04JacquinotBay:
Another excellent scenario with great content (
including several kamikaze actions!) and immersive events!
Wonderful!
Time for another feedback, right?
First, I'm going to bounce back on what's been written:
Erik2 wrote: ↑Wed Jun 24, 2020 5:35 pm
First impressions. [...]
Just curious, did you test the Australian Commando unit type before you selected the Gurkhas? Or the Marine Scouts before settling on the Partisans?
There are some core and some non-core scouts with identical unit names. Any specific purpose?
Jungle Lurker, that is a good one.
The engineer message appear after every purchase. Maybe restrict it to the first one if possible? [...]
All right, then, in order:
1. About units, I would vote for not to change them. Indeed, Gurkhas can at least capture some ground (and are excellent units too for this kind of terrain with jungles/moutains). And Marine Scouts can't take a single shot, if I'm not mistaken, whereas Partisans can help cleaning some depleted Japs here and there...
2. Yes, there are "duplicates"...
It comes from the fact that all Partisans during the previous scenario have been put as
core.
This should indeed be changed!
As "proof", we find in our reserve the famous "AIB Contact" and the 8 different Scouts... (
In this scenario, there are 6 "AIB Scouts" units!)
3. Agreed about the Jungle Lurker
and about the engineer message
.
Then, some other points:
1. We don't need the US RPs anymore...
So, one could remove all of them (
a "#warbonds -1000", or the equivalent in terms of triggers, shall do the trick! ), transfer about 20% from the US to the Australians (
to still reward us for being thrifty), maybe together with an event at the commencement (an event similar to the campaign event "Handover", or something, but saying few words about this RP affair).
2. Our "Supply Ship" is already experienced?
Not sure at all whether it's useful or not... (
later, I've sent this supply ship as "bait" together with the destroyer )
3. I've had a little issue with (only) one of the "AIB Scouts" refusing to exit the map... Well, this unit has moved a little, participated a little as well in some fights... I guess any one of these 6 units can exit through any one of these 6 exit points, so I don't understand this but it may be some sort of OoB mystery... As "safety", in case it appears again later for some reason, what about changing this obj to exit maybe at least 4 or 5 to these units instead of all 6?
Like this, as well, one could keep a little extra unit with us OR allow us to lose one in unlucky fights or unwise exploration moves.
This campaign is excellent, although it is "short" in terms of number of scenarios, it is certainly not "short" in terms of depth of content or number of turns, and these maps are rather large overall!
Great work, thanks, keep up the good work!