skukko
Posts: 1928
Joined: 10/24/2000 From: Finland Status: offline
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howdy :D I was asked what changes were made to Lost Victories. Answer is hard to get listed. So instead of making list of it I did collect some very important notes to be kept in mind while designing scenarios. To check for scenario errors is almost as last checklist of designer. This lacks of things as setting game up to C&C On-play, ( - it has more 'rules' to be notified ), but this is good beginning to get started with C&C scenarios. All scenarios in LV are playable and should be played with C&C On to get every piece of sweat out of it. But here it is, rather long, sorry... : ----------------------------- p1 is changed to p2 by selecting formation (G-key) and hitting 'F2'. Loaded units don't get this, unload, hit 'F2' and load again. Offboard units as arty and Airplanes are assigned to p2 by taking unit before them and hitting 'N'-key and 'F2'. Doing this p2 secures our back of weird events that in some cases players have found. Don't take out any weapon from units, it is replaced by engine in some cases with big guns. Just take ammo out. Before buing AI troops you can get higher exp and morale to them by setting history rating OFF and adjusting TQ in preferences screen. Unit Into defence for AI: Set stance to defend. Reactiontime to 99. Objective flag in same hex where platoon leader is. If some units are deployed far from platoon leader, look that they have radios. (important if platoon arrives in differend turns as reinforcements) Adjust defending units wake up call with range of fire. I use in most cases 1 hex, but leabe MGs and guns to longer values. If set to 1 hex reaction and morale/exp is low, unit will fire occasionally longer ranges. All units will fire back when it is shooted at. AI units will move in defence stance if their object is far away and they have not 99-reaction. Nice way to adjust delayed counterattack; just set reaction to turn when you want them to attack, works only if AI is set to some defence stance. In meeting engagement it wants to move and is tricky to set up. Of reinforcement: Stance must be 'advance'. Don't give reinforcements arrival turn that is too far in gamelenght. Many games end early because AI don't count reinforcements as active units, and therefore it *surrrenders* when it can't take Victory Objectives with force it has left onboard. And why to use reinforcements if map allows you to deploy them all ? No need to answer that for history... AI HQ: Reaction to 99, defence stance, range of fire zero, and in some cases speed to 1 hex/turn. ( This last keeps HQ in cover) AI uses HQ as assault -force, so it is usually killed early. In longer than 12 turns morale upto 121 for AI HQ to prevent battle ending before its reinforcements arrive (and for longer battle if needed). Unecessary units for AI: Misc vehicles. AI drives unloaded vehicles to retreat flag asap. Radios to bigger AI vehicle consentrations, to mortars. AI to AI control before saving and leaving editor. And still douple check that all reinforcement and retreat flags, waypoints and objects are set for both. VOs: To check how much victory hexes affect score: Start scenario and surrender before anything has happened. Adjust VOs by this to make battle result to what is in your mind. Victory -Exit flags set to max 10 points for correct scoring, and at least one hex away from maps border. If in touch with border it will crash to desktop. And last but not least: point per turn flags must have above 20 points to get Ai interested of them, Victory exit hexes must be 10 points maximum,- surrounded by rough and at least one hex off the map (causes crash to desktop if in adjacent hex of the map). And preferred is that +50 point is minimum value for victory hex if you use all 20 flags. Weather: Airplanes are available but not in use 100% sure unless weather is set to '1'. In weather option '2' they arrive to your target with somewhat 75% and if weather is set to '3' it is 50-50%. 4,5 and 6 are defenatly killing all air activity. Moving units from force: When removing something from forces,first unload everything, even in deployment -phase. Second: use 'W' -key to assign units to sniper ( very last purchase, may need to do sniper into colonel ) Then remove this unwanted formation in purchase screen. As an example: node5 missed formations from L to M and some here and there... If there is too much forces, remove them as above instructed, but add one last recommendation from me: leave on map zero -units (B0, C0,D0..) so that formation-tree stays solid. Neccessity to move units/formations correctly away is huge. Let me give you nigtmare, this has happened: >>What was wrong with node XXX? << [(Gamer reports said it was causing CTD, -crash to desktop) Rest of the text is answer from me ] I didn't do it all, just repaired: AI to p2 not done. AI objects not done 100%. HQ suicide assaulting. Some undeployed player units, (that was first correction.) Ai had platoon of tankdesants loaded to tanks(T-35s) and after Tanks were removed in options units did stay as ghosts. Player objects not done 100%. and some more... that wery usuall... I playtested it and got two crashes to desktop. I could Not find anything that was causing it so I started to comb it with 'N' and 'F' keys. If I didn't find unit I unloaded everything. Then I did use keys again. Still two formations of AI units were missing. One platoon I deployed on map. When I tried to deploy second ghost I did get T-35 icon on to the map. And it stucked. I coiuldnot get it away without digging a hole thru earth. Yet: best and worst: I accidentally deployed working KV on T-35 icon. KV warped away. Amazed of cloak devices effectiveness I deployed whole russian force into same hole. Saved and started scenario. CTD. CTD. So,- that T35 icon sucked originally something into itself and caused CTD, that isonly reason why it should have crashed in first place. To get rid off T35 I was forced to buy 12 pieces of them before I did hit correct one. Then I tried to get ghost platoon onboard but failed heavily. I desided that russians can do their job without platoon and I deleted it in purchase screen. After that I was forced to redeploy every russian unit in node 5s scenarios and forced to set all stances and every status again with range of fire and reactiontimes. >><< And you really did have units there ... :D ROTFLOL But this is weirdest behavior that I've seen in editor... so, its not all but for start... it can look too much at first glance, but after some editing you are familiar and don't even think about these... mosh Team Cpt Lost Victories
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