Page 6 of 6

Re: Version 3 Ready! Capture The Fuel Depot

Posted: Sat Jun 22, 2013 9:16 pm
by GottaLove88s
jcb989 wrote:
GottaLove88s wrote:New map looks gorgeous Justin... Just downloaded v3... Two games up and offered... 8)
care to play a pair?
I'm in... Set 'em up!

But bear in mind I've only ever played as far as Turn 3 (when my opponent realised how little challenge I was offering and precipitately decided to quit, in hoots of laughter, I suspect :lol: )

So it will be great to see the rest of the map and figure out the full scenario mechanics...

:mrgreen:

Re: Version 3 Ready! Capture The Fuel Depot

Posted: Sat Jun 22, 2013 10:48 pm
by jcb989
password: nuts

Re: Version 3 Ready! Capture The Fuel Depot

Posted: Sun Jun 23, 2013 7:36 pm
by GottaLove88s
jcb989 wrote:password: nuts
Nuts back at ya', Anthony Clement
See you in Bastogne...? :mrgreen:

Re: Version 3 Ready! Capture The Fuel Depot

Posted: Thu Jun 27, 2013 1:07 am
by jcb989
This scenario is now available via in-game download from Slitherine!

Re: Version 3 Ready! Capture The Fuel Depot

Posted: Thu Jun 27, 2013 9:52 am
by GottaLove88s
Heil Justin!

Every time I open this map, I'm reminded how gorgeous it is. All it's missing seems to be a Munchen school choir cooing 'Stille Nacht, Heilige Nacht' at the beginning, lol... It's brilliantly designed...

Three quick questions and a favour to ask...

1. As Germans, do I have to route via the Malmedy crossroads to reach either of the fuel dumps? Or is there a clever alternative that I can't quite see?
2. I notice that engineers can lay smoke (cute icon btw). Can they also use Amaris' 'real engineers' functions? Demolishing tank traps would be mighty handy.
3. Do any bonuses kick in after specified turns. For example, do Germans get 1-2 wallops of Heavy Arty at the beginning? Do Allies get P51s or Typhoons halfway in? (As Germans, I'd like you to say No please)

Favour. Please add some basic tactical info to your 1st post of this thread, to help newbies become (slightly) less disadvantaged versus those who know the map inside out...
1. Which sides get which bonuses? Is it only Allies receiving Medic & Rally? Are there any triggers for either side to gain/lose bonuses?
2. Are the trigger locations for reinforcements randomised? If always the same, where are they?
3. Are the reinforcement units randomised? If not randomised, what should we expect? At which trigger point?
Fuel Depot regulars will know this... Newbies (like me) won't have a clue... Lambs to our slaughter?

Here goes nuttin', lol :D

Re: Version 3 Ready! Capture The Fuel Depot

Posted: Thu Jun 27, 2013 3:07 pm
by jcb989
Hi GL88

Yes I can do that in the first post tonight or tomorrow.
The only bonuses go to the Allies, they get resupply, medic, and rally and the usual BA delay cycles.
The Germans get nothing! (thank you! good day sir!)
Neither side has any arty nor air power in this one.

I considered Amaris' real engineers but had trouble converting the code for US Engineers so I decided to just go with Enric's version.
The smoke is the only truly helpful function in this scenario; you would lose too much time demolishing obstacles I think.
The Germans need to use a certain "brute force" approach at first to punch through the front line. But they need to limit losses in doing it, otherwise their assault could stall early and the attack bog down.

The reinforcements trigger off of capturing the first two flags along the road to the depot. Germans receive their reinforcements then the Allies receive theirs, once the Germans capture and hold those flags for at least 1 full turn. The reinforcements are fixed units, I can list them in the first post if you think that is the thing to do. The arrival location for the Allies reinforcement is based on threatmap logic, so it is less likely they arrive into a hailstorm of German salvos.

You know, the map looks so good because I started with an existing map, lol. If I do one from scratch I can't imagine it would come out so well...
Lastly the path to each fuel depot is limited to the road for vehicles, yes. But obviously ground troops can infiltrate to them.

Regards,

Re: Version 3 Ready! Capture The Fuel Depot

Posted: Thu Jun 27, 2013 11:51 pm
by GottaLove88s
Thanks Jcb, That's very helpful intel.

If you want to merge Enric and Amaris' engineers code, would be happy to experiment for you?

Sounds like I do need to figure out how to get my panzers up to the crossroads and out to the fuel dumps... Going to be a toughie...

Btw your modesty does you credit... but, man, it's unnecessary... You've done a wonderful job here, Justin... Fuel Depot is fab!!

Re: Version 3 Ready! Capture The Fuel Depot

Posted: Wed Aug 07, 2013 11:30 pm
by jcb989
pipfromslitherine wrote:
pipfromslitherine wrote:
jcb989 wrote:Hello and salutations,
Were you able to address iPad custom music tracks in this release..? Just curious.
Many thanks,
Hmmm - that issue doesn't ring a bell. Can you remind me please :)

Cheers

Pip

Hi Pip,

on the custom scenario FUEL_DEPOT_3 that I designed, I changed the background music track to something ahem more interesting for the theme of the scenario, but alas, iPad users reported that they cannot hear the new music track. I am on a PC and PC players can hear it just fine.

Regards,
I believe that should now be fixed.

Cheers

Pip
Yay!

Re: Version 3 Ready! Capture The Fuel Depot

Posted: Tue Jul 12, 2016 12:52 am
by jcb989
Does anyone have this scenario loaded, and would you like to play a mirror set of games against its Designer, jcb989 ?

Re: Version 3 Ready! Capture The Fuel Depot

Posted: Tue Jul 12, 2016 3:19 pm
by morge4
I have it loaded...lets get to the shooting!

Re: Version 3 Ready! Capture The Fuel Depot

Posted: Fri Jul 15, 2016 10:51 pm
by jcb989
morge4 wrote:I have it loaded...lets get to the shooting!
hahaha of course you do. OK hold on, loading up some games..

Re: Version 3 Ready! Capture The Fuel Depot

Posted: Fri Jul 15, 2016 11:04 pm
by jcb989
two games mirrored posted up without passwords for you. I figure you'll get em lol

Re: Version 3 Ready! Capture The Fuel Depot

Posted: Sat Jul 16, 2016 2:34 pm
by morge4
jcb989 wrote:two games mirrored posted up without passwords for you. I figure you'll get em lol
Must have missed them, don't see two for capture the Fuel Depot?

Re: Version 3 Ready! Capture The Fuel Depot

Posted: Sat Jul 16, 2016 2:47 pm
by jcb989
uhoh, the age old problem of not being able to see challenges? See if you can post up a pair and if I can see yours..

Re: Version 3 Ready! Capture The Fuel Depot

Posted: Mon Jul 18, 2016 2:47 pm
by morge4
Ok, posted two password jcb989.

What is odd is that I was able to get your Hillman challenge...just not these

Re: Version 3 Ready! Capture The Fuel Depot

Posted: Tue Jul 19, 2016 1:26 am
by jcb989
I see your games and grabbed them.