Terminator's Scenarios

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GabeKnight
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Re: Terminator's Scenarios

Post by GabeKnight »

Oh, now I see a counter error with the prim. objective: Showing 4/3 supply depots captured... but only on the victory screen... :shock: :roll: Strange...

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...and after.
...and after.
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terminator
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Re: Terminator's Scenarios

Post by terminator »

GabeKnight wrote: Sat Sep 15, 2018 1:05 pmAgrigento v1.0, v6.1.9, level3
Thank you for the feedback :D

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.
:arrow: Corrected, added the text to the Event Popup "Info: No Air Command Points available"

GabeKnight 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.
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 units :)
This passivity concerns especially the following Italian mobile units: Carro Armato M16/43 & Semovente da 90/53. I thought of changing their behavior(AI) at the certain moment: Capture VP , Turn ?
:arrow: I have changed one AI for an infantry unit : Static->Local Defense.

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... :shock: :roll: Strange...
:arrow: Corrected

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.
:arrow: remove link to units for the Concrete Bunkers and changed the text -> "Destroy the Italian Concrete Bunkers along the coast"


Other things would ask to test again the scenario but I do not too much have time at present :wink:

The link for Agrigento (1.01) :http://www.mediafire.com/file/tyeqxqf05 ... 9.zip/file
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Re: Terminator's Scenarios

Post by GabeKnight »

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.
Noticed that, too. But they did attack eventually...I think. At least they defended themselves... :lol:
terminator wrote: Mon Sep 17, 2018 7:06 am It looks like they are afraid of American units :)
:D Yes, they should be... the Shermans went through them like a hot knife through butter....
terminator
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Re: Terminator's Scenarios

Post by terminator »

New version Agrigento (1.08) :

New Ai and various other things...

Difficulty III (last turn 33/32) :

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My forces :

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The link :http://www.mediafire.com/file/xjcb1apsx ... 9.zip/file

PS : the text is still little draft, game too difficult ?
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Re: Terminator's Scenarios

Post by terminator »

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.
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 :

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terminator
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Re: Terminator's Scenarios

Post by terminator »

Working on a new version of Omaha Beach scenario : larger map, escarpments (find the exits (well defended) to get off the beach...)

Before :

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After :

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terminator
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Re: Terminator's Scenarios

Post by terminator »

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I didn’t have time to test the entire scenario, but this is an opportunity to test the latest Soviet heavy tanks : http://www.mediafire.com/file/hrhao8xos ... 9.zip/file
terminator
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Re: Terminator's Scenarios

Post by terminator »

Agrigento (1.12) :

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:arrow: And height of the other novelties to be discovered : http://www.mediafire.com/file/qpi5b9vi5 ... 9.zip/file
terminator
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Re: Terminator's Scenarios

Post by terminator »

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Tunis 1.07 :
- All the mines (land and sea) belong to No Man's Land
- Briefing Victory with text and pictures
- AI less Static
- Custom Core Force

The Link : http://www.mediafire.com/file/3dcje2j12 ... 9.zip/file
GabeKnight
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Re: Terminator's Scenarios

Post by GabeKnight »

Thanks! :D
terminator
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Re: Terminator's Scenarios

Post by terminator »

WIP :

The 24th Tank Corps belonged to 3rd Guards Army, which was commanded by General D.D. Lelyushenko, which was a part of the Southwestern Front under the command of N.F. Vatutin with Air support provided by 3rd Composite Air Corps of 17th Air Army is ready for The Raid on Tatsinskaya Airfield (It is really presented well 8) ) :

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“The ultimate in air superiority is a T-34 on the runway” :arrow: https://youtu.be/_3Kn4xJNpxE
terminator
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Re: Terminator's Scenarios

Post by terminator »

I need a mini-mod for this scenario with new units :
- Romanian Infantry '42
- Romanian Mountaineers '42
- Romanian Cavalry
- Hungarian Infantry '42
- Alpini '42

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terminator
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Re: Terminator's Scenarios

Post by terminator »

List of the "new" units (done) :

- Romanian Infantry '42
- Romanian Mountaineers '42
- Romanian Cavalry '37-41 (not in this scenario)
- Romanian Cavalry '42
- Romanian Truck (not in this scenario)
- Alpini '42
- Bersaglieri '42
- Italian Cavalry '42
- Soviet Mountaineers '42
- Soviet Cavalry '42
- Hungarian Cavalry '42
- Hungarian Infantry '42

You will find all these units in the scenario (excepted both mentioned).
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Re: Terminator's Scenarios

Post by terminator »

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The link : http://www.mediafire.com/file/5yx4cn714 ... 9.zip/file (beta :!: )
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Re: Terminator's Scenarios

Post by GabeKnight »

Op. München v1.00, lvl3 diff.
my suggestions/opinions:

- 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
- too many towns (with supply) without enemy garrisons. You should add some!
- there's even one prim. VP without a static garrison! and three AA guarding the other one.
- the Romanians could use more RP/turn than the Germans
- the AI went into under-supply quite early and easily. Intended?
- I guess unit deployment and RP/turn are WIP
- triggers on the winning side seem to work.
- No pics (Beta, I know.)
- the mod seems to work okay, no problems with the units so far
- played okay overall. Thanks!

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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.
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Re: Terminator's Scenarios

Post by terminator »

GabeKnight wrote: Sun Mar 17, 2019 1:37 pm Op. München v1.00, lvl3 diff.
my suggestions/opinions:
Thanks for "beta-testing" :D
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
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.
Yes, there are two many romanian artillery units. I will remove half of it. Replacing some romanian artillery units with anti-tank guns is an idea I also had. Did you notice that I slightly changed the characteristics of the Romanian artillery unit ?
GabeKnight wrote: Sun Mar 17, 2019 1:37 pm - too many towns (with supply) without enemy garrisons. You should add some!
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 - there's even one prim. VP without a static garrison! and three AA guarding the other one.
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 - the Romanians could use more RP/turn than the Germans
Romanians have cheap units that don’t cost much to repair but 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?
No, I go to see it.
GabeKnight wrote: Sun Mar 17, 2019 1:37 pm - I guess unit deployment and RP/turn are WIP
Yes.
GabeKnight wrote: Sun Mar 17, 2019 1:37 pm - No pics (Beta, I know.)
I shall do it lastly.
GabeKnight wrote: Sun Mar 17, 2019 1:37 pm - the mod seems to work okay, no problems with the units so far
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 - played okay overall. Thanks!
I hope to see you at the next beta :D
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.
What secondary objective? Airfields or Hungarian and Italian units ?
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.
I will give more RP/turn and will see to reinforce the axis 1st line of defence.
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Re: Terminator's Scenarios

Post by GabeKnight »

terminator wrote: Wed Mar 20, 2019 8:57 am
GabeKnight wrote: Sun Mar 17, 2019 1:37 pm - the Romanians could use more RP/turn than the Germans
Romanians have cheap units that don’t cost much to repair but I go to see it.
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 am
GabeKnight wrote: Sun Mar 17, 2019 1:37 pm - the mod seems to work okay, no problems with the units so far
I have modified the cavalry move 6-> 8. I will add more romanians units in the next update (engineer, mountaineers, heavy infantry).
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.

With my mod, I don't plan to *ever* remove or change the existing, already included units in the future updates. Refining - yes, of course. Adding more units, yes. But why should I do all the work over and over again, like cavalry units, additional infantry and so on? If I don't need a unit anymore, simply tag it as "noeditor, nopurchase".
terminator wrote: Wed Mar 20, 2019 8:57 am
GabeKnight wrote: Sun Mar 17, 2019 1:37 pm The sec. obj. triggers don't work or the setup's wrong.
What secondary objective? Airfields or Hungarian and Italian units ?
Both. I think the "airfield" objective only checked green after the Hungarian army was defeated, not before.
But all the counters work okay, the Italian army obj. works okay.

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 :lol:

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Re: Terminator's Scenarios

Post by GabeKnight »

:lol: Just checked, and it's exactly as I thought:
(Watch out Bruce CSI, I'm getting good at this, too :wink: )

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terminator
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Re: Terminator's Scenarios

Post by terminator »

GabeKnight wrote: Wed Mar 20, 2019 3:41 pm :lol: Just checked, and it's exactly as I thought:
(Watch out Bruce CSI, I'm getting good at this, too :wink: )
Thank you, classic error, I deleted a secondary objective and this shifted the remaining secondary objectives.
Will be corrected in the next update.
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Re: Terminator's Scenarios

Post by terminator »

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 :lol:
This is the short version, there is a medium version and a long version (collector)!
Russian ura Battlecry Shouted by Putin : https://www.youtube.com/watch?v=fKLWN6e6GuY or https://www.youtube.com/watch?v=6qWEzgut_I4(with CANNONS)
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