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D-DAY SF Campaign : Sainte-Mere-Eglise

Posted: Sun Oct 31, 2010 4:26 pm
by Amaris
Hi,

Here's the next scenario on my D-DAY Special Forces campaign : Sainte-Mere-Eglise.

Download : https://sites.google.com/site/bbcbaamaris/ (on my website)

New on version 2 :

- The Battle of Peagus Bridge (release 4 - FINALE) : add an introductive picture.
- The Merville Battery (release 2 - FINALE ) : add an introductive picture and add achievments.
- Sainte-Mère-Eglise (release 1) : new scenario

Lenght : ~20-40 ??? turns

Missions : You must have control of Sainte-Mere-Eglise (village and bridge.)

Image

Force Selection :

Image

Initial Start :

Image

New morale system (only for player) :

- when a unit is isolated (without a friendly unit within three distance), this unit suffers a loss of moral at the beginning of each round.

- a new unit : a U.S. officer who has the ability to boost the morale of nearby units at the beginning of each round.

Comments, feedbacks and suggestions are welcome ;-)

Posted: Sun Oct 31, 2010 4:41 pm
by junk2drive
Nice job on the website and the map making page.

Thanks for sharing.

Posted: Mon Nov 01, 2010 10:57 am
by Acererak
Amazing job again Amaris!!

The new map is great, and the scenario proving both challenging and fun so far. Highly recommended for those out there looking for infantry based scenarios. This one is a blast! Infantry tactics mixed with paratroopers dispersion and regrouping. This scenario doesn´t differentiate from the official scenarios in the game at all. Could make it there perfectly.

I like the new features as well (Isolated and Officer) which fit perfectly in here both historically and from a game perspective.

I will have to try Pegasus Bridge again to check your changes. Did you increase the last counterattack a bit more?

Keep them coming!

Posted: Mon Nov 01, 2010 11:26 am
by Lannes
great job camarade :-)

Posted: Mon Nov 01, 2010 3:45 pm
by pipfromslitherine
Amaris, once you are happy with the feedback you have, let us know, and we can host this up so even more people can play it :).

Cheers

Pip

Posted: Mon Nov 01, 2010 10:10 pm
by tim1966
Another great job - very tough. I got badly beaten. I have been to St Mere Eglise - they still have a parachute with a dummy hanging from the church spire where a Para was caught up. Great museum there to!

Posted: Tue Nov 02, 2010 4:48 pm
by Acererak
Hi Amaris

Replayed your two first scenarios and I still suggest some changes to Pegasus Bridge. The scenario is great, the map awesome, but still a bit too easy. I managed to get a win losing just two units in about 18 turns, and I recall you give around 40. That means last counterattack didnt even get to happen (I wiped entire Axis force before they showed up)

So :

- Decrease number of turns to make advance a bit more rush even (I would say 20-25 turns is good enough)
- Increase Axis units in all areas (Second Bridge, Town, Both Counterattacks)
- The Castle/Manor to the north west of the map is empty. I would suggest some nasty surprises around that area as well....Right now seems a bit useless for both sides, and definitely that´s the weak flank for Axis town defense.
- Don´t give second mortar choice for Allies

I am having a blast with the other two and still didn´t manage to beat St Mere Eglise...but i will!! The Naval Battery fell with heavy casualties as expected. Quite challenging as well.

Oh, and very nice new introductory drawings for all scenarios. Congratulate your friend. I like the Special Forces Badge detail in them plus gives a unified style to your campaign presentation. Cool!

Great job once again

Cheers

Posted: Tue Nov 02, 2010 11:03 pm
by Acererak
Quick note about Sant Mere Eglise scenario. I found out (cost me quite a lot of my men blood...) some buildings in the town are incorrectly labeled as "Open terrain" and thus dont give any cover bonus or block sight as they should. At least three of them are like that.

Otherwise, lovely how the advance under fire tactics come alive in here.

Posted: Wed Nov 03, 2010 5:20 pm
by Amaris
First thanks for feedbacks and acknowledgments :oops:

pipfromslitherine wrote:Amaris, once you are happy with the feedback you have, let us know, and we can host this up so even more people can play it :).

Cheers

Pip
Sure but I still have at least one or two scenarios (Ouistreham and Pointe du Hoc) to be added to this campaign :P
Acererak wrote:... I still suggest some changes to Pegasus Bridge. The scenario is great, the map awesome, but still a bit too easy. I managed to get a win losing just two units in about 18 turns, and I recall you give around 40. That means last counterattack didnt even get to happen (I wiped entire Axis force before they showed up)
It is entirely possible: I play better than my first (or rather I'm bad at the beginning). Thus the difficulty is not to be wrong dosage on the first scenarios. And finally, by dint of the test, I know them too well... In any case it is noted :P I will test again this scenario.
Acererak wrote:Quick note about Sant Mere Eglise scenario. I found out (cost me quite a lot of my men blood...) some buildings in the town are incorrectly labeled as "Open terrain" and thus dont give any cover bonus or block sight as they should. At least three of them are like that.

Otherwise, lovely how the advance under fire tactics come alive in here.
Rights ! I also see three buildings labeled as "open ground" :shock: I will correct this for the next release.

Posted: Thu Nov 04, 2010 12:49 am
by Merr
Amaris wrote:First thanks for feedbacks and acknowledgments :oops:
Amaris,

Great work on new code for OfficerBonus .... I was looking at the code and it has the potential of having more bonuses for the troops.

Such as ... OfficerBonusAttack .... same code but increases a units HEattack by a certain %.
This is what other players were looking for, and you delivered!

Good stuff, great ideas!!

Thanks for your work!

Posted: Thu Nov 04, 2010 10:37 pm
by junk2drive
Not my cup of tea.

I dislike: the puzzle/maze aspect, units in the open in the city, lack of officers.

The bocage sometimes blocks LOS and yet I got shot down by the wirbelwind with bocage between us.

Posted: Thu Nov 04, 2010 11:43 pm
by pipfromslitherine
If you can let me know the specific placements of the units I can check whether it is a bug or not.

There are lots of different play styles and scenario styles - the beauty of having an editor is that hopefully we'll get something for everyone :)

Cheers

Pip

Posted: Thu Nov 04, 2010 11:51 pm
by junk2drive
There is a stone house next to a corner with a sandbag on the corner. It shows as open ground. If you delete it and try to put the same house on the tile, it shows building. I can't figure out how it happened.

Edit 33,35

great work

Posted: Tue Nov 09, 2010 7:46 pm
by CaptainSlow
Hi Amaris,

I am a fan of your missions, played them several times. I do agree with the comments on Pegasus Bridge regarding the strength of the Germans. Could be a bit tougher. HAve you considered the reinforcing Lord Lovat joining the para's at a later stage (or maybe Pegasus Bridge part 2 using the same map ;-) ? Reach the bridge before the para's meet their maker).

I'm really looking forward to more of your missions, keep up the excellent work.

Now I will put Mere Eglise to the test.

CS

Posted: Fri Dec 10, 2010 4:00 pm
by Amaris
Some news : I have not abandoned my campaign ;-) But I'm pretty busy (beta test BABF and more) and to make matters worse I have changed my computer (which involves a lot of time to reisntall and migrate all my data.)

So I do not think being able to release a new version of the campaign by January :oops:

On the menu, I intend to rebuild / expand the mission Pegasus brigde, plus a new battle: Attack of the Ouistreham's casino (Sword Beach) by French commandos Kieffer (with a 'new unit: the free French Green Berets - in fact retexturing British Paras.) For now I give up my idea on the Pointe du Hoc, being unable to reproduce the cliffs :-( Thus the campaign will consist of four scenarios and should be finalized by January if all goes well.

After this, I want to leave Normandy and changing theater of operations. Yet no real idea or envy, so if you have any suggestions ;-)

Posted: Fri Dec 10, 2010 4:43 pm
by Acererak
How about trying out a Operation Jubilee (Dieppe) scenario?

If not the whole operation (which could be quite challenging) there were a couple Commando missions involved that would be easier to design (would love to see Lord Lovat in action, quite a story to tell there). Or maybe a mini campaign of 3 scenarios involving the two Commando operations and the major landing itself....

Something in early war using the new expansion could also be nice (Eben Emael Fortress paratroopers assault?)

Really looking forward to your next installments!

PS : Still waiting for your fixes to the St Mere Eglise scenario regarding those buildings that are actually open terrain. Would love to play the proper mission sometime! Any chances of getting that one soon? :wink:

Posted: Fri Dec 10, 2010 6:41 pm
by Amaris
Acererak wrote:PS : Still waiting for your fixes to the St Mere Eglise scenario regarding those buildings that are actually open terrain. Would love to play the proper mission sometime! Any chances of getting that one soon? :wink:
Sorry I had completely forgotten this bug :oops: I already corrected the map... I'll test it quickly and release it this week end.

Posted: Fri Dec 10, 2010 9:42 pm
by pipfromslitherine
Once you guys are happy I can update the ingame package so people can grab it all. Just let me know. :)

Cheers

Pip

Posted: Sun Dec 12, 2010 5:31 pm
by Amaris
Sure Pip :D

New version with bug fix buidling cover for Sainte-Mere-Eglise.
Download : https://sites.google.com/site/bbcbaamaris/

Posted: Mon Dec 13, 2010 3:49 pm
by Merr
Amaris,

I was looking at the code in the ST-MERE bsf ... Is the FUNCTION GetUnitLonely(unit) being called to run?

In your FUNCTION StartTurn(side) ... you have this ...

Code: Select all

	if(side == 0)
	{
		MoraleCheck();
	}
But nothing to run the FUNCTION GetUnitLonely(unit) ... should this script read ? ...

Code: Select all

	if(side == 0)
	{
		GetUnitLonely(unit) ;
		MoraleCheck();
	}
Sorry if I missed something ... I haven't run the scenario yet