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Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battles Ready!

Posted: Sat Apr 19, 2014 6:47 pm
by protectivedaddy
Nava the point I was making was that you wouldn't actually have to do anything, it would simply mean the same player goes first but the allies would have 24 turns - thus ending on turn 3 remaining - whereas the axis would only have 23 turns thus ending on 4 turns remaining.............I myself don't have a problem playing as is, and agree with King T that after thes early skirmishes the battles probably won't go the distance but to me for future reference it seems an easy logical solution.

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battles Ready!

Posted: Sat Apr 19, 2014 7:05 pm
by Navaronegun
I hear you, but in a game where casualties matter, one side having one extra turn to kill than the other has its own issues. As well as one side beginning and ending the turn.

I have a "realism wish list" I'll post in a bit. Things that I have thought about or Cavehobbit and I have discussed which are prohibitive due to time constraints and the level of work involved.

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battles Ready!

Posted: Mon Apr 21, 2014 5:09 pm
by Navaronegun
As promised yesterday, a "Realism Wish List":

1.) A more detailed way to tie battle lengths, locations and moves to the actual big Map "Operational Movements", rather than the simplified "IGOUGO" alternating initiative system used.

Pros: Very realistic. You could know that BNs A & B actually crossed paths in "X" Hex. The precentage of movement used would determine battle length. So if BN "A" crossed paths in Hex 9999 with BN "B" and BN "A" had used 33% of its MPs and BN "B" had used 45%, then the battle would be an ME with BN "A" have it's choice in Battle Initiative (Go first or go second...and last). As BN "B" had used the greater part of its MP as a percentage (45% of it's total) then the battle would be 13 Turns long (24 - [45% of 24] = 13.2 rounded normally to 13). The battle would begin in daylight and end when dusk ends. Based on the scale of one complete turn (side 0 the first side and side 1 the second side) = 30 minutes, then the battle would be 6.5 hours long (from 1230-1900 that day).

Cons: Too freaking complicated. It takes Cavehobbit and I enough time as it is to process the turns. The time time would be multiplied by 3 or 4. As well, the margin for error increases significantly.

More to follow as I think of them...

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battle Underwa

Posted: Sat Apr 26, 2014 9:42 pm
by Navaronegun
Status check.

Morge and KingT, please respond and tell us what turn you are on. Today is day 7.

Nav

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battle Underwa

Posted: Sat Apr 26, 2014 10:23 pm
by kingt
Some 17 turns left to go.

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battle Underwa

Posted: Sun Apr 27, 2014 7:28 pm
by jcb989
subscribe.
hey Nava, might it be a worthwhile thing to edit the first post of each day to add the .lst link there?
on the other hand tho, peeps would miss out on the great read through. you do really detailed work here!

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battle Underwa

Posted: Sun Apr 27, 2014 7:33 pm
by Navaronegun
jcb989 wrote:subscribe.
hey Nava, might it be a worthwhile thing to edit the first post of each day to add the .lst link there?
on the other hand tho, peeps would miss out on the great read through. you do really detailed work here!
Danke. 8)

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battle Underwa

Posted: Mon Apr 28, 2014 11:00 pm
by Navaronegun
Status Check.

Where are we now with Robaa, Gentlemen? Are we on target to complete it by this weekend?

Nav

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battle Underwa

Posted: Tue Apr 29, 2014 8:24 am
by kingt
As far as I'm concerned, we can move at a faster rate and could have it done by this weekend. What do you say, Morge? I think we have 14-15 turns to go, or thereabouts. With 2-3 turns per day we'd be able to finish it this weekend.
you do really detailed work here!
Thoroughly agree with this. :)

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battle Underwa

Posted: Tue Apr 29, 2014 2:42 pm
by morge4
kingt wrote:As far as I'm concerned, we can move at a faster rate and could have it done by this weekend. What do you say, Morge? I think we have 14-15 turns to go, or thereabouts. With 2-3 turns per day we'd be able to finish it this weekend.
you do really detailed work here!
Thoroughly agree with this. :)
I'll do my best but work has been hard on me lately. :cry:

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battle Underwa

Posted: Tue Apr 29, 2014 10:11 pm
by kingt
It aapears a RAD 232 still has range over 10, and stats at 50/50/0. Can we have an agreement not to fire it when it should be out of range?

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battle Underwa

Posted: Tue Apr 29, 2014 10:13 pm
by Navaronegun
King T. Regardless of what you think you are seeing on your ipad I can confirm it has a range of 5. It may be a legacy display issue from before the update. Play on normally, gentlemen.

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battle Underwa

Posted: Wed Apr 30, 2014 4:12 am
by morge4
kingt wrote:It aapears a RAD 232 still has range over 10, and stats at 50/50/0. Can we have an agreement not to fire it when it should be out of range?
I do believe you are correct, I was over 5 squares away when I fired, didn't occur to me when I fired. :oops: I will do my best not to fire unless within 5 or less squares.

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battle Underwa

Posted: Wed Apr 30, 2014 4:20 am
by Navaronegun
morge4 wrote:
kingt wrote:It aapears a RAD 232 still has range over 10, and stats at 50/50/0. Can we have an agreement not to fire it when it should be out of range?
I do believe you are correct, I was over 5 squares away when I fired, didn't occur to me when I fired. :oops: I will do my best not to fire unless within 5 or less squares.
Did you both delete the old lst download before downloading the new one? It can't hurt to try doing so again. None of the other matches show this error, certainly none I am playing and the squads.csv file has ranges of 5 for AP and HE. Remember, delete the old scenario, and after you paste the lst link, make sure you *go to the very bottom* and *download the new campaign* not the old one. King T, I highly suspect it is you who needs to delete and redownload (it is harder to scroll and see it every download on iPad. Also, I am playing Morge in this battle, and my SdKfz 232 doesn't have a 10+ range). 8)

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battle Underwa

Posted: Wed Apr 30, 2014 4:23 am
by morge4
Stats on both 232's...
Image
Image

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battle Underwa

Posted: Wed Apr 30, 2014 4:28 am
by Navaronegun
Yeah, you should each delete and redownload from the updated link. Someone is using the old lst. SdKfz 232 on my downloaded lst on my ipad below.

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battle Underwa

Posted: Wed Apr 30, 2014 6:57 am
by kingt
Yeah, I always delete the older version and download the new ones. Plus, I have already verified the 232s in a game against myself once it was updated and after redownloading, and both units have the right stats showing up, and the correct range.

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battle Underwa

Posted: Wed Apr 30, 2014 7:07 am
by kingt
Redownloaded and making my move.

Later edit: I did not receive any "you and your opponent have different map versions" after installing again the map and loading my turn, or in any of the previous turns before that.

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battle Underwa

Posted: Wed Apr 30, 2014 7:53 am
by cavehobbit
I'm not sure about this, but I don't think changes in the squad.csv file will have effect on an already started game. You need to restart a game after changing any values in the squad.csv file for them to have effect. But I'm not 100% sure.

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battle Underwa

Posted: Wed Apr 30, 2014 9:02 am
by kingt
Well, if it's still a problem, then we can still continue the game and have the 232s fire only when in range. It's not such a big deal.