

Moderators: The Artistocrats, Order of Battle Moderators
Thank you for the feedback
GabeKnight wrote: ↑Sat Sep 15, 2018 1:05 pmI didn't understand the message to not deploy any planes, as I have no air CP available.
The Italian Units are very passive, I think that it is due in not terrible statistics. It looks like they are afraid of American Units. It looks like they are afraid of American unitsGabeKnight wrote: ↑Sat Sep 15, 2018 1:05 pmGood battle, maybe a little too static for my taste. I always kind of expected some kind of counter-attacks when approaching or capturing the VP, but there were none.
GabeKnight wrote: ↑Sat Sep 15, 2018 1:05 pmOh, now I see a counter error with the prim. objective: Showing 4/3 supply depots captured... but only on the victory screen...![]()
Strange...
GabeKnight wrote: ↑Sat Sep 15, 2018 1:05 pmMaybe you shoudn't show the locations of the bunkers in the objectives. Since I do not have any recon planes, I think it reveals too much. But it's just my opinion.
Noticed that, too. But they did attack eventually...I think. At least they defended themselves...terminator wrote: ↑Mon Sep 17, 2018 7:06 am This passivity concerns especially the following Italian mobile units: Carro Armato M16/43 & Semovente da 90/53.
If you consider "Draw"(Outcome_2_2) as a "Defeat" for the human, it is not obligatory to have an AI primary objective. I did it in my scenario Agrigento and it works (I managed to lose during tests). The human player loses if he did not manage to achieve all the primary objectives :bru888 wrote: ↑Sat Jul 14, 2018 3:25 pm I notice that you don't have an AI primary objective, without which the human player cannot technically lose. As you know, you would include a trigger to evaluate whether the human has achieved his primary objective(s) at the end of the scenario and if not, the human fails and the AI achieves its primary objective instead. AI wins, human loses.
Thanks for "beta-testing"
This scenario is a conversion of a general 2 panzer scenario. In this first version I strictly respected the layout of the units that were in the original scenario. Some Russian units are very badly positioned making them very vulnerable, placing them better they will be more resistant.GabeKnight wrote: ↑Sun Mar 17, 2019 1:37 pm - quite straightforward and too easy. On the other hand fast and spicy. I have too many arty units (halve them!) and could use some weak AT instead
When I make a scenario, it is mechanical, at each location I systematically add supply (10 at least) and I adjust in a second step. I will reposition some Russian units in locations.GabeKnight wrote: ↑Sun Mar 17, 2019 1:37 pm - too many towns (with supply) without enemy garrisons. You should add some!
Yes, there is a primary objective without any unit. In the original game it was a Victory Objective that also as Supply point where the AI could buy units and place them there. Three AA units (four with the close airfield) are guarding Kishinev. Very strange (?) I’ll take them back on the whole map.GabeKnight wrote: ↑Sun Mar 17, 2019 1:37 pm - there's even one prim. VP without a static garrison! and three AA guarding the other one.
Romanians have cheap units that don’t cost much to repair but I go to see it.
No, I go to see it.GabeKnight wrote: ↑Sun Mar 17, 2019 1:37 pm - the AI went into under-supply quite early and easily. Intended?
Yes.
I shall do it lastly.
I have modified the cavalry move 6-> 8. I will add more romanians units in the next update (engineer, mountaineers, heavy infantry).GabeKnight wrote: ↑Sun Mar 17, 2019 1:37 pm - the mod seems to work okay, no problems with the units so far
I hope to see you at the next beta
What secondary objective? Airfields or Hungarian and Italian units ?GabeKnight wrote: ↑Sun Mar 17, 2019 1:37 pm EDIT:
Okay, Op. Saturn is a REAL beta version. The sec. obj. triggers don't work or the setup's wrong. Many missing garrisons. But the unit balance seems okay, maybe the enemy could use a bit more inf., but most certainly the player needs significantly more income. I don't think this is playable with 10/RP turn (added myself 1000 #warbonds after 3-4 turns). Steel's expensive. 30-40 RP/turn minimum. But then you could rebalance the enemy as well, giving them more units and/or experience.
I will give more RP/turn and will see to reinforce the axis 1st line of defence.GabeKnight wrote: ↑Sun Mar 17, 2019 1:37 pm Many missing garrisons. But the unit balance seems okay, maybe the enemy could use a bit more inf., but most certainly the player needs significantly more income. I don't think this is playable with 10/RP turn (added myself 1000 #warbonds after 3-4 turns). Steel's expensive. 30-40 RP/turn minimum. But then you could rebalance the enemy as well, giving them more units and/or experience.
You don't have to change the total amount. Maybe 7-13 or 7-15 would be more than enough.terminator wrote: ↑Wed Mar 20, 2019 8:57 amRomanians have cheap units that don’t cost much to repair but I go to see it.
If I may offer some idea: I think you have too many mods flying around. How about making one "Mr.T" mod (Forgotten Units or...) and then base all your scens/campaigns on it? Or is that not practical with scenario design? I mean, you've already done countless infantry variations with your Forgotten Units mod, but you change the unit roster with every new update and every new mod completely. It seems to me like you're starting the work on every mod from scratch.terminator wrote: ↑Wed Mar 20, 2019 8:57 amI have modified the cavalry move 6-> 8. I will add more romanians units in the next update (engineer, mountaineers, heavy infantry).GabeKnight wrote: ↑Sun Mar 17, 2019 1:37 pm - the mod seems to work okay, no problems with the units so far
Both. I think the "airfield" objective only checked green after the Hungarian army was defeated, not before.terminator wrote: ↑Wed Mar 20, 2019 8:57 amWhat secondary objective? Airfields or Hungarian and Italian units ?
Thank you, classic error, I deleted a secondary objective and this shifted the remaining secondary objectives.GabeKnight wrote: ↑Wed Mar 20, 2019 3:41 pmJust checked, and it's exactly as I thought:
(Watch out Bruce CSI, I'm getting good at this, too)
This is the short version, there is a medium version and a long version (collector)!GabeKnight wrote: ↑Wed Mar 20, 2019 3:34 pm [PS: Completely forgot: The new turn-end soundeffect "Sounds\UI\Turn" was hilarious! I'm definitely keeping it for my mod, too. It makes me chuckle every time![]()