Page 13 of 27
Re: [GJS_BA] Invasion
Posted: Tue Sep 11, 2012 8:28 pm
by Granfali
Well, I understand now... you mean Paras move before than German Infantry. Well, no problem for me. I accept. Hope don't forget all these changes when execute the movement orders

Re: [GJS_BA] Invasion
Posted: Tue Sep 11, 2012 8:50 pm
by GottaLove88s
Ok, not quite what I meant, but we can live with that:
First by categories... 1. German recon, 2. Armour/mixed, 3. Motarised, 4. Para, 5. Infantry
Then by general's priority within categories
But after paras reinforce, to include their Shermans, they become 2. Mixed armour
Agreed?
Re: [GJS_BA] Invasion
Posted: Tue Sep 11, 2012 8:59 pm
by Granfali
Hehehe, you are a good businessman... When reinforce, Paras only receive armor support, not the capacity to transport the whole division.

Re: [GJS_BA] Invasion
Posted: Tue Sep 11, 2012 9:20 pm
by GottaLove88s
Hehe, oops, you're right... Should have been, after paras reinforce, they become 3. Motarised...
(ie. very similar setup to Brit 185/3 or German 25/12SS)
Honest mistake, guv

Re: [GJS_BA] Invasion
Posted: Tue Sep 11, 2012 9:31 pm
by GottaLove88s
Guys, As per instructions/discussions, I've worked up the following mods to rollout June 7th PM:
1. Attack-Defence deploy... Allies can now deploy in 30x40 area so we can set up defences the way we want them
2. Swap... Adjacent units can swap places (don't even think of cheating... putting tanks in trees is prevented, people!

)
3. Smokey mortars... Piggybacking Enric/Merr's code to enable this
1 and 2 work well.
But there are LOS issues with 3. I've noticed that the smoke fires and has its LOS blocking effect no problem, but
when LOS returns some tiles don't return full LOS... meaning there could be an enemy unit on a tile that looks fully revealed... You could put this down to dissipating fog of war, because as soon as you move, you'll see it again... However, my concern is that this false safe LOS could cause surprise, aggravation, and even possible losses... Have you encountered this in City River? It's a direct copy of that code, so I don't see why it would happen here, but not there... Having observed this issue, I'm not sure we want smokey mortars until I can debug it out...? Thoughts everyone?
Re: [GJS_BA] Invasion
Posted: Tue Sep 11, 2012 9:35 pm
by k9mike
Up to you Jon. I think the benefits will out way the slight LOS issue...chalk it up to the smoke factor...anything can happen...
Re: [GJS_BA] Invasion
Posted: Tue Sep 11, 2012 9:48 pm
by GottaLove88s
I was taking another look at smokey mortars, in Bois de Bavent and in City River... It looks like the same thing happens in City River, but it's less obvious because there are fewer open spaces where it's obvious that LOS should have cleared 100%... Sometimes, but not every time, in Bois de B, there is a temporary dropout in LOS, for both sides, the turn immediately after a smoke has cleared... If you or he moves, that LOS returns... So it's risky. Both sides have to remember that there might be an LOS dropout, and remember to move cautiously until sure that the area is secure...
So, let me know how you want to go with this... Smokey mortars are nice, but I can live without them... Votes gents? Casting vote, Granfali?
Re: [GJS_BA] Invasion
Posted: Tue Sep 11, 2012 9:52 pm
by k9mike
I'd still take them...Doesnt mean we have to use them alot, but atleast it would be there if we really had the need.

Like that swap thing too...going to be nice. Jon, I am going to send you an email with some questions about up coming battle.
Mike
Re: [GJS_BA] Invasion
Posted: Wed Sep 12, 2012 12:05 am
by morge4
I stil vote yes on smoke.
Re: [GJS_BA] Invasion
Posted: Wed Sep 12, 2012 6:10 am
by GottaLove88s
TASTER OF GJS ENGINE UPGRADE...
Ok Gents, Based on responses from Mike & Al...
For those of us not concentratin' on huntin'n'killin' in Hermanville... here's a taster of the mods that will be under test for June 7th PM...
!!NOT GRANFALI OR GORT!! Replace your current GJS folder with this one, and choose to play Bois de Bavent. Either hotseat play yourself, or challenge one of the other guys, to get comfortable with the changes...
http://dl.dropbox.com/u/31228617/BA/Cam ... JS/GJS.zip
NOTES:
1. Smokey mortars (adds the new "smoke" command for all bombard units*)
2. Swap (adds new command to permit adjacent units to swap places; illegal moves, eg. tanks into trees, are prevented)
3. Wide deployment (adds an easy to modify script to permit map designers to widen Brit deployment zone, for defence games)
4. Captions disabled (switches off the "load", "unload" & "swap" captions, so you won't give away your position by using them)
5. Promotion stars disabled (so no more accidentally revealing where your ambushes are coming from

)
*Bombard units can now fire smoke that acts like a "blocking tree", obscuring LOS behind the smoke. Units inside the smoke can be seen by scouts. Smoke dissipates after one turn, but this removal is slighly buggy, where in a small number of cases, full LOS only returns when players move units to take another look. When it happens, it affects both sides. An additional, uncontrollable "fog of war" to be aware of...!!
Re: [GJS_BA] Invasion
Posted: Wed Sep 12, 2012 12:22 pm
by gortwillsaveus
Granfali: I took out that infantry in the house near the last flag.
Was that the last infantry? I ask since I was was reading Rule 19 - Elimination of a BG
Re: [GJS_BA] Invasion
Posted: Wed Sep 12, 2012 2:15 pm
by Granfali
gortwillsaveus wrote:Was that the last infantry? I ask since I was was reading Rule 19 - Elimination of a BG
That refers to BGs pool, not combat force that fight in BA battles.

Re: [GJS_BA] Invasion
Posted: Wed Sep 12, 2012 2:36 pm
by morge4
GottaLove88s wrote:TASTER OF GJS ENGINE UPGRADE...
Ok Gents, Based on responses from Mike & Al...
For those of us not concentratin' on huntin'n'killin' in Hermanville... here's a taster of the mods that will be under test for June 7th PM...
!!NOT GRANFALI OR GORT!! Replace your current GJS folder with this one, and choose to play Bois de Bavent. Either hotseat play yourself, or challenge one of the other guys, to get comfortable with the changes...
http://dl.dropbox.com/u/31228617/BA/Cam ... JS/GJS.zip
NOTES:
1. Smokey mortars (adds the new "smoke" command for all bombard units*)
2. Swap (adds new command to permit adjacent units to swap places; illegal moves, eg. tanks into trees, are prevented)
3. Wide deployment (adds an easy to modify script to permit map designers to widen Brit deployment zone, for defence games)
4. Captions disabled (switches off the "load", "unload" & "swap" captions, so you won't give away your position by using them)
5. Promotion stars disabled (so no more accidentally revealing where your ambushes are coming from

)
*Bombard units can now fire smoke that acts like a "blocking tree", obscuring LOS behind the smoke. Units inside the smoke can be seen by scouts. Smoke dissipates after one turn, but this removal is slighly buggy, where in a small number of cases, full LOS only returns when players move units to take another look. When it happens, it affects both sides. An additional, uncontrollable "fog of war" to be aware of...!!
Mike and I are going to test this out...
Re: [GJS_BA] Invasion
Posted: Wed Sep 12, 2012 2:40 pm
by gortwillsaveus
Granfali wrote:gortwillsaveus wrote:Was that the last infantry? I ask since I was was reading Rule 19 - Elimination of a BG
That refers to BGs pool, not combat force that fight in BA battles.

Aha,..thanks for the quick response.
Looks like have more work to do in our game tonight.

Re: [GJS_BA] Invasion
Posted: Wed Sep 12, 2012 2:46 pm
by GottaLove88s
morge4 wrote:GottaLove88s wrote:TASTER OF GJS ENGINE UPGRADE...
Ok Gents, Based on responses from Mike & Al...
For those of us not concentratin' on huntin'n'killin' in Hermanville... here's a taster of the mods that will be under test for June 7th PM...
!!NOT GRANFALI OR GORT!! Replace your current GJS folder with this one, and choose to play Bois de Bavent. Either hotseat play yourself, or challenge one of the other guys, to get comfortable with the changes...
http://dl.dropbox.com/u/31228617/BA/Cam ... JS/GJS.zip
NOTES:
1. Smokey mortars (adds the new "smoke" command for all bombard units*)
2. Swap (adds new command to permit adjacent units to swap places; illegal moves, eg. tanks into trees, are prevented)
3. Wide deployment (adds an easy to modify script to permit map designers to widen Brit deployment zone, for defence games)
4. Captions disabled (switches off the "load", "unload" & "swap" captions, so you won't give away your position by using them)
5. Promotion stars disabled (so no more accidentally revealing where your ambushes are coming from

)
*Bombard units can now fire smoke that acts like a "blocking tree", obscuring LOS behind the smoke. Units inside the smoke can be seen by scouts. Smoke dissipates after one turn, but this removal is slighly buggy, where in a small number of cases, full LOS only returns when players move units to take another look. When it happens, it affects both sides. An additional, uncontrollable "fog of war" to be aware of...!!
Mike and I are going to test this out...
Excellent... Let me know of any issues and am happy to fix... In particular, please test out the "swap" and "smoke" to your hearts' content, to be sure you're ok with these going into June 7th PM...
Be warned, there are some issues with "non blocking trees", which made it a nightmare for me to set up any forest ambushes close enough to hurt... Granfali is going to fix for next time Bois de B gets used... But if you're the Brit, don't be astonished if the German suddenly starts firing at you through trees, lol... For those occasions, that smoke will be mighty handy...
Re: [GJS_BA] Invasion
Posted: Thu Sep 13, 2012 1:54 am
by k9mike
Jon, Have used the swap and works ok. Smoke is working also. Just a note...you dont get much screening/concealment from it when you are "IN" it...
I was testing this and got nailed by a Marader that could see my carrier.
Jon, I wanted to ask you about the hedges...I still get confused at how good these are and arent at concealing....can some units(infantry and such) see through them and can engage?? But, yet tanks and trucks and such can not see through them..nore engage?? Is it just the unit behind the cover/concealment of the hedge that can shoot out at units?? Or, can you units on the outside side see and engage the units inside the hedgerow as well...Or, is this possibly another LOS problem with the terrain and such
Mike
Re: [GJS_BA] Invasion
Posted: Thu Sep 13, 2012 4:55 am
by GottaLove88s
k9mike wrote:Jon, Have used the swap and works ok. Smoke is working also. Just a note...you dont get much screening/concealment from it when you are "IN" it...
I was testing this and got nailed by a Marader that could see my carrier.
Jon, I wanted to ask you about the hedges...I still get confused at how good these are and arent at concealing....can some units(infantry and such) see through them and can engage?? But, yet tanks and trucks and such can not see through them..nore engage?? Is it just the unit behind the cover/concealment of the hedge that can shoot out at units?? Or, can you units on the outside side see and engage the units inside the hedgerow as well...Or, is this possibly another LOS problem with the terrain and such
Mike
Hey Mike, thanks for the feedback. Am delighted that it's working.
Smoke effect - Yep, you're right. You get most cover from
behind the smoke, rather than in it. Think of it like a "blocking tree". If you move fast or adjacent to an enemy unit, he
might see you, even if you're inside the smoke. If he's got scouts within two squares, he
can see you inside the smoke. But if you stay
behind it, he definitely cannot see you, unless he has another viewing angle from a unit unaffected by the smoke.
Smoke pattern - It's one smoke cloud per shot (mortars fire once per man in the team). These shots fall in a 3x3 grid centred on the area targeted. However, where they fall in this grid is random, with a higher likelihood for the centre. So you might get 1, 2 or 3 smoke clouds anywhere in a 3x3.
Hedges - Vehicles cannot see anything through a hedge, ever. Infantry cannot see through a hedge unless they come right up next to it. But once they're next to it, they can see and engage as normal. That's why some of Granfali's latest maps are neither super easy for infantry (too much dangerous open space) or for armour (too many hedges to blind where infantry can see). However, when an infantry unit fires from behind a hedge, they reveal themselves and the enemy (including vehicles) can attack them back. Even though you don't know for sure if something is there, you can probably fire suppression onto a hedge? Haven't tried this?
Have fun...
Re: [GJS_BA] Invasion
Posted: Thu Sep 13, 2012 5:34 am
by k9mike
Thanks Jon. It is fun...its like scrimmaging...

Re: [GJS_BA] Invasion
Posted: Thu Sep 13, 2012 5:39 am
by GottaLove88s
Haha... Interesting analogy... Wish we could find a German player in US time zone... it's not easy for the guys to find match up hours right now...
Re: [GJS_BA] Invasion
Posted: Thu Sep 13, 2012 5:49 am
by k9mike
Guess I could always defect to the axis....I am a Swede...would be fitting to fight with the SS...lol
Mike