The Hinge of Fate - Playtest/Release Thread

Not sure why were getting different results.

Where did you place this lua file? You might have put two in the scenario somehow and it's reading the wrong one. It should go in Hinge of Fate/LuaRulesEvents. You should only have one copy in your scenario.

On which tile exactly would it be located? Something like 163, 203? Close enough for Me-109's to reach Benghazi as well or a different location?

Kind of eye balling it I was thinking maybe 164,202 or thereabouts. Not another port, but just because as it stands you have an air gap. Then again maybe it works the way it is and the strategy is not to advance beyond your air cover. I'm leaning towards adding the city though.

Little question @JPetroski :
Are we punished enough if, not ready, barbarossa is still launched early, proceeding with a "drole de guerre" time for troops to come back from another front ?

I'm sorry but I don't quite understand what you mean? Are you saying if you "launch" Barbarossa but don't actually attack? Well, Russia won't get the same unit boost as they would if you fully delayed, and any turn you don't move forward their units will heal (as you can see from Tootall's screen shot, most Russian units have their HP reduced in the initial attack so you can crush them easily. If you wait a few turns, they can defend, fortify, heal, etc.)

having assembled a force of 201 German (including 44 Panzers, 36 PzGrenadier, 20 artillery, 26 fighters and 20 bombers), 32 Finns, 13 Hungarians and 33 Rumanians, I opted to proceed with attacking Russia on the very first available turn, which also coincided with the return of summer.

I'm not sure how many of these units specifically were sent to the Eastern Front (most of them, likely) but here's what I was working with as a total Wehrmacht on Turn 25. I had 642 total units. I'm curious how many in total you had when you have a chance. You've certainly placed a higher premium on panzergrenadiers than I did. That might be a great choice honestly. I did have much more artillery however (almost all in the East).

Frankly, if you wouldn't mind posting your saves for just at the start of Sea Lion, the conclusion of Sea Lion, and Barbarossa, I'd love to pour through the data.

Unit Barbarossa (Turn 25)
Schutzen 159
Kommandos 1
Panzergrenadier 18
Fallschirm 8
Waffen SS 3
88mm Flak 18
Sdkfz 7/1 1
Sdkfz 251 5
Heavy Arillery 41
Panzer II 28
Panzer III 18
Panzer IV 29
Tiger 0
Panther 0
King Tiger 0
Stug III 2
DAK Schutzen 5
DAK Panzer III 1
DAK Panzer IV 2
3.7cm Pak 36 8
Mobile Artillery 0
SP Anti Tank 0
Jagdpanzer 0
Scout Car 1
Supply Trucks 10
HEER TOTAL: 358

LUFTWAFFE
Me109 36
Fw190 7
Me110 10
Me262 0
Ta152 0
Ta183 0
Ju87 26
Do17 0
He111 0
Ju88 4
Fw200 3
He177 0
Arado234 0
Ho229 0
Recon Plane 1
V1 0
V2 0
LUFTWAFFE TOTAL: 87

KRIEGSMARINE
Cargo Ship 5
Troop Ship 0
Zerstorer 9
Leichte Kreuzer 4
Schwerer Kreuzer 1
Panzerschiffe 3
Gneisenau 1
Scharnhorst 1
Bismarck 1
Tirpitz 1
Graf Zeppelen 0
Type VII 14
Type IX 0
Type XXI 0
KRIEGSMARINE TOTAL: 40

ITALY (GERMAN)
Italian Infantry 3
Bersaglieri 0
Italian Tank 1
Italian Fighter 0
Italian Bomber 0
ITALY TOTAL: 4

ROMANIA
Romanian Infantry 41
Romanian Artillery 4
Romanian Tank 3
Romanian Fighter 8
Romanian Bomber 2
ROMANIA TOTAL: 58

HUNGARY
Hungarian Infantry 24
Hungarian Artillery 3
Hungarian Tank 4
Hungarian Fighter 2
Hungarian Bomber 2
HUNGARY TOTAL: 35

FINLAND
Finnish Infantry 26
Finnish Artillery 2
Finnish Tank 4
Finnish Fighter 5
Finnish Bomber 5
FINLAND TOTAL: 42

BULGARIA
Bulgarian Infantry 14
Bulgarian Artillery 2
Bulgarian Tank 2
Bulgarian Fighter 0
Bulgarian Bomber 0
BULGARIA TOTAL: 18

SPAIN
Spanish Infantry 0
Spanish Artillery 0
Spanish Tank 0
Spanish Fighter 0
Spanish Bomber 0
SPAIN TOTAL: 0

TURKEY
Turkish Infantry 0
Turkish Artillery 0
Turkish Tank 0
Turkish Fighter 0
Turkish Bomber 0
TURKEY TOTAL: 0

CROATIA
Croatian Infantry 0
Croatian Tank 0
Croatian Atillery 0
Croatian Fighter 0
Croatian Bomber 0
CROATIA TOTAL 0

IRAQ
Iraqi Infantry 0
IRAQ TOTAL 0

GRAND TOTAL 642
 
Where did you place this lua file? You might have put two in the scenario somehow and it's reading the wrong one. It should go in Hinge of Fate/LuaRulesEvents. You should only have one copy in your scenario.

I can confirm that I only have one file and it is located in the LuaRulesEvents folder. It seems when I re-tested today, that I still had the old file!

All the same, there’s a net improvement as now:
When I click on ‘u’ the Flak shell first appears on the Europe map.
If I then click on ‘8’ it does move to the ‘Skies Over Europe (N)’ night map

But how do I get it to move the ‘Skies Over Europe’ day map as pressing on ‘5’ also sends it to the night map?

Kind of eye balling it I was thinking maybe 164,202 or thereabouts. Not another port, but just because as it stands you have an air gap. Then again maybe it works the way it is and the strategy is not to advance beyond your air cover. I'm leaning towards adding the city though.

Checking on Google Earth I can see that Ajdabiya isn’t a coastal city so 164,202 seems like a good spot.

I'm not sure how many of these units specifically were sent to the Eastern Front (most of them, likely) but here's what I was working with as a total Wehrmacht on Turn 25. I had 642 total units. I'm curious how many in total you had when you have a chance. You've certainly placed a higher premium on panzergrenadiers than I did. That might be a great choice honestly. I did have much more artillery however (almost all in the East).

Sorry for the confusion. When I said 201 German units, I meant specifically located along the frontier with Russia ready to participate in Operation Barbarossa. Overall I have 821 units in my inventory (not counting the various Civilian building and Raw Material units).

Frankly, if you wouldn't mind posting your saves for just at the start of Sea Lion, the conclusion of Sea Lion, and Barbarossa, I'd love to pour through the data.

As requested, I attached the following files:
ad_a10_BoB_LateSept1940.sav: Just as my Paratroopers captured Dover
ad_a23_BoB_Surrender_EarlyApril1941.sav: Just prior to capturing Glasgow and bringing about the British surrender
ad_a25_PreBarbarrosa_EarlyMay1941.sav: Just prior to starting my first attack on Russia


Finally, it's past Late May 1941 but I'm still getting the occasional message below. Does this mean Malta is still getting reinforcements even though Britain surrendered?

upload_2022-3-25_18-55-32.png
 

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But how do I get it to move the ‘Skies Over Europe’ day map as pressing on ‘5’ also sends it to the night map?

There was an error - I put the native transport "onTurn" when it needs to go "onLoad" in the main events file... Here is the main events file that should be replaced to fix this for you. Thanks for catching that (you can see I didn't use too much flak in my playthroughs ;) ).

Finally, it's past Late May 1941 but I'm still getting the occasional message below. Does this mean Malta is still getting reinforcements even though Britain surrendered?

That means that Malta still has enough aircraft to remain a threat. However Malta is going to keep getting reinforcements as long as there are convoys along the southern route. There aren't new convoys in the current version of the game. You might want to send the Kriegsmarine to go hang around Gibraltar...
 

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"Kind of eye balling it I was thinking maybe 164,202 or thereabouts. Not another port, but just because as it stands you have an air gap. Then again maybe it works the way it is and the strategy is not to advance beyond your air cover. I'm leaning towards adding the city though."

Obviously your scenario, your call, but I love larger gaps between cities. The mighty struggle to break through in the teeth of Allied air power seems (at least to me) to be very fitting. Though the player has agency to decide where to focus, the scenario does replicate very well the constant stretched supply lines and lack of resources the Nazi forces suffered. I like that I never feel "fully comfortable" in this war :)
 
Hi John,

Here’s the latest update :

It’s the beginning of Early September 1941 (turn #33) and Operation Barbarossa continues to surge forward. Given the time of the year, I suspect I may still have 3 to 4 turns of good weather before winter arrives, so my forces need to capture as many key cities as possible before the offensive potentially grinds to a halt.

To date the Russian army has suffered 808 casualties, including 68 civilians.

Northern sector:

After conquering the Baltics and the surrounding areas I then managed to isolate Leningrad by capturing the cities of Novgorod, Petrozavodsk and Tikvin.

Historically, the brief capture of Tikvin set panic in the Russian High Command, as the city was the major communication hub for the supply of Leningrad. Without its recapture, Leningrad may not have survived its first winter. Perhaps tying one of Leningrad’s urban terrain or improvement centers to the possession of Tikvin would be an interesting feature to add to represent this fact.

Unfortunately, in this case, the great Russian city, which was extremely well defended, fell last turn after it was unable to repel General Manstein’s equally well prepared general assault.

Army Group North’s next objective is the city of Kalinin, north-west of Moscow.

upload_2022-3-28_14-39-21.png


Center Sector:

After overcoming the Russian resistance along the Warsaw - Vilnius - Minsk and Vitebinsk corridor Army Group Center partially split in two. The first part went on to capture Mogilev - Chernigov and Bryansk, while the other moved on to Smolensk and finally Vyazma.

The next objectives should be Kaluga and Tula which in combination with Kalinin should put Moscow on the frontline.

I will admit that I followed your advice after all and have built up a paved road network from Warsaw to Minsk to date and probably will go as far as Smolensk. As I’m receiving 250 fuel per turn from the Rumanian oil fields and currently have an additional bi weekly surplus of 300 more, I figure I can at least pay for this segment of road. Otherwise the movement of vital reinforcements would end up being too slow.

upload_2022-3-28_14-39-53.png


Southern Sector:

As it was historically, this sector is quite challenging as it’s here that the balance of forces are skewed in favor of the Russians and therefore probably requires the player to be the most bold and adept in the management of his forces.

After initial success, I feared at one point that my Rumanian forces along the Jassy - Kishinev frontline might be overwhelmed and I had to divert many forces initially earmarked for my offensive in Greece to prevent a potential collapse.

But in the end, the forces of Army Group South prevailed and after capturing Cherkassy, Odessa and Kershon are now looking towards the industrial city of Dnepropetrovsk as the next potential target.

Without giving away any spoilers, I will say you introduced some very interesting game mechanics for the Russian campaign as a whole.

Spoiler :
In what lua file and lines can I find the code that gives units that have zero MP in the rules file movement after the StalinRecovers event?


upload_2022-3-28_14-40-32.png


North Africa:

After two or three months of stalemate, and receiving some much needed reinforcements on the frontline, I finally made a move on Benghazi and after a 2 turn battle managed to capture it by the Late June 1941. Along with a fair ground garrison the city was also held by more than a dozen Allied aircraft, which were oddly fairly inactive in the skies around the city all that time. The struggle end up costing me a few units and saw more than half my attacking forces depleted by as much as 60 to 80% and my Supply trucks down to 5 or 10 HP each.

After recuperating a few turns, I was able to move against Derna and after another two turn battle managed to capture the city, after eliminating a fair amount of British naval units located in the city. I can only imagine what awaits me in Tobruk, if the resistance is to be similar as it was historically.

I’m not certain if all these reinforcements were received prior to Britain surrendering, but if so, I can only wonder how extremely difficult it would be to conquer Egypt if England kept receiving units because of the Cargo ships arriving in Malta.

In any case, I have 6 other cargo ships on the way and have no choice but to move on eastward if I ever hope to be able to capture the objective city of Suez.

It's still not evident if there are any pre-conditions for preventing American operations in the Mediterranean, and whether England, now that it's surrendered, will play any part in it.

Recommendation: currently all my Cargo ships arriving in Tripoli always deliver the exact same units as reinforcements. I think it would be interesting if you made it so that each cargo ships would randomly give you different possible combinations of units (including some artillery, supply trucks, Do-17, Scout Car, etc in the mix).

upload_2022-3-28_14-41-59.png


Balkans/Greece:

The Yugoslavian Partisans have also begun joining the Chetnik warriors in the Balkans and clearly will require a significant garrison force in the area to quell this resistance movement. For the time being my cities are relatively well garrisoned but I sense I will require even more as time goes on.

Having finally captured Salonika and Kavalla, the latter which was receiving British reinforcements, and were therefore both a thorn in my side, I can now concentrate the bulk of my troops in the region for a drive on Athens.

Whether Athens and Kavalla should still be receiving reinforcements after England surrendered, or whether they should be receiving as many as they appear to be even if that were not the case, is open for question. But all the same I will admit it certainly has made the battle in this part of the map interesting.

War in the Atlantic:

It seems like I may have eliminated the last Allied Cargo ships as it’s been a few turns now since I’ve come across any.

Overall for a player to force England to surrender by turn 80 through starvation, rather than by conquest as I did, you have to sink on average 4.37 cargo ships per turn.

By Early April 1941 (turn 23), at the time of Britain’s conquest I had sunk 81 ships for an average of 3.52 per turn which means I probably wouldn’t have been able to meet my objective without a greater investment in subs and Fw-200 Condor planes, and therefore at the expense of other priorities.

In any case, as of Early September 1941, the total sunk is 104.


Finally, what’s the reason for having the Farm improvement when there are no settler/engineer types to irrigate/farm terrain tiles?
 
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Finally, what’s the reason for having the Farm improvement when there are no settler/engineer types to irrigate/farm terrain tiles?

Nothing really, I suppose :)

It's still not evident if there are any pre-conditions for preventing American operations in the Mediterranean, and whether England, now that it's surrendered, will play any part in it.

You need to capture Suez before Operation Torch launches. I haven't paired down specific reinforcements if England surrenders in terms of what shows up in Italy if the Allies make it that far, but the British reinforcements there are primarily colonial and empire troops anyway.
 
Nothing really, I suppose :)

Ok, thanks. I wanted to make sure it didn't have some other lua based function.

You need to capture Suez before Operation Torch launches. I haven't paired down specific reinforcements if England surrenders in terms of what shows up in Italy if the Allies make it that far, but the British reinforcements there are primarily colonial and empire troops anyway.

I suspected it might be related to the capture of Suez, so thanks for confirming. Given that Torch occured in November 1942, I imagine I still have around a year to accomplish this task. As such, for the time being I'm always accepting to pay for new Afrika Korps replacements. There slow to get to the frontline but I would certainly have been unable to maintain my momentum in Africa without them.

On a side note, with regards the African campaign, I know that the German re-used a lot of captured British equipment to resupply the Afrika Korps. I haven't run across any such event like this in my own campagin so far. It might be something interesting to add?

Here are a few other observations:

1. Flak 88 shells: Unfortunately, even after replacing the two latest lua files, i.e. events.lua and keyPressEvents.lua, I'm still unable to get a Flak shell to move to the 'Skies Over Europe' day map.
When I click on ‘u’ the Flak shell first appears on the Europe map.
If I then click on ‘8’ it move to the ‘Skies Over Europe (N)’ night map
If I click on ‘5’ it also move to the ‘Skies Over Europe (N)’ night map

2. SP Artillery: this is a minor thing but when I researched the SP Artillery advance in early 1941, I thought I would be able to start building the corresponding Mobile Artillery and SP Anti Tank units. It's only afterwards that I discovered that you can't build them without first having built a Heavy Weapons Industry improvement in a city, which only becomes available after you've discovered the Minister of Armaments technology.

As such, logically, shouldn't the Minister of Armaments be one of the prerequisite for the SP Artillery advance? It would avoid researching a tech out of sequence.

3. Albert Speer's Reforms wonder: the Workforce Mobilization advance allows the player to build the wonder that provides Hydro Power to every city on the continent, which is the equivalent of the War Industry improvement (aka Hydro Plant) that becomes available with the Minister of Armaments technology.

Whereas the Wartime Industry costs 300 production per city, the wonder itself costs only 200 production in total. So for a mere 200 production, I can provide cheap Hydro power to all my cities.The Workforce Mobilization advance is a prerequisite of the Minister of Armaments technology and thus the wonder becomes available prior to the War Industry. As such why would a player want to spend anytime building any War Industry improvements?

I can find no case were the War Industry is a building prerequisite in the canBuildSettings.lua file. Therefore, shouldn't the cost of the wonder itself be significantly increased to force the player to have to make a harder choice?
 
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Another quick update:

Operation Barbarossa:

It’s Late October 1941, and after a 2 ½ month major battle in the vicinity of Moscow which saw the capture of its neighboring cities and the destruction of its outer and inner defensive lines the Russian capital has fallen to the combined armies of generals Manstein, Model and Guderian. The Soviet government has fled to Stalingrad.

upload_2022-3-30_11-6-52.png


In the southern sector, Army Group South has moved into the Dnieper river bend and the Crimean peninsula.

upload_2022-3-30_11-7-37.png


As such, at this time the Germans hold a line from Leningrad - Kalinin - Moscow - Tula - Orel - Kursk - Belgorod - Kharkov - Dnepropetrovsk - Kherson and Sevastopol and depending on the upcoming Russian winter and the level of Soviet activity may assume a more defensive stance for the next months to come.

For those, who haven’t yet played the game or reached this point yet in their own play through don’t be deceived by the apparent paucity of Russian units in the screen shots seen so far. The simple fact that I had to destroy over 1000 Russian units in the 6 months (12 turns) long campaign to date should in itself speak of the ferocity of the conflict.

Balkans and Greece:

As expected, the Yugoslavian partisan activity has more than doubled requiring me to deploy even more troops to the region. Tito made his first appearance but my armed forces hunted him down, but he was apparently only wounded and should return at some point to fight another day.

In Greece proper, I’m finally at the door step of Athens and expect to finally be rid of the British presence, which has been a constant thorn in my side, in this region on the next turn.

North Africa:

I’ve finally entered Egypt proper and are approaching my next target, the town of Mersa Matruh.

Important question: The Afrika Korps is being supplied from the port of Benghazi but this supply line only extends up to 30 tiles away which brings me just short of Cairo and Suez four tiles beyond (as seen in the image below).

As far as I can see, the only 2 cities in this region with supply depots are Benghazi and Suez. Therefore, unless I’m misunderstanding the supply mechanism, how will I be able to launch attacks against Suez if it’s beyond my supply range (I would have expected Alexandria, a major port, to be a supply hub as well)?

upload_2022-3-30_11-8-15.png


I guess, I could have each unit start within the supply zone and then move it close to the cities in questions without reselecting them first to attack? I assume in this case, I would still be technically in supply? Was this your intention?

Final observation:
1. I noticed that though the heavier caliber Flak 88 and Artillery units both have 2 MP, the smaller more nimble 3.7cm Pak 36 AT gun only has 1 MP. Shouldn't it be able to move at the same rate as the other 2?
 
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Hi John,

On the Late November 1941 turn, the game produced a major bug during the Russian turn, apparently related to the supply status of many of their counter offensive units. I've attached a partial list of the bug report (it was so long that the console couldn't retain all the information it spit out) and the save game prior to this turn (just press on end of turn and wait for the Soviets to play).

Could you have a look at it to see what may have happened? I hesitate to move forward in my game play otherwise.

Thank you.
 

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@JPetroski RL hit like a steamroller of late. But I think I have some free time coming up soon to give this a try. Where exactly is the current official download?
 
Hi @Patine,

You can download the primary scenario files from the CivFanatics download section here and then also get the HoFimg package and latest event file from post #1 of this thread here.
 
Hi John,

On the Late November 1941 turn, the game produced a major bug during the Russian turn, apparently related to the supply status of many of their counter offensive units. I've attached a partial list of the bug report (it was so long that the console couldn't retain all the information it spit out) and the save game prior to this turn (just press on end of turn and wait for the Soviets to play).

Could you have a look at it to see what may have happened? I hesitate to move forward in my game play otherwise.

Thank you.

This is an issue I've had come up occasionally. It has to do with the city production. It doesn't break anything so you can keep playing.
 
Hi John,

This is an issue I've had come up occasionally. It has to do with the city production. It doesn't break anything so you can keep playing.

In my case it's been a lot more than occassionally. It actually has occurred every single turn since I first reported it on Late November 1941 and it's now Late February 1942 (thus already 7 turns in a row).

The problem is that almost as soon as the Russian AI begins its turn I get the console that pops up which prevents me from seeing the AI's moves. It's quite annoying.

upload_2022-4-4_17-32-12.png


On another note, I was beginning to grow suspicious about whether the game was properly updating my treasury every turn . As such, in the last 5 turns, I kept a meticulous count of how much fuel I should have in my treasury at the beginning of each successive turn and each time I was short 250 fuel. I suspect that the Ploesti oil bonus isn't being added properly.

upload_2022-4-4_17-38-23.png



In terms of the game, here is a brief progress report. It's the beginning of Late February 1942:

Russia: As expected, the Russians have been launching numerous counter-attacks from many points along the front throughout the winter season.

In the north I was able to not only successfully repel a large offensive but with my forces move on to capture Cherepovets, hopefully securing Leningrad and this flank from further incursions.

upload_2022-4-4_17-58-46.png


In the center, my armies hold firm despite repeated assault...
upload_2022-4-4_18-5-47.png


In the south, I've managed to fully secure the Crimea and are slowly building up Army Group South in Dnepropetrovsk to move against Stalino once summer returns.

upload_2022-4-4_18-7-58.png


Balkans and Greece:

The Balkans continue to be a hive of partisans activity though my forces were able once more to hunt down the rebel leader Tito. Unfortunately, he once again only suffered minor wounds and fled the field. One can only wonder how long his luck will hold out?

upload_2022-4-4_18-18-19.png


After capturing Athens, the German High Command released an airborne contingent to assault Crete. It was a short term affair and the island has been secured.

North Africa: This theater is the one that causes me the most concern at this stage as I desperately want to forestall the American entry into Europe.

I finally managed to breakthrough El Alamein back in Late January 1942 but had to eliminate large numbers of CW infantry, air, armored and artillery units to do it.

I soon moved on against Alexandria which seems to have triggered a most unwelcome surprise: American combat units. The resistance to my African campaign has been far fiercer than I would ever have expected.

Given this unexpected development (America never sent ground units to Egypt, only air, and certainly not in February 1942) I'm uncertain if I will be able to break this new combination of CW and American forces in the region. If the scenario holds true to the historical narrative I still have to the end of October of the year to permanently prevent Operation Torch. Time will tell!

upload_2022-4-4_17-48-0.png
 

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The problem is that almost as soon as the Russian AI begins it's turn I get the console that pops up which prevents me from seeing the AI's moves. It's quite annoying.

Can you please upload your copy of triggerEvents.lua (in the LuaTriggerEvents folder)? The line reference in your error doesn't make sense based on the copy of the events that I have. I think this was the case the last time you mentioned the error, but then I forgot to look into it more deeply.
 
Can you please upload your copy of triggerEvents.lua (in the LuaTriggerEvents folder)? The line reference in your error doesn't make sense based on the copy of the events that I have. I think this was the case the last time you mentioned the error, but then I forgot to look into it more deeply.

Hi Prof. Garfield,

I changed the extension to txt to be able to attach the file. Thanks for taking a look.
 

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This is the line where the code is trying to index a nil value.
Code:
                    local xcoord, ycoord = table.unpack(strat.cityCoordinates[city.id][prod.id][1])

It looks like there is an issue with strat.cityCoordinates.

There does not seem to be any listing for Detroit and Pittsburg in that table, yet they are listed as industrialCities in the canBuildSettings and can therefore build Factories and Refineries, which are strategic targets. This will cause an error when they complete production and the game tries to place the target.

@JPetroski
This (untested) code should verify your strategic targets list, and print warnings for missing cities/improvements. Place it at the end of your canBuildSettings.lua file, and check the console when you start the scenario.

Code:
local strat = require("strat")
local function verifyStrategicTargetCityList(cityList,improvementList)
    for _,city in pairs(cityList) do
        if not strat.cityCoordinates[city.id] then
            print(city.name.." was expected in strat.cityCoordinates, but was not found.")
        else
            for _,improvement in pairs(improvementList) do
                if not strat.cityCoordinates[city.id][improvement.id] then
                    print(city.name.." was expected to have coordinates for placing a "..improvement.name..", but it does not.")
                else 
                    local xcoord, ycoord = table.unpack(strat.cityCoordinates[city.id][prod.id][1])
                    if not civ.getTile(xcoord,ycoord,0) then
                        print(city.name.." was expected to have coordinates for placing a "..improvement.name..", but the coordinates are not for a real tile. ("..xcoord..","..ycoord..")")
                    end
                end
            end
        end
    end
end
verifyStrategicTargetCityList(industrialCities,{object.iFactory,object.iRefinery})
verifyStrategicTargetCityList(populationImprovementCities,{object.iCivilianPopulation, object.iHousingDistrict})
 
Late April 1942, SUEZ FALLS!

It was a bitter and difficult battle but besides some mopping up operations the British and Americans have been pushed out of Egypt! Into the Middle East to destroy all vestiges of English dominion!

upload_2022-4-5_17-25-3.png
 
Thanks for catching that - yes, these can't be industrial cities as they have no place to put the strat. @tootall_2012 here is an update... It needs to go in the luaRulesEvents folder

As requested, I replaced the lua file with the latest version and continued to play. Unfortunately, it might have resolved some other issues but apparently not the one that I keep experiencing. The console goes by very fast as it's printing out the different messages but I managed to capture a screen shot of this particular reference to the unitKilledinCombat trigger. I don't know if that helps?

By the way, is it possible to pause the console as it's going through its process or do you have to wait till the end?

upload_2022-4-7_16-30-4.png
 
Late July 1942, STALINGRAD CAPTURED!

It was another long and bitter siege but Army Group Center in conjunction with Army Group South converged from the north and the west and after a two month (4 turns) battle managed to overrun the city.

upload_2022-4-7_16-56-25.png


This was accomplished after Army Group Center in collaboration with Army Group North overran all the cities east of the Don river, including Jaroslavl, Nizhny Novgorod, Kazan, Saransk, Kazan. My forces were able to successfully deal with the Saransk incident while simultaneously moving against Stalingrad.

upload_2022-4-7_17-6-26.png


In addition to supporting Army Group Center on its drive to Stalingrad, Army Group South has moved into the Caucassus.

upload_2022-4-7_17-5-51.png


In the meantime, I'm in the process of sending 8 Tiger I tanks to assist Army Group Center and South not only to stabilize their current position but to aid in the advance against the all important city of Baku, but not before securing the all important supply deport city of Astrakhan.

Middle East:

Meanwhile, Rommel has moved on from Egypt to secure Lebanon-Syria and is deploying forces to capture the last British possession in the region, i.e. the Iraki city of Mosul.

With that conquest the British will only still hold Scapa Flow (which apparently will be made to surrender in a future version of the game), Gibraltar and Malta on the European map.

upload_2022-4-7_17-11-16.png
 
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