Search found 1610 matches

by Horst
Mon Jul 29, 2019 8:48 pm
Forum: Order of Battle Bug Submissions
Topic: {Unit Bug} {LVT 1 unable to attack truck} {7.1.8}
Replies: 5
Views: 146

Re: {Unit Bug} {LVT 1 unable to attack truck} {7.1.8}

It looks like a design calculation rule that no transports can have a vehicle-attack value. No idea why, as a simple Willys_M1917 recon vehicle shouldn't have much firepower either, but this one has at least veh-att 1, like many other recon vehicles armed with only light machine guns. It's already s...
by Horst
Thu Jul 04, 2019 8:40 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: CSI Sweep: US Corps 1943-44
Replies: 38
Views: 1149

Re: CSI Sweep: US Corps 1943-44

Nice finds, conboy! Better post your findings here where the rest of the commanders are: http://www.slitherine.com/forum/viewtopic.php?f=374&t=88312 That Foley dude is indeed a good candidate for having nightmares while playing US. It's in the eyes... :shock: I'm pretty sure there will be more real ...
by Horst
Fri Jun 28, 2019 5:46 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: CSI Sweep: Germany East 1944
Replies: 34
Views: 1198

Re: CSI Sweep: Germany East 1944

I say this from the admittedly weak position of not having played these scenarios through but from experience and in view of how large these maps are and how many victory point objectives they contain, it would seem that as few as 18 turns may not be sufficient to fairly allow the player to get the...
by Horst
Fri Jun 28, 2019 2:40 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Trigger repeating every turn
Replies: 13
Views: 426

Re: Trigger repeating every turn

Sorry, I don't dare to edit my post above due forum attachment bug.

The problem with these infinite triggers is that they won't be normally unchecked anymore if you once enable them with the "Random Trigger" effect. That's why you have to disable them afterwards each time you let them fire.
by Horst
Fri Jun 28, 2019 2:29 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Trigger repeating every turn
Replies: 13
Views: 426

Re: Trigger repeating every turn

Oh wait, there is easily another oversight with the spawn triggers. I tend to use such infinite triggers with my random weather system: You have to include "Set Trigger State" in the effects that unchecks the spawn-trigger again. Otherwise, each activated spawn-trigger will fire on the next turn aga...
by Horst
Fri Jun 28, 2019 2:23 pm
Forum: Order of Battle Series
Topic: Blind bombardments DO hurt ground units
Replies: 1
Views: 201

Re: Blind bombardments DO hurt ground units

The strength-plate bug or update-delay don't seem to happen all the time though. Bombard and firing on radar-blips truely seems to have the same damage and efficiency effect, according to my own tests. Bombarding ships with my modified towed artillery guns with naval attack values also do the same d...
by Horst
Fri Jun 28, 2019 2:03 pm
Forum: Order of Battle Series
Topic: Missing events in Dunkirk Scenario
Replies: 6
Views: 452

Re: Missing events in Dunkirk Scenario

I hadn't checked all these old BK and maybe PK triggers if they were changed over the years in the style of Endsieg that disables whole objectives.

Accomplishing objectives is indeed the fun of each scenario, so at least a handful RPs couldn't hurt as commander-replacement.
by Horst
Fri Jun 28, 2019 1:57 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Trigger repeating every turn
Replies: 13
Views: 426

Re: Trigger repeating every turn

"Triggers" checked box on upper-left should rather only read "1" to activate only once for spawn triggers. If you only want to spawn something in a specific turn then most likely only once, right? Otherwise, you better clone these triggers and change the "Check Turn" of each of them. "Trigger Event"...
by Horst
Fri Jun 28, 2019 1:40 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Infantry Division order of battle in OoB
Replies: 4
Views: 323

Re: Infantry Division order of battle in OoB

Yep, I see the heavy weapon/machinegun/mortar company attached to one of the three inf-battalions. This is basically also the leader/HQ unit of the regiment. Three regular inf plus one heavy inf doesn’t fit so well into the three main-units for three battalions per regiment scheme. You can also form...
by Horst
Thu Jun 27, 2019 7:37 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Infantry Division order of battle in OoB
Replies: 4
Views: 323

Re: Infantry Division order of battle in OoB

I'm using 2 regular inf and one heavy inf. My heavy inf and engineer units require a transport, so this additionally pumps up their CP +1. As every infantry regiment comes with a supply train carring all the stuff and ammo, same like with towed guns, and engineers can't carry ponton bridges on their...
by Horst
Thu Jun 27, 2019 11:54 am
Forum: Order of Battle : World War II - Scenario Design
Topic: Lazy units? Why part of AI team(s) sits it out?
Replies: 22
Views: 725

Re: Lazy units? Why part of AI team(s) sits it out?

Just don't get too distracted by others. I know the stressful urge to fix all mistakes so others won't complain anymore. I still have enough to do with my own modifications either, so hardly any time for playing other's stuff at moment. Another pair of eyes can still help once in a while to realize ...
by Horst
Thu Jun 27, 2019 11:48 am
Forum: Order of Battle Series
Topic: Submarine Warfare
Replies: 43
Views: 1973

Re: Submarine Warfare

My oldest backup is from v4.1.1 here where non-structure arty has no naval attack values either (yet). I wrote it didn't surprise me, so I have no clue either how this could actually work with bombard then due lack of proper values. I haven't studied the bombard ability either yet what exactly the d...
by Horst
Wed Jun 26, 2019 6:17 pm
Forum: Order of Battle Series
Topic: Next DLC?
Replies: 167
Views: 12854

Re: Next DLC?

Winter War DLC was once released on 7.7.2016. This is unfortunately Sunday this year. Let's see... Slitherine only releases games and expansions at Tuesdays and Thursdays, if the policy hasn't changed yet. Today, 225 days have passed since the release of Endsieg on 13.11.2018. That's clearly a recor...
by Horst
Wed Jun 26, 2019 6:03 pm
Forum: Order of Battle Bug Submissions
Topic: [Feedback][Forced Transport-Move][7.1.8]
Replies: 2
Views: 140

Re: [Feedback][Forced Transport-Move][7.1.8]

It’s been a long while that I have suggested such mount-button. I still wouldn’t mind the auto-dismount after reach turn, especially for the AI. Most land units don’t really have that many buttons, escept the engineers if they are sitting on a bridge with mines next to them. However, clicking that s...
by Horst
Wed Jun 26, 2019 4:33 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Lazy units? Why part of AI team(s) sits it out?
Replies: 22
Views: 725

Re: Lazy units? Why part of AI team(s) sits it out?

Here some notes about your scenario by only looking in the editor, Bru-style: #1: Initial German Defense: Defend Hex 3 without pos. You haven’t even set a defended hex, so this is rather not working correctly. I highly recommend Local Defense 0 as default idle-behavior. #2: German Static Defense: St...
by Horst
Wed Jun 26, 2019 3:37 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: AI Move Orders for Ground Units
Replies: 12
Views: 462

Re: AI Move Orders for Ground Units

Some more short info about the behaviors: Retreat-Move Only units on Seek & Destroy seem to be capable to do distant, manual retreat maneuvers to safety. Units on Local Defense or Defend Hex rather stick to the current places depending on a defined radius but can still do other maneuvers. Return-Mov...
by Horst
Wed Jun 26, 2019 3:29 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: AI Move Orders for Ground Units
Replies: 12
Views: 462

Re: AI Move Orders for Ground Units

’Move to Hex’ versus ‘Defend Hex’ Here is a comparison between both behaviors where only the red JP human team gets the map revealed. I had to shrink the gif-animations under 1M to make the forum accept them. Move to Hex The AI won't bother about the flags left and right and goes straight to the de...
by Horst
Wed Jun 26, 2019 1:41 pm
Forum: Order of Battle Bug Submissions
Topic: [Feedback][Forced Transport-Move][7.1.8]
Replies: 2
Views: 140

[Feedback][Forced Transport-Move][7.1.8]

Sometimes, it’s desired to move infantry in transports even on short distances for reasons of better protection maybe. Only the AI is capable to do such moves for the better or worse. In the name of equality, I propose such possibility too for us discriminated human players. Ctrl-key move is already...
by Horst
Wed Jun 26, 2019 1:32 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Lazy units? Why part of AI team(s) sits it out?
Replies: 22
Views: 725

Re: Lazy units? Why part of AI team(s) sits it out?

Upload the scenario here and I take a look at it too. I have been busy modifying vanilla scenarios since weeks, so I still got somewhat routine.
by Horst
Wed Jun 26, 2019 11:26 am
Forum: Order of Battle : World War II - Scenario Design
Topic: Erik's campaigns
Replies: 823
Views: 80917

Re: Erik's campaigns

You can see on my first example how miserably the AI won't capture flags that are even unoccupied adjacent to them. http://www.slitherine.com/forum/viewtopic.php?f=374&t=91926 Defend Hex is way superior as move order as you can also nicely define where the defenders should position themselves, shoul...

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