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Re: OoB Soviet Corps

Posted: Sun Jan 14, 2018 11:49 pm
by GabeKnight
terminator wrote:Bunker at Hill 241.6, AI = Static Defense. It seems to me that you bombarded this bunker with your strategic bomber before, unit strength turns yellow (?)
True, but still. And I think it was just one arty hit. I had to move the AT gun there to protect the other units, and I remember being angry at myself to have to do that, because I feared unnecessary losses to the SU-unit. And ... nothing. Although the bunkers can attack without being attacked back.

This behaviour's something I noticed after the latest v5.x updates to the AI lately. It's kind of as the AI only attacks if it's sure to cause at least 1 damage or something like that. I remember the concrete bunkers to be overall more aggressive and a real threat if not on real low efficiency.

Re: OoB Soviet Corps

Posted: Mon Jan 15, 2018 8:38 am
by terminator
GabeKnight wrote:Although the bunkers can attack without being attacked back.This behaviour's something I noticed after the latest v5.x updates to the AI lately. It's kind of as the AI only attacks if it's sure to cause at least 1 damage or something like that. I remember the concrete bunkers to be overall more aggressive and a real threat if not on real low efficiency.
I also have this impression.
If the bunkers can attack without being attacked back, why would not the bunker attack every time it is possible ?
Maybe that more we move forward in the time less the bunker is effective ?
Maybe we should have various models of bunker as for the infantry (Bunker '39, Bunker '40, Bunker '41...) ?

Re: OoB Soviet Corps

Posted: Fri Jan 19, 2018 8:25 am
by terminator
The Battle of Kursk (Soviet Corps) 1.04 is released :!:

New mod called ZOMBIE ARMY :!:
Zombie(1).jpg
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If your answer is YES :
Zombie(2).jpg
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The link : http://www.mediafire.com/file/vmobbs7f3 ... .04%29.zip
I did not have time to test the scenario completely. Waiting for feed back with replay.
(Message to GabeKnight : strength Minefields 10 -> 5 )

Re: OoB Soviet Corps

Posted: Sun Jan 21, 2018 10:52 pm
by GabeKnight
Hi terminator,

Played Kursk v1.04 just now. As always and first of all, thanks for this scenario. I really enjoyed it (again). There's always some fighting going on and always some enemy unit coming out of the fog of war whenever I think I could use a pause to regenerate and repair my units. Great.

But the SU-152 bug's really messing this scenario up, sorry. I had to buy the 3CP/50RP arty version despite knowing the usual units cost of 200RP and 5CP (e.g. Petsamo scenario). Then, I used negative "#warbonds" to substract the resp. RPs (which isn't shown in the replay so it seems like I'd have over 1000RP all the time :) ) and switched to "tank" setting in favour of the correct CP amount. Furthermore there's also the issue of the repair costs being too low then... I tried to estimate the repair costs sometimes, but it's hard to say how much RPs I may have exploited along the way.

And it's not just the costs, the SU-152 (arty) unit has a "5" inf./mech. def. value and the SU-152 (tank) unit obviously has the "Swimmer" trait (see Mojko's Unit Navigator Tool).
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Please don't tell anyone (whisper), but actually ... I really liked your mine placements, as you're always using them in a clever manner, IMO. That's why it feels so annoying running into them again and again... but in a good way somehow. I can choose to go the long way around them and mess up my formation or to deploy engineers, something I'd never do in this scenario otherwise. And even though you may be overdoing the minefields sometimes, other scenario designers may be using them way to rarely, in my opinion.
And the 10->5 HP reduction was a good idea too, as the effect was there: the reduced strenght allowed the full clearance of minefields by damaged engineers on one turn. And the minefields seemed to have been destroyed (by enemy units walking into them) more easily and completely.

I'll attach a replay, although I'm kind of embarrassed by my poor gameplay, to be honest. But still ... even though I've made some very bad choices along the way, the mission was still very well doable. At least, this demonstrates an overall balanced playability of the scenario... :)

- terrific picture of the supposed "mad German scientist". 8) :D
- thanks for the added "Zombie" challenge, liked it!
- I kind of lost track or forgot about last fighter plane which shot two of my tact. bombers down at the end and thus prevented the completion of the sec. obj. (30 damage to tanks) for me. On the one hand, there were quite many enemy fighter planes present which made the completion difficult (a BF109G at turn 25, seriously?), on the other hand I may have used more AA or fighters. Still, this was the same problem I encountered last time. My suggestion would be to dial this down (20 damage?) or to include AT units (or all mechanized units) to the count, instead of tanks only.
- there was no "static defense" unit guarding "Ivanonski"
- no idea about the conc. bunker this time, I gave it no chance to attack back... :)
- combat actions with units in the southernmost towns (i.e. Vinogradovka, Teterevino) 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

EDIT: and there's something wrong with the replay this time again. I wonder if it's the "combat randomizing" setting or the SU-152? I DID destroy both Tigers by turn 30, just couldn't meet the last sec. objective.

Re: OoB Soviet Corps

Posted: Tue Mar 06, 2018 9:12 am
by terminator
Comrades, it´s the time!
The roar of the giant Black Bear from the East will be heard even in the last corner of the world!
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Komarno(Objective).PNG
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Scenario adapted from John Tiller Software Budapest'45
Only the map is done...

Re: OoB Soviet Corps

Posted: Sun Jun 16, 2019 5:22 pm
by Horst
With a couple of new Soviet units and some specs more or less working, maybe it's time to wake up the bear? :twisted:

Re: OoB Soviet Corps

Posted: Mon Jun 17, 2019 4:28 am
by terminator
Horst wrote: Sun Jun 16, 2019 5:22 pm With a couple of new Soviet units and some specs more or less working, maybe it's time to wake up the bear? :twisted:
I didn’t really look at the novelties, it seemed to me rather in beta.
Soon I’ll have more time.
For the moment...

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Re: OoB Soviet Corps

Posted: Fri Feb 19, 2021 12:11 am
by rafdobrowolski
Any updates or progress on these scenarios? I wonder if you would consider making this into a linked campaign for download???

Re: OoB Soviet Corps

Posted: Sat Feb 20, 2021 4:48 am
by terminator
rafdobrowolski wrote: Fri Feb 19, 2021 12:11 am Any updates or progress on these scenarios? I wonder if you would consider making this into a linked campaign for download???
Too much work for one man...

Re: OoB Soviet Corps

Posted: Sat Feb 20, 2021 6:33 am
by KarisFraMauro
I generally only go for multiplayer stuff these days (how can I be okay at multiplayer yet TERRIBLE at all of Erik's scenarios / campaigns?) but have to admit, I smiled when I saw the Jeffrey Combs / Re-Animator graphic :D