...there are some minor observations I'd like to share about two Winter War DLC missions:bebro wrote: ↑Sun Mar 24, 2019 4:11 pmDependsGabeKnight wrote: ↑Sun Mar 24, 2019 2:55 pm You're really willing to correct all these little things?
[...]
So bottom line: if we work on stuff anyway and see the chance to quickly add/change things we can just do it, but if there is no actual problem then it will go down the list.
- I think there should be an airfield somewhere mid-map in Raate Road. Didn't I see one in the beta thread? As it is now, all planes have to return to the air-exit-hexes near the map's borders to refuel. The result is a very limited operational range for both mine and the AI's planes due to the "longish" extent of the map as well as rather small fuel reserves.
- after the v716 update, the arty transport (reward unit) works just fine in Raate Road now, but the unit spawn should be corrected/equalised to the other bonus unit IMO. Either do it the same way as with the AT spawn ( "capture VP" event = mid-turn) or at turn start, but then, please, on the player's turn start and not the AI's!
- Summa: First of all, I'd like to say that the AI scripting's impressive here and I enjoyed analyzing them triggers. But there's a small issue in the "Soviet AI/Attack routes/Coastal Route: Koivisto" trigger execution that's going to affect all resulting consecutive AI order changes ( AI team #5) as well. You could call this an "exploit", but it could happen to all players by chance: Using engineers to lay a minefield on the "Muurila" city hex prevents the AI units to take the town and thus preventing a further advance down the planned route, rendering them inactive. There's no need to defend the whole south-western front anymore. As only AI engineers and heavy infantry units are capable of clearing minefields, I'd suggest to change the turn-12-activated Soviet conscripts to engineers (with transport). All other AI teams/routes worked just fine, as they had either an engineer or heavy inf. unit attached.