Re: Beaches of Normandy
Posted: Thu Jan 18, 2018 11:54 am
Yeah! Nice to see someone else building in some optional difficulty 
In my scenario there will be 3 options :Shards wrote:Yeah! Nice to see someone else building in some optional difficulty
Hey! That's what I wanted to say...Shards wrote:Nice!
Seabees believe that anything they are tasked with they "Can Do" (the CB motto).GabeKnight wrote:... looks like quite the challenge to come... but seriously 25 mines? You and the mines... you should really consider the next step and ask them to move in with you...
I made a fast test. The mod "Demolition Man" is activated only after a fight.It is valid the first time and for every save-load game.GabeKnight wrote:- Every time you load a saved game, the "Demolition Man" changes made to the objectives don't show at first. But after a while, they reappear. It's confusing...(can't be seen in replay)
I had to forget of the text -> CorrectedGabeKnight wrote:- Most of the action's and objective's popup titles and texts are empty, but as you already meantioned this, I won't elaborate on this further (but remember to adjust the messages accordingly e.g. the popup message for destroying 5 bunkers in Demolition mode says that I only destroyed 3...)
Say to me which texts cause problem.I made some corrections.GabeKnight wrote:- I'm sorry to say, but some of the english texts or translations are quite messed up IMO; and since I'm not native english speaking myself, maybe someone else could help with that
There was a bug with the Waffen-SS AI. They never received the order to strike backGabeKnight wrote:- Although my understanding of the AI activation is still very limited, I'd suggest to move the enemy-arty-AI-team(s) further up the queue, so that they'd activate ahead of the infantry unit's attacks
"Demolition Man" desactivated for the moment.GabeKnight wrote:- Every time you load a saved game, the "Demolition Man" changes made to the objectives don't show at first. But after a while, they reappear. It's confusing...(can't be seen in replay)
One more hex addedGabeKnight wrote:- Same suggestion as on Kursk v1.04: combat actions with units in the southernmost towns (i.e. "Russy") are kind of hard to see because of the UI overlay. Maybe add one or two more land hex rows to the bottom of the map
Mines will be deleted for the future "Demolition Man"GabeKnight wrote:- the naval mines placement is quite stretched, so it's hard to achieve the "clear 8 mines" sec. obj. if you don't start clearing mines with the supply ship right away. And mind you, the Demolition-question appears on turn 10! Had to sacrifice a battleship to achieve this objective!(or would have to wait idly just for my supply ship to reach the far off mines in the east, see replay) Maybe spawn an additional supply ship in Demolition-mode? Or ... add a few more mines [wait...who said that?...
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I was going to change their AI at some point but I noticed that they are quickly eliminated.I am not sure that it has an interest.GabeKnight wrote:- most of the AT-guns appear to have been on "static defense". Maybe you could activate some of them to go "hunting"...(but I understand this is a game balance question)
I made a test, I did not notice difference (?)GabeKnight wrote:- still think you should add some stars to the concr. bunkers, they're prim. obj. after all!
"Demolition Man" Bug.GabeKnight wrote:- Trigger error: even after destroying the 4 radar stations by turn 20 and getting the popup and checked sec. obj. => on turn 21 it says I failed the objective and the German fighters appear. No major victory for me![]()
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Corrected.GabeKnight wrote:- the overall AA placement was very good this time, except: The arty installment in the northwestern most corner (3 arty guns) remains too exposed IMO. Maybe move the 40mm Bofors a few hexes south to protect the coastal gun and two arty guns. The mobile AA was a good idea, but then it chases one of my planes eastwards and leaves said arty position unprotected.
Just added one MG Foxhole, changes minors for certain units.I shall see again it later.GabeKnight wrote:- I hadn't thought of this before, but many coastline positions appear quite vulnerable to "concealed" units, like the commandos (see replay). As this being a game balance issue also, I'd recommend to add at least a foxhole/inf. unit to these positions, but I'd totally understand if it's by design in favour of different approaches on this scenario
"Demolition Man" Bug.I shall see again it later.GabeKnight wrote:- I've completed the "15 mines" sec. obj. prior to being able to choose the Demolition Man. But the sec. objective's text after Demolition-mode didn't uncheck and didn't change from 15 to 25 mines. You probably forgot to clear the trigger state on turn 10 so that the new sec. obj. update trigger's not able to update this objective if already achieved before (see screenshot "25/15")
Total Air Command Points = 24, Airstrip x 2 = 10 x 2 = 20 (?)GabeKnight wrote:- at some point I had negative 3 air CP. Only after building all the three airstrips, it went up to zero again (see replay).![]()
Added resources for 3 secondary objectives (land mines, sea mines and command bunker)GabeKnight wrote:- really could have used some RP rewards around the middle of the scenario (15-ish turn)
"Demolition man" bugGabeKnight wrote:- the prim. obj. coastal guns text should read "5/5" (see screenshot)
one air CP addedGabeKnight wrote:- to make it a bit easier, maybe add one air CP for a recon plane
Will do (in the future)terminator wrote:Say to me which texts cause problem.I made some corrections.
Sorry, my mistake. See hereterminator wrote:One more hex addedGabeKnight wrote:- Same suggestion as on Kursk v1.04: combat actions with units in the southernmost towns (i.e. "Russy") are kind of hard to see because of the UI overlay. Maybe add one or two more land hex rows to the bottom of the map
But please just from the sec. objectives, and not the mines as such. Seriously, they were good.terminator wrote:Mines will be deleted for the future "Demolition Man"
Really? Maybe it's the difficult terrain around them after all. It's a pity. Normally I try to NOT end a turn with one of my units next to a conct. bunker, because usually they always do like 1 damage minimum, even to tanks. But you could be right, that the attack values of bunkers did not increase accordingly over time as the defensive values of both '44 inf. and tank units.terminator wrote:I made a test, I did not notice difference (?)GabeKnight wrote:- still think you should add some stars to the concr. bunkers, they're prim. obj. after all!
I don't know if we are talking about the same thing. I didn't mean supply, I meant command points:terminator wrote:Total Air Command Points = 24, Airstrip x 2 = 10 x 2 = 20 (?)GabeKnight wrote:- at some point I had negative 3 air CP. Only after building all the three airstrips, it went up to zero again (see replay).![]()
Did you use the 3 Air Command Points for this objective (3 Airstrips)![]()
Sorry for my late answer.steevodeevo wrote:terminator, is this scenario release version now concluded?
p.s. I'm just checking so I can update my active scenarios and campaigns list to follow as its getting increasingly difficult to do so as more players start to develop stuff - but in a good way I mean..
p.p.s. Any plans also about a follow up scenario? I know you were giving this some thought at one stage.
thanks.