Re: BrucErik CSD Studio
Posted: Sun May 31, 2020 2:04 pm
08Kotisaari - Bru
This is the event popup. I've put the scenario in your folder.
This is the event popup. I've put the scenario in your folder.
Yeah, I know. I'm translating the mod into German and playing in German at the same time to test the translation.
That scroll bar on the side of the message will be very handy, apparently. Prior to 8.4.x, there wasn't any. In 8.3.0, which I still use, all text needed to be within the message box or it was cut off. Your German translation would never have fit.
No, destroyed units are not imported (at least not as "dead").bru888 wrote: ↑Sun May 31, 2020 4:39 pm Acknowledged about "Please don't use the "check unit count" condition anymore when it comes to "don't lose X units" objectives" in 01Salla but since it is the first scenario in the campaign, it should not matter. If destroyed units are also imported in the core, then granted, it will be an issue but I am not aware of whether this is a possibility.
I'll look into it.
Sure, as long as they operate behind my lines (as Partisans) I can follow them, but not if they're hiding behind their own lines and tons of infantry units.
I just think it's too early for that. I never liked those narrow supply corridors, too easy to cut. In the later stages of a scen, when the enemy has overextended himself, then alright.
Yep, agree, good solution.
Actually, this may not be a bad thing, now that you have explained it. It costs $$RPs to revive the unit so it's a tradeoff in that respect. Still, I am aware of this now and will use the Kills & Casualties alternative (or build a simple module, as I have done a few times now) to avoid this situation.GabeKnight wrote: ↑Wed Jun 03, 2020 8:08 pm What I meant is that with the "check unit count" trigger you can revive killed units during play.
Example: I lose a unit, the counter goes up, next turn I revive/reform the destroyed unit and the counter goes down again. See now what I mean? Doing this you can't fail this objective (unless you lose all the units on the same turn that is). And it's not really an exploit as reforming units is a regular mechanic of the game.
Yes, as I go along, I have been keeping counters in mind and testing them. They work in the end most of the times, but how often they are checked (as stipulated by the Trigger Event) is why they don't show current results all the time. There are tricks, one of them to build a separate counter and another to assign the counter to the AI's objective trigger. It's highly variable, depending on how the objective is worded, what event is used, and what condition is applied.GabeKnight wrote: ↑Wed Jun 03, 2020 9:50 pm Continuation War 1941 1.0, continued
06Terijoki41
One has to love the counters in this game....![]()
PS: Bruce, don't bother "fixing" this one, the objective's working alright.
Heh, we have had this conversation before. I/we cannot program away all player versatility because, for one thing, it will cost in terms of creativity. The impulse is to avoid complicated situations like that but I/we still go back to the well, so to speak.GabeKnight wrote: ↑Wed Jun 03, 2020 9:50 pm 07Olonets
- I guess you've used the check supply state method suggested by Shards for the bunker objective, intended to be destoyed by the Blenheim bombers, yeah? Problem is, that I've used "conventional" methods to destroy the bunker, namely tac. bombers and artillery from the other shore. I had the bunker down to 1HP, then flew one bombing mission with the strat. bomber and bang, the bunker was up to 5HP again...![]()
Same response here as above. I am not going to give too much time and brainpower to all the ways in which a scenario can be gamed and subverted. Actually, I did not think of that gambol. But why not, if it turns you on?GabeKnight wrote: ↑Wed Jun 03, 2020 10:17 pm 08Rukajarvi
- you've removed the port hex from the one town to prevent "shenanigans", as you've called it, but you do know that I could have easily used the gunboats to embark my troops into naval transports, don't you?![]()
- I didn't try it, but would I have kept the SBS units after turn 6 if I wouldn't have accomplished the capture mission? In retrospect they seem kinda more useful than the naval units.
Right now I'm not sure if this can really be solved by ticking the "core" box as I've suggested. I guess the module works fine during the deployment phase. But it does not work satisfactory with deployment during a scen, as it's done in the very first scen (Finns arrive on turn 10). See screenshots.bru888 wrote: ↑Sun May 31, 2020 4:39 pm Regarding the "no ski troops" triggers, they work fine as is. Their only purpose is to keep ski troops off of the verdant fields of Finland in the summer. As designed, they work for ANY ski troops, core or otherwise. And they purposely undeploy ski troops, not exit, so that core units can be refunded regardless of when they were purchased by clicking the "$" sign during the deployment phase. Whether the effect is marked as "core" or not seems immaterial.
And forget this. On my second playthrough, the armored attack suddenly happened in the centre. And the income issue is probably related to an error with "screen refresh" inside the new UI.GabeKnight wrote: ↑Thu May 28, 2020 5:22 pm 01Salla
I made an "error" and placed mines in the southern corridor. That way I never saw any tanks and did not achieve the sec. objective. Why not add some tanks in the center-attack, too? And maybe rather make it two destroyed units.
I think the Finns income gets increased a turn too late, should be the same turn with the reinforcements IMO.
I do not mention/talk about those "issues" (only) because I'm expecting them to be fixed or something. Sometimes I just think they're funny, but usually I try to "help" you seeing another angle, in the hopes for enhancing your produce in the future, so to say.
Strange, but yes, it does. Finding ways to circumvent, winning by subterfuge.
I did some tests: The "draw" always happens if you exit the last remaing batch of your units on the last turn of the scen. And only then.
I haven't forgotten this, just placed it on hold. I'm replaying your first WinterWar campaign with the chassis changes, and so far it's harder and much more fun.GabeKnight wrote: ↑Fri Jun 05, 2020 3:04 am I've tried some approaches with different trigger combinations, looking for a "solution", but I have nothing so far. I'll sleep over it and try something new tomorrow.