I was delaying the cleaning up of the last Russian units (disorganized, out of supply and depleted) until ALL mines have been removed (in order to complete this nice secondary objective as well
)...
Otherwise, it's a really great scenario, with this new BT-42 and this nice air support which could for sure be handy.![]()

Actually, I don't agree with this. If one side "owns" the mines, having presumably placed them in defensive mode, then they ought to know where they are located. It's not as though every square meter of the hex is filled with mines, so friendly units ought to be able to navigate through their own mine fields. I think this is a neat feature.terminator wrote: ↑Thu Mar 05, 2020 1:43 pmMines should always be neutral. If you want the player to see the mines, just reveal their position at the beginning of the scenario(Scenario Start) once and for all. It is like this in the official scenarios. If you put the mines on the side of the player then the player can walk on the mines without any damage![]()

Gabe, you are right as usual. As I demonstrated for bebro, the issue is in one of their own scenarios. I said to him, "it's not a Finnish problem but it could be an engineers problem and it's certainly associated with winter climate. And, as I demonstrated above, it's likely a scenario corruption issue because it cannot be reproduced in a simple test."GabeKnight wrote: ↑Wed Mar 04, 2020 3:16 pmBut I have, it's been reported for about a year now and still not fixed. Same goes for the engineers BTW. You can test it yourself in the Endsieg/Huertgenwald scen.ColonelY wrote: ↑Wed Mar 04, 2020 12:41 pm Then a bigger issue:
Impossible for me within this map to move heavies or engineers inside the dense forest!
(Already just after the deployment.)
Indeed, they can't go from dense forest (pine trees) to dense forest, nor from open terrain to (enter into) a dense forest hex...
Never seen this!![]()
Done, all the way to The_Endbru888 wrote: ↑Thu Mar 05, 2020 10:32 pm ...
Erik, I need an official copy of this scenario in the "Ready for Bru" folder, please. As a matter of fact, you might as well make it a clean sweep from here to the end; that way I don't need to keep asking as ColonelY goes along. Please place official copies of these in the folder:

Thanks, Sisyphus. Now I would hold off any more editing on your part for 13Soumussalmi2 through the end until I have had a chance to go through them with the Colonel's comments in mind. Either I will update and upload these scenarios or you will see my responses as to why some of his suggestions will not be followed.Erik2 wrote: ↑Fri Mar 06, 2020 3:46 pmDone, all the way to The_Endbru888 wrote: ↑Thu Mar 05, 2020 10:32 pm ...
Erik, I need an official copy of this scenario in the "Ready for Bru" folder, please. As a matter of fact, you might as well make it a clean sweep from here to the end; that way I don't need to keep asking as ColonelY goes along. Please place official copies of these in the folder:
![]()
Erik
Keystone cop
I think indeed that in a purely defensive battle, one should definitely know where our "own" mines have been put.
Thanks for making the tank available!
Fine for the barbs.bru888 wrote: ↑Thu Mar 05, 2020 1:06 amSorry, I prefer my interpretations for the "barbarians" text and "destroying" enemy supply dumps. Regarding the latter, on all three supply dumps (and the fuel depot), there are static Soviet units to destroy (trucks, construction group, and fuel depot).ColonelY wrote: ↑Tue Mar 03, 2020 5:30 pm Choice at crossroad - 06Tolvajarvi1:
3. Secondary objective description (the texts):
-> For the Hotel, what about increasing the effect like this: "[...] These barbarians have even turned [the beautiful hotel gardens...]"![]()
-> For the supply dumps, what about talking here of capture instead of destruction?(Appears 3 times.) It would correspond more to what actually happen to these supply dumps and would be coherent as well with the primary objective of the scenario 07Hevossalmi, where they are to be captured.