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Re: Normandy Ninja Training: New joiners for Carpiquet?
Posted: Mon Mar 18, 2013 8:11 pm
by GottaLove88s
NEW VOTE: Improved Engineers - Yes or No?
Gentlemen,
Those of you who've had a go at Carpiquet v1 will be aware that the Allies, ahem, hit a brick wall (sorry, awful pun, I admit

)
So, guru mod-developer,
Amaris* & I, have been experimenting with adding new functionality to create "Improved Engineers" genuinely worthy of the name...
After hitting some technical issues with the way that BA handles MP data, I believe that Amaris has finally cracked it...
So we can now deliver to you, Brit, Canuck and German engineers with the following abilities...
(i) Cut down trees (cuts 'em to a sort of marshy vegetation, which is still impenetrable to vehicles) - 1 turn
(ii) Clear marsh (which combined with (i) above, enables a 2-turn removal of trees that vehicles can pass thru) - 1 turn
(iii) Build tank trap - 1 turn
(iv) Demolish tank trap - 1 turn
(v) Blow up hedgerow/walls - 1 turn
Your engineer needs 16 AP points (ie. has to be full health, before moving) to execute any of these actions
I guess I'm assuming a certain answer, otherwise Carpiquet is going to be awful hard, but
the question is... would you like to include these Improved Engineers in Normany Ninjas?
Thanks for your vote,
GL88
*the creative genius behind the gorgeous Ortona map! and the inventor of the Naval Academy...
Re: Normandy Ninjas: Improved Engineers are coming
Posted: Mon Mar 18, 2013 9:23 pm
by arcticpost
Vote "yes," of course.
Re: Normandy Ninjas: Improved Engineers are coming
Posted: Mon Mar 18, 2013 10:32 pm
by pk867
Will that be for all maps of the tourney?
Re: Normandy Ninjas: Improved Engineers are coming
Posted: Mon Mar 18, 2013 10:36 pm
by GottaLove88s
Yes, the improved engineers would get added to the Normandy Ninjas campaign code... which would then be used by all of the scenarios (maps) in the tourney...
Re: Normandy Ninjas: Improved Engineers are coming
Posted: Mon Mar 18, 2013 10:36 pm
by GottaLove88s
PS. There's a separate vote on whether we should also roll them out to the actual GJS'44 "manyplayer" campaign... which, unlike the tourney games, is impacted by past unit losses from both sides Order of Battle...
Re: Normandy Ninjas: Improved Engineers are coming
Posted: Tue Mar 19, 2013 2:51 pm
by morge4
Vote = YES
Re: Normandy Ninjas: Improved Engineers are coming
Posted: Tue Mar 19, 2013 10:20 pm
by GottaLove88s
If you haven't made your mind up yet... here are several steel reasons why the Allies might benefit from Improved Engineers...
I figured out that the way to put the Allies out of their misery is for the Germans to come out... Two very brave mortars are probably the last Allied units in this second game?

Re: Normandy Ninjas: Improved Engineers are coming
Posted: Wed Mar 20, 2013 1:32 am
by johntindall
Not sure if I get a vote, not having played ten games getting smashed, but if I did, I would vote "yes"
Re: Normandy Ninjas: Improved Engineers are coming
Posted: Wed Mar 20, 2013 6:49 am
by GottaLove88s
Of course you get a vote JT... we're a warlike Democracy in Ninjas...
Looks like we're going for Improved Engineers after all... The Ayes have it...
There are some last little glitches being ironed out, but will soon release a new Carpiquet with IE...
Get ready to enjoy!

Re: Normandy Ninjas: Improved Engineers are coming
Posted: Thu Mar 21, 2013 10:47 pm
by GottaLove88s
Ok Lads, thanks for your patience.
GJS'44 Tourney v1.3 is now available for download, in the usual way.
It includes a revised Carpiquet map, rebalancing both sides, but still with a 64-to-48 unit advantage to the Allies. The airfield now has two access points (the roads). However, the Allies have six of Amaris' 'real engineers' capable of demolishing the outer walls to create new access points... The Germans have four 'real engineers' in case they need to remove any sneaky new tank traps...
Let's all take the next four days to experiment and get comfortable with map changes and the 'real engineer' functions.
We will formally restart our Tourney on Monday 25th March...
Re: Normandy Ninjas: Improved Engineers are coming
Posted: Thu Mar 21, 2013 10:48 pm
by GottaLove88s
Until Monday, I'm very happy to experiment on Carpiquet with anybody, whether you're in the Tourney or not... Propose your Challenge! You're going to love your 'real engineers'...

Re: Normandy Ninjas: v1.3 Released
Posted: Thu Mar 21, 2013 11:17 pm
by GottaLove88s
4 challenges proposed...

Re: Normandy Ninjas: v1.3 Released
Posted: Fri Mar 22, 2013 1:15 pm
by GottaLove88s
Please RELOAD v1.3... I forgot to add the victory conditions and the shorter recycle time on the Typhoons, DOH!... Done now
I will resign any current games and re-propose

Re: Normandy Ninjas: v1.3 Released
Posted: Fri Mar 22, 2013 1:20 pm
by GottaLove88s
GottaLove88s wrote:4 challenges proposed...

Again...

Re: Normandy Ninjas: v1.3 Released
Posted: Fri Mar 22, 2013 4:37 pm
by jcb989
son of a
Re: Normandy Ninjas: v1.3 Released
Posted: Fri Mar 22, 2013 4:41 pm
by GottaLove88s
jcb989 wrote:son of a
Don't want to force you to suffer any extra pain once I get all five flags again, Jcb!

Re: Normandy Ninjas: v1.3 Released
Posted: Fri Mar 22, 2013 6:58 pm
by jcb989
we intend to try to do better, this time.
Re: Normandy Ninjas: v1.3 Released
Posted: Fri Mar 22, 2013 7:04 pm
by GottaLove88s
that, my friend, is most worrying... u caned me as the germans, lol!
Re: Normandy Ninjas: v1.3 Released
Posted: Sun Mar 24, 2013 9:47 am
by GottaLove88s
Painting by Tank Traps...
As a cocktail of Murphy's Law and the Law of Unintended Consequences, it has come to the attention of Strategic Allied Command that certain Enemy Commanders have begun to "Paint by Tank Traps"... Below our Mosquito recon has caught just such an intrepid German engineer brigade in action... where it has laid no less than TWELVE Tank Traps, in about four hours (turns) of battle... drawing a solid line of tank traps from Carpiquet's Main Gate flag and then
three squares into the Forest itself...
Tank Traps are considered an asset of war, and may be employed in any natural circumstances, including blockading one's own roads, if Commanders so wish... However, I will have a chat with Amaris about perhaps preventing their placement within Forest... This would seem to be a pixelated fantasy of a historical inaccuracy...
But, NICE TRY BUSTER... The Canucks are still coming for you, eh!!

Re: Normandy Ninjas: v1.3 Released
Posted: Sun Mar 24, 2013 6:15 pm
by jcb989
actually I had 3 units out there with pitch forks and spades building those.... lol
I rather like our German Ingenuity to think of tank-trapping those woods, since you may decide to break through there.... lol