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Fast N Sneaky update: Is 2.0.5 final for awhile?

Posted: Sun Jul 22, 2012 7:08 am
by GottaLove88s
Pip/Iain,

We're just finishing the first round of Meeting Engagement Fast N Sneaky games... http://slitherine.com/forum/viewtopic.p ... ky#p335863

Intriguingly, the score from ten games is 90% Allied wins, 10% German... It looks like giving the Allies up to 3 self-propelled artillery, plus transport options, swings things too far in their favour... and because this first effort is based on 2.0.4 pricing (ie. the German heavy tanks were cheaper than they are now), the Germans will suffer even more under 2.0.5.

I'm going to put through an update, which:
- brings unit starts closer together (to reduce early moves "reorganising"),
- reduces SP arty back to 2 each,
- still permits up to 8 transports each (makes for faster action, more fun and wicked ambushes),
- adds Enric's squads.csv mod to allow mortars to "walk" one space, viewtopic.php?f=105&t=35489, and
- adds RF900's merge.bsf mod to merge understrength infantry of the same type, viewtopic.php?f=87&t=34546

Did a mod to lock out artillery and airstrikes for the first three turns ever make it? I can't find it.

Before I do this... just wanted to check, you're not about to release 2.0.6 are you? I want to start fresh, building on your latest Meeting Eng Redux scenario, since you cleaned up some blocking trees and changed pricing between 2.0.4 and 2.0.5. But if 2.0.6 is coming soon, I'll hang on until it's out...

Thanks guys. Have a great weekend!
GL88

Re: Fast N Sneaky update: Is 2.0.5 final for awhile?

Posted: Sun Jul 22, 2012 8:52 am
by k9mike
Sounds good Jon.can't wait to try this one. We'll have to have a rematch after our current game.
Mike

Re: Fast N Sneaky update: Is 2.0.5 final for awhile?

Posted: Sun Jul 22, 2012 9:13 am
by GottaLove88s
lol Mike... i'd forgotten "that" game... make that 80% Allied wins, 20% German... you're about to crush me... remind me to keep my big mouth firmly closed on 17 pdr ambush spoilers, hehehe :-)

Re: Fast N Sneaky update: Is 2.0.5 final for awhile?

Posted: Sun Jul 22, 2012 2:17 pm
by enric
The 2000 points, or less, scenarios are (force selection or not) small tactical battles, so having so much bonus in each side, mainly in artillery, moves the games from a tactical game to a silly bombardement game.

To give interest to those scenarios, original or modified, both sides should have access to only one of the big artillery, as bonus or as in map, so only one Priest or Wespe, Calliope, etc., no more than 2 mortars, and of course no more than 1-2 tiger, panther etc.

This is just my opinion, and please take it in the positive way.

Re: Fast N Sneaky update: Is 2.0.5 final for awhile?

Posted: Sun Jul 22, 2012 2:36 pm
by GottaLove88s
Thanks Enric, your point is well made. The two reasons i decided to make Fast N Sneaky were (i) to balance Allied forces vs German heavy tanks, and (ii) to provide fast transports for cooler tactics on the big map... Iain's new (higher German tank) pricing achieves (i) already, so i completely agree it's no longer necessary to allow up to 3 priests, 3 mortars (in force selection)... Plan to reduce back to max 2 priests, 2 "walking" mortars; any less than that and King Tigers would become invincible again... even a point blank 17 pdr is useless... Up to 8 fast transports proved really popular (and useful) in the first round of games... they completely change the play dynamics and nothing becomes inevitable any more... 2,000 is a big budget so it lets everyone try something new. I've played opponents with mostly infantry, or mostly tanks, all bombardment and transports, and even mostly US fast tanks plus spotters... no two games are ever the same... It's a plus and a minus of these options and the 2,000 to spend... You never know what's coming, but I confess, i really like that :-)

Re: Fast N Sneaky update: Is 2.0.5 final for awhile?

Posted: Sun Jul 22, 2012 2:37 pm
by GottaLove88s
PS. I do need to tidy up the start points (to avoid wasting moves "reorganising" forces at the beginning) and add in the limiter to prevent artillery/airstrikes during the first 3 turns tho...

Re: Fast N Sneaky update: Is 2.0.5 final for awhile?

Posted: Sun Jul 22, 2012 3:11 pm
by enric
GottaLove88s wrote:PS. I do need to tidy up the start points (to avoid wasting moves "reorganising" forces at the beginning) and add in the limiter to prevent artillery/airstrikes during the first 3 turns tho...

Then you need scripting.

Re: Fast N Sneaky update: Is 2.0.5 final for awhile?

Posted: Sun Jul 22, 2012 4:05 pm
by GottaLove88s
Hey Enric,

I've found this thread, viewtopic.php?f=104&t=35561, and it looks like you & Pip have cracked the artillery/airstrike restrictions using some sort of SetScriptGlobal("USBattery", "gBombardment", 3) code.

I've checked Fast N Sneaky and I don't have a .BSF file for the MP scenario, just the .BAM (I assume it takes everything it needs from there). Would it be possible to create a .BSF for Fast N Sneaky that only restricted artillery/airstrikes, still taking everything else from the .BAM?

Or would I have to code everything else in the .BSF too, just to add the artillery/airstrike restriction?

I've looked at your .BSF for City River and I see that it became quite involved... Was that because it had to? Or because you added lots of extra stuff that wasn't already included with the .BAM?

Thanks :-)

Re: Fast N Sneaky update: Is 2.0.5 final for awhile?

Posted: Sun Jul 22, 2012 4:15 pm
by enric
Well scripting is not easy. And debugging it worse.
But for that you want you can jut add a few code lines, look at my code in the City River.
There should be a cloud in the if (GetTurn() == 0) I used a call to a function:
SetScriptGlobal("P47", "gCounter", 0) ; that disables the P47, you should change it to deal with other artillery type.

Re: Fast N Sneaky update: Is 2.0.5 final for awhile?

Posted: Thu Jul 26, 2012 5:07 pm
by pipfromslitherine
There don't seem to be any major issues with 2.0.5 so we are not anticipating a new update for a while, to give me some time to add some new stuff and not spend it all building 3 different versions and getting them all tested :)

Cheers

Pip