Page 3 of 6

Posted: Thu Jan 05, 2012 2:26 pm
by drjeff21
I like the fact that there are appearances of groups of Panthers and the occasional King Tiger, as this is what was encountered during the actual campaigns. Very challenging.

Posted: Thu Jan 05, 2012 6:58 pm
by Merr
random27 wrote:I agree with oldmanrick ,small battle are the best because of number of turns.
Axis is too strong in medium and large.
I m waiting for quick battle in desert or another great scenario like v87 where capturing some places gives some advantages.It gives a real sense to the battle and force one of the camp to attack.
I hope Merr will continue his job.it s the game i ve most played in 2011 and it s his fault :D .
My wife doesn t thank him but i do.
It could be an idea too to make historical scenarios and i hope that slitherine will do his future expansion with east front.
A stand alone one could be done i ll buy it.
OldMan Rick, random27, and drjeff21, ...

Thanks for your inputs!

I'll create an MP variant of the US vs German using v1.12 ... with these changes ;
:arrow: Reduced Axis chance for Artillery and Airstrike support bonus.
:arrow: Boost Allied strength with one extra random platoon type (infantry/armor/support).
:arrow: Small battle turns = 8 ... (original 10).
:arrow: Medium battle turns = 10 (original 15).
:arrow: Large battle turns = 15 (original 20).

Also, I have a North African v1.12 (solo) ... I need to add in the Italians and make an MP version.

The Panther tank is classified as a medium tank. In my platoon rolls, there are two platoons ;
(I) PzIVg/Panther ... 50/50 chance to roll either type.
(II) PzIVg/Panther/Hetzer ... 50/25/25 chance to roll types.

Platoon (I) has 3 times the chance to get selected over platoon (II).

Now, the Type 44 Panzer Division contained (paper strength);
:arrow: One Panzer Regiment
:arrow: Two Panzer Battalions

One Battalion had 27 Panthers, the other had 27 PzIVg. Basically 50/50 on paper.
I'd like to keep those odds in the scenario.

When I post the variant you can try it and let me know if it balances it more.

Thanks,

- Merr

Posted: Tue Jan 10, 2012 6:27 am
by Rosseau
My small SP U.S. battle is going just fine. It's nice that you can adjust the parameters in the Scenario file to get real close to what you want in terms of units. Thanks again, Merr :D

Posted: Wed Jan 18, 2012 6:47 pm
by TerryV6
Thank you Merr for working on and submitting these great scenarios. I am just starting with this game and am having a blast with this one and also Panzer Corps.

Terry

Posted: Thu Jan 19, 2012 6:28 pm
by Amaris
Back ! ! :roll:

Tested and approved: very good work Merr ! :P
I'll test this more deeply and will bring you my comments, if necessary. :wink:

Posted: Sat Jan 21, 2012 10:38 pm
by Amaris
It's really very good.
I Tested the 32x32 version: I am writing an AAR (in french), the fight was tough, Panthers have given some troubles.

It would be nice if the losses are compatibilized for the win. :?:

Posted: Wed Jan 25, 2012 7:19 pm
by Merr
Amaris wrote:It's really very good.
I Tested the 32x32 version: I am writing an AAR (in french), the fight was tough, Panthers have given some troubles.

It would be nice if the losses are compatibilized for the win. :?:
Hi Amaris !! ... Hope you are doing well.

I'm glad you're back. I hope you can continue your work with the random map or scenario ideas.

You can see I only made one change to the Ama_RandomMap ;
- Look at the FUNCTION Ama_MapRandom() ...

Code: Select all

/////////////////////
// Merr moved to end of function
//		Slith_Edging_Water(1) ;		
//		if (GetGlobal("riverL") == 0)
//		{
//			FordSetup();
//		}
//		Slith_Edging_Water(1) ;
/////////////////////
The problem was that you edged the water too soon, and the roads (which share the same tile layer) replaced the edging. Running the edging function last cleaned up the water edges around the bridges :wink:

Please feel free to take the random battles to the next level ... Balance is the big issue (How to deal with Panthers!).

- Rob

Posted: Tue Jan 31, 2012 3:14 pm
by drjeff21
I like the fact that you added the Hetzers to the new versions. Those are cool and not all that easy to deal with.

Posted: Wed Feb 01, 2012 7:25 pm
by Merr
Uploaded a new Variant for MP ...
................................
................................

Variant A ... US vs German ... v1.12a ... MP version.

Changes ;
- Extra Allied Platoon ... randomly determined type (inf, armor, mech, or support).
- Scenario Length Reduced ... Small(.8.), Medium(.10.), Larger(.15.).
- Forest Density Reduced ... lowered random value envelope.
- VP River Battles ;
(1) vp's balanced on each side of river.
(2) river generates in middle of map.
(3) Bridge VP ... small and large battles use odd vp on bridge location.


:arrow: http://www.gamefront.com/files/21277553 ... v1.12a.zip

Unzip MP version to ... \Documents\My Games\BBCBA\MULTIPLAYER
(this is a stand alone version).

...............................
...............................

Posted: Wed Feb 01, 2012 7:34 pm
by random27
thank you merr

Posted: Wed Feb 01, 2012 8:06 pm
by Merr
random27 wrote:thank you merr
Thank you random27 !!! Your inputs are quite useful. The River VP logic change came from your comment about balancing the River Battles.

In the Small and Large battles, the bridge will be the main focus of that battle since it's the odd VP that's required to win (owner with most VP).

Since the river "wiggles", the bridge may end up closer to one side or the other.
I hope that adding the "extra" Allied platoon helps, but we will see.
The reduction of forest (slightly) may help vehicles move around more and it may open the pontoon crossing a little (no promises).
The scenario length reduction should keep both players moving (like you guys suggested).

- Merr

Posted: Sat Feb 04, 2012 9:25 am
by Amaris
Merr wrote:
Amaris wrote:It's really very good.
I Tested the 32x32 version: I am writing an AAR (in french), the fight was tough, Panthers have given some troubles.

It would be nice if the losses are compatibilized for the win. :?:
Hi Amaris !! ... Hope you are doing well.

I'm glad you're back. I hope you can continue your work with the random map or scenario ideas.

You can see I only made one change to the Ama_RandomMap ;
- Look at the FUNCTION Ama_MapRandom() ...

Code: Select all

/////////////////////
// Merr moved to end of function
//		Slith_Edging_Water(1) ;		
//		if (GetGlobal("riverL") == 0)
//		{
//			FordSetup();
//		}
//		Slith_Edging_Water(1) ;
/////////////////////
The problem was that you edged the water too soon, and the roads (which share the same tile layer) replaced the edging. Running the edging function last cleaned up the water edges around the bridges :wink:

Please feel free to take the random battles to the next level ... Balance is the big issue (How to deal with Panthers!).

- Rob
Balance is always complicated.
And Panthers deadly! Panthers can be replaced by some other tanks? Like Puma.
I will also test the larger maps.

You did well to fix the script. As I already program a lot, I have more desire to create new scenariosnow. I have some ideas but I still can not make up my mind. :lol:

Re: Merr...QuickBattles! (solo & multiplayer) ... v1.12

Posted: Sat Mar 17, 2012 11:27 pm
by OldManRick
After what must be three dozen random games, I've realized the one item that dominates wins is on board artillery. I don't think I've seen the axis lose when they have a couple of wespe's and the allies don't have any artillery. I rarely see the allies lose when they have priests/25 lbrs/m8's and the axis has no artillery (panthers can occasionally over come a small artillery advantage). If you want to make the random battles more balanced, consider "matching" the artillery contingents. When the allies have priests/25 lbers/m8s, calliopes, give the axis wespe's/rocket artillery. When the allies have a few mortars, match it plus on minus 1 for the axis.
Unlike off board artillery which arrives somewhere between every 4 to 6 turns, on board can be used from every turn to every third turn and more importantly can be fired at a know target. I consider two reloadable rocket artillery the equal to one wespe/priest/25 lber.

Re: Merr...QuickBattles! (solo & multiplayer) ... v1.12

Posted: Fri Mar 30, 2012 7:15 am
by Verdugo8
anything new?

Re: Merr...QuickBattles! (solo & multiplayer) ... v1.12

Posted: Sun Apr 01, 2012 4:19 pm
by Gudkarma
why cant i download these? link keeps coming up not available. any one have an idea?

Re: Merr...QuickBattles! (solo & multiplayer) ... v1.12

Posted: Thu May 10, 2012 10:52 am
by Verdugo8
It hurts but it seems that this post is dead.
It was a good idea for a stage.
Too bad we have not officially scenarios as well.

Re: Merr...QuickBattles! (solo & multiplayer) ... v1.12

Posted: Thu May 10, 2012 3:06 pm
by pipfromslitherine
I think that sadly, real life has interupted Merr's BA brilliance :(. I will try and see if I have the files here. If someone else has them on their machine and is willing to put them up somewhere I will grab them and perhaps add them to the download list - they are pretty awesome additions for sure.

The next expansion will feature random scenarios heavily :).

Cheers

Pip

Re: Merr...QuickBattles! (solo & multiplayer) ... v1.12

Posted: Thu May 10, 2012 3:55 pm
by Verdugo8
pipfromslitherine wrote: The next expansion will feature random scenarios heavily :).

Cheers

Pip

Really?

Thanks, its great.

Re: Merr...QuickBattles! (solo & multiplayer) ... v1.12

Posted: Thu May 10, 2012 4:36 pm
by Amaris
@Pip: :P :P :P

I tested the last Mer's link (http://www.gamefront.com/files/21277553 ... v1.12a.zip) and it works!

Re: Merr...QuickBattles! (solo & multiplayer) ... v1.12

Posted: Thu May 10, 2012 5:33 pm
by pipfromslitherine
YEs - they seem to be back. Grabbed them all for posterity! :)

Cheers

Pip