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Canuck21

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Posts posted by Canuck21

  1. 1 hour ago, MikeyD said:

    I tend to (largely) ignore parameters objectives. Terrain objectives are important if the scenario demands you "Capture/defend that road at all costs!", but are otherwise just incentives to get the player to move across the map. Unit objectives are usually my primary method of assigning victory points.

    You can assign unit objectives and weird way you want. In a Fire and Rubble scenario I entirely ignored German infantry but assigned big kill points for SS HQ units.

    Ok, gotcha. Time to start experimenting. Lots of good info here - thank you as always :) .

  2. Excellent. This helps. What I'm finding is that I have the mechanics of building scenarios down reasonably well. It's the nuances like this that need a lot of work. The scenario I'm building currently is pretty big. I'm thinking I may shelve it for the time being and build a smaller one which will make it easier to play with while varying up the VP's. Thanks for this.

  3. Well, that was quite the experience. I was flattened by that thing, with a temp of 38.8ºC/102ºF, aches, etc. Apparently if you have a strong reaction to the shot, it means your immune system is in good shape. If that's true, then I should be able to ward off the plague. Friends of my sister have had an even stronger reaction in some cases. Anyway, it sure beats having Covid (I know - I had it a year and a quarter ago - that was a whole lot less fun!!). Anyway, dramatically better today, and in another couple of weeks I'll feel a whole lot safer to boot.

    So, back to the question at hand. 

    On 6/23/2021 at 4:36 AM, Combatintman said:

    The trick with VPs is to understand how they work, identify which options work best in your scenario and then see how they all combine.  I generally use about four or five of the different types in all of my scenarios.

    I'm guessing that's where I'll have to experiment a bit to see just how they play into things. I've mostly dealt with Terrain Objectives and to a lesser extent, Parameters. Of the three types, what sort of importance do you place on each (Parameters, Terrain, Unit Objectives)?

    20 hours ago, MikeyD said:

    In my scenarios I usually assign unit objectives to 'destroy' for armor, infantry, officers, and specialists. They're in the editor as U1, U2, U3, U4 and U5. After you designate them you go back to Mission / Unit Objectives and you can select, name and give points scores to the units.

    Are these in addition to Terrain and Parameter Objectives? Also, do you set values for all the officers (for example), or do you get selective based on a particular unit? By that I mean, do you assign a Unit Objective to Infantry (for example) for the entire infantry force opposing you, or only specific units out of the entire force?

    Thanks people.

  4. I've searched here, the manual (and I know it's in there but I just can't find it) and from Google every which way I can with no luck. In the Units window some units have the designation [U*] (where * is a number unless it's an HQ with several different designations for the units within). What does the "U" stand for please? I know about "A*" and "R*", but not U.

    Thanks.

  5. Don’t know if you’re interested in pursuing this further but you may have a colour profile mismatch happening. I won’t go into detail but I would open your tank and the colour patch each. Check the profile for each (see below). If they are not the same, make them both sRGB (again see below). Then sample the colour again and repaint the tank with that. Without seeing the files I can’t say for sure that’s the problem, but what I’m seeing here is typical of that. Below are instructions for checking and changing the profiles in GIMP. 
     

    1. Select Image/Color Management/Convert to Color Profile to bring up theConvert to ICC Color Profile dialog:

      convert-1.png
  6. 22 hours ago, MOS:96B2P said:

    One of the purposes of the forum is to ask questions and share information.  You have probably helped a half dozen or so lurkers who had similar questions.  In the future others will find and read the above information when researching.  Thanks for contributing to the forum.  

    Well, thanks. I hope I'm helping others, but I've had a couple of "indicators" that might suggest I've overdone it a bit. Anyway, I appreciate the sentiments.

    16 hours ago, kohlenklau said:

    We can even call it a "Glenn"..! It can be a noun or a verb.

     

    People won't be able to keep track of them, there will be so many!

    The new scenario is up on The Few Good Men. I solved the problem by placing the reinforcements on the map after expanding the map size considerably. They may or may not come into play depending on whether the trigger is hit or not, which depends on how good the Canadians are at preventing that (and yes, I did stop them about 30% of the times in tests, so it is possible, but not easy). This one is strongly recommended for Allies vs. AI, but can be played H2H, provided both sides follow certain rules laid out in the briefing.

    Anyway, thanks again for the help.

  7. Found it. I removed all the enemy reinforcements, extended the map then put those units in an out of the way place. I then set their timing to start their order upon triggering the "Radio for Reinforcements" trigger, + 30 minutes. That part all works fine, but I **still** got the Reinforcements Have Arrived" notification. I decided that it HAD to be on my side, so I went in with fresh eyes this morning and found I had my Btn HQ set as a reinforcement because I didn't really want them on the map. Removed that and all is good.

    So the problem was just as you folks suggested all along, on all fronts. No, triggers cannot be used to bring in reinforcements. Yes, it was one of my guys that was giving me the notification. 

    I'm going to finish this scenario then take a break (I'm sure quite a number of people here will be relieved to hear that). I really have to get back to some other things and this has had almost my full attention for 3 months now. I've learned enough to move forward on my own with it, and when something doesn't work, I have enough behind me to find the answer on my own, or do a search here without bugging everyone else (believe me, the questions I've posed on here amount to only about half of all the questions I've had - I actually do know how to search things out - scary, eh?). Anyway, I hope to release one scenario a month and we'll see how that goes for the rest of this year. Oh, by the by, all my scenarios are now exclusively on The Few Good Men site. I am using my own site for other things now.

    Thanks again for all the help over the past few months. I know I've been a royal PITA and I'm sorry about that. Onwards and forwards.

  8. So this time I removed the trigger altogether and I'm still getting the notification. Is it possible I have a mod in there somewhere (I have several installed) that could be causing the notifications? If it is possible, then I'll start removing each mod one by one to see which one it might be, so all I need to know (if you know) if it's a possibility. Thanks.

  9. Ok, I stand corrected. Thinking about what everyone is saying about not being able to trigger reinforcements and what you said about the timing idea, I ran a test where nobody entered the building. Sure enough, the reinforcements showed up anyway. So, there goes that idea. It must be a timing thing.

    Now, I'm still left wondering why I'm getting the notification though. I didn't touch the trigger that was supposed to have triggered the reinforcements and yet I'm being told that they are on board. That doesn't make sense. I'll retry it again in Elite Mode just in case I screwed that up too, but it was seeing that in Elite Mode that prompted me to post this question. Anyway, back in a bit.

  10. 12 minutes ago, kohlenklau said:

    An R group of Reinforcements come in by a set elapsed time with a possible time range to give some variability.

    Perhaps your time happened to just coincide with this trigger. 

     

    Nope. In the finished scenario (I revised the times in the tests so I wouldn't have to wait 30 minutes to see them), I was notified they were activated but they didn't show up for another 30 minutes, per the AI instructions.

  11. Ok, just ran 4 tests. They worked perfectly except for the notification issue. The premise is the allies are attacking a signals corps squad that is housed in a farmhouse. The troops themselves start out outside the house nearby. There is a trigger point set up that when the allies cross it, the Germans run for the house. The house is the second trigger point that simulates the radio call for reinforcements, so once they get inside (the idea is the allies are supposed to prevent that), the friendly trigger point there activates the reinforcements. In Test 1 I prevented the Germans from reaching the farmhouse and the reinforcements were never called. On the second test, I stopped the Germans but ran into the house with my own guys and the reinforcements were triggered. In tests 3 and 4 (to be sure) I let the Germans enter the house. Both times the reinforcements appeared where they were supposed to at the time designated, and started following the AI orders. So I have read that the triggers are not supposed to be able to call reinforcements, they are for me (I scoured the map before they were triggered to make sure they weren't simply hiding somewhere, and they weren't). The only issue I'm having is in trying to understand why I'm getting the notification for the other guy's reinforcements, both in Scenario and in Elite modes.

  12. 53 minutes ago, MOS:96B2P said:

    Are you seeing it in scenario author test mode?  What if you try under a play mode other than scenario author test?

    Nope. Elite Mode. I played it the first time or two in Scenario Author and there I expected to get notified, which I did.

     

    47 minutes ago, George MC said:

    You can’t tie reinforcements to triggers. Not possible in current game engine. 

    Well, it worked for me just fine. A little too fine actually. I accidentally triggered it with my own guys the second time through. Now, I will check again to be sure because after the first time, some of the reinforcements were already on the map (accidentally) but some were not and they showed up right where they were supposed to be.

     

    42 minutes ago, MOS:96B2P said:

    'm not sure, but I assumed he was referring to units already on the map that are triggered to enter (reinforce) the battle.  I think he is using the term reinforcements in a more generic way and not editor way?

    Nope, they weren't, but I'll look again.

  13. 16 minutes ago, MOS:96B2P said:

    You are not notified of OpFor reinforcements only your own.  Are you using a terrain based trigger and maybe the trigger is set to "known to both"?  

    It is a terrain trigger, but they don't list an option of known to either side. It just says "AI Trigger (friendly)" and you give it a name. The AI Trigger is set under the AI's forces (German in this case, while the player is the Canadians) in the Mission/Terrain Objectives window. 

  14. I'm play testing a scenario in which the enemy AI gets reinforcements if they hit a trigger point. That part is working fine, but what I don't understand is, I (the allies) am getting a notification that reinforcements have arrived. I'm playing in the Elite Mode and the allies don't receive any reinforcements. Is that correct that the opposite side would receive a notification that the enemy is receiving reinforcements? If the allies accidentally trigger the reinforcements, could that be why they might receive the notification of enemy reinforcements? I can't see where in a normal situation, the side opposite those receiving the reinforcements would be notified of such, except when they run up against them.They do not come in visible to the allies. Am I right to think something is amiss here? Thanks.

  15. Got it - Thanks for this :) . I'll have a good look at it. This thought originally spawned from the scenario I just released so that one is "set" (I tend not to revisit previously released work), but it could help a lot going forward. Much appreciated :) .

    On an unrelated matter, please check your messages. Got a little "project" for you that you asked me about some time back ;) . Might be right up your alley. 

    Thanks again

  16. 2 hours ago, IanL said:

    Yeah the actual mechanics and setup for demoing a bridge is longer than the typical scenario. So BFC decided it would work as @domfluff described.

    Also as @domfluff says artillery can destroy a bridge. But direct tank fire can too. There are no intermediate damage models for most (all?) bridges so you will not get feedback that your HE is having an effect until on turn it collapses.

    Ok, that's good to know. I understand the reasoning behind BF's way of handling it. I just wasn't sure if engineers could blast it the way they do walls, although walls are a lot thinner and smaller than bridges. Thanks for this.

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