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by fsx
Fri Jan 23, 2015 7:51 pm
Forum: Warhammer AAR
Topic: AAR - modified scenario Obedience to Orders - Spoilers
Replies: 10
Views: 4918

Re: AAR - modified scenario Obedience to Orders - Spoilers

Turn 6 The last turn for the first task. I have to move my special unit in a transport to drain the last hitpoints from the Deff Dread. turn06_north_attack_2.jpg After killing this unit, the Titan is liberated. Yes, I must rewrite this message (delete the second part). turn06_go.jpg In the south a ...
by fsx
Fri Jan 23, 2015 7:46 pm
Forum: Warhammer AAR
Topic: AAR - modified scenario Obedience to Orders - Spoilers
Replies: 10
Views: 4918

Re: AAR - modified scenario Obedience to Orders - Spoilers

Turn 2 Dte Deff Dread is an inveterate foe. turn02_attackDeff.jpg And we have bad luck as a unit moves aside the Deff Dread. turn02_bad_luck.jpg In the south are some more enemy units. turn02_more_long_ranged_south.jpg Turn 3 Clearing the north is in progress. turn03_clearing_north.jpg Turn 4 My Ro...
by fsx
Fri Jan 23, 2015 6:08 pm
Forum: Warhammer AAR
Topic: AAR - modified scenario Obedience to Orders - Spoilers
Replies: 10
Views: 4918

Re: AAR - modified scenario Obedience to Orders - Spoilers

You're altering more scenarios? I'll give them a try... The problem of extra requisition still persists, however. AFAIK there is no way to script in a what-if-I-got-extra-req-last-mission. The scenario req is the final word. Or do you have a working solution? Getting requisition in-scenario could b...
by fsx
Fri Jan 23, 2015 5:55 pm
Forum: Warhammer AAR
Topic: AAR - modified scenario Obedience to Orders - Spoilers
Replies: 10
Views: 4918

Re: AAR - modified scenario Obedience to Orders - Spoilers

Turn 1 First, we look in the south-west. There is a Warbuggy with a spotting value of 4. We must kill this unit, because it will be the eyes of the announced cannons. turn01_south.jpg turn01_warbuggy.jpg After this task we step ahead (a little bit) and we see the first cannon. turn01_cannon_south.j...
by fsx
Fri Jan 23, 2015 3:49 pm
Forum: Warhammer AAR
Topic: AAR - modified scenario Obedience to Orders - Spoilers
Replies: 10
Views: 4918

Re: AAR - modified scenario Obedience to Orders - Spoilers

You're awarded 1000 req; to what end might I ask? Since they don't carry over into the next scenario it seems kind of pointless (not your fault of course, just a feature of the game). As you see in the tread at http://www.slitherine.com/forum/viewtopic.php?f=326&t=55332 I try to modify one scenario...
by fsx
Thu Jan 22, 2015 8:52 pm
Forum: Warhammer AAR
Topic: AAR - modified scenario Obedience to Orders - Spoilers
Replies: 10
Views: 4918

AAR - modified scenario Obedience to Orders - Spoilers

Abstract I would like to present an After Action Report of one of my modified scenarios. I chosed "Obedience to Orders". Sorry, but my English is poor. If someone would help me and would write the text, let me know. If you want to play a beta-version of the modified scenarios, please look at this t...
by fsx
Fri Jan 16, 2015 8:33 am
Forum: Tech Support
Topic: Another CTD Error
Replies: 36
Views: 7093

Re: Another CTD Error

Rich, Miles have asked us for a log of the error but its a log that doesn't get generated by default so would take some setup to find. The support team can walk you through how to set it up if you're willing to help us try and fix it? Hi Rich, I suppose that "Miles" is the sound system used by the ...
by fsx
Fri Jan 16, 2015 6:11 am
Forum: Warhammer® 40,000® Armageddon™
Topic: Campaign Battles Ending early?
Replies: 20
Views: 7913

Re: Campaign Battles Ending early?

The find the two downed craft Mission went funny. Swarms of orks, and I was unable to hold both objectives, but it still ended in victory. That whole mission felt a touch off. You only need to find the survivors. You dont need to protect the place after you find they. The Mission where you need to ...
by fsx
Wed Jan 14, 2015 9:18 pm
Forum: Mods and Scenario Design
Topic: [MOD Vanilla++] Download, Searching members for a small team
Replies: 10
Views: 4902

Re: [MOD Vanilla++] Download, Searching members for a small

New version available!
Download in the previous post.
by fsx
Tue Jan 13, 2015 7:35 am
Forum: Mods and Scenario Design
Topic: [MOD Vanilla++] Download, Searching members for a small team
Replies: 10
Views: 4902

Re: [MOD Vanilla++] searching members for a small team

These are my current files (versions: MOD: 0.8 WH40K: 1.03, updated at January 22nd) . PC version (not Steam): I suggest to copy the complete original WH40K folder to a directory that not observed by Windows, like c:\Slitherine\... or c:\MOD\... After that copy the files from my zip into the folder ...
by fsx
Sun Jan 11, 2015 8:53 pm
Forum: Tech Support
Topic: Recurring System Shutdown
Replies: 12
Views: 2845

Re: Recurring System Shutdown

Please, zip the savegame and you could upload this file.
In 1.02 I saw the crash and could repeat such a crash.
Is the savegame from 1.02?
Is it a savegame made after the end of the mission in the "Review map"?
by fsx
Sat Jan 10, 2015 6:05 pm
Forum: Mods and Scenario Design
Topic: [MOD Vanilla++] Download, Searching members for a small team
Replies: 10
Views: 4902

[MOD Vanilla++] Download, Searching members for a small team

Hallo! I think about to make a MOD based on the original/official version of WH40K. For this I search some poeple for a team. main concepts: * making a MOD based on the vanilla version: Using maps, units, graphics from the original WH40K from Slitherine. * player represeted as the leader of an unit ...
by fsx
Tue Dec 23, 2014 12:40 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Org units with negative strength points
Replies: 9
Views: 3171

Re: Org units with negative strength points

@KenAllen: Did you played with difficulty hard or very hard?

Perhaps I could repeat the bug. If it works, the fix will be near.
Please, if someone spot this bug again, look at the unit details (rightclick on it). Here you found the real strength. It could be different from the strength on the plate.
by fsx
Mon Dec 22, 2014 7:46 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Scenario Defending Tartarus Industry - victory condition
Replies: 9
Views: 2834

Re: Scenario Defending Tartarus Industry - victory condition

Disagree: Orks only own 3 VH at the very start of the game. 10 - 3 = 7 you're still safe because you have to prevent more than 3 from being wiped out. If you start off that badly though, you are already off to a really rocky start and any further VH loss, even for a moment, is all it takes for defea...
by fsx
Mon Dec 22, 2014 5:39 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Scenario Defending Tartarus Industry - victory condition
Replies: 9
Views: 2834

Re: Scenario Defending Tartarus Industry - victory condition

I read your post 3 times, but did not understand what it was about. Probably something wrong with me. Looks like it does not track all victory hexes, but only ones which have initial auxilary garrison (conscript + mortar team). If orks hold any of this for 1 turn, it is considered lost. When you "l...
by fsx
Mon Dec 22, 2014 1:44 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Scenario Defending Tartarus Industry - victory condition
Replies: 9
Views: 2834

Scenario Defending Tartarus Industry - victory condition

IDS_SCEN_SIDE1_OBJECTIVES Prevent more than 3 Victory Hexes from being removed from the map. Victory Hexes are removed from the map if an Ork flag occupies that Victory Hex for at least one entire turn. "victory condition" for defeat: number of side 1 flags on primary objectives is less than 7 (no s...
by fsx
Sat Dec 20, 2014 12:02 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: New Possible Functionality for Glory
Replies: 16
Views: 4002

Re: New Possible Functionality for Glory

Reduction of glory should makes the win of a scenario easier. I would prefer an "option list" for each scenario. There could be a condition to make an option available. And the player decides, if he activate such an option. The list is scenario specific. Example: Condition: turn 10 (in a 12 turn sce...
by fsx
Fri Dec 19, 2014 8:14 am
Forum: Warhammer® 40,000® Armageddon™
Topic: Slow down the AIs turn!
Replies: 19
Views: 1951

Re: Slow down the AIs turn!

It looks like the AI turn would be to fast. But if I watch closely, I see: in the 1st phase of opponents turn happens: * map jumping around (player can not follow with his eyes - Alex should not update the map position in this phase) * I see enemy units in the fog of war (fow) * I see changing flags...
by fsx
Thu Dec 18, 2014 6:46 am
Forum: Warhammer® 40,000® Armageddon™
Topic: Are you still planning on adding dangerous terrain features
Replies: 2
Views: 788

Re: Are you still planning on adding dangerous terrain featu

And I ask me, why the terrain details window has a empty last line.
Is it a bug or will it be used in the future? I am missing the "Elevation" in this details view.
by fsx
Thu Dec 18, 2014 6:35 am
Forum: Tech Support
Topic: Scenario issues [@Kerensky]
Replies: 6
Views: 2425

Re: Scenario issues [@Kerensky]

@Kerensky: In 1.03 most of my points of criticism are gone. Nice work.

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