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rtdood

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Everything posted by rtdood

  1. Will sewer movement be incorporated? I think I know the answer to this question but a little voice in my head is begging for me to ask the question. I remember using it a couple of times wayyyy back in Barbarossa to Berlin, and it was a really interesting concept for urban maps. It was admittedly rough and the risks were high as there was a chance teams sent down would never resurface. It was a good way to bring reinforcements to a factory building in a heavily built up area however. Not to mention there was no guarantee how long the movement command would take to complete.
  2. That's a really good resource! Thank you for pointing it out to me :).
  3. I'd say the campaign is historical/semi historical account of the attack made by the Canadians against German forces in the Gris Nez sector of Operation Undergo (Sept '44). Ive had to take some liberties for gameplay reasons with some of the scenarios but I believe all the height terrain mapping, allied order of battle, and most axis unit placements to be correct. The biggest difficulty was trying to figure out what GER units were where, in and after August, as what few records there are either contradictory or incomplete, which is perhaps a reflection of the chaotic situation for the German armies in France in late August/early September.
  4. Hi all, I've been working on a campaign which comprises of 10 battles which are directed against German forces in Northern France, and wanted to see if anyone is able to playtest it to provide some feedback? I've had a couple of play testers review it when it was really in its infancy, and have put a lot of work in to correct those early errors. For clarification its Canada vs German AI. and the modules needed are: Commonwealth Forces, Market Garden and the Vehicle pack to play it. If anyone is interested let me know
  5. I dont, although I probably should lol. I've altered the individual battles so many times I still keep finding new things to add with new perspectives to try out. Still, I have worked on some basic tables which I intend to attach to the zip file so players can see the battle order and force components before playing as it is quite useful to look over. The only thing that would have been a huge help would be a export to Excel function for the 'purchase unit' tab so tracking what core units are meant for what battle would be easier (I've had to write all my force components for each battle by hand, which took a few hours).
  6. Cheers for this, I added another mission in here as you suggested, and that worked. The only other errors I had was on a couple of lines which I was able to solve. All compiled. Now I'm half way playtesting this all the way through...and have quite a few things ill need to change before release .
  7. Its definitely line 24 as Ive not only counted manually myself, but used the notepad to identify line 24. This is for Battle for Normandy - sorry I should have said. I'd imagine the scripting format isn't too different between the two although I guess there might be slight differences. I have attached a screenshot and also the script. Taking on the big guns.txt
  8. So in light of all the steps and advice which Ive taken from the above mentioned as well as checking for basic errors I'm stuck,I get the error on line 24 which is this: [BATTLE NAME] Zuphen Ive checked the spacing and the spelling which matches the name of the file in the folder exactly (its shares a folder with all the other scenarios I'm looking to compile). It also matches with [NEXT BATTLE IF WIN] part (copied and pasted below) so pathing should work there? /*Battle #1*/ [BATTLE NAME] Breslau 1 [WIN THRESHOLD] minor victory [NEXT BATTLE IF WIN] Zuphen [NEXT BATTLE IF LOSE] [BLUE REFIT %] 0 [BLUE REPAIR VEHICLE %] 50 [BLUE RESUPPLY %] 100 [BLUE REST %] 100 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /*Battle #2*/ [BATTLE NAME] Zuphen Ive not written over the file in anyway such as renaming it. Can anyone help me here?
  9. I have the same problem. Slightly annoying as ideally I need the armoured formation for a campaign I'm working on but Ill have to add an additional Sherman to make up for this shortcoming.
  10. I've started to implement some changes based on the feedback. There are a couple still working their way through that scenario and have yet to complete this until they get back to me with any further suggestions. Feel free to have a look over any of the other scenarios if you are able too in the meantime. Cheers,
  11. I'm still looking for play-testers!!! As of yet, I've only had 1 person come forward. Surely there must be at least a couple more that would be interested in giving it a go in exchange for providing me some feedback? For clarification its Player (Canada) vs Ger AI. If interested drop me a pm .
  12. Hi all, Happy Monday - I'm pleased to announce it's ready for playtesting! I've done numerous edits and play-testing to each battle scenario, so whilst I started estimating about 7 or 8 battles for the campaign, it currently stands at 10. I have also included the master maps for reference. Once laying out generally where enemy units were concentrated I realised its better to have them as small/medium scenarios rather than larger ones so to avoid overlapping areas. Feedback would be welcomed if the play-tester feels that 2 small battles would be better together as 1 medium battle for example :). Feel free to drop me a PM and I'll be happy to send the compressed files out (There is a readme file included to give a little more explanation about the make up of the campaign) Scenarios are to be played as: Player vs German AI Any feedback is appreciated :). Cheers
  13. Its set in September 1944. The 3rd Canadian Regiment attack the German garrison and fortifications near Calais. Its semi-historical. History notes that the Canadians didn't have too much of a hard time relieving the Germans from their positions as, after heavy bombardment, most surrendered anyway. Ive done a lot of research on the units in play, location and typography to make it as accurate as possible, albeit the Germans wont surrender so easily this time - not without a fight anyway. That's an option on making the victory conditions easy, although I was thinking of having a 4 or so parameters to help give the player choice of what to go for when battling for victory over the battles which makes it a little more complicated - I'm not hugely experienced on the VP system. Still be worth considering -- Thank you.
  14. Hi All, I am creating a campaign currently and have the master map all sorted along with the units ready to import and individual battle maps. However wanted to know which is the best way of play testing: I have read the game engine manual, and it says I can compact all the individual scenarios together to form the campaign. However doing so may mean that if the first scenario in the campaign is too tough (for example) the player wont be able to process to next battle to review and make further suggestions until I've been able to correct the initial mistakes and bounce it back (which may be the case for the 2nd and 3rd battles and so on) - prolonging the process. Is it better to not compile all the scenarios into a singular campaign file and keep them separate so play testers can review each one individually to give feedback on? How do you prefer to review/playtest? Any suggestions would be appreciated .
  15. Hi all, I'm pleased to announce the file has now been uploaded onto the Proving Grounds. Many thanks to the guys there for posting it so quickly. I include the link here: http://www.thefewgoodmen.com/tpg2/cm-battle-for-normandy/first-into-antwerp-a-walk-in-the-park/ Happy Gaming! (Please note, contrary to my original post here, the game time has been shortened to 40 minutes with no variable time).
  16. Hi Everyone, I've been working on creating a historical scenario which I feel is now nearly complete for testing. For those interested, I would be looking to send it out to a couple of play testers before the weekend, otherwise on the Monday following. Without spoiling it too much here are some brief details about my scenario: Type: Allied Attack vs Axis AI Battlesize: Tiny Map Size: Small Environment: City Region: Holland Time: Approx 45 minutes (+-5 minutes) (Play testers will need all modules/updates: CW Forces, Market Garden Module, Vehicle Pack, and updated the game to the latest version). Its the first scenario I've done, so I'd also like some helpful tips on furthering the Victory Parameters which is one of the more difficult aspects to get right. If demand is good once this one is complete, I'd be happy to release a version for H2H giving players a bit more to toy with. Please let me know if your interested, thanks
  17. Thank you all for the replies. Its certainly the case they do only seem to bail out when under closer assault by infantry. However I may have had them take casualties from grenades when they are still in the Bunker (though its never been more than 1 and several grenades were lunched at once, prompting a quick exit command. However it may have been a millisecond of the exit command that explains the casualty perhaps? I think on only one of my re-runs did one solider exit once everyone else in the shelter was either dead or wounded (but the shelter itself was still operational). I'll have to accept that the odds for surrender lie outside of the shelter once they have bailed, assuming the player choses not to shoot them immediately up upon exit, thus giving them a chance. Hopefully in the future BF will give the option for troops within Bunkers to surrender without exiting once they have taken sufficient casualties/damage. Maybe getting bunkers to be treated more like buildings, rather than like vehicles?
  18. Hi Everyone, I'm currently creating a small battle map scenario where a company have to attack a couple of Bunkers. After several runs of playing, I've noticed the defending troops inside the Bunkers, while show all the usual signs of being suppressed (shaken, cowering etc), never surrender and always get shot up when exiting the Bunker Shelter. I'm aware that the platoon leaders have an effect, as well as close proximity of supporting troops towards the decision calculations regarding surrender of troops. However, in the scenario I've made sure platoon leaders are not within sight or earshot and likewise there are no supporting troops immediately nearby. Likewise, the troops in the Bunker Shelter are all green and therefore more susceptible to surrender (I don't want them as conscript though for balance purposes). I have checked on forum here and am aware that there are some issues/bugs with Bunkers, particularly with exiting, so I'm guessing the inability for troops to surrender within a bunker is down to this also? Ideally I'd rather have them surrender rather than fight to the death (as the latter is currently the case) due to me wanting not all my platoons shot up at ridiculous angles (from the sides and front of the bunkers on the approach) Thanks in advance for any help
  19. Well I don't believe it! I've been working on the same thing! Fancy that - certainly brought a smile to my face when I saw your post Christian . Great minds think alike. It's also my first forte into building my first map/scenario. My advice would be careful on working on a larger size of the map. My map is Huge, spanning from La Marerie through to the end of St-Georges-D'Ille, and being as realistic as I wanted to be I added trees and elevation points as I went. Unfortunately doing so added massively towards the loading time of the map, especially when you factor into units and their movements in game. I think it may have been a better idea for me to tackle each section of the engagement at Hill 192 as a individual scenario (such as kraut corner) or/and the advancement to Cloville. You had a really good find with the 2nd Division Hill 192 engineer study map. I've been working on an old OS map of the area which unfortunately is rather small (from the book Battlezone Normandy - Battle for ST-LO). Still, its useful because unlike most maps I've scouted, it has the contours every 5 meters (including the point 192 is directly located at) as opposed to 10 which is what most contour maps I found. I've finished the map design, added the units (I'm considering an all-for-one scenario for the whole 38th regiment) but for reasons explained it is rather taxing for the game doing this. Will see, I plan to have it out for testing over at a few good men forum early next week (should anyone be interested in doing so that is!). Most likely there will be a lot of editing/scripting needed to be done! I look forward to seeing how yours comes along :
  20. I'm guessing sometime during the summer. It would be fitting for it to be realised during the same period that Bagration took place 70 years ago.
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