BA2 Scenarios by Enric
Moderators: Slitherine Core, BA Moderators
SOWCHOS 2.0.3
Encore finding the balance, making several changes.
Please try and send feedback.
No indirect fire smoke during deploy phase
Delay Artillery: 2
Mortar 120
Flag victory: side with most flags
3 KV41 changed to T34
Please try and send feedback.
No indirect fire smoke during deploy phase
Delay Artillery: 2
Mortar 120
Flag victory: side with most flags
3 KV41 changed to T34
Re: BA2 Scenarios by Enric
Hi Enric,
first of all I really appreciate this fantastic job you are doing! and Yes, I am agree with who said your's are better then the official campaingn, under each point of view.
I'm just to finishing play the TIGERs and is really amazing!
So please some questions:
1) I play alone, so I don't use MP game. Can I "convert" these campaign fo SP ? (I've tried yet the suggest to download and move the campaign into the SP folder ( I use a Mac 27") but something don't work fine... when I try to do even start the Russians first. Or, Start the German but I have no point to get the units... (0/0) . how to modify this ?
2) The idea to carrie on troops on tanks is fantastic ! becuase is real! Is there a way to modify this for alls the BA2 officially campaigns? or add some are units to do this ? e.g german AA truck.
Idem for the accurancy like Leader shot and so on...
3) when I was young I made some mods for a Close Combat 2, on Macos ... 9.... Market Garden Operation with other internet friends we build all the desert campaing...
(http://macintoshgarden.org/games/close- ... ge-too-far) It would be nice to rebuild this here.... but I really don't understnd "the way of " start to work on Ba2..
4) My young son , with his iMac21, in the same home network, should like fight agisnt me... Is possible this ?
Again : Bravo, and Ciao
Riccardo
first of all I really appreciate this fantastic job you are doing! and Yes, I am agree with who said your's are better then the official campaingn, under each point of view.
I'm just to finishing play the TIGERs and is really amazing!
So please some questions:
1) I play alone, so I don't use MP game. Can I "convert" these campaign fo SP ? (I've tried yet the suggest to download and move the campaign into the SP folder ( I use a Mac 27") but something don't work fine... when I try to do even start the Russians first. Or, Start the German but I have no point to get the units... (0/0) . how to modify this ?
2) The idea to carrie on troops on tanks is fantastic ! becuase is real! Is there a way to modify this for alls the BA2 officially campaigns? or add some are units to do this ? e.g german AA truck.
Idem for the accurancy like Leader shot and so on...
3) when I was young I made some mods for a Close Combat 2, on Macos ... 9.... Market Garden Operation with other internet friends we build all the desert campaing...
(http://macintoshgarden.org/games/close- ... ge-too-far) It would be nice to rebuild this here.... but I really don't understnd "the way of " start to work on Ba2..
4) My young son , with his iMac21, in the same home network, should like fight agisnt me... Is possible this ?
Again : Bravo, and Ciao
Riccardo
Re: BA2 Scenarios by Enric
1) All my scenarios could be opened in SP and possible play them, I use to do it when testing the map. There are several code lines that make the way the AI will move and some times I remove or comment these lines when finished.rwm59 wrote:Hi Enric,
first of all I really appreciate this fantastic job you are doing! and Yes, I am agree with who said your's are better then the official campaingn, under each point of view.
I'm just to finishing play the TIGERs and is really amazing!
So please some questions:
1) I play alone, so I don't use MP game. Can I "convert" these campaign fo SP ? (I've tried yet the suggest to download and move the campaign into the SP folder ( I use a Mac 27") but something don't work fine... when I try to do even start the Russians first. Or, Start the German but I have no point to get the units... (0/0) . how to modify this ?
2) The idea to carrie on troops on tanks is fantastic ! becuase is real! Is there a way to modify this for alls the BA2 officially campaigns? or add some are units to do this ? e.g german AA truck.
Idem for the accurancy like Leader shot and so on...
3) when I was young I made some mods for a Close Combat 2, on Macos ... 9.... Market Garden Operation with other internet friends we build all the desert campaing...
(http://macintoshgarden.org/games/close- ... ge-too-far) It would be nice to rebuild this here.... but I really don't understnd "the way of " start to work on Ba2..
4) My young son , with his iMac21, in the same home network, should like fight agisnt me... Is possible this ?
Again : Bravo, and Ciao
Riccardo
These code are in the STARTUP function and look like
SetTeamAggression(1, 0, 64);
SetTeamDestination(1, 1, 21, 34);
SetTeamAggression(1, 1, 16);
if they are commented (preceded by //) you must remove this.
2) You need to modify original scripts to do these changes, so you must create a copy of the campaigns and then modify the corresponding scripts (no easy if you don't know how to script). Think that then you can't play agains others that do not have these changes in the campaign.
3) No, it's not easy to begin scripting in BA, there is no a "getting started" or a scripting manual. There are some documentation but very difficult to follow, seems most created for those that already know how.
The best way is look at the scrips and try to understand what they do and patience.
4) Yes, you need internet connection to use the Slitherine server, and a serial for each.
Remember I'm not Slitherine so my answers are not "official".
Re: BA2 Scenarios by Enric
From you :
1) All my scenarios could be opened in SP and possible play them, I use to do it when testing the map. There are several code lines that make the way the AI will move and some times I remove or comment these lines when finished.
These code are in the STARTUP function and look like
SetTeamAggression(1, 0, 64);
SetTeamDestination(1, 1, 21, 34);
SetTeamAggression(1, 1, 16);
if they are commented (preceded by //) you must remove this.
Many thanks Enric, I apprecited much your answer. ( mi yson even !)
I look everywhere in the game folders ( in Macos Under User/documents/mygame ) this fuctions you mentioned but I really can't find. Where are ? ( may I must look into the Package contents of the Application ??? )
With witch app in Macos X may I open files like : .csv - .bsf - .s4f ?
thanks again.
Riicardo
1) All my scenarios could be opened in SP and possible play them, I use to do it when testing the map. There are several code lines that make the way the AI will move and some times I remove or comment these lines when finished.
These code are in the STARTUP function and look like
SetTeamAggression(1, 0, 64);
SetTeamDestination(1, 1, 21, 34);
SetTeamAggression(1, 1, 16);
if they are commented (preceded by //) you must remove this.
Many thanks Enric, I apprecited much your answer. ( mi yson even !)
I look everywhere in the game folders ( in Macos Under User/documents/mygame ) this fuctions you mentioned but I really can't find. Where are ? ( may I must look into the Package contents of the Application ??? )
With witch app in Macos X may I open files like : .csv - .bsf - .s4f ?
thanks again.
Riicardo
Re: BA2 Scenarios by Enric
You need to start hererwm59 wrote:From you :
1) All my scenarios could be opened in SP and possible play them, I use to do it when testing the map. There are several code lines that make the way the AI will move and some times I remove or comment these lines when finished.
These code are in the STARTUP function and look like
SetTeamAggression(1, 0, 64);
SetTeamDestination(1, 1, 21, 34);
SetTeamAggression(1, 1, 16);
if they are commented (preceded by //) you must remove this.
Many thanks Enric, I apprecited much your answer. ( mi yson even !)
I look everywhere in the game folders ( in Macos Under User/documents/mygame ) this fuctions you mentioned but I really can't find. Where are ? ( may I must look into the Package contents of the Application ??? )
With witch app in Macos X may I open files like : .csv - .bsf - .s4f ?
thanks again.
Riicardo
http://www.slitherinebravo.net/GameWiki ... g_advanced
And read the:
http://www.slitherinebravo.net/GameWiki ... tub_engine
You don't need to go under package contents, if you go be careful to don't modify nothing.
.csv and .bsf are text files and can be opened with any editor. (textEdit, TextWrangler or BBEdit, etc.)
.s4f don't need to be opened at all.
All functions are in .CSV files.
AGONY a2
Agony new version
The pzfaust present in the Squad Leader where objects that may be only used once. They were used by infantry (so they were not an unit by itself) and they change effectiveness during war.
In BA this concepts doesn’t exists pzfaust is an unit, and so, it may fire each turn.
I found very difficult to implement this, so I decided, “for now”, to use the equivalence:
3 pzfaust in SL scenario = 1 pzschreck in BA2.
Another object was the ATM (anti tank magnetic mines) that were used to assault tanks, they were also an use once object. I that case I found the way to add the object to BA2.
An infantry, or even a leader, may assault a tracked vehicle and use a ATM, this will give a 50% plus probabilities to success.
In the examples it could be seen the difference between a normal assault and one using ATM. The ATMs may by be traded between infantries spending 1 AP each one (sender and receiver).
The pzfaust present in the Squad Leader where objects that may be only used once. They were used by infantry (so they were not an unit by itself) and they change effectiveness during war.
In BA this concepts doesn’t exists pzfaust is an unit, and so, it may fire each turn.
I found very difficult to implement this, so I decided, “for now”, to use the equivalence:
3 pzfaust in SL scenario = 1 pzschreck in BA2.
Another object was the ATM (anti tank magnetic mines) that were used to assault tanks, they were also an use once object. I that case I found the way to add the object to BA2.
An infantry, or even a leader, may assault a tracked vehicle and use a ATM, this will give a 50% plus probabilities to success.
In the examples it could be seen the difference between a normal assault and one using ATM. The ATMs may by be traded between infantries spending 1 AP each one (sender and receiver).
Agony a2 continuation
A leader using ATM
Finally, the units that have an ATM can be seen in the list.
And also in the selected unit info
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peterjfrigate
- Sergeant First Class - Panzer IIIL

- Posts: 365
- Joined: Mon Aug 16, 2010 12:43 am
Re: BA2 Scenarios by Enric
very cool! Bring on the wire!
Re: BA2 Scenarios by Enric
The wire will follow on the next scenario Bokruisk ready but not released yet.peterjfrigate wrote:very cool! Bring on the wire!
Need to be able to close (balanced version) any one of the already opened now.
Sowchos
Sowchos is released as official download, final version 2.0.5
I think it's a challenge scenario that will finish usually as a draw between average players, even so, German or Russian may win,as there are many different tactics to use.
Thanks to all testers.
I think it's a challenge scenario that will finish usually as a draw between average players, even so, German or Russian may win,as there are many different tactics to use.
Thanks to all testers.
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avisnigra67
- Senior Corporal - Destroyer

- Posts: 118
- Joined: Tue Dec 11, 2012 7:53 pm
- Location: Madrid Spain
Re: BA2 Scenarios by Enric
Great news, Enric! Very glad with the ATM features and PZfaust compensation rule.
I think all of these will improve this scenario a lot. In the same way; I think it would even better if the pair of german Tank Destroyers could be more close to the original. The jadgpanther is OK, but the impressive Jadgtiger present in the original game still can't see action in BA...
anyway, good job!
R.
I think all of these will improve this scenario a lot. In the same way; I think it would even better if the pair of german Tank Destroyers could be more close to the original. The jadgpanther is OK, but the impressive Jadgtiger present in the original game still can't see action in BA...
anyway, good job!
R.
Placing objects
This is a new mod to allow placement of some objects during deployment phase.
Some scenarios will come with objects like: wire, mines, trench, road block, etc that, usually the defender, could place to create his own defense.
Any unit could be used for deploy these objects, the facing of the unit choosed will have an effect on the placement of the object in the tile.
During deploy objects can be deployed or removed freely until satisfied with the deployment. Objects not placed during this phase will be lost.
When placing the object a number indicates how many objects left to place, Objects can be removed and the counter will be increased.
Some scenarios will come with objects like: wire, mines, trench, road block, etc that, usually the defender, could place to create his own defense.
Any unit could be used for deploy these objects, the facing of the unit choosed will have an effect on the placement of the object in the tile.
During deploy objects can be deployed or removed freely until satisfied with the deployment. Objects not placed during this phase will be lost.
When placing the object a number indicates how many objects left to place, Objects can be removed and the counter will be increased.
Re: BA2 Scenarios by Enric
You Sir, are the King.
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Celeborn
- Sergeant First Class - Panzer IIIL

- Posts: 361
- Joined: Fri May 01, 2009 3:22 pm
- Location: DC/Northern Virginia
ATMM
The Germans were so sure the Allies would use them that they developed a paste ("Zimmerit") that would prevent ATMM from sticking to a vehicle. It was used for most of 1944 until it became clear that their fears were unfounded. As the panzerfaust (and panzershreck) proved themselves on the battlefield the ATMM fell into disfavor and it was declared obsolete in mid-44.
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Celeborn
- Sergeant First Class - Panzer IIIL

- Posts: 361
- Joined: Fri May 01, 2009 3:22 pm
- Location: DC/Northern Virginia
Fortifications!!!!
Kudos to Enric for figuring out a clever work-around that finally addresses a glaring deficiency in defensive strategy--particularly in urban areas. Of course no good deed goes unpunished, and so I respectfully request the conversion of Red Barricades scenarios--or at least the Commissars House. 
Re: BA2 Scenarios by Enric
This is a warning to any scenario that has a deploy phase
Don't save the game during deploy mode as BA has a bug that makes BA lose some tile data.
So: deploy all units and objects before ending or saving the game.
I'll try to find a workaround¡d to avoid this bug that comes from BA1
viewtopic.php?f=104&t=39008&hilit=tiledata
Thanks to Peterjfrigate he tell me about it.
Don't save the game during deploy mode as BA has a bug that makes BA lose some tile data.
So: deploy all units and objects before ending or saving the game.
I'll try to find a workaround¡d to avoid this bug that comes from BA1
viewtopic.php?f=104&t=39008&hilit=tiledata
Thanks to Peterjfrigate he tell me about it.
Bokruisk goes to a2
The new version fixes minor issues:
- cosmetic and some forest that not blocking LOS
- 76 gun don't fire indirect fire
- Deploy some fixes
--- Sniper now can be placed freely
--- Disabled the save button during deploy
- cosmetic and some forest that not blocking LOS
- 76 gun don't fire indirect fire
- Deploy some fixes
--- Sniper now can be placed freely
--- Disabled the save button during deploy
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glenghiscan
- Sergeant First Class - Panzer IIIL

- Posts: 393
- Joined: Sat Sep 07, 2013 11:43 am
Re: BA2 Scenarios by Enric
Near impossible for Russians to win in blockbusting think it needs more turns than 8
Re: BA2 Scenarios by Enric
Please play againd Avisnigra67 as German, he will show you the way to play as Russianglenghiscan wrote:Near impossible for Russians to win in blockbusting think it needs more turns than 8
Myself have lost and win as Russian, need more feedback, but an additional turn is an option to think about, thank you


