ColonelY wrote: ↑Sat Jun 27, 2020 12:40 pm
3. Agreed about the Jungle Lurker

and about the engineer message

.
I assume that you find "Jungle Lurker" to strike your fancy. The AIB Scouts are blessed with "Jungle Vision" to help find the lurkers.
Regarding the engineer message, I will leave that alone because a) say you want a few engineers anyway, despite the advisory; you would only see it a few times, and b) it helps if the player decides to buy one later.
[Wrong - see next post.]
ColonelY wrote: ↑Sat Jun 27, 2020 12:40 pm
Then, some other points:
1. We don't need the US RPs anymore...

So, one could remove all of them (a "#warbonds -1000", or the equivalent in terms of triggers, shall do the trick), transfer about 20% from the US to the Australians (
to still reward us for being thrifty), maybe together with an event at the commencement (an event similar to the campaign event "Handover", or something, but saying few words about this RP affair).
2. Our "Supply Ship" is already experienced?

Not sure at all whether it's useful or not... (
later, I've sent this supply ship as "bait" together with the destroyer 
)
3. I've had a little issue with (only) one of the "AIB Scouts" refusing to exit the map... Well, this unit has moved a little, participated a little as well in some fights... I guess any one of these 6 units can exit through any one of these 6 exit points, so I don't understand this but it may be some sort of OoB mystery... As "safety", in case it appears again later for some reason, what about changing this obj to exit maybe at least 4 or 5 to these units instead of all 6?
Like this, as well, one could keep a little extra unit with us OR allow us to lose one in unlucky fights or unwise exploration moves.

This campaign is excellent, although it is "short" in terms of number of scenarios, it is certainly not "short" in terms of depth of content or number of turns, and these maps are rather large overall!
Great work, thanks, keep up the good work!
Regarding the U.S. RPs going into Jacquinot Bay, your idea of "one could remove all of them ('#warbonds -1000')" worked but I added an extra "0" and made it -10000. The game does not go negative in RPs so the result is zero showing for the U.S.
The supply ship is experienced due to this trigger that gives 4 experience to any Australian unit purchased for Jacquinot Bay. It's the last scenario and I cannot see Australian units starting with even just one experience star at this point (if they have the training specialisations; zero if not). The trigger applied it to all Australian units but I have restricted it now to air and land units (no sea units can be deployed). The supply ship now has zero experience:

- Screenshot 7.jpg (253.54 KiB) Viewed 2822 times
All six AIB Scout exits seem to be working fine; I just tested them:

- Screenshot 9.jpg (395.52 KiB) Viewed 2820 times
There is a twist in that one Japanese lurker is sitting right on top of the AIB exit; he has to be "evicted," of course.
Well, you are done here, Colonel, so thanks. You make many perceptive observations and suggestions. I hope you will continue to review our studio output. If so, you will have a task ahead of you for the
Free France campaign!