Erik's Multiplayer scenarios

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Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 » Fri Jul 13, 2018 8:38 am

it is a long time since I last did anything with Forgotten Armies.
In v2.1 the first Indian units are spawned on 28-1-42 and the last on 4-5-44.
I use Check Date triggers in this scenario since this allows me to change the days pr turn without editing all turn triggers.
Currently it is set at 21 days/turn. It will work better with 14/turn or even 7/turn. But probably only as a single player scenario.

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Re: Erik's Multiplayer scenarios

Post by Edgewalker » Fri Jul 13, 2018 9:49 am

Tarakan (bug):

I'm getting prompts that bomber reinforcements have arrived on airfield X and a turn later that fighter reinfoircements have arrived on airfield Y but no units appear. Command point increase accordingly so I guess unit spawn is broken.

Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 » Fri Jul 13, 2018 10:26 am

Tarakan

There are no unit spawns, you get resources to purchase and command points to deploy.
The event message just tells you what was historically delivered.

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Re: Erik's Multiplayer scenarios

Post by Edgewalker » Fri Jul 13, 2018 10:50 am

Alright, that makes sense! It's really cool that you made the effort to make it so historically accurate, each scenario is a separate war movie material.

Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 » Fri Jul 13, 2018 2:09 pm

Thank you.
And please keep on reporting any odd issues.

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Re: Erik's Multiplayer scenarios

Post by Edgewalker » Sat Jul 14, 2018 8:17 am

Showdown in the Pacific :

I got japanese debriefing as an Allies ^^

Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 » Sat Jul 14, 2018 9:53 am

There are several (quite old now) 'Showdown in the Pacific' scenarios, which one?

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Re: Erik's Multiplayer scenarios

Post by Edgewalker » Sat Jul 14, 2018 1:39 pm

Showdown in the Pacific (1924 1v1) v1.2 - I believe that was the one

Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 » Sun Jul 15, 2018 11:06 am

Hm, I no longer have that in my scenario vault.
I wonder if I scrapped it at some time.... Sorry.

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Re: Erik's Multiplayer scenarios

Post by Edgewalker » Tue Jul 17, 2018 3:41 pm

Race for Tunis:

There is a serious trouble with supply for Allies in mid-game. Currently (turn 20+) I'm using all my intact fleet parked along the shore as supply ships and I still can't properly supply my ground forces. Every new unit that comes on the field as reinforcements makes the supply situation even worse, hurting me in the long run instead of helping. It is a negative snowball effect with no easy way out of it. If Axis player plays conservatively, undersupplied and low efficiency Ally forces can't mount a conterattack to get more supply.
I think that Allies need way more supplies from their map edge. I'm down 30 at the moment (using all my ships for supplies only) and I'm not even cornered but I control pretty large chunk of the map. Take into consideration that bombings that are relatively easy to do for Axis in the early game may reduce Ally town supply output even more.


Forgotten Armies:

Odd British infantry unit spawns inside of enemy controled Bangkok around turn 18.

Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 » Tue Jul 17, 2018 4:46 pm

Race For Tunis:
Increased main supply for both sides by a factor of 5.
Always difficult/impossible to calculate supply needs when there are a lot of reinforcements.

Link updated to v2.1

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Re: Erik's Multiplayer scenarios

Post by Erik2 » Tue Jul 17, 2018 4:50 pm

Edgewalker wrote:
Tue Jul 17, 2018 3:41 pm

Forgotten Armies:

Odd British infantry unit spawns inside of enemy controled Bangkok around turn 18.
Difficult to find the correct trigger as they use on-or-after-date instead of turns.
If you remember the date it would point to the trigger area.

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Re: Erik's Multiplayer scenarios

Post by Edgewalker » Tue Jul 17, 2018 7:46 pm

Hey Erik, I do have a question regarding all scenarios.
How is the victory calculated? Do I need to achieve all primary objectives for minor victory and all primary and secondary for major victory? What if my opponent achieves his secondary at the same time? And how are the partial outcomes calculated, like 3 out of 4 primary objectives completed and all secondary - is it a draw?
Or perhaps it differs from scenario to scenario? I would be immensely grateful for the explanation.

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Re: Erik's Multiplayer scenarios

Post by Erik2 » Wed Jul 18, 2018 3:14 pm

Bru posted somewhere about how the game calculates various lvels of victory/defeat.
Note that the designer can't change these game mechanics.
But I've seen that a number of official scenarios (most of them?) labels both major and minor victory as just 'Victory' and thus avoiding the issue...

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Re: Erik's Multiplayer scenarios

Post by Edgewalker » Sat Jul 21, 2018 9:04 am

New Britain:

In the briefieng it says "Players should only invade beach locations or ports". I understand that it may be a scenario rule not possible to implement due to game mechanics and I want to play by the book, hence the question: How should I understand that? Does that mean I should not land on hexes other than beaches and ports, cause that would be considered cheating? Also, does the beach location means hex with a beach terrain or hex with a beach and adjacent hexes, or something else (like general coastline?)
It would slow up the landing considerably, cause there are only a few beach hexes but on the other hand scenario turn limit is very generous, so I think it's still perfectly doable.

Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 » Sat Jul 21, 2018 12:38 pm

At the time I was thinking beach hexes and ports only. Early in the game's life I asked if jungle/mountain and other unsuitable terrain should not be invadable from sea hexes.
But it is only a suggestion to make the landings more historically correct.

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Re: Erik's Multiplayer scenarios

Post by cincin » Tue Jul 24, 2018 7:58 am

Erik,

Figured out how to fix the Velikiye Luki spawning bug. For some reason, setting the Unit Status check to 'Deployed' instead of 'Alive' (and setting the trigger to -1, infinite repeat) makes the train/plane spawn after a combat event. The units being killed by Soviets, and the respective Soviet objectives work with this. (Any particular reason why the trigger is Combat Event and not turn start?)

The other January 4th units don't seem to be spawning... I can't find them in Reserve, and they don't seem to appear during a later turn.

Threw up an edited scenario to test these. The plane/train despawn points are 2E of their respective spawn points, and the January 4th now spawn on Turn 2 in a random town in the northwest of the map.

For some reason, the forum software doesn't like me adding pictures, so here's the pictures on Dropbox:
https://www.dropbox.com/s/al9iuhkpecwr0 ... s.png?dl=0
https://www.dropbox.com/s/5fzfbea0lrwnx ... s.png?dl=0
Attachments
1v1 Velikiye Luki 1942 2.2 edit.zip
Edited testing scenario
(570.17 KiB) Downloaded 9 times

Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 » Tue Jul 24, 2018 8:26 am

cincin

Thanks for the investigate work.
I think the Jan 4th issues were due to a wrong trigger date that was copied to other events.

I have updated the scenario to v2.3

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Re: Erik's Multiplayer scenarios

Post by cincin » Fri Aug 10, 2018 7:39 am

Erik,

Sorry, that was a test scenario with a bunch of modifications (bunch of Soviet units right next to the German lines to force combat events, for one). Here's the real version.
Attachments
1v1 Velikiye Luki 1942 2.4.zip
v 2.4
(570.26 KiB) Downloaded 5 times

Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 » Fri Aug 10, 2018 8:20 am

cincin

Well, we haven't got any complaints :D
Thanks for the feedback.

Link updated in first post

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