Operation Jubilee - Dieppe - Pls upgrade to 1.1

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LandMarine47
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Re: Operation Jubilee - Dieppe raid - v1.03 fix

Post by LandMarine47 »

Starting a Beta Tournament on another thread. viewtopic.php?f=115&t=42940 Need some members and I have given all background info on what the tournament is gonna be like. More info on the thread if you have questions PM me.
GottaLove88s
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Re: Operation Jubilee - Dieppe raid - v1.03 fix

Post by GottaLove88s »

GottaLove88s wrote:
LandMarine47 wrote:I'm getting a weird audio glitch with Marine Snipers. When they fire the sound of grenades being thrown is heard. Kinda bugs me since I'm a perfectionist :D
Good spot, LM. I was hearing grenade clicks but couldn't figure out why. Will check out the sound file links when get back tonight...
Hey LM, Do you know if the 'grenade click' sound effect for Marine Snipers taking shots happens during your turn? Or during your reaction turn? Does it happen for only the Royal Marine snipers? Or also for the Wehrmacht snipers? Looking at squads.csv, RM Snipers and Wehrmacht Snipers should both pick up the auxiliary_unit_sniper.txt sounds/animations... :?: :?: :?:
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
GottaLove88s
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Re: Operation Jubilee - Dieppe raid - v1.03 fix

Post by GottaLove88s »

For anyone interested... LandMarine is hosting a Dieppe Tourney... -> viewtopic.php?f=115&t=42940&p=406379#p406376
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
LandMarine47
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Re: Operation Jubilee - Dieppe raid - v1.03 fix

Post by LandMarine47 »

GottaLove88s wrote:
GottaLove88s wrote:
LandMarine47 wrote:I'm getting a weird audio glitch with Marine Snipers. When they fire the sound of grenades being thrown is heard. Kinda bugs me since I'm a perfectionist :D
Good spot, LM. I was hearing grenade clicks but couldn't figure out why. Will check out the sound file links when get back tonight...
Hey LM, Do you know if the 'grenade click' sound effect for Marine Snipers taking shots happens during your turn? Or during your reaction turn? Does it happen for only the Royal Marine snipers? Or also for the Wehrmacht snipers? Looking at squads.csv, RM Snipers and Wehrmacht Snipers should both pick up the auxiliary_unit_sniper.txt sounds/animations... :?: :?: :?:
On both for Marine Snipers. Waiting for my opponent to use his so I can hear how they fire. Another question what exactly is "infiltrate" for the snipers? An advanced hunt :|
GottaLove88s
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Re: Operation Jubilee - Dieppe raid - v1.03 Tourney

Post by GottaLove88s »

Dieppe v1.04 is now live...

Sorry for the rapid updates but I promise that's it for awhile... Real Life is going to tie me up and this version seems to solve most of the major problems... PHEW! :D

Here's the update log in case anyone is wondering why we had 4 updates in quick succession... Please don't find too many more errors!! :oops:

* FIXED in v1.01 - Germans freighters sail backwards (Thanks for explaining the problem Richcat, and huge thanks TwoEyes for kindly sharing Slith's 180o rotated 3d model :D)
* FIXED in v1.01 - Can't seem to load more than 1 unit per LCT (Amaris has written an excellent mod to load 3, but I need to do more work on this)
* IMPLEMENTED in v1.02 - Plan to include dynamic lighting, so the first 5 turns take place at night (making Allied landings possible, or perhaps not entirely impossible lol)
* FIXED in v1.02 - Unit info icons needed for Freighters and LCTs (Thank you for your usual excellent work, Amaris!)
* FIXED in v1.02 - KIA 'score' screen doesn't list lost/killed warships
* FIXED in v1.03 - Three PC users reported 'blank blue screen' during the night phases (night colours are now brighter generally; appears to fix the problem for PC users affected)
* ADDED in v1.03 - LCTs and freighters modded to permit them to load tanks/vehicles
* ADDED in v1.03 - Permit infantry squads to 'ride' on tanks... Permit tanks to 'tow' artillery (Coastal guns remain fixed in place)
* ADDED in v1.03 - Limit the movement/firing arc of coastal guns (Excellent code tips Amaris, Merci!)
* ADDED in v1.03 - Warships & Coastal Guns lose their remaining shots when they bombard
* ADDED in v1.03 - Warships (RN/Polish destroyers & German Vorpostenboot) can move after firing smoke screens
* FIXED in v1.04 - LCT's cannot load 3 units if they unload before loading (thanks for the fix Amaris)
* FIXED in v1.04 - Prevent Coastal Guns from firing behind in suppression
* FIXED in v1.04 - Correct the weapon/armour stats of the Churchills (from 1944 -> 1942)
* FIXED in v1.04 - Slightly enhance the weapon/armour stats of the Panzer IVs (from PzIVA -> PzIVD)
* ADDED in v1.04 - Warships (RN/Polish destroyers & German Vorpostenboot) can move after bombarding
* ADDED in v1.04 - Night-to-day switch is now slightly less jarring, with a two turn 'dawn' between them
* ADDED in v1.04 - Yes LandMarine, there's now a summer rain flurry during night and dawn... that ends as the sun comes up fully
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
LandMarine47
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Re: Operation Jubilee - Dieppe raid - v1.04 ready

Post by LandMarine47 »

Cool 8) any breakthroughs with the info bug? Just Awesome you have outdone yourself GL88's. Abseloutly outstanding. If I find some bugs I'm keeping my mouth shut :oops: you've done enough and deserve a break for once!
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Re: Operation Jubilee - Dieppe raid - v1.04 ready

Post by LandMarine47 »

In the new version 152MM guns are no longer fixed but for some reason the snipers are. Normally I would keep my mouth shut but with the tournament near the Germans can move the 2 152's from the battery to the beach. But other than that everything is good
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Re: Operation Jubilee - Dieppe raid - v1.04 ready

Post by GottaLove88s »

LandMarine47 wrote:In the new version 152MM guns are no longer fixed but for some reason the snipers are. Normally I would keep my mouth shut but with the tournament near the Germans can move the 2 152's from the battery to the beach. But other than that everything is good
Germans are permitted to setup their 152mm's into pretty much any bunker that they want to.

I noticed that Wehrmacht Snipers are fixed (ie. can't be deployed) so I've put them upfront in the obvious places. They move quickly so it won't hurt.

Wehrmacht snipers have been fixed like that for 1.02 and 1.03 also. I've gone thru the code and I've no idea why? Anyone?
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
GottaLove88s
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Re: Operation Jubilee - Dieppe raid - v1.04 ready

Post by GottaLove88s »

PS. LM, I'm not totally sold on the rain... Pending feedback, I might pull that for the final version... But let's run with v1.04 for now and I'll leave well alone until your Tourney is over...
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
gortwillsaveus
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Re: Operation Jubilee - Dieppe - Pls upgrade to 1.04

Post by gortwillsaveus »

So, I've played 4 games so far,..and here are my thoughts:

1. The Allies MUST hold 1 flag.
Problem: Nothing stops the Germans from sailing over and capturing the Allies only flag upon startup. Sure,...I suppose you could argue that once you know the map,..the Allies will protect it,..but even still,..it's silly to lose a game this way. In fact, that was my tactic as the Germans, and I won both games this way.
2. Is this going for exact historical accuracy?
Problem: Well,...we all know what the historical end result was,..and I suppose you achieved the same results. There is no way that I see the Allies ever being able to win this,..no way.
3. If this map was designed for historical accuracy,...then...
Problem: It just isn't fun. Granted,..I was really impressed to see the snipers, the coastal guns,..the boats (and their sounds),...BUT,..now that I've seen it, and played 4 games,..I can't see myself wanting to play another game. Why: The Allies don't have a chance. None.
LandMarine47
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Re: Operation Jubilee - Dieppe - Pls upgrade to 1.04

Post by LandMarine47 »

gortwillsaveus wrote:So, I've played 4 games so far,..and here are my thoughts:

1. The Allies MUST hold 1 flag.
Problem: Nothing stops the Germans from sailing over and capturing the Allies only flag upon startup. Sure,...I suppose you could argue that once you know the map,..the Allies will protect it,..but even still,..it's silly to lose a game this way. In fact, that was my tactic as the Germans, and I won both games this way.
2. Is this going for exact historical accuracy?
Problem: Well,...we all know what the historical end result was,..and I suppose you achieved the same results. There is no way that I see the Allies ever being able to win this,..no way.
3. If this map was designed for historical accuracy,...then...
Problem: It just isn't fun. Granted,..I was really impressed to see the snipers, the coastal guns,..the boats (and their sounds),...BUT,..now that I've seen it, and played 4 games,..I can't see myself wanting to play another game. Why: The Allies don't have a chance. None.
I'm sorry for this but the Allies do have a chance. They just need an experienced commander and a little bit of luck. But if its that hard we may have to in fact get rid of either A.Some Coastal Guns or B. German Tanks. Possibly C. Add even more Allied troops if possible.
GottaLove88s
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Re: Operation Jubilee - Dieppe - Pls upgrade to 1.04

Post by GottaLove88s »

gortwillsaveus wrote:So, I've played 4 games so far,..and here are my thoughts:

1. The Allies MUST hold 1 flag.
Problem: Nothing stops the Germans from sailing over and capturing the Allies only flag upon startup. Sure,...I suppose you could argue that once you know the map,..the Allies will protect it,..but even still,..it's silly to lose a game this way. In fact, that was my tactic as the Germans, and I won both games this way.
2. Is this going for exact historical accuracy?
Problem: Well,...we all know what the historical end result was,..and I suppose you achieved the same results. There is no way that I see the Allies ever being able to win this,..no way.
3. If this map was designed for historical accuracy,...then...
Problem: It just isn't fun. Granted,..I was really impressed to see the snipers, the coastal guns,..the boats (and their sounds),...BUT,..now that I've seen it, and played 4 games,..I can't see myself wanting to play another game. Why: The Allies don't have a chance. None.
Thanks GWS... Helpful problem list...

I recommend you experiment with it as much as you've tried Christmas Surprise, and you'll figure out the necessary techniques... Smoke is absolutely crucial... If you learn to use smoke well, and figure out the smartest landing spots, you can put down a sizeable invasion force and the Germans will surrender... I've done it twice, against quality players... When you pull it off, it's most satisfying... Ask my opponents? 8)

However, when I'm just messing around to test out my more foolish assault tactics, with little or zero smoke cover, I get toasted... Painfully... Hey, can't expect to steamroller a good opponent with lousy strategies... Nobody wants a beach landing that's a walkover, right? :oops:

That said, I think Dieppe would benefit from LOS corrections to the default BA code... so that dead German freighters can't feedback the positions of assaulting Allied warships... To be honest, this is something that would improve most BA scenarios... No more 'dead unit LOS'... I promise I'm working on it! :D

All I'd humbly suggest, is four games... Don't give up so easily! That's not like you... ;-)
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
LandMarine47
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Re: Operation Jubilee - Dieppe - Pls upgrade to 1.04

Post by LandMarine47 »

Another thing is how come Destroyers can't sink the freighters from any angle? I'm sure it's really easy in real life for a destroyer to sink it. But when a tank hits the beach it sinks really easily. Is this a glitch or intentional?
GottaLove88s
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Re: Operation Jubilee - Dieppe - Pls upgrade to 1.04

Post by GottaLove88s »

LandMarine47 wrote:Another thing is how come Destroyers can't sink the freighters from any angle? I'm sure it's really easy in real life for a destroyer to sink it. But when a tank hits the beach it sinks really easily. Is this a glitch or intentional?
Probably closeness... Check the % chance of a kill before you fire... Destroyers and Coastal Guns must fire a certain distance, iirc about 6 squares, before they will have an effect... BA doesn't have a coding option to prevent firing at close range, so they're allowed to do it, but at 0% chance of success... If a destroyer fires at a freighter, side on, from >6 squares the freighter would probably be 100% dead... Haven't got time to test and upload a screenshot now (I'm just off shift at 2am) but please try it and let me know?
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
gortwillsaveus
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Re: Operation Jubilee - Dieppe - Pls upgrade to 1.04

Post by gortwillsaveus »

GottaLove88s wrote: I recommend you experiment with it as much as you've tried Christmas Surprise, and you'll figure out the necessary techniques...

All I'd humbly suggest, is four games...

Fair enough,...I will give it more time,..and I'm sure you'll also fine tune it over time.
The only thing I'd say is,...there's no real sense of accomplishment in beating a newbie in this map,....from either side.
Now,...if I can find some tactics where I can beat,...oh say,.....kingt,...and as Allies, well then,...that's supreme satisfaction.
GottaLove88s
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Re: Operation Jubilee - Dieppe - Pls upgrade to 1.04

Post by GottaLove88s »

Thanks GWSU...

Based on feedbacks from you & Ranger, I'm refining as follows...
- delaying the availability of aircraft/arty until dawn (so Germans can't use the Luftwaffe to hunt approaching ships at night)
- preventing killed ships (mostly German freighters) from providing LOS after they die (otherwise too easy to monitor approaching LCTs)
- reducing accuracy/increasing ambush skill (less chance of being discovered) at night
- getting rid of the 'Allies must hold 1 flag' victory condition (you're right, it's unnecessary and it ties down 1-2 destroyers that are essential elsewhere)

Please wait to 1.05 before you take on KingT again... I guarantee you'll get your satisfaction (KingT permitting, lol ;-))
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
GottaLove88s
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Re: Operation Jubilee - Dieppe - Pls upgrade to 1.1

Post by GottaLove88s »

Gentlemen,

Major upgrade to v1.1 is now available...

Critically, I've made certain rebalancing that will favour the Allied assault in the early stages of the game... Dead units (in particular those pesky German freighters) will immediately lose their line of sight (LOS) once they die... Also aircraft cannot attack in the dark (they may take off at night, but actual attacks will not be carried out until dawn)...

Updating to 1.1 is strongly recommended...

Enjoy!

* ADDED in v1.1 - More charges for assault units
* FIXED in v1.1 - Enforce delays to prevent fighter-bombers or off board arty until dawn (at the earliest)
* FIXED in v1.1 - Prevent 'dead unit LOS' (where BA permits units that have been killed to enjoy LOS for one more turn)
* FIXED in v1.1 - Remove 'must hold 1 flag' defeat condition
* FIXED IN v1.1 - Remove the rain effect
* ADDED in v1.1 - Add UI flash ups to explain deployment, night and dawn
* FIXED in v1.1 - Dawn LOS to 80% (from 66%)
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
pk867
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Re: Operation Jubilee - Dieppe - Pls upgrade to 1.1

Post by pk867 »

Hi,

When you have time do you plan to update your other maps (ie scenarios Normandy ninjas) with these improvements such as dead unit LOS ?
GottaLove88s
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Re: Operation Jubilee - Dieppe - Pls upgrade to 1.1

Post by GottaLove88s »

pk867 wrote:Hi,

When you have time do you plan to update your other maps (ie scenarios Normandy ninjas) with these improvements such as dead unit LOS ?
Thanks PK, The answer is 'probably'.

Because I had to fix 'dead unit LOS' using MOVE.BSF, it removes line of sight from any unit that shouldn't have it, not just dead ones.

For example, if a tank moves 6 squares, it will enjoy full LOS throughout the route of its move (which feels realistic, as you should be able to see where you're moving through, although not through trees or other obstacles of course). When the next unit moves, the first tank's LOS will contract to its usual vision for its final position (which seems fair, in that I guess players shouldn't be able to monitor everything that happens in a zone, just because they moved a unit through that area earlier on, right?).

For dead unit LOS, it's simpler. When you kill an enemy unit, it momentarily keeps full LOS (by BA default)... until you move your next unit, which will automatically trigger the dead enemy unit to lose all of its LOS (the new fix). Killed units cannot direct enemy reaction fire now. Dead men tell no tales, no more... Strong attackers will love this change, because it rewards players who can take out enemy scouting positions and then rapidly advance. However, weaker defenders, who leave forward scouts isolated, with little or no duplication in spotters, are more likely to become overwhelmed... The new mechanics will take some experimentation for players, and will likely require beefed up defences.

So, I'd like to see what the feedback is... But yes, if feedback is in favour, I'll roll it out across all of GJS'44 too.

What are your thoughts PK?
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
LandMarine47
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Re: Operation Jubilee - Dieppe - Pls upgrade to 1.1

Post by LandMarine47 »

I'm probably stealing your line here GL88's but I hope everyone is satisfied with the new changes (At least more than half the Allies will get to the beach alive? Lol) But remember if your men are still at sea at the end of turn 5..... Time to say goodnight to the German arty!
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