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Re: Play Test Ready: Capture The Fuel Depot
Posted: Mon Apr 08, 2013 10:27 pm
by jcb989
kingt wrote:I have created two games (without passwords).
Hmm, did someone grab them already lol? That's good. more the merrier for feedback.
Re: Play Test Ready: Capture The Fuel Depot
Posted: Mon Apr 08, 2013 10:30 pm
by jcb989
link for iPad users (thanks kingt)
https://dl.dropbox.com/s/b7ap97rd64aea6 ... 4HiiA?dl=1
link for PC users, zip file location for download
https://www.dropbox.com/l/5wSDeWO4t36lqJ8XUYIrff
(Fixed .lst file problem with word "depot" in small caps. Now it is spelled "Depot")
Re: Play Test Ready: Capture The Fuel Depot
Posted: Mon Apr 08, 2013 10:31 pm
by pipfromslitherine
jcb989 wrote:Thanks Pip. Use an ampersand, "&", and not a "?"dl=1....?
Hmmm - it would depend (looking at the URL). Some seem to have some parameters before the final dl. So if there is already a ? in the url, then you would use &dl (to add a new param), otherwise it would be (as you say) ?dl
Basically, if the original poster uses the url of the actual download link, not the link to the page, then things should be fine.
Cheers
Pip
Re: Play Test Ready: Capture The Fuel Depot
Posted: Tue Apr 09, 2013 11:31 am
by kingt
jcb989 wrote:kingt wrote:I have created two games (without passwords).
Hmm, did someone grab them already lol? That's good. more the merrier for feedback.

Other games waiting, PMed you password for them.
Re: Play Test Ready: Capture The Fuel Depot
Posted: Wed Apr 10, 2013 9:51 pm
by jcb989
attempt #1 to fix iPad lack of music track. eerie silent forests are nice, but wasn't intended... lol....
https://dl.dropbox.com/s/b7ap97rd64aea6 ... 4HiiA&dl=1
Re: Play Test Ready: Capture The Fuel Depot
Posted: Fri Apr 12, 2013 1:31 pm
by jcb989
I will have version 2.0 of the alpha test code ready for download tonight, with a few early updates to things, not a complete rebalance (which may ultimately be needed) but some tweaks of the reinforcement unit types (mostly Allies getting better equipment to show up) and a few other improvements I'll list out here in revision history when I post the new links. Any early-going play test feedback out there? Did any iPad users finally get to hear the custom soundtrack? Thanks,
Version 2 Play Test Ready: Capture The Fuel Depot
Posted: Sat Apr 13, 2013 2:14 pm
by jcb989
link for in-game download for the version 2 of the play test:
<<grrrrrr>>
https://dl.dropboxusercontent.com/u/812 ... epot_2.lst
copy and paste the above shortcut into BA under "community download".
Version 2 Notes
=======================================
improved the map generally
added map labels for points of interest
improved Allied reinforcements quality
gave Germans a few better units in initial attack
(did not want to overdo this, as it is a tank-attack after all)
fixed camera move when vehicle is repaired or bogged
returned kingtiger elite to max=2 shots
randomized placement of some starting Allied units
added script for progressive chance low fuel logic, 3% per event, to a max 25%
trucks can no longer bulldoze other vehicles
(if loaded, somebody has to get out and push lol)
Things I am working on for Version 3
========================================
supply truck victory conditions
(Germans must load up 5 of their trucks with fuel drums to win)
overall victory conditions (alternate ending to the truck concept)
final unit count / reinforcement balancing
engineer mines Amaris code
engineer sandbags Amaris code
other? based on input etc
Re: Play Test Ready: Capture The Fuel Depot
Posted: Sat Apr 13, 2013 5:21 pm
by jcb989
US side scenario notes
===================
The Germans are coming with a heavy tank force. But! You can defeat them if you plan a good defense.
There are many narrow pathways they must navigate to get to the fuel depots of Honsfeld.
You must decide when is a good time to fall back and give up flags, each flag they get gives them more
over-powering forces of evil to attack you. But your reinforcements will also prove useful.
Total starting units: ~35 depending on selections
Total reinforcements: 13
German side scenario notes
========================
Even though you have the big boys, they are not as invincible as you might think. cover your flanks wisely
or you could be in for a log jam. Also, Volksgrenadiers are weak and stupid, sometimes it will be best to attack with the tanks alone.
Also be careful to not waste your infantry support units too badly, as you may need them to secure the fuel depot proper.
Note that all those empty trucks for carrying fuel will come into play in the final version of the game.
You might want to practice not getting them shot full of holes...
Also you may want to have your in-game music turned on for this scenario....if on a PC.
I guess custom music tracks are not working in BA for the iPad but a fix is in the works.
Total starting units: ~25 depending on selections
Total reinforcements: 17
Map and General Scenario Notes
===========================
I started with the "Chistmas Surprise" BA map, expanded it, and heavily modified it to resemble the tough road Kampfgroupe Peiper
had to navigate into Hornfeld. I am using enric code for many scripts, although I found a few items I need to deal with,
one is I have swap units disabled still (I may leave it this way, tbd), and the reaction shots are not shown (red bullets).
Note that the M8 Greyhound and German Puma are scout vehicles.
Re: Version 2 Ready: Capture The Fuel Depot
Posted: Sun Apr 14, 2013 8:11 pm
by jcb989
I fear Version 2 will be reported as very unbalanced, favoring the Germans.
While it may be winnable by the Allies, it will require too expert a defense against all the tanks.
Please post your suggestions and ideas here as you like, and I can consider them all.
I have Version 3 underway, which, if I can correct the imbalance and create proper victory conditions,
will become the first "final version" release of the scenario. I imagine it will consist of more purchase options
and a reduction of how many heavy tanks can come on German side. TBD.
Once I have it right, I'd be interested in seeing about a tournament with it.
If anyone is interested. Thanks again for any feedback you want to provide,
Re: Version 2 Ready: Capture The Fuel Depot
Posted: Wed Apr 17, 2013 2:57 pm
by kingt
I'm still playing version 1, have not downloaded version two, and so far it looks pretty balanced. I mean those Tigers are very dangerous, but there are ways to kill them. Still in the early stages with all games I'm in. And the silence is crazy

Still no music on iPad though.
I'll check out Version 2 this week.
Re: Version 2 Ready: Capture The Fuel Depot
Posted: Wed Apr 17, 2013 4:44 pm
by jcb989
Thanks kingt for the comments. I agree that there will be a combination of german heavy armor that could still potentially be defeated by the Allies. I'd like to get that to within +/- 1 or 2 tanks for the slightly above-average players. Also historically, as Brummbar pointed out, it would be odd for Tigers and King Tigers to arrive together on the same battle field, I totally agree about that. If I decide to this, I may drop the Tigers and keep the King Tigers, as that was what Peiper had when they came through there on Dec 17th '44. The Tigers would be replaced with purchase options of King Tigers, Panthers, and Panzer IV's.
I need a volunteer to play Ver 3 with me later this week if you want to PM me about that, you could skip over Ver 2..
Re: Version 2 Ready: Capture The Fuel Depot
Posted: Wed Apr 17, 2013 9:55 pm
by morge4
jcb989 wrote:I need a volunteer to play Ver 3 with me later this week if you want to PM me about that, you could skip over Ver 2..
I can help you with that...PM on the way
Re: Version 2 Ready: Capture The Fuel Depot
Posted: Wed Apr 17, 2013 11:09 pm
by kingt
Sounds great, and assuming we can see each other's games I'm in.
Re: Version 2 Ready: Capture The Fuel Depot
Posted: Thu Apr 18, 2013 12:02 am
by jcb989
kingt wrote:Sounds great, and assuming we can see each other's games I'm in.
Right. lol. I have yet another fix attempt for that... my plan is to download my own game to myself, which will set everything in the directory to ALL CAPS, I noticed.
Then, I will edit that scenario again, and save another .CPF file. And post that as the official release. With any luck, that will remove any silly caps issues I am suffering from between PC and iPads. You can still expect to hear the sounds of silence, though...

Version 3 Ready: Capture The Fuel Depot
Posted: Fri Apr 19, 2013 8:27 pm
by jcb989
Version 3 available for in-game download. Copy this link and paste into community download:
https://dl.dropboxusercontent.com/u/812 ... epot_3.lst
This is the final test version, consider it final Beta version before final release.
Remaining questions:
1. enough turns?
2. too many units?
3. any bugs?
*** note 1: the victory dialog box at the end will tell the winner "objective failed!" sorry; I don't know how to fix that! when submitted to Slitherine, I will ask if they can find a fix for me for that. all the victory conditions work correctly for both sides, its just that the dialog box pops up at the end with the wrong message...
*** note 2: iPad users can still expect the sound of silence, in regards to the special soundtrack, I think.

Re: Version 3 Ready! Capture The Fuel Depot
Posted: Fri Apr 19, 2013 8:52 pm
by jcb989
zip file location for PC guys, if you have trouble with downloading in-game:
https://www.dropbox.com/s/ijyxl1zlkzo2m ... EPOT_3.zip
Re: Version 3 Ready! Capture The Fuel Depot
Posted: Sat Apr 20, 2013 10:26 pm
by kingt
I have successfully downloaded it and I have two open games ready to be picked up.
Re: Version 3 Ready! Capture The Fuel Depot
Posted: Sun Apr 21, 2013 12:23 am
by jcb989
well well. still can't see your games in the list.
Re: Version 3 Ready! Capture The Fuel Depot
Posted: Sun Apr 21, 2013 10:32 am
by kingt
Lol, yes they have been picked up, so creating you new ones and PM-ing the password.
Re: Version 3 Ready! Capture The Fuel Depot
Posted: Mon Apr 22, 2013 8:43 pm
by jcb989
So there remains an issue, PC players cannot see Fuel Depot games posted by some iPad users, and vice versa. Cause (and fix) is unknown.
In other news, early reports are that the germans have too hard a go of things in version 3, but those are the early reports. Can anyone playing post up some impressions about gameplay and balance?
One thing I would like to do, although it may complicate things, is to switch from enric to amaris/GL88 engineer's code. Map balance would have to be carefully reconsidered if I do this. Where can I find the "official" Amaris/GL88 engineer code, you ask? I will look in the latest release from GL88 Normady.