Easy fix for GHOST TURN bug in Red Front 1.4 and 1.5

AGRICOLA

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If there are any fans of Captain Nemo's classic Red Front 1.4 scenario or Red Front 1.5, Colwyn's much more difficult mod, the ghost turn bug in both scens can be removed as follows.

For RF 1.4 do the following:

1. Start the scenario as GERMANY!
2. Activate CHEAT mode.
3. Save as a scenario, either with the original name or, if you want to keep the original, as something like Good Redfront.scn
4. Exit
5. Start Good Redfront.scn as SOVIETS.
6. The Germans will get their June '41 turn which ends with an End of Turn. Click on the EOT and you will get the Soviet July turn.



For RF 1.5

1. Start the scenario as GERMANY!
2. Activate CHEAT mode.
3. Switch to Soviets.
4. Complete the movement of ~20 Soviet units that have some movement left. You can start locating active units by clicking on any of the freighters in the Black sea. It does not matter if movement is completed using space bar, s or f. Keep going until EOT appears.
5. Switch to Germans.
6. Save as a scenario, either with the original name or, if you want to keep the original, as something like Good Redfront.scn
7. Exit
8. Start Good Redfront.scn as SOVIETS.
9. The Germans will get their June '41 turn which ends with an End of Turn. Click on the EOT and you will get the Soviet July turn.

The games are fairer when the Germans don't get the extra shot at the Soviets.

Notes:
1. Originally posted at Apolyton in a slightly modified form.
2. The bug is present in the latest RF 1.5 that is available for downloading. I expect that bug will be eliminated in the final version.
 
The whole idea is to face overwhelming odds in an heroic epic struggle for the Motherland.

This kinda defeats that doesn't it?

Nemo intended it to be this way.It is no bug.
 
You may be right but I'm going to check with some people and get back to you.
 
@Smash

You're absolutely right, Captain Nemo deliberately included the German ghost turn. :)

Originally posted CapTVK

Agricola,

Your first explanation is the correct one. I've contacted Nemo about this and the answer was straightforward. It's meant to be there as a part of the scenario.

The ghost turn is intended to represent the initial German onslaught and a way to demoralize the player because the Red Army forces are powerless to stop it.
You can find the thread at
http://apolyton.net/forums/showthread.php?s=&threadid=126479

I don't know about others, but I have questioned the ghost turn because there are difficulties with assuming that Nemo intended everything that he did or, more importantly, what he did not do. He did not use house rules to close the many perfectly legal loopholes that are available to players in this scen. The Red Front 1.4 strategy essays by Xin Yu and Field Marshal Klesh make reference to a number of these "soft" and "hard" cheats. To this day, I still don't know why anything that is not specifically forbidden by a scenario's house rules should be considered a cheat if it is a perfectly legal and acceptable tactic in CIV2. There have also been recurring discussions about what players can or cannot do during the Soviet ghost turn.

In my case I legitimately sold AT defences and used to the max the winter '41-42 event that spawns 2 Partisans for every Red Army unit that is killed. Thus I was able to raze cities rather than letting them fall into German hands and create 300-400 Partisans that had little difficulty in conquering everything and everybody before the end of '42.

This approach pretty well blew the scen out of the water but, on the other hand, how "dumb" is a player supposed to play if he sees golden opportunities in doing something unorthodox?

Anyway, thanks to your comments we have some clarification of what the author intended. :goodjob:
 
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