Desert Fox
Posts: 171
Joined: 5/9/2000 From: Ohio, that is all I can say. Status: offline
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Well I guess this is the right thread for my problem so here goes.
I am trying to design a hypothetical scenario for a hypothetical campaign. Time is September 1945, and its Allies vs Ruskies, with the player as the allies.
The first scenario is supposed to be an evacuation of key figures in Berlin, because the Soviets are invading the Allied sectors of Berlin. The scenario is supposed to start the player on one side, with a small corridor that the Soviets don't have total control of, yet. The map is a medium map, though I know it really should be a pretty big map. I just don't have the patience to redraw the entire map of Berlin, even if I had one to look off of.
Anyways, the scenario calls for setting point values for the important figures very high, and because of the nature of the scenario, I also want to set the auxiliary forces to very low costs, since a good portion of them are supposed to be knocked out by the prebombardment. This would also represent the mission orders that you must get these guys out at any cost, without regard to your aux forces. They are just there to delay the Soviets. Theoretically, if you were to stay and fight the AI, you would get completely wiped out. That is the idea anyway.
I set all the aux forces to 1 point each. I set the special units to very high values. The highest value was 1000, and the lowest was 500. I also set the point multiplier to 2x to make these special units extra important, as well as making the core units important to keep in one piece. And of course, any Soviet equipment you destroy would be very valuable to the war effort. However, while I set the points for these units using the 'D' key to change the unit's attributes, when I save and reload the scenario to test it, everyones points are back at normal levels.
Why? Is it a bug or something I am doing wrong? Or is it because of the extreme point values?
I also have another odd problem. Because the corridor is the only way to get the units off the map(the exit hexes from V3 should be very helpful), I set up some Soviet forces to wreak havoc on the corridor, but they are supposed to wait a few turns before moving to block the corridor. They are JS1s and JS3s, and I set their reaction turns to 3 and 4 respectively. I also enabled computer control in the unit list, and set waypoints. However, when I save and play the game, they are moving and screwing up the suprise on turn 1. Again, am I doing something wrong?
Now for the final problem. I originally bought the Soviet forces, deployed them, bought Allied forces, deployed them, then plotted Soviet artillery and air strikes. I made a test run to see how the artillery and air strikes play out, and decide that I completely forgot anti aircraft weapons for both sides, and I also forgot to buy katyushas for the Soviets. So I went back, bought the AAA and katyushas for the Soviets, deployed the AAA, but then when I tried to plot the katyushas, they were all out of contact. I did change a number of trucks into AAA for the allies, since the trucks were not needed, but I don't have a clue why I can't plot the katyushas. Any ideas?
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