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Re: Terminator's Scenarios
Posted: Sun Mar 24, 2019 3:02 pm
by GabeKnight
terminator wrote: Sun Mar 24, 2019 7:22 am
This is the short version, there is a medium version and a long version (collector)!
The short version's just about perfect, thanks.
FYI: This file wasn't playing right in my mod in the beginning and I've wondered why. Then I've noticed, that there are actually
two folders containing the audio files. A
SOUND folder for the UI files and a
SOUNDS folder for the effect files...

Re: Terminator's Scenarios
Posted: Sun Mar 24, 2019 3:23 pm
by terminator
GabeKnight wrote: Sun Mar 24, 2019 3:02 pm
terminator wrote: Sun Mar 24, 2019 7:22 am
This is the short version, there is a medium version and a long version (collector)!
The short version's just about perfect, thanks.
FYI: This file wasn't playing right in my mod in the beginning and I've wondered why. Then I've noticed, that there are actually
two folders containing the audio files. A
SOUND folder for the UI files and a
SOUNDS folder for the effect files...
Have you ever tried changing the sounds of the units

Re: Terminator's Scenarios
Posted: Sun Mar 24, 2019 4:00 pm
by GabeKnight
terminator wrote: Sun Mar 24, 2019 3:23 pm
Have you ever tried changing the sounds of the units
Changing, not directly, but I've
added some new sound effects, for example for the railwaygun and motorcycles. Works okay.
Re: Terminator's Scenarios
Posted: Thu Apr 04, 2019 8:22 am
by terminator
OoB-WW2 Soviet Mod(1.01) :
Changelog :
General :
- new turn sounds (Soviet & German)
- new music (German 1/4)
- new scenario :

- Screenshot 1472.jpg (136.88 KiB) Viewed 3912 times
Op Saturn (1.01) :
- secondary objectives corrected
- soviet income 40RP/Turn
- repositionning of certain airports (Voronezh, Serafimovich)
Kishinev (1.01) :
- corrected Soviet Supply
- reinforcements Soviet troops
- repositionning Soviet troops
- changing Romanian artillery (AT & AA)
- pictures outcome
Link
http://www.mediafire.com/file/4oj8q2q54 ... 9.zip/file
PS: Thanks to GabeKnight for the feedback & help and Kondi for a trick

Re: Terminator's Scenarios
Posted: Wed Apr 10, 2019 5:02 pm
by terminator
OoB-WW2 Soviet Mod(1.02) = "Music Upgrade" :
Changelog :
- new music (USA & German)
- new scenario :
° Agrigento
° Battle of the Dnieper
...
http://www.mediafire.com/file/7ues4a4av ... 9.zip/file
Re: Terminator's Scenarios
Posted: Sun Apr 28, 2019 9:28 pm
by GabeKnight
terminator wrote: Wed Apr 10, 2019 5:02 pm
OoB-WW2 Soviet Mod(1.02); Agrigento(1.13)
Plays flawlessly now (middle difficulty). It may look a bit "cramped" with all them many prim. and sec. objectives, though...
Just kidding, it's fun when the objectives actually mean something and you don't "have to" but "want to" achieve them.
The only "bug" I've found was a missing text in one of the popups, everything else worked (on the winning side):

- Screenshot 1003.jpg (905.41 KiB) Viewed 3706 times
I've chosen to play with the preset core force, and that may have been the only serious "flaw" I've noticed in the whole scen IMO
Three recon vehicles, the M8 HMC and a Stuart tank?

The Priest was nice, but I'd rather have three LongToms and a serious tank instead (well, if you can call a Sherman that)...
Thanks, it was fun.

- Screenshot 1004.jpg (851.56 KiB) Viewed 3706 times
Re: Terminator's Scenarios
Posted: Wed May 01, 2019 8:46 am
by terminator
GabeKnight wrote: Sun Apr 28, 2019 9:28 pm
terminator wrote: Wed Apr 10, 2019 5:02 pm
OoB-WW2 Soviet Mod(1.02); Agrigento(1.13)
Plays flawlessly now (middle difficulty). It may look a bit "cramped" with all them many prim. and sec. objectives, though...
Just kidding, it's fun when the objectives actually mean something and you don't "have to" but "want to" achieve them.
The only "bug" I've found was a missing text in one of the popups, everything else worked (on the winning side):
I've chosen to play with the preset core force, and that may have been the only serious "flaw" I've noticed in the whole scen IMO
Three recon vehicles, the M8 HMC and a Stuart tank?

The Priest was nice, but I'd rather have three LongToms and a serious tank instead (well, if you can call a Sherman that)...
Thanks, it was fun.
Thanks for the good feedback as usual
I’m gonna remove a reconnaissance US unit (reconnaissance units are my favorite units

).
The reward (RP) for the secondary objective "Capture the town of Favara" is temporary.
I will complete the texts (some are still draft).
Re: Terminator's Scenarios
Posted: Thu May 02, 2019 3:37 pm
by GabeKnight
terminator wrote: Wed May 01, 2019 8:46 am
Thanks for the good feedback as usual
I’m gonna remove a reconnaissance US unit (reconnaissance units are my favorite units

).
You're welcome. Played good, blowing up the bridge and using the enemy artillery as cover was a great idea. There aren't many scens that use arty very well.
On the other hand it was mainly due to the lack of an air force. I always take priority in destroying arty positions first, and without any air recon or bombers, that wasn't easy here. Well done!
OoB-WW2 Soviet Mod(1.02); Battle of the Dnieper(1.01), middle difficulty
- The gameplay's okay. Not very hard, good for casual players. Enough cash in the bank, too.
- You could even remove one or two of my T-34. Or add some enemy troops at the beginning. Almost the whole eastern part is completely undefended.
- Recheck the KV-85 popup: It says it gives me 7CP and some RP but I'll get the unit spawned instead (?).
- Both sec. objectives did not check complete. Unusual. Such negligence with the objective triggers is very unlike you.
- Missing text and titles in a number of popups. Why? It looks strange and it takes only a minute to write at least some
placeholder text.
Code: Select all
event_trigger_22_37_title = event_trigger_22_37_title
event_trigger_22_37_text = event_trigger_22_37_text
event_trigger_7_12_title = event_trigger_7_12_title
event_trigger_7_12_text = event_trigger_7_12_text
event_trigger_9_20_title = event_trigger_9_15_title
event_trigger_9_20_text = event_trigger_9_15_text
event_trigger_8_10_title = event_trigger_8_10_title
event_trigger_8_10_text = event_trigger_8_10_text
- suggestion: Do the same as in the Agrigento scen and leave a few CP left for the player to buy at least 1-2 units on his own (even with an preplaced core force)
- suggestion: Add some text to the sec. "capture raft" objective indicating the spawn of supply ships when taken. I've lost almost two supply ships to the StuKa because they spawned at the wrong moment and without any AA and my fighters being repaired...
- suggestion: Add more supply to the enemy cities on the eastern bank ("Raft position", Lubny, etc..). Those German tanks need mucho of it and they went into under-supply real fast after I've capured one of those towns already.

- Screenshot 1012.jpg (897.3 KiB) Viewed 3629 times
Re: Terminator's Scenarios
Posted: Thu May 02, 2019 3:40 pm
by GabeKnight
PS: Why didn't you add the KV-2 arty switch unit to your mod? I could've used it here...

Re: Terminator's Scenarios
Posted: Thu May 02, 2019 3:48 pm
by Horst
GabeKnight wrote: Thu May 02, 2019 3:40 pm
PS: Why didn't you add the KV-2 arty switch unit to your mod? I could've used it here...
Terminator knows that the KV-2 had a gun-elevation of only 24°, so basically useless in arty-role.

These KV-2 have really been heavily abused in campaigns as kind of boss monster so far, although they almost vanished after 1941. There were only 310 produced with much lower number running at all.
Re: Terminator's Scenarios
Posted: Thu May 02, 2019 4:06 pm
by GabeKnight
Horst wrote: Thu May 02, 2019 3:48 pm
GabeKnight wrote: Thu May 02, 2019 3:40 pm
PS: Why didn't you add the KV-2 arty switch unit to your mod? I could've used it here...
Terminator knows that the KV-2 had a gun-elevation of only 24°, so basically useless in arty-role.

These KV-2 have really been heavily abused in campaigns as kind of boss monster so far, although they almost vanished after 1941. There were only 310 produced with much lower number running at all.
Then why did he post the specific request in my
mod thread?
I'm no unit expert and
depend on info from you guys.
First trigger error in Battle of the Dnieper(1.01):

- Screenshot 1013.jpg (237.55 KiB) Viewed 3622 times
EDIT: Oooops, a small correction: it has to be "
completed" in the above screenshot, of course...

Re: Terminator's Scenarios
Posted: Thu May 02, 2019 4:11 pm
by GabeKnight
and the second:

- Screenshot 1014.jpg (219.96 KiB) Viewed 3619 times
Re: Terminator's Scenarios
Posted: Thu May 02, 2019 4:48 pm
by terminator
GabeKnight wrote: Thu May 02, 2019 3:40 pm
PS: Why didn't you add the KV-2 arty switch unit to your mod? I could've used it here...
Of course I could use it, I hadn’t thought of it at the time

- Screenshot 1565.jpg (412.43 KiB) Viewed 3595 times
GabeKnight KV-2 Artillery

Re: Terminator's Scenarios
Posted: Sat May 04, 2019 12:58 pm
by GabeKnight
terminator wrote: Thu May 02, 2019 4:48 pm
GabeKnight wrote: Thu May 02, 2019 3:40 pm
PS: Why didn't you add the KV-2 arty switch unit to your mod? I could've used it here...
Of course I could use it, I hadn’t thought of it at the time
And if you've ever wondered if the AI can utilise the switch ability of new units: yes, it can.

Re: Terminator's Scenarios
Posted: Sat May 04, 2019 2:52 pm
by terminator
GabeKnight wrote: Sat May 04, 2019 12:58 pm
terminator wrote: Thu May 02, 2019 4:48 pm
GabeKnight wrote: Thu May 02, 2019 3:40 pm
PS: Why didn't you add the KV-2 arty switch unit to your mod? I could've used it here...
Of course I could use it, I hadn’t thought of it at the time
And if you've ever wondered if the AI can utilise the switch ability of new units: yes, it can.
I think AI preferentially switches to the artillery version to attack remotely ?
We could also use switchable versions on the German side for the mobile units AA but I think to do this at the end.
Re: Terminator's Scenarios
Posted: Sun May 05, 2019 7:26 am
by terminator
OoB-WW2 Soviet Mod(1.03) :
Agrigento (1.14) :
- US Unit of recon removed
- Bersaglieri '41 -> '42
- Italian Population Center
- new pop-up event
Lillehammer(1.00a) :
- new avatar in the briefing
Dniepper(1.05)
- 5 Soviet Supply ships in the Reserve (you are free to deploy them as you see fit)

- Screenshot 1574.jpg (424.42 KiB) Viewed 3528 times
- more german units
- corrected some bug objectives
- new pictures
- remove soviet tanks & plane -> purchase and deploy possibility
- minor changes in map
- german supply corrected
- new soviet unit (GabeKnight's KV-2 ART)
-...
Link:
http://www.mediafire.com/file/lvycofztj ... 9.zip/file
Re: Terminator's Scenarios
Posted: Sun May 05, 2019 1:28 pm
by GabeKnight
OoB-WW2 Soviet Mod(1.03), Kishinev(1.01) - "Operation München(1.01)", lvl3
Cool. Everything worked and I do not have any meaningful suggestions for this one, actually.
It played good as stand-alone scen. The Romanians could use a bit more RP at the beginning maybe, but it was not
really needed.
Still, please add some text and pics for both the events!
You remember that you can use some of the internal pics, right?
"free" event images

- Screenshot 1015.jpg (953.09 KiB) Viewed 3514 times
Thanks, Mr. T!

Re: Terminator's Scenarios
Posted: Sun May 05, 2019 2:43 pm
by terminator
Thanks for the good feedback
4 remarks about Kishinev :
- 1. You have arrived to encircle 5 soviet units. I don't know if it is possible to do something against that, maybe looking at the AI or placement ?
- 2. The soviet units around Kishinev seem to run out of supply, maybe increase the supply ?
- 3. The game seems a little too short or too easy ?
- 4. It just takes a little time to find the right images

- Screenshot 1015.jpg (787.35 KiB) Viewed 3496 times
Re: Terminator's Scenarios
Posted: Sun May 05, 2019 6:34 pm
by GabeKnight
terminator wrote: Sun May 05, 2019 2:43 pm
Thanks for the good feedback
4 remarks about Kishinev :
- 1. You have arrived to encircle 5 soviet units. I don't know if it is possible to do something against that, maybe looking at the AI or placement ?
- 2. The soviet units around Kishinev seem to run out of supply, maybe increase the supply ?
- 3. The game seems a little too short or too easy ?
- 4. It just takes a little time to find the right images
1) I woudn't change the deployment. In the beginning they serve as a formidable blocking force, later on, when my units are battle weary, I chose to encircle them rather than facing them head on. It's okay to have some units that can be encircled. And it did not come cheap. Again good use of arty units here.
2) I woudn't change anything here either. The undersupply happened in the last stages of the battle, it was expected to be like this.
3) You could add some garrisons in EVERY town with supply, even the north/eastern ones. That would make the scen a little longer and a bit more difficult. On the other hand, 25 turns should be enough for everyone as it is.
But please don't forget that I've played on middle difficulty and that I'm not your usual "casual" player. The difficulty's okay - not particularly hard and you can even make some errors (and lose some aux. units) without having to restart the whole scen. Exactly as it should be - not every scen has to be a difficult "puzzle" to solve.
4) Use one placeholder pic until then - come on, you're really good with pics. And even some text saying "you completed the ... objective" would be better than nothing. You've put a lot of work into the scens to make them playable - therefore it should
look okay, too. You know how people are, often judging by the cover.
Re: Terminator's Scenarios
Posted: Sun May 05, 2019 7:49 pm
by terminator
GabeKnight wrote: Sun May 05, 2019 6:34 pm
terminator wrote: Sun May 05, 2019 2:43 pm
Thanks for the good feedback
4 remarks about Kishinev :
- 1. You have arrived to encircle 5 soviet units. I don't know if it is possible to do something against that, maybe looking at the AI or placement ?
- 2. The soviet units around Kishinev seem to run out of supply, maybe increase the supply ?
- 3. The game seems a little too short or too easy ?
- 4. It just takes a little time to find the right images
1) I woudn't change the deployment. In the beginning they serve as a formidable blocking force, later on, when my units are battle weary, I chose to encircle them rather than facing them head on. It's okay to have some units that can be encircled. And it did not come cheap. Again good use of arty units here.
...
About remark n°1 :
I took a quick look at it.
First, it is not normal to have surrounded all these 4 Russian cavalries and second, it is even less normal to have a retrenched cavalry.
I think I have found an explanation. I have increased the movement points(mp) of the Russian cavalry '42 for Operation Saturn and also for the Romanian cavalry '37-41 for this scenario: 6 mp -> 8 mp ; but I forgot to increase the movement points for the Russian Cavalry '37-41 for this scenario
