If someone told me it was part of the official Kriegsmarine DLC (and I didn't already know better), I would absolutely believe them.
River Plate is next
Absolutely Well Done!
Moderators: The Artistocrats, Order of Battle Moderators


CaesarCzech wrote: ↑Fri Feb 07, 2020 12:38 pm Man your scenarios are excelent, because unlike many it genuinely feels like they are official content, they actually got flavor not to mention you back the situation up with additional extras from history, its above and beyond. honestly your scenarios alone without any extra effort would be worth it on its own. I kinda wonder if you throught about doing Westerplate with player commanding Polish.
Guys, thanks for the kudos.stan23 wrote: ↑Mon Feb 10, 2020 10:40 pm Just finished playing your Bismarck scenario and I gotta say it was GREAT! I don't normally care for naval scenarios but this was an exception.
If someone told me it was part of the official Kriegsmarine DLC (and I didn't already know better), I would absolutely believe them.
River Plate is next![]()
Absolutely Well Done!


Great stuff again, Bru!

Yeah, I wanted it to be a sea battle, but things are frozen all over, you know? This is as close as I could come to it.GabeKnight wrote: ↑Sat Mar 21, 2020 7:20 am The Raid on Turku v1.0
First of all, this is not a sea battle...![]()
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(okay, there are ships involved)
No, seriously, I knew that, but I guess I hoped for control of the ships at least.
Played well overall, small and fast scenario with good balance and fast AI thinking/execution.
On the negative side - at the very least it's like this in the beginning of the scen: I have to watch the AI moving its units endlessly with only a few AA units of my own.
Suggestions/observations:
- if implemented into the campaign, the balance of the scen will shift towards the player as he'll have more starting RP to (elite) repair the planes
- don't know what purpose the allied aux. units serve (not the ships)? Basically all they do is move aimlessly around, block access to hexes, do not shoot at anything and more importantly: they are not being targeted by the enemy; that means, they do not even distract the AI units. Make them static.
- detonate the bunkers immediately, and not at turn start. The usual -3HP/attack mechanic is okay, but looks weird with the last 1HP. Or is it really that important to let the AI finish the turn before destroying the structure?
Thanks, Bruce!![]()

Heh. Well, Cool, I'm glad to have made you laugh (or at least chuckle a bit). YOU try using Google maps to pick out local place names without knowing a thing about the language!CoolDTA wrote: ↑Sat Mar 21, 2020 12:04 pmGreat stuff again, Bru!Also very appropriate because Turku was the most bombed city in Finland during the Winter War.
Couple of name changes:
Terrassen (a restaurant) -> Pikisaari
Bocksundet -> Pukinsalmi
Lindblom (a modern conference hall) -> Ruissalo Docks
Note that the airfield was not where you have put it, but here.
I meant no offense. Sorry.
No, the locals call it Pukinsalmi. Bocksundet is the Swedish name for it, but let's not use those, okay. It would look silly. Use a large grain of salt when using Google Maps outside of the US.bru888 wrote: ↑Sat Mar 21, 2020 6:50 pm I saw "Bocksundet" on a map; it's the name of the strait that leads to the Baltic Sea. However, it's Swedish for "Bock's Strait," I believe; perhaps the locals still refer to it that way, a persistence of Swedish words maybe? Besides, "Pukinsalmi" sounds close to "Pitkäsalmi," the body of water on the other side of the map, unless you can vouch for the difference.
No, not bad at all.
Maybe a lot of Finns will play this? Anyway, you would know.bru888 wrote: ↑Sat Mar 21, 2020 6:50 pm EDIT: * How is "Marjaniemi"? Unless that means "fruit stand" or something. I don't care if it's just a neighborhood because that is all I am looking for; a flavor, if you will. Much if not all of this map is now within Turku city limits anyway but I don't want something that is obviously dumb like "restaurant" or "conference center" even if there is only one person around here who knows the truth.![]()

No offense whatsoever. And that short sentence above shows how well you have come to know me through our interactions here.


bru888 wrote: ↑Sat Mar 21, 2020 6:34 pm In the studio thread, Erik brought up the idea of human control of ships and I did have it that way but then an issue arose accompanied by a thought of you. This is how I answered him:![]()
Ships: I originally had them under human control but then I discovered (before Gabe did) the cheat of using resource points to repair them because they are sitting on port hexes. I couldn't have docked ships without port hexes (piers), so they joined the garrison, trains, and cargo trucks.
I did now. Good heavens, each structure needs a separate trigger cascade for that "damage mechanic" of yours? There's no way to decrement unit HP? I thought that it could've been done by one trigger, which affects all bunkers at HP=1.bru888 wrote: ↑Sat Mar 21, 2020 6:34 pm Regarding the bunker (structure) demolition, that is very finely choreographed for gameplay balance. I'm not going to touch that, else the scenario goes off the deep end again. And yes, it had to be timed for Turn Start rather than Combat Event; if you look at the triggers...

Ermh, okay... the right location is just in the opposite direction?bru888 wrote: ↑Sat Mar 21, 2020 10:57 pm But by zooming in a bit, I did find what appears to be a location (ironically, I could not find Marjaniemi again) - Latokari:
It's approximately in the right location (remember, designer's license rules after a while) and it does seem to be a destination.

Well, given how hard it was to find it, it will do nicely I think.CoolDTA wrote: ↑Sun Mar 22, 2020 12:15 pmErmh, okay... the right location is just in the opposite direction?bru888 wrote: ↑Sat Mar 21, 2020 10:57 pm But by zooming in a bit, I did find what appears to be a location (ironically, I could not find Marjaniemi again) - Latokari:
It's approximately in the right location (remember, designer's license rules after a while) and it does seem to be a destination.Well, if and when it is so, Latokari is a good choice. That map source (Turku Guide Map) is what I used and a helpful one. Using strictly Finnish names (eg. Ruissalon Telakka) is nice.
![]()


Hi,bru888 wrote: ↑Sun Mar 22, 2020 12:14 pm Yeah, I won't say "unfortunately," because it works, but the only way that I could simulate bomber damage inflicted on city infrastructure was to:
1) use concrete bunkers. Nothing else in this game comes close in appearance to the urban structures that are in the Battle of Britain mod which this game sorely lacks. Here I will use "unfortunately" in that concrete bunkers are impervious to strategic bomber damage! And,
2) choreograph the effect by the mere presence of the bomber directly over the bunker - hence the dependence on Turn Start instead of Combat Event - which means if you are looking closely, damage may be inflicted even if no bombs are dropped! That makes up for all the times that bombs are dropped and are absolutely ineffective (except to the "combat efficiency" of the bunker. When you are a fishery, for example, that really doesn't matter much.
Anyway, the module gets the job done, so I am happy with it.

Heh, where were you during those long candlelit hours spent in a freezing cell designing that module? Oh, the shrieks of agony and despair that you could have spared me! The module seems to be WAD now so I will leave it alone but I will keep your suggestion in mind for future use, thanks. Play the darned scenario, will you?Shards wrote: ↑Sat Apr 04, 2020 10:53 am Hi,
Not played the scenario, but just thinking about the issue with strat bombers. Could you put a supply source under each bunker, then use a trigger to test against % supply and use that to reduce the hp of the bunker? Or just do one that destroys the bunker at zero supply output? I'm sure I remember being able to test supply output of a hex as well as the standard supply reaching a hex?
