7thGalaxy Posted January 3, 2020 Share Posted January 3, 2020 I've just completed the second mission - great map btw, loved it and loved the contrast after the huge battle in the 1st. However, I noticed that the platoon in the second mission was missing its HQ unit. When I finished it, the lorried infantry in the 3rd mission are also missing their platoon HQs. Is this deliberate? I'm fairly sure that I didn't lose any platoon HQs in the first mission, and in any case, I'm not sure it's the same regiment. So oversight? Or are all the lieutenants enjoying the local bars whilst they send their troops off to capture Amiens? 0 Quote Link to comment Share on other sites More sharing options...
Warts 'n' all Posted January 3, 2020 Share Posted January 3, 2020 I think that this has cropped up in earlier threads. The first time I fired up this mission I had one full strength platoon, minus their HQ and 2inch mortar. When I fired it up again, I had the HQ unit, the 2inch mortar, but an under strength platoon. As far as I can remember from back then nothing was ever done about it because the campaign designer couldn't find a problem. If he looked deeper into it and I missed any future posts then hopefully someone can give you more help. 0 Quote Link to comment Share on other sites More sharing options...
7thGalaxy Posted January 4, 2020 Author Share Posted January 4, 2020 That sounds like my problem; are the troops supposed to be from the previous battle throughout or are they fresh each time? Who designed the scenarios? 0 Quote Link to comment Share on other sites More sharing options...
Warts 'n' all Posted January 4, 2020 Share Posted January 4, 2020 No, the first battle features troops from the 43rd (Wessex) Division. For the rest of the campaign you will be using 11th Armoured Division, with perhaps some supporting elements from other units. Both this campaign, and the Battle Pack that it comes from was the work of Jon Sowden. By and large I think he did an excellent job, just a shame about the missing troops in this particular mission. I wish I could remember the exact name of the thread that dealt with your problem, but it was a few years ago. 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted January 4, 2020 Share Posted January 4, 2020 Have to say, from a design perspective, it's hard to imagine how that could happen unless it's a patch related quirk of some kind. 0 Quote Link to comment Share on other sites More sharing options...
7thGalaxy Posted January 4, 2020 Author Share Posted January 4, 2020 And presumably a reasonably quick one to fix if one has the campaign files unpacked? 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted January 4, 2020 Share Posted January 4, 2020 Apparently not as the de-compiler doesn't provide you with the campaign script (I believe, I could never actually get it to work). 0 Quote Link to comment Share on other sites More sharing options...
Warts 'n' all Posted January 4, 2020 Share Posted January 4, 2020 Looking at the Campaign Tree, there is only one version of the 2nd mission. Which would suggest that the variation in troops available is some kind of bug. And not one that was introduced with engine 4. 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted January 5, 2020 Share Posted January 5, 2020 Almost has to be really.....Very curious to know now, presumably there will be other oddities too. I do sometimes wonder if something like this may not be a factor in the 'Bocage Bug' discussed at length elsewhere.....Something baked into the older scenarios perhaps? 0 Quote Link to comment Share on other sites More sharing options...
Swant Posted January 6, 2020 Share Posted January 6, 2020 Tried it with engine 3. Same problem, no HQ 1 Quote Link to comment Share on other sites More sharing options...
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