Terminator's Scenarios

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terminator
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Terminator's Scenarios

Post by terminator » Sat Jul 14, 2018 7:45 am

Tunis(1.03).jpg
Tunis(1.03).jpg (126.64 KiB) Viewed 855 times

:arrow: The link : http://www.mediafire.com/file/ka8s9cj6r ... 9.zip/file

GabeKnight
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Re: Terminator's Scenarios

Post by GabeKnight » Sat Jul 14, 2018 3:00 pm

Tunis, v1.03, middle diff

Good overall balance, quite hard actually. At least on my playthrough, I've got my ass kicked the first couple of turns. Quite badly (I'd be embarrassed to share the replay :oops: :wink: ).
Also lost almost all my airforce to the numerous AA positions throughout the map. Still very much doable even to achieve the sec. obj. award (and one unit away from a "Tabula Rasa" :D ). Nice.

But I think that's a bit too much AA in this scen. It doesn't look like that in the editor, but during play, it seemed like there's anti-air everywhere in this mission. :lol: It took me by surprise and the heavy losses were difficult to bear. Unless specifically (historically) intended, that many positions render my planes practically useless with the Yank airforce being incredibly vulnerable to AA fire.

The attachment Screenshot 595.jpg is no longer available

And I'd suggest to rework the whole urban areas around Tunis-city a bit. Swap one or two of the AA with more infantry units (3-4 maybe). AA and AT has to be present, of course, but it's just too much there. Because with no planes or tanks to attack, those units are incredibly weak against my infantry. When unsupported, even a "Sturer Emil" stands no real chance against two infantry units.

The naval part was okay, nice harassment with the Italian tac. bomber. You could even give the Germans one destroyer or two...
You should move the sub with AI team 5 away from the harbour. With the shallow water present, it can't dive and attack properly (defend hex distance = 3!)

Nice idea with the new "set skin" trigger in general, but if I don't have the required skin installed, that trigger messes up my purchase screen making the all new units "vanish" until the window's refreshed. Kind of annoying.

Screenshot 597.jpg
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In retrospect, the mission would play quite differently on a second re-run. I'd chose a completely different deployment this time. So maybe it's okay as it is after all. Maybe better wait with any changes until further feedback! :D

Screenshot 596.jpg
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GabeKnight
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Re: Terminator's Scenarios

Post by GabeKnight » Sat Jul 14, 2018 3:09 pm

Thanks, terminator! :D

That's the missing screenshot from above BTW, don't know why, but I'm getting this attachments errors with the new forum...
Screenshot 595.jpg
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terminator
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Re: Terminator's Scenarios

Post by terminator » Sat Jul 14, 2018 3:17 pm

GabeKnight wrote:
Sat Jul 14, 2018 3:00 pm
Tunis, v1.03, middle diff

Nice idea with the new "set skin" trigger in general, but if I don't have the required skin installed, that trigger messes up my purchase screen making the all new units "vanish" until the window's refreshed. Kind of annoying.
It looks like a bug.This skin is a skin by default that everybody possesses.
I removed all my personalized skins (My Games...>Skins) and it changes the name of the skin for the usa in the editor (->editor_default_skin :?:) (for German no changes) :!:

bru888
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Re: Terminator's Scenarios

Post by bru888 » Sat Jul 14, 2018 3:25 pm

I notice that you don't have an AI primary objective, without which the human player cannot technically lose. As you know, you would include a trigger to evaluate whether the human has achieved his primary objective(s) at the end of the scenario and if not, the human fails and the AI achieves its primary objective instead. AI wins, human loses.

Also, is/will this be part of a campaign? Awarding specialisation points for finishing early would seem to indicate so.
- Bru

GabeKnight
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Re: Terminator's Scenarios

Post by GabeKnight » Sat Jul 14, 2018 3:42 pm

The German skin trigger seems to work okay (german_desert_1), maybe it has something to do with US faction? Or something you've modded on your side and forgot about it? :wink

But it's definitely the US-skin trigger causing the odd behaviour. After changing it, the purchase screen and skin-assigning on US units works okay again.

GabeKnight
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Re: Terminator's Scenarios

Post by GabeKnight » Sat Jul 14, 2018 3:45 pm

bru888 wrote:
Sat Jul 14, 2018 3:25 pm
I notice that you don't have an AI primary objective, without which the human player cannot technically lose. As you know, you would include a trigger to evaluate whether the human has achieved his primary objective(s) at the end of the scenario and if not, the human fails and the AI achieves its primary objective instead. AI wins, human loses.
You're right. But why would anybody want to lose anyways? :wink:
bru888 wrote:
Sat Jul 14, 2018 3:25 pm
Also, is/will this be part of a campaign? Awarding specialisation points for finishing early would seem to indicate so.
Yeah, struck me as odd, too.

bru888
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Re: Terminator's Scenarios

Post by bru888 » Sat Jul 14, 2018 3:54 pm

GabeKnight wrote:
Sat Jul 14, 2018 3:45 pm
You're right. But why would anybody want to lose anyways? :wink:
That's an interesting question and I will tell you why. You are asking it from primarily a player's viewpoint. I, on the other hand (and meaning no condescension at all) look at it from a designer's viewpoint. It is really tough to design a single player scenario which allows for a challenge without being overly frustrating while at the same time not making it so easy as to be no challenge at all and therefore boring. So, from my perspective, I want the player to lose my scenario if he is that bad at playing it! :)
- Bru

GabeKnight
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Re: Terminator's Scenarios

Post by GabeKnight » Sat Jul 14, 2018 4:07 pm

You know, I was just kidding, but your answer's quite interesting.
bru888 wrote: It is really tough to design a single player scenario which allows for a challenge without being overly frustrating while at the same time not making it so easy as to be no challenge at all and therefore boring.
Sounds good and about right. Looking at it this way, Mr. T very well succeeded in this scen. Although it DID feel a bit frustrating to lose that many air units (like my beloved B17...330RP!!!) directly at the beginning. But as said, I could've restarted with a different deployment after a few turns...

terminator
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Re: Terminator's Scenarios

Post by terminator » Sat Jul 14, 2018 4:31 pm

bru888 wrote:
Sat Jul 14, 2018 3:25 pm
I notice that you don't have an AI primary objective, without which the human player cannot technically lose. As you know, you would include a trigger to evaluate whether the human has achieved his primary objective(s) at the end of the scenario and if not, the human fails and the AI achieves its primary objective instead. AI wins, human loses.

Also, is/will this be part of a campaign? Awarding specialisation points for finishing early would seem to indicate so.
This scenario (Tunis) could be connected with Fabio3110's scenarios (Casablanca and Djebel Abiod (viewtopic.php?f=374&t=86328)) and my scenarios Omaha Beach, Pointe du Hoc...

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Re: Terminator's Scenarios

Post by Fabio3110 » Sun Jul 15, 2018 6:28 pm

Nice to see you have finished the scenario and looks great at first glance. Will probably test-play it soon.
It could indeed be tied up with my US campaign in progress which has all maps of 1942 finished and only needs objectives, briefings and pics. :)

terminator
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Re: Terminator's Scenarios

Post by terminator » Sat Jul 21, 2018 1:03 pm

Tunis version 1.05 :

I concentrated my efforts on the naval battle :
- 2 new naval secondary objectives
- random naval mines placement
- events...

The link : http://www.mediafire.com/file/7f1o5b32j ... 9.zip/file

bru888
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Re: Terminator's Scenarios

Post by bru888 » Sat Jul 21, 2018 5:02 pm

"Sink all the U-Boots in the Gulf of Tunis" (not "Golf")

"Nonetheless, you should still be wary for the superior German tanks" (not "weary")

I am not well-versed on the new unit skins trigger, so I don't know how these work, but I am wondering why you would have this one turned off if you want to use it:

Screenshot 2.jpg
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The Axis is short of supply to start the scenario but perhaps that is what you intended:

Screenshot 3.jpg
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Incomplete popup messages:

Screenshot 5.jpg
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Screenshot 6.jpg
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You may get complaints about this: You activate and give notice of the transport ship objective only on turn 3 but it must be accomplished by turn 20. This means you are giving the player only 18 turns to accomplish this objective. Maybe change the objective to say "Sink the Transport Ships . . . by Turn 20."

Screenshot 7.jpg
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Screenshot 8.jpg
Screenshot 8.jpg (223.58 KiB) Viewed 640 times
- Bru

terminator
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Re: Terminator's Scenarios

Post by terminator » Sat Jul 21, 2018 9:26 pm

Thank you for the betatest :D
bru888 wrote:
Sat Jul 21, 2018 5:02 pm
"Sink all the U-Boots in the Gulf of Tunis" (not "Golf")
"Nonetheless, you should still be wary for the superior German tanks" (not "weary")
:arrow: Corrected
bru888 wrote:
Sat Jul 21, 2018 5:02 pm
I am not well-versed on the new unit skins trigger, so I don't know how these work, but I am wondering why you would have this one turned off if you want to use it:
:arrow: Activated (there is a problem with this skin when we have personalized skins)
bru888 wrote:
Sat Jul 21, 2018 5:02 pm
The Axis is short of supply to start the scenario but perhaps that is what you intended:
:arrow: Corrected (At the beginning there were Supply ships instead of transport ships)
bru888 wrote:
Sat Jul 21, 2018 5:02 pm
Incomplete popup messages:

You may get complaints about this: You activate and give notice of the transport ship objective only on turn 3 but it must be accomplished by turn 20. This means you are giving the player only 18 turns to accomplish this objective. Maybe change the objective to say "Sink the Transport Ships . . . by Turn 20."
:arrow: Corrected

Tunis Version 1.06 (Bugs corrected) :http://www.mediafire.com/file/m77mow5ms ... 9.zip/file

terminator
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Re: Terminator's Scenarios

Post by terminator » Sun Aug 26, 2018 9:44 pm

Agrigento(preview).png
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Agrigento(Objectives).png
Agrigento(Objectives).png (206.05 KiB) Viewed 370 times

The link :arrow: http://www.mediafire.com/file/lw4ipoed8 ... 9.zip/file


My forces 1st Turn :

Agrigento(forces).jpg
Agrigento(forces).jpg (360.59 KiB) Viewed 370 times

I had a Major Victory at the last turn (Difficulty III) !

Cataphract88
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Re: Terminator's Scenarios

Post by Cataphract88 » Sun Aug 26, 2018 10:08 pm

Hi,

Is this a single-player scenario?
Richard

terminator
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Re: Terminator's Scenarios

Post by terminator » Sun Aug 26, 2018 10:15 pm

Cataphract88 wrote:
Sun Aug 26, 2018 10:08 pm
Hi,

Is this a single-player scenario?
Yes, USA (Human) vs Italy (AI)

Edgewalker
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Re: Terminator's Scenarios

Post by Edgewalker » Sat Sep 01, 2018 1:35 pm

It would be great to play a multiplayer version of it.

terminator
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Re: Terminator's Scenarios

Post by terminator » Sun Sep 02, 2018 2:55 pm

Edgewalker wrote:
Sat Sep 01, 2018 1:35 pm
It would be great to play a multiplayer version of it.
I do not know how to make a multiplayer scenario :(
If you know how to make or if you want to try then you can use this map.

GabeKnight
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Re: Terminator's Scenarios

Post by GabeKnight » Sat Sep 15, 2018 1:05 pm

Agrigento v1.0, v6.1.9, level3

You were right, the balance is just about right for middle difficulty and 30 turns. Everything (events, popups, triggers) worked just fine for me (when winning, of course :wink: ). Nice land battle, good action and not too hard. Well done, thanks! :D

I didn't understand the message to not deploy any planes, as I have no air CP available. But then I remembered the land/air-recon-upgrade exploit. This should be fixed in the v7 update!!! Allowing "negative" air CP points is not acceptable! :evil:

Screenshot 683.jpg
My core
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- Maybe you shoudn't show the locations of the bunkers in the objectives. Since I do not have any recon planes, I think it reveals too much. But it's just my opinion.
- I understand the use of AT units as "road blocks", but without infantry support, they're just cannon fodder for my infantry units...at least in the beginning, when all my units are full health and efficiency. Later on, they truly are an annoying harassment: Like the one-on-one battle my 6-HP/40%-eff. engineer fought with an enemy AT unit over one of the supply depots in the north (it lasted for about 6 turns :lol: )

Screenshot 684.jpg
Endgame
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Good battle, maybe a little too static for my taste. I always kind of expected some kind of counter-attacks when approaching or capturing the VP, but there were none :| .
Maybe extend the turn limit a little (or allow more CP), add supporting units to the road-blocks and add some (limited) counter-offensive(s)...that would be my conclusive opinion and suggestion. Thanks again!

Screenshot 685.jpg
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