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Re: Version 3 Ready! Capture The Fuel Depot
Posted: Mon Apr 29, 2013 6:52 pm
by jcb989
arcticpost wrote:Hey jc, still nothing.
Hi Colin. Disturbing to be sure.
May I inquire what system and OS version you are running? Is it an iPad?
Maybe one of the boys can help you, if I can't, for example if some has successfuly loaded it to the same or nearly same platform?
I think PC, Mac, and at least one iPad user (not 100% sure) are up and running.
Re: Version 3 Ready! Capture The Fuel Depot
Posted: Mon Apr 29, 2013 9:42 pm
by kingt
I'm playing on the iPad so no problems there. Other than the silence

)).
I'll have some feedback on the battle in a following post.
Re: Version 3 Ready! Capture The Fuel Depot
Posted: Sat May 18, 2013 4:15 pm
by jcb989
Hi kingt, still eager to see what you have to say in review.
I'm thinking to finalize the last edits to reinforcement scripts, to prevent allied reinforcing directly behind over run positions,
then I will release two final versions of the scenario, the standard one and a "wide map" one - which changes the gameplay significantly.
I prefer the former but there were calls for the latter to be included so I will try to provide it.
Re: Version 3 Ready! Capture The Fuel Depot
Posted: Mon May 20, 2013 12:54 am
by kingt
Here's a first feedback, related to ERommel's.
I played two games with him on the map, well played it's too much to say, because we only played a few rounds in each. As Axis, he surrendered after a couple of turns, probably because he found the game to be unbalanced, as I later saw in the forum. But he did not quit the other one at the same time.
As I was making progress in the game playing as Germans, he then quit that game too. That somehow contradicts the balancing thing doesn't it? I mean if I was able to move up Axis troops despite whatever resistance it means it can be done, even if it's harder for the Germans.
Now I don't have that big of an issue with quitting games and whatever but if we're testing new maps, we should play them in full before submitting feedback and not quit at the beginning concluding it's not balanced enough to play it more. Who knows how things play out in a few turns.
That said, I had (so far) no problems either defending or pushing the attack. I even killed all the Tigers in a couple of games in V1, even though I thought it can't be done. And yes, it's quite a rush going against a group of Tigers.

Similarly, I pushed through the Allies lines with many Tigers alive - inevitably I lost some of them as well - so the game was winnable as both sides in V1, and I think it's the same in V3 as well. I don't think it needs more balancing. What I'd do is remove a Jeep from the Allies because with two of them I found that I can move too much stuff around, which plays a role in winning with Allies.
Yes, the Allies have it better, and yes the VG troops suck, but if you're patient and try to combine the forces available, you'll get through. And yes, in V3 you have the work cut out for yourself it playing Germans, but it can be won.
It's all about managing resources and logistics. I don't think that any MP game is completely 100% balanced. Each one has advantages and disadvantages for the side you pick, but I found that each MP map, either BA's or custom, can be won or lost, and no two games are the same - largely the reason why I've been playing the game for well over a year and only do MP.
Sorry about the delayed response on this, as I had most of this written down but was waiting to finish a couple of V3 games to see if anything changes. I think it's a very enjoyable map (even though the silence is crazy lol) , one of the best I played in a while because of all that armor action

.
Re: Version 3 Ready! Capture The Fuel Depot
Posted: Mon May 20, 2013 4:52 pm
by jcb989
looking forward to seeing in the tournament for V3 then, kingt. I am behind schedule on when I though it would begin but it will get out there eventually and I hope you can play and kick all our butts. Take care,
Re: Version 3 Ready! Capture The Fuel Depot
Posted: Tue May 21, 2013 11:40 am
by ERommel
Hello jcb989,
I'm working on a few scenarios and would appreciate it if you could help me learn how to add map labels.
Thanks
Re: Version 3 Ready! Capture The Fuel Depot
Posted: Tue May 21, 2013 5:33 pm
by jcb989
Sure can, let me PM you tonight from home about it. I think the info is somewhere in the MOD forum if you search, but I recall what I did to get it to go but need to be home to explain it.
Re: Version 3 Ready! Capture The Fuel Depot
Posted: Tue May 21, 2013 11:47 pm
by ERommel
jcb989 wrote:Sure can, let me PM you tonight from home about it. I think the info is somewhere in the MOD forum if you search, but I recall what I did to get it to go but need to be home to explain it.
Thanks JCB
I have created 2 games
1) Large Desert Map "balanced force and mirror map"
2) Battle of the Bulge (very similar to yours) "capture petrol"
Once I have worked on them a bit more I would like to ask you to test them with me and offer some improvements if you like.
Re: Version 3 Ready! Capture The Fuel Depot
Posted: Wed May 22, 2013 2:30 am
by jcb989
PM sent
Re: Version 3 Ready! Capture The Fuel Depot
Posted: Mon May 27, 2013 1:53 am
by arcticpost
Justin, I assume you fixed the sound issue for iPad's because I am getting sound in my game with kingt. Also, still no luck in finding the one I opened for you?
Beautiful map.
Re: Version 3 Ready! Capture The Fuel Depot
Posted: Mon May 27, 2013 9:36 am
by dickesKind
Hi,
can someone please post some screenshots of this map?
Greetings...
Re: Version 3 Ready! Capture The Fuel Depot
Posted: Mon May 27, 2013 1:56 pm
by jcb989
arcticpost wrote:Justin, I assume you fixed the sound issue for iPad's because I am getting sound in my game with kingt. Also, still no luck in finding the one I opened for you?
Beautiful map.
Hi Artic
The issue is with the background music. You should be hearing a custom track I placed into the scenario to give it character.
The map is based on "Christmas Surprise" and extensively edited. Enjoy!
Re: Version 3 Ready! Capture The Fuel Depot
Posted: Mon May 27, 2013 2:02 pm
by jcb989
dickesKind wrote:Hi,
can someone please post some screenshots of this map?
Greetings...
hello...
don't mind all those extra armour units. they are due to force selection.
I am considering if I will work on releasing a wider map version.
Re: Version 3 Ready! Capture The Fuel Depot
Posted: Mon May 27, 2013 2:23 pm
by dickesKind
Thank you! This looks awesome!
What do those "Fixed" markings mean?
Re: Version 3 Ready! Capture The Fuel Depot
Posted: Mon May 27, 2013 2:59 pm
by jcb989
This is a view from inside the scenario editor. The 'fixed' units are the ones you get as starting units. As opposed to, ones you can select in force selection.
Re: Version 3 Ready! Capture The Fuel Depot
Posted: Mon May 27, 2013 4:21 pm
by dickesKind
Thanks for the answer!
Re: Version 3 Ready! Capture The Fuel Depot
Posted: Mon May 27, 2013 4:31 pm
by jcb989
some more detailed map screenshots
important scenario notes given at game-start
The small hamlet of Honsfeld
Unfortunate message the Germans may receive based on % chance, cumulative effects, too.
German starting positions

Re: Version 3 Ready! Capture The Fuel Depot
Posted: Thu Jun 13, 2013 9:12 am
by leci
Hi - I have placed this Mod/Scenario on the Playable Mods & Scenario directory Sticky at
viewtopic.php?f=87&t=43167
Gilles
Re: Version 3 Ready! Capture The Fuel Depot
Posted: Fri Jun 21, 2013 12:29 am
by jcb989
have submitted scenario to Team Slitherine also, for possible hosting.
Hey Arctic, for whatever reason I still cannot see your challenges... =(
Re: Version 3 Ready! Capture The Fuel Depot
Posted: Fri Jun 21, 2013 12:45 am
by jcb989
GottaLove88s wrote:New map looks gorgeous Justin... Just downloaded v3... Two games up and offered...

care to play a pair?