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Re: Scenarios by Enric

Posted: Thu Aug 29, 2013 1:15 pm
by guardsman
Hi I down loaded Little Town in Germany from your page dated April 2013 onto IPad chose a game against my usual partner. The games both loaded onto our machines when I opened up from the campaign screen for the first time there was a message generated by the server advising me to close the game as my opponent apparently had a different code. I have PM'd him to ask where he downloaded. Server suggested I post issue onto forum. Any suggestion?

Re: Scenarios by Enric

Posted: Thu Aug 29, 2013 1:42 pm
by enric
guardsman wrote:Hi I down loaded Little Town in Germany from your page dated April 2013 onto IPad chose a game against my usual partner. The games both loaded onto our machines when I opened up from the campaign screen for the first time there was a message generated by the server advising me to close the game as my opponent apparently had a different code. I have PM'd him to ask where he downloaded. Server suggested I post issue onto forum. Any suggestion?
One of the two is not using the lastest version.
To be sure both:
- delete the installed version.
- install using the link in the first post.

The final version is 1.0 (no "1.0 a1", or "1.0 a2", etc.).

Re: Scenarios by Enric

Posted: Thu Aug 29, 2013 2:21 pm
by enric
ROAD TO WILTZ is open for beta tester.

The scenario include:
WIRE and MINES see viewtopic.php?f=104&t=41758#p393254

REMEMBER mines are hidden to everyside only advices indicate minefield.
Minefields are filled with mines at random places so not always the same tiles will be mined.

Mines are removed by an Engineers action not just entering the mines.
Wire can be removed by any infatry or tracked vehicle.
Please read the document ACTIONS in the link above.

Feedback wellcome.

Re: Scenarios by Enric

Posted: Tue Sep 03, 2013 6:09 am
by enric
HITDORF gets an update to 1.0a6
Just cosmetic changes, map, strings, etc.

Re: Scenarios by Enric

Posted: Tue Oct 01, 2013 2:27 pm
by enric
Road to wilt updated v 1.0A8
Please read the corresponding PDF document.

Re: Scenarios by Enric

Posted: Thu Oct 03, 2013 12:26 pm
by drjeff21
Great stuff. Thank you for your hard work.

Re: Scenarios by Enric

Posted: Tue Oct 22, 2013 3:41 pm
by enric
Hitdorf goes to final version
Just some small adjustements.
  • A draw is possible now.
    If both sides have control of one flag, and the morale is equal (a very rare situation but possible).
  • The moral side is counted taking in acount the number of men in a unit.
    For example a infantry unit with 5 men and a morale of 100 count as 100,
    but a infantry unit with 3 men and a morale of 100 count as 60 for the global morale side.

Re: Scenarios by Enric

Posted: Sat Mar 08, 2014 6:56 pm
by enric
Actions document updated to: Mods & actions
See firs post.

Re: Scenarios by Enric

Posted: Wed Mar 12, 2014 2:31 am
by Navaronegun
Enric,

Love the scripts. "Load" is working perfectly. :)

Thanks,

Nav

Re: Scenarios by Enric

Posted: Thu Apr 17, 2014 1:09 pm
by enric
New scenario Niscemi Biscari (see first post)

Re: Scenarios by Enric

Posted: Thu Apr 17, 2014 3:36 pm
by pomakli
Niscemi Biscari challenged and waiting...

:roll:

Thanks for the effort btw...

Bitche Salient v1.0

Posted: Thu Apr 17, 2014 3:44 pm
by pomakli
I just finished the MP game and had a lot of fun. But at the end I, playing the US, had to give up, because of the Stug's. In my opinion those panzers made the game unbalanced...Just fyi...

Re: Bitche Salient v1.0

Posted: Thu Apr 17, 2014 5:06 pm
by enric
pomakli wrote:I just finished the MP game and had a lot of fun. But at the end I, playing the US, had to give up, because of the Stug's. In my opinion those panzers made the game unbalanced...Just fyi...
Well, first try to play as German.
We have made a lot of games and, we think than two average player win 50% each.

Re: Scenarios by Enric

Posted: Fri Apr 18, 2014 3:46 am
by pomakli
I'll try...

By the way I know that the victory depends on the player..(and I am not the best..)

:wink:

Re: Scenarios by Enric

Posted: Sat May 03, 2014 5:59 pm
by enric
New scenario NASTY SWAMPY
Please read the PDF about the scenario.

Re: Scenarios by Enric

Posted: Sat May 10, 2014 10:50 am
by Richardg
There's an odd bug with "Niscemi" - for some reason, none of my units in it can "hold fire," even if that option is selected: they take all shots they have, thus ruining any ambush possibility. This is kind of a fatal flaw. What's weird is that I've seen it before in another scenario (not one by Enric), so there must be some variable that gets turned off somehow...

Re: Scenarios by Enric

Posted: Sat May 10, 2014 3:16 pm
by enric
Richardg wrote:There's an odd bug with "Niscemi" - for some reason, none of my units in it can "hold fire," even if that option is selected: they take all shots they have, thus ruining any ambush possibility. This is kind of a fatal flaw. What's weird is that I've seen it before in another scenario (not one by Enric), so there must be some variable that gets turned off somehow...
Ummmm, I did not modify this.
You probably know how BA works on holding fire:
- once the enemy can see you, hold fire will cancel.

Without more precise description of the situation I can't say anymore.

Re: Scenarios by Enric

Posted: Sun May 11, 2014 12:22 pm
by Richardg
It's not a sight thing: once anyone is in range, they fire at them regardless of whether they've been told to hold fire or not. It's definitely not the same behavior in any other scenario. I saw this in one of the ERommel scenarios, too. What it means is that no one can ambush - if another unit is three, or four, or five hexes away, they'll take the shot.

Re: Scenarios by Enric

Posted: Sun May 11, 2014 2:32 pm
by enric
Richardg wrote:It's not a sight thing: once anyone is in range, they fire at them regardless of whether they've been told to hold fire or not. It's definitely not the same behavior in any other scenario. I saw this in one of the ERommel scenarios, too. What it means is that no one can ambush - if another unit is three, or four, or five hexes away, they'll take the shot.
I tried the scenario, and forced a Hold Fire situation, and BA works as expected.

Ask Pip, maybe he can clarify better the Hold Fire action.

Re: Scenarios by Enric

Posted: Mon May 12, 2014 3:25 pm
by pipfromslitherine
The only potential gottcha is that hold fire is automatically removed once a unit can be seen IIRC - but the player might not see the unit which can see it (it's a little bit of 'unearned information' but it prevents much more annoying issues with non-firing units).

Cheers

Pip