ColonelY wrote: ↑Mon Jun 14, 2021 8:18 pm
19Strasbourg:
(
v0.58, lvl III, 2nd test)
Nice addition, these patrolling units… a part of them has (
even) surprised me as I wasn't expecting them there (
you certainly know which ones 
) – that’s
perfect!
It was your idea, thanks.
*******
I could have had a
Major Victory during the
43rd turn, but there was
a little something that has made it last longer…
So, 43 now, 44 before (previous playthrough), so 50 turns, that’s perfectly fine and doable. (And these +2 FF Sherman are welcome without being too much either!
) Definitely, let’s keep it at 50 turns.
What make it last longer?

Well, “
Franz Vaterrodt”, severely beaten, “retreated” after a strong punch…
East of Kehl, behind the guns of Kehl!
I programmed him to be too sly!
And then, well, my land units can’t pursue him on the other side of the Rhine without failing one primary objective…

so, back to artillery and planes to finish him off –
on the other side!

Which makes then his “capture” a little unlikely, somehow.

(

)
As fix, one could perhaps add up to 4 Volkssturm units on the other side of the Rhine, to “block” the way eastward (but can one guarantee it would be enough anyway – or could this tank “retreat” throughout
two friendly units “
in a row”?

)…

Or, one could rather, simply,
remove both “Spawn point”(s) A & B (AND in the “Random trigger” as well, of course!).
I chose to move those two spawn points to "the other side of town." By spawning on the river hex, the tank gets a "free pass" in that it has already paid the penalty for moving onto a river hex without a bridge. Hence it scampers behind the guns. Now, it will have to stop on that river hex before moving on in the next turn, if it chooses to go there at all. It may not, knowing about the penalty which allows the player to get at it.
(During this playthrough, it spawned at point A...)
Thus, this scenario lasts until the 48th turn, when, finally, this strong tank was destroyed for good! (Several turns only to try to make him surrender!

) And only then, Major Victory,
phew!
This is the type of finish that I look for although I mean for the average player; I am a little nervous when it comes close for you, but yes, let's leave it at 50 and let it be a challenge.
But so much the better. We were lucky that it happened (
), because it allows us to adjust that point.
*******
-> Brief. 1/5: “
Next to our liberation of Paris, our taking this city will be the most momentous occasion of our campaign.” => Perhaps “
our taking of this city” or “
our forces taking this city”?
Yes, and one too many "our's" so I rewrote it thusly:

- Screenshot 1.jpg (128.46 KiB) Viewed 1905 times
->
The C47 Skytrain can’t use the airstrips! (
Doesn’t matter whether it’s US or FF – not working.)
I haven’t seen this during my first test because this plane was shot down before refuelling, so… As easy fix, I suggest
adding (but ONLY for this scenario, not for the next one) ONE single air exit hex allowing return NEAR the three airstrips.

Why
near these airstrips? So that the player won’t realize that these airstrips are not working for the C47
once this unit has no more fuel and when the exit hex is at some other corner of the map!

(

)
Issue: The C-47 does not operate like a normal plane. It will use an exit hex but one cannot deploy it again from reserve, as these screen images demonstrate:

- Screenshot 2.jpg (470.2 KiB) Viewed 1905 times

- Screenshot 3.jpg (643.04 KiB) Viewed 1905 times
Possible solution: Use the British Lysander, as I did in Operation Nordwind, but there goes my beloved "Coq de la Promenade" along with the popup message image and text!
Next best solution: A "Perpetual C-47 fuel" trigger. This may not be altogether realistic — it converts the C-47 into a reconnaissance plane, needing no refueling — but I like this better. If the player gets bored with this plane, he can dispose of it by exiting it; the hex is clearly marked "NO RETURN":

- Screenshot 4.jpg (405.51 KiB) Viewed 1905 times
-> Speaking of
airstrips,
all of them to be put as US (BOTH maps this time!).
Why? Now with the campaign variables working, the Free French (land) airstrip may show up
with full XP 
(
whereas the US ones of course have none)… and an airstrip with XP, well, that looks rather strange…
Yes, good catch. Good thing we don't have any French factories, oil depots, etc.! Fixed.
-> Related to the
forts: When the Germans lose control of these forts, now we’ve forts spawning under the “
Impassable Area” flag… so far, so good.

But I suggest
making them spawn without XP!
Nobody manipulates them, activates them, these forts. So, no
experienced servant can bring his
science to the
efficiency of the building in question.
Yes, they are supposed to be temporarily out of action, so 0 experience would be natural.
And, with these few points, I think it's ready for good.
Et voilà !