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BloodStorm Final for multiplayer only
Posted: Wed Aug 17, 2011 8:38 pm
by EuroBoss
Notes:BloodStorm was ment start where SeaBattle finshed.
I HAVE NOT TESTED THIS FOR MP YET So please bear in this in mind
All postive and constructive feedback is welcome
I'm 90% happy with the way map looks and plays there maybe changes to correct some errors if found at later point.
Start date and number of turns may change later.I was aiming for between 15-17 turns but it works to small
Posted: Fri Aug 19, 2011 4:03 am
by EuroBoss
Update of graphics
More prestige change
Weakened and strengthened some xp and strength for some units
Changed some entrechment values
Version 2
Posted: Fri Aug 19, 2011 11:06 am
by EuroBoss
Another update to graphics with overlays polish
Fixed a broken river tile
Add two Allied Russian secondary objective ports that doing nothing(no naval units)
Updated preview screenshot
Version 3
Posted: Sat Aug 20, 2011 8:52 pm
by EuroBoss
Update
Fixed a broken bridge
Added string names for all bridges
Added string names for all lakes
Added string names for all rivers
Added string names for all Primary and Secondary objectives
Added truck transport for allied units that can use them
Added five more IS2's to Russians
Added two Gustav rail guns captured from the Axis in SeaBattle
Strengthened xp and stregth for six axis paratroopers
Added bit more polish to graphics
Version 4
Version 5 should be last one there won't be anything extra added.Purely an AI update afther the patch is released
Posted: Sun Aug 21, 2011 10:35 am
by EuroBoss
Update
Added new river sara to right of the map
Added three new rail bridges
Added one new road bridge
Fixed a missing bridge string
Version 4.5
Posted: Sun Aug 21, 2011 4:33 pm
by EuroBoss
Update
Added three more rivers to the right of the map
Added four more rail bridges
Added three more road bridges
Added prestige change for axis to 600 per turn
Added more river strings
Added more rail and road bridge strings
preview shot of river changes in the left of the map
preview shot of river changes in the right of the map from version 4.5
Edit:
Version 4.7
Fixed Bruekenpionere are set with transport
Posted: Tue Aug 23, 2011 9:05 pm
by Fritz
I tested your scenario.
There are some bugs:
The soviet cities at the east near the water can't be captured.
The paratroopers can't jump off/land most of the time.
Your scenario is too difficult.
The soviet have several 5 Star IS-2 which are ultra strong. No german unit can really harm it. The only way is to encircle the unit and let it ran out of ammo. The kllling then takes 10 or more attempts. Depending if overstrengthed/experienced.
Also why do the Allies win if I have more cities captued then them?
My score: 5 of 10
Posted: Tue Aug 23, 2011 9:43 pm
by EuroBoss
Fritz wrote:I tested your scenario.
There are some bugs:
The soviet cities at the east near the water can't be captured.
The paratroopers can't jump off/land most of the time.
Your scenario is too difficult.
The soviet have several 5 Star IS-2 which are ultra strong. No german unit can really harm it. The only way is to encircle the unit and let it ran out of ammo. The kllling then takes 10 or more attempts. Depending if overstrengthed/experienced.
Also why do the Allies win if I have more cities captued then them?
My score: 5 of 10
Well thanks for the feedback it's most welcome tho version here isn't the latest
The paratroopers can't jump off/land most of the time.That's a AI bug nothing to with me the devs need to fix this
I will look again at the victory conditions
The soviet cities at the east near the water.I will check this again
Can anybody else here confirm a broken bridge at 22,17, please?
Anyway qite a big update:
Change start date to 2/11/45 that should allow for some snow
Replaced all bm -13 Katusha to bm -31 Katusha's
Removed four armored trains replaced with two amercian bombers/two american fighters
Replaced all five us tanks with m26's instead (as they where far to weak)
Turn count changed to 17
SE Tiger 1's replaced with SE Tiger 2's
Version 4.8
Posted: Wed Aug 24, 2011 10:20 am
by EuroBoss
Update
Added six Jagdpanthers
Fixed paratroopers that couldn't disembark
Fixed two secondary objective ports that could not be captured
Version 4.9
Posted: Sat Aug 27, 2011 1:27 am
by EuroBoss
Update
Added 8 more secondary objectives for axis comprising of
two air bases one port and five cities
Added strings for all 8 new secondary objectives
Added Hoisted victory flag over HEX strings for all bridges
Added 18 aux units for axis these are mainly bunkers/aa units/three battleships/one aircraft carrier
The reason i have done this because allies core units was 42 at cost of 14521.So to equal this for game balance
without adding to many axis units was to use some cheap units and some very expensive units
see below:
Axis Aux units: 18 (cost=14464) is now equal in terms of cost compared to allied Aux units: 42 (cost=14521)
In terms core units for all is now equal in terms of units/Primary and Secondary objectives theres alot more fairness and balance for mp as they are now equal in number and victory conditions
[AXIS]
Total units: 118 (cost=68861)
Core units: 101 (cost=54970)equal in units
Aux units: 18 (cost=14464)equal in cost
[ALLIES]
Total units: 143 (cost=104512)
Core units: 101 (cost=89991)equal in units
Aux units: 42 (cost=14521)equal in cost
Primary objectives: 34 (axis=17, allied=17) equal
Secondary objectives: 16 (axis=8, allied=8)equal
Version 4.9.1
Edit:
Small update
Removed all old versions of this scenario
Changed more focus for mulitplayer and balance
Added custom string names for all deep sea tiles to "Rehtorb ocean"
Added missing flags for all bridges
Fixed a missing river string
Fixed a rouge unit
Changed start out prestige for both Axis and Allies to 3000 each
Changed prestige per to 600 each for both sides
Listened to feedback there was not enough variety of fighters and bombers for Allies UK and russia.
This has been fixed by removing four bombers for the USA by and replacing them with
Two bombers for the U.K.
One figher and one bomber for Russia
Version 4.9.2
Posted: Sun Aug 28, 2011 8:47 am
by EuroBoss
Update
Listened to feedback there was to many armoured trains and cavlary units
To combat these changes made:
Removed four cavlary units for axis replaced them with two se gernadiers/two wurfrham 40's
Removed one axis battleship replaced with three He 177a's
Removed two armoured trains replaced with five russian paras in transport
Fixed three missing Hoisted victory flags over HEX strings for three bridges
Fixed three missing transports for axis
Fixed three incorrect Russian tank types
Updated graphics slightly more
Version 4.9.3
Posted: Sun Aug 28, 2011 5:53 pm
by Razz1
Your really jumping all over the place and just guessing.
Let me help.
Get rid of the Para's in planes. The AI can not use this function.
3 Strategic bombers really swings the balance. Keep an eye on your testing.
Posted: Sun Aug 28, 2011 6:44 pm
by EuroBoss
Razz1 wrote:Your really jumping all over the place and just guessing.
Let me help.
Get rid of the Para's in planes. The AI can not use this function.
3 Strategic bombers really swings the balance. Keep an eye on your testing.
You are wrong no guess work involved i have listened to feedback theres eight games taking place.
The focus has changed from single player to multiplayer
I can't and won't be blamed because the AI is a retard i have allready moaned about the AI not using air/sea transports fixing this i feel wouldn't tear a great hole in the game balance as
that's how they was intened to work in the very first place

Honestly what are you asking from scernario designers only to make scenario and campaigns the AI can deal with?
This scenario so far as gone thru sixteen diffrent revisions each version is getting better and better due to many hours of testing/online and offline
Posted: Mon Aug 29, 2011 8:02 am
by Erik2
Razz1 wrote:Your really jumping all over the place and just guessing.
Let me help.
Get rid of the Para's in planes. The AI can not use this function.
3 Strategic bombers really swings the balance. Keep an eye on your testing.
But the AI para problem is going to be fixed, right?
I am playtesting custom scenarios like Weserubung, Crete and Malta where the Germans/Italians use paratroops
and Market Garden, Operation Varsity where of course the Allies rely on the paras.
Sorry about hijacking the thread...
Thank you
Erik
Posted: Mon Aug 29, 2011 8:36 am
by EuroBoss
Erik wrote:Razz1 wrote:Your really jumping all over the place and just guessing.
Let me help.
Get rid of the Para's in planes. The AI can not use this function.
3 Strategic bombers really swings the balance. Keep an eye on your testing.
But the AI para problem is going to be fixed, right?
I am playtesting custom scenarios like Weserubung, Crete and Malta where the Germans/Italians use paratroops
and Market Garden, Operation Varsity where of course the Allies rely on the paras.
Sorry about hijacking the thread...
Thank you
Erik
No problem you are not hijacking this thread the AI subject is very valid one
Theres more one problem with the AI using sea or air transports
1 paras can't disembark
2 units with acess to sea or air transports that have been set to attackers won't use them
As far as i understand it there won't be any AI fix in the next patch somebody correct me if i'm wrong.
Posted: Mon Aug 29, 2011 9:12 am
by El_Condoro
In SP games where paratroops are used offensively (are they used any other way?) the player should be the attacker and the AI the defender. The AI cannot use paratroops - just the way it is - so the designer has to take this into account. Crete and Market Garden can still work with paratroops as long as the player is the Germans in Crete and the Allies in MG. In MP games, of course, it doesn't matter.
Posted: Mon Aug 29, 2011 9:33 am
by EuroBoss
El_Condoro wrote:In SP games where paratroops are used offensively (are they used any other way?) the player should be the attacker and the AI the defender. The AI cannot use paratroops - just the way it is - so the designer has to take this into account. Crete and Market Garden can still work with paratroops as long as the player is the Germans in Crete and the Allies in MG. In MP games, of course, it doesn't matter.
So what you are in fact saying is that the option of having side 1 or side 2 set as attacker in scenario param is useless
Along with any allied landing craft or types of Dougalus C-47's or axis landing craft or types of JU-52's for the AI
So i will now wait for you to tell me d-day/overlord or any other defensive scenario from the axis perspective the AI shouldn't be the attacker and player as the axis.Absolute rubbish
Edit
I just got back from testing Sealion from the allied perspective and it's the same for AI axis paras can't disembark
Posted: Mon Aug 29, 2011 10:32 am
by El_Condoro
The AI can't use paratroops from transports. Whichever side needs to drop paratroops should not be the AI. I can't say it any simpler than that, sorry. For Overlord, if you are focusing on using the paratroops from the air, as compared to the scenario which has them already on the ground, the AI should be the Germans. That's why the scenario has the paratroops already on the ground in the campaign - the AI doesn't know what to do with them if they start in transports.
Side 1 has hard coded air and naval transport types so it should be Axis, unless it's a Russia vs. Allies scenario, in which case it would be better as Russia. Side 2 should be Allies. Either can be attacker. This is a different question to the paratroops/sea transports one though, although as I say both Sides have hard coded transports.
Posted: Mon Aug 29, 2011 10:54 am
by EuroBoss
El_Condoro wrote:The AI can't use paratroops from transports. Whichever side needs to drop paratroops should not be the AI. I can't say it any simpler than that, sorry. For Overlord, if you are focusing on using the paratroops from the air, as compared to the scenario which has them already on the ground, the AI should be the Germans. That's why the scenario has the paratroops already on the ground in the campaign - the AI doesn't know what to do with them if they start in transports.
Side 1 has hard coded air and naval transport types so it should be Axis, unless it's a Russia vs. Allies scenario, in which case it would be better as Russia. Side 2 should be Allies. Either can be attacker. This is a different question to the paratroops/sea transports one though, although as I say both Sides have hard coded transports.
If it's hard coded then reverse this or at least fix this
Posted: Mon Aug 29, 2011 11:24 am
by El_Condoro
Although the Scenario Parameters dialog box has Axis transports for Side 1 and Allied for Side 2, if you Shift-click a placed unit you can set either transport. If you want to add transports to the hard coded file (editor_unitparams.htm) you can do so, too:
td><select id="SeaAirRailTransport">
<option value="-1">None</option>
<option value="161">Ju 52</option>
<option value="183">Axis Landing craft</option>
<option value="121">Axis Train</option>
<option value="631">Douglas C-47</option>
<option value="653">Allied Landing craft</option>
<option value="601">Allied Train</option>