Erik's Multiplayer scenarios

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KarisFraMauro
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

Deploying my heavy hitters next to the coast did not go as well as I would have liked in Watchtower, so I'm not sure it was that pressing a fix... Curious about the sub change though, what does NC mean?

I'm feeling a bit smug about my knowledge of military trivia right now :D There was an article on the BBC website about "The plane that won the battle of Britain, and WASN'T the Spitfire!". Hmm... Hawker Hurricane? I was right! Hardly super obscure I know but I'll take what I can get.
Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

Yes, theJapanese naval deployments at Lunga back-fired with two battleships sunkin a short time.
Maybe these deployment locations are oK, but I'd like the US to start the scenario- Especially since they are the invading force.
Th sub change should provide the players with a few alternative single-hex deployment choices.

NC = Naval Command points.

The Hurricane is under-estimated. It did bear the brunt of the Bob for the British. The Spit always looked cooler, though.
KarisFraMauro
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

Yeah according to the article part of the reason the Spitfire gets so much credit is it was the first (British? Or in the world?) fighter to be made entirely out of metal. Insofar as the soviets used wood successfully as part of the heat shield in their space program, I wouldn't underestimate wood.

While losing the battleships was rough, it did buy time as a distraction for my land forces to get organized more effectively. Still feel like there's potential in a naval deployment... Maybe if I had been sneaky and stuck some subs there? They'd have time to disperse in the first turn too, hmm...

Pretty satisfied with C3 as Italy now. Once I have some free time I think I'll start making games with myself as the axis in that map, just for regular play not testing. Although if the British navy pops up and wrecks me next turn I may feel differently :P
Erik2
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1v1 Operazione C3 1.8

Post by Erik2 »

1v1 Operazione C3 1.8
Link updated in first post.

Fixed one Italian core remove/reserve issue
Added more RP income to all factions.

I could not find anythinbg that would provoke the 'all-Italian-units-moved-to-reserve-syndrome'. Strange bug?
Erik2
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1v1 Watchtower 10.9

Post by Erik2 »

1v1 Watchtower 10.9
Link updated in first post.

Cropped map north and south.
Fixed Japanese core remove/reserve issue.
US starts scenario.
The Japanese may deploy starting naval units at Lunga Point, at their own peril...
Fixed US 'sink carrier' objective.
Doubled all faction's resource income.
Chema_cagi
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Re: 1v1 Operazione C3 1.8

Post by Chema_cagi »

Erik2 wrote: Thu Dec 10, 2020 9:44 am 1v1 Operazione C3 1.8

I could not find anythinbg that would provoke the 'all-Italian-units-moved-to-reserve-syndrome'. Strange bug?
I'm game to test it again for sure, if you have some free time after ColonelY detailed footnotes :D

In the first image can be seen some units remaining in place, while the majority were abducted
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Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

I think I found the cause of the global Italian unit removal.
One of the later Unit Removal triggers lacked a specific target hex. This meant it would remove all core units all over the map :roll:
Quite a powerful trigger...

I have updated the current Operazione 1.8 link.
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Re: Erik's Multiplayer scenarios

Post by Chema_cagi »

Erik2 wrote: Thu Dec 10, 2020 2:41 pm I think I found the cause of the global Italian unit removal.
One of the later Unit Removal triggers lacked a specific target hex. This meant it would remove all core units all over the map :roll:
Quite a powerful trigger...

I have updated the current Operazione 1.8 link.
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KarisFraMauro
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

The subtleties of this game are truly profound... Speaking of which I have a question. I notice sometimes I'll take over a town and if I leave the next turn, it remains mine. Other times if I leave the next turn it reverts to the previous owner, so I have to stay a full three turns for the flag to be raised. What's the difference? I feel like it might be a supply thing.
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Re: Erik's Multiplayer scenarios

Post by Chema_cagi »

Watchtower 10.9

Deploying as the US, I can see a ship silhouette (everybody: Scaramouche! Scaramouche! will you do the fandango?) inland.
I'm sorry to be again the bad news dude
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Re: Erik's Multiplayer scenarios

Post by Chema_cagi »

KarisFraMauro wrote: Thu Dec 10, 2020 10:51 pm The subtleties of this game are truly profound... Speaking of which I have a question. I notice sometimes I'll take over a town and if I leave the next turn, it remains mine. Other times if I leave the next turn it reverts to the previous owner, so I have to stay a full three turns for the flag to be raised. What's the difference? I feel like it might be a supply thing.
Erik explained to me it is a matter of special forces units: paras and disembarking units need to remain over the objective till the flag is raised.
Anyway, I have not always understood with every unit: some landed infantry units seemed to capture objectives at once, while others seemed to need 3 turns...but I might have analyzed badly
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Re: Erik's Multiplayer scenarios

Post by GabeKnight »

Chema_cagi wrote: Fri Dec 11, 2020 2:51 am
KarisFraMauro wrote: Thu Dec 10, 2020 10:51 pm The subtleties of this game are truly profound... Speaking of which I have a question. I notice sometimes I'll take over a town and if I leave the next turn, it remains mine. Other times if I leave the next turn it reverts to the previous owner, so I have to stay a full three turns for the flag to be raised. What's the difference? I feel like it might be a supply thing.
Erik explained to me it is a matter of special forces units: paras and disembarking units need to remain over the objective till the flag is raised.
Anyway, I have not always understood with every unit: some landed infantry units seemed to capture objectives at once, while others seemed to need 3 turns...but I might have analyzed badly
To my knowledge it's like this: If a flagged supply hex is taken, it takes three turns for the supply change to take place; if the hex is not flagged, the supply changes immediately.

For the above question: If a flagged supply hex is captured with no connection to another active supply source and there's no friendly unit on or adjacent to said hex, it reverts ownership next turn.
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

Hmm... In another context I'd be criticising the game mechanics on the basis of their being overly opaque, but I've spent weeks trying unsuccessfully to get my head around Shadow Empire so could be worse!
Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

The ship inland is probably a gun boat which may be deployed if you click one time too many when you're saving a scenario. An old quirk.
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Re: Erik's Multiplayer scenarios

Post by Chema_cagi »

GabeKnight wrote: Fri Dec 11, 2020 5:16 am To my knowledge it's like this: If a flagged supply hex is taken, it takes three turns for the supply change to take place; if the hex is not flagged, the supply changes immediately.

For the above question: If a flagged supply hex is captured with no connection to another active supply source and there's no friendly unit on or adjacent to said hex, it reverts ownership next turn.
Thanks for the info Gabe. Our doubts come from the Operazione C3 scenario. The north island of Malta is taken by paracadutisti: even having already a controlled supply source connected, if you abandon any occupied supply hex before the flag is fully raised, control reverts to the allies, so you need some 15 turns to have a decent supply in that island (having only one para unit). I didn't remember anything alike in other paratroop scenarios like Crete.
Erils soñved the issue increasing a little the supply points per hex


EDIT: 'twas 'solved', but I'll keep that ñ letter cuz none else have it in his keyboard
Last edited by Chema_cagi on Fri Dec 11, 2020 3:33 pm, edited 1 time in total.
Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

The Gozo supply problem extends to the captured airfield as well.I was unable to repair air units in the hangar.
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Re: Erik's Multiplayer scenarios

Post by Chema_cagi »

Erik2 wrote: Fri Dec 11, 2020 3:32 pm The Gozo supply problem extends to the captured airfield as well.I was unable to repair air units in the hangar.
But now it's okey, in the previous versions I was unable to repair airplanes in Gozo till turn 16 or 18...In the last version I was being almost able to repair until you made a sneaky, cunning counterattack :D . And then it was the big teleport abduction event :lol:
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

The teleporting aftermath has become quite interesting in my Italian game against Karis.
It was like a second chance to do things right :wink:
I'll probably lose anyway though, even if my multiple Italian invasions should stretch the British.
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Re: Erik's Multiplayer scenarios

Post by Chema_cagi »

Erik2 wrote: Fri Dec 11, 2020 3:44 pm The teleporting aftermath has become quite interesting in my Italian game against Karis.
It was like a second chance to do things right :wink:
Yay! I though exactly the same, it was like those movies where one dies and has a second chance :D ...but though it was quite a sizeable bug and was not very feasible for our playtesting purposes

The ship inland is probably a gun boat which may be deployed if you click one time too many when you're saving a scenario. An old quirk.
Exactly, there was a lonely 'neutral' gunboat in the middle of the jungle
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Re: Erik's Multiplayer scenarios

Post by stevefprice »

Chema_cagi wrote: Fri Dec 11, 2020 5:51 pm
Exactly, there was a lonely 'neutral' gunboat in the middle of the jungle
Almost like this, but not neutral :)

https://encyclopedia.1914-1918-online.n ... sberg_ship
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