- Joined
- Jan 24, 2011
- Messages
- 4,794
Hi all,
EDIT - 8/15/22 - Version 1.02 is now released. Change log:
-German AT gun now have 2 MP
-Artillery shell range = 2
-Allied flak to 0 MP - should make certain cities harder to take
-Scout car IZOC
-New Panzergrenadier cost = 180
-Doubled cost of Sdkfz
-Tripled cost of supply trucks
-when an artillery unit deploys from a transport, its movespent is set to 255. This means it can no longer be transported and fire on same turn.
-Add submarine unit in place of Montgomery for Allies.
-Submarines have random chance to spawn near Afrika Korps resupply lines starting turn 25 when Malta isn't neutralized.
-Germany starts with 2x Mobile Artillery units now
-Expanded paved road and regular road network in Italy
-Kampfgruppe now provide 3x Panzergrenadier and 2x Schutzen rather than 5x Panzergrenadiers
-Afrika Korps now starts with 1x Scout Car
-Adjusted Stalingrad event to make it more nefarious
-Increased speed of non-transport naval units (up by 50%)
-Made War industry nil prereq
-Made it impossible to build refineries or factories on any map but Europe so there won't be strat errors. Unfortunately this does mean you aren't going to be able to build up in the United States, but at that point in the game, I think this is acceptable.
-Fixed strat.cityCoordinate issues with refinery - it was looking for the wrong improvement which allowed fuel refineries to be built in places beyond simply industrial cities as desired.
-Fixed issue where fuel bonus wasn't being given.
-Added Melitopol, Voroshilovgrad, Poltava, and Kramatorsk.
-Fixed issue where flak 88 shells would not fire to the night map. The correct key is now 8.
I'm releasing the scenario for a general playtest. You can find it in our downloads section. Attached to this post please find optional improvement art (I could not fit the download with it).
I'm sure I've forgotten some relatively minor things (probably buried in game.txt somewhere) but I'm hoping (fingers crossed) that I've avoided any game-breaking bugs. I've playtested this scenario a few times on my own and am looking forward to seeing what you all come up with and how you do.
Please report any bugs in this thread. Given this is a playtest, I'd suggest you should save each turn, "just in case."
Please read the readme before playing as this scenario is a bit of a monster. You should at least understand the special keys and critical concepts portions.
I hope you all have fun. I'm also hopeful you have fun even if you lose. You're really supposed to lose - so if you do better, good on you!
Of note, Prof. Garfield, I have not added the "archive" function just yet. I really need to plan to do that from the start of scenarios going forward. However, the information contained therein isn't anything you can't find in the readme.
DOWNLOAD SCENARIO
**I utter a little prayer to the heavens that I haven't made a stupid error that will require an immediate patch, but you never know...**
EDIT - 8/15/22 - Version 1.02 is now released. Change log:
-German AT gun now have 2 MP
-Artillery shell range = 2
-Allied flak to 0 MP - should make certain cities harder to take
-Scout car IZOC
-New Panzergrenadier cost = 180
-Doubled cost of Sdkfz
-Tripled cost of supply trucks
-when an artillery unit deploys from a transport, its movespent is set to 255. This means it can no longer be transported and fire on same turn.
-Add submarine unit in place of Montgomery for Allies.
-Submarines have random chance to spawn near Afrika Korps resupply lines starting turn 25 when Malta isn't neutralized.
-Germany starts with 2x Mobile Artillery units now
-Expanded paved road and regular road network in Italy
-Kampfgruppe now provide 3x Panzergrenadier and 2x Schutzen rather than 5x Panzergrenadiers
-Afrika Korps now starts with 1x Scout Car
-Adjusted Stalingrad event to make it more nefarious
-Increased speed of non-transport naval units (up by 50%)
-Made War industry nil prereq
-Made it impossible to build refineries or factories on any map but Europe so there won't be strat errors. Unfortunately this does mean you aren't going to be able to build up in the United States, but at that point in the game, I think this is acceptable.
-Fixed strat.cityCoordinate issues with refinery - it was looking for the wrong improvement which allowed fuel refineries to be built in places beyond simply industrial cities as desired.
-Fixed issue where fuel bonus wasn't being given.
-Added Melitopol, Voroshilovgrad, Poltava, and Kramatorsk.
-Fixed issue where flak 88 shells would not fire to the night map. The correct key is now 8.
I'm releasing the scenario for a general playtest. You can find it in our downloads section. Attached to this post please find optional improvement art (I could not fit the download with it).
I'm sure I've forgotten some relatively minor things (probably buried in game.txt somewhere) but I'm hoping (fingers crossed) that I've avoided any game-breaking bugs. I've playtested this scenario a few times on my own and am looking forward to seeing what you all come up with and how you do.
Please report any bugs in this thread. Given this is a playtest, I'd suggest you should save each turn, "just in case."
Please read the readme before playing as this scenario is a bit of a monster. You should at least understand the special keys and critical concepts portions.
I hope you all have fun. I'm also hopeful you have fun even if you lose. You're really supposed to lose - so if you do better, good on you!
Of note, Prof. Garfield, I have not added the "archive" function just yet. I really need to plan to do that from the start of scenarios going forward. However, the information contained therein isn't anything you can't find in the readme.
DOWNLOAD SCENARIO
**I utter a little prayer to the heavens that I haven't made a stupid error that will require an immediate patch, but you never know...**
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