Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: FITE ( Ron's Mod v. 10 )

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> After Action Reports >> RE: FITE ( Ron's Mod v. 10 ) Page: <<   < prev  1 [2] 3 4   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: FITE ( Ron's Mod v. 10 ) - 11/8/2013 12:51:15 AM   
general64

 

Posts: 10
Joined: 11/20/2012
Status: offline
7

Attachment (1)

(in reply to general64)
Post #: 31
RE: FITE ( Ron's Mod v. 10 ) - 11/8/2013 12:51:46 AM   
general64

 

Posts: 10
Joined: 11/20/2012
Status: offline
8




Attachment (1)

(in reply to general64)
Post #: 32
RE: FITE ( Ron's Mod v. 10 ) - 11/8/2013 1:00:39 AM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
quote:

ORIGINAL: general64

7

Hey Dan, I mean General64 dude: Number 7's attachment isn't showing. You probably forgot to check the box Embed picture in post
or something. You can do an "EDIT" of your post to fix it.




Attachment (1)

(in reply to general64)
Post #: 33
RE: FITE ( Ron's Mod v. 10 ) - 11/8/2013 1:05:37 AM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
Sorry about that but the above instructions are for the initial posting. This picture below is for editing your post.




Attachment (1)

(in reply to larryfulkerson)
Post #: 34
RE: FITE ( Ron's Mod v. 10 ) - 11/8/2013 4:37:24 AM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
Okay........I received a file from General64 and watched the playback. Dan is busting bridges all over the place. I'm going to have my
hands full trying to pursue him if I have to fix bridges too. I'm watching Dan use the run-away defense. Good choice. This game is
getting more exciting all the time. It's a race to the exits. I need to capture the river crossings to have any chance to trap a bunch of
Soviet units. It may be too late already. Nah. Here's the front lines at the start of turn 2.




Attachment (1)

(in reply to larryfulkerson)
Post #: 35
RE: FITE ( Ron's Mod v. 10 ) - 11/8/2013 4:59:18 AM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
I'm not afraid to fly the paratroopers again because the Soviet air force for the most part doesn't exert a threat anymore but that's not
why I'm using them as recon. There's a house rule that you can't drop the paratroopers more than 10 hexes from the nearest friendly
unit and that's not really helpful in the situation I'm in now. On the other hand those little paratrooper units have a really healthy MP
allowance and I can get them down the road pretty far. So I'm using them as recon to scout ahead and find the Soviet roadblocks.




Attachment (1)

(in reply to larryfulkerson)
Post #: 36
RE: FITE ( Ron's Mod v. 10 ) - 11/8/2013 6:46:48 AM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
I'm running into Dan's perfectly placed roadblocks. I'm having to deploy off the road and work to get a surround going and then a turn or
two to destroy the roadblock and then the turn to get back on the road to get moving again. Total: maybe 5 turns. Not bad for a really
good roadblock.




Attachment (1)

(in reply to larryfulkerson)
Post #: 37
RE: FITE ( Ron's Mod v. 10 ) - 11/8/2013 10:09:17 AM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
Here's how the air war is going and some of my losses so far:




Attachment (1)

(in reply to larryfulkerson)
Post #: 38
RE: FITE ( Ron's Mod v. 10 ) - 11/8/2013 10:42:52 AM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
Here's my moves in turn 2:




Attachment (1)

(in reply to larryfulkerson)
Post #: 39
RE: FITE ( Ron's Mod v. 10 ) - 11/8/2013 2:38:02 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline

quote:

ORIGINAL: Ruppich

but i dont know this mod...

any chances that u use some GUI / Graphic mod?
telumar has done a fantastic job in polishing the game out with his classic redux II work!


Larry is using my earlier Mod...

..well, the new one is much better: http://thetoawbeachhead.wordpress.com/2013/10/06/classic-redux-ii/ Maybe you want to give it a chance, Larry.


quote:

ORIGINAL: Ruppich

normally the high supply option should be deactivated


As Ruppich says. I however think you cannot change to normal supply during PBEM.

_____________________________


(in reply to Ruppich)
Post #: 40
RE: FITE ( Ron's Mod v. 10 ) - 11/8/2013 6:31:51 PM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
@Telumar dude: Many thanks for your work, it's fantastic and adds immesurably to the TOAW experience. I really appreciate it. I'm sure the rest of the gang does too.

And about the high supply setting.........I tried to change it once and couldn't because it was a PBEM game.

Speaking of PBEM games.....I'm playing three of them now. John Fogger and I are doing FITE ( I'm the Soviets ) and Dan Phipps and I are doing FITE ( I'm the Axis ) and Jim Moore and I are locked together in a game of WITP-AE, although he said something last night about us playing the Allied side together against the Jap AI. I think that's a capital idea. We're going to get started on that any day now.

And when I'm waiting moves from my opponent(s) I'm playing WITP-AE as the Japs against the Allied AI. I'm always gaming something during the day. I eat sleep and play because I'm retired and can do what I want. Mostly.

< Message edited by larryfulkerson -- 11/8/2013 7:32:27 PM >

(in reply to Telumar)
Post #: 41
RE: FITE ( Ron's Mod v. 10 ) - 11/8/2013 9:36:06 PM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
Okay........I just received a file from Dan and I watched the replay etc. Dan is still using the run-away defense and he's leaving
lots of roadblocks in my way. I'm working my way through it all and pressing hard. I was greated w/ this screen at start-up.




Attachment (1)

(in reply to larryfulkerson)
Post #: 42
RE: FITE ( Ron's Mod v. 10 ) - 11/8/2013 9:39:59 PM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
Here's the front lines at the start of turn 3:




Attachment (1)

(in reply to larryfulkerson)
Post #: 43
RE: FITE ( Ron's Mod v. 10 ) - 11/8/2013 10:04:21 PM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
As is my habit, I'm going through the OOB of all the units and I've come upon the 2nd Hamberger unit so embarked them on a plane and
flew them to grab a bridge over a creek just NE of Riga. He won't last long if I don't get some support to him so it behoves me to get
across the River and save him. Like I wasn't already planning on crossing the river anyway. I have neglected to get enough engineers
up to the river line to enable the crossing of the river. D'oh. I'll work on that.




Attachment (1)

(in reply to larryfulkerson)
Post #: 44
RE: FITE ( Ron's Mod v. 10 ) - 11/8/2013 10:22:03 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline

quote:

ORIGINAL: larryfulkerson

Okay........I just received a file from Dan and I watched the replay etc. Dan is still using the run-away defense and he's leaving
lots of roadblocks in my way. I'm working my way through it all and pressing hard. I was greated w/ this screen at start-up.





German Forces destroy industry in Tiblisi?!?! That's a hell of an advance for the Axis

This made we wonder and i found that there is a buggy event. Has your opponent selected the Sweden Ultimatum TO? Because that's what's causing this. See the attached picture.




Attachment (1)

_____________________________


(in reply to larryfulkerson)
Post #: 45
RE: FITE ( Ron's Mod v. 10 ) - 11/8/2013 11:02:19 PM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
Just south of the marshes the need for recon units has become so acute that I'm using just about everybody who can move like this
AA unit in the red hex.




Attachment (1)

(in reply to larryfulkerson)
Post #: 46
RE: FITE ( Ron's Mod v. 10 ) - 11/8/2013 11:07:37 PM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
quote:

ORIGINAL: Telumar
German Forces destroy industry in Tiblisi?!?! That's a hell of an advance for the Axis

This made we wonder and i found that there is a buggy event. Has your opponent selected the Sweden Ultimatum TO? Because that's what's causing this.

This is the only indication that there's been a change in the TO's because there used to be a TO that said something about an
ultimatum to somebody and it's not there now. We could ask Dan for sure if he selected it, I know I didn't, and it's missing now so I'm
thinking he did. How about it Dan? Did you select the aforementioned TO?




Attachment (1)

(in reply to Telumar)
Post #: 47
RE: FITE ( Ron's Mod v. 10 ) - 11/8/2013 11:12:45 PM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
quote:

ORIGINAL: Telumar
This made we wonder and i found that there is a buggy event.

So um......I looked at the events involved and I'm thinking an easier way to fix this big is to make a "news only" out of the event that
causes that TO to be. Or maybe leave the TO in there but disable the event that triggers the bug. So that when the player
chooses that TO from the list of TO's nothing happens except maybe a new string or something. What do 'ya think?

< Message edited by larryfulkerson -- 11/9/2013 12:13:25 AM >

(in reply to Telumar)
Post #: 48
RE: FITE ( Ron's Mod v. 10 ) - 11/8/2013 11:55:09 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
I examined this further. The event to be activated with the TO should be Event #64, which then activates Events #574 and #575. These are two TOs wether to deny or to accept the Soviet ultimatum. However, the "Deny Ultimatum TO" activates again the wrong events, it activates #117 and #118 which are occupation events for some Soviet industrial cities. There are also futher events involved like Churchill sending additional aircraft to assist against Sweden or the US to send an expeditionary force. I haven't looked at these in detail, but i fear there might be more falsely pointing triggers etc.
Long story short, unless Ron - who and where ever he is - or someone else fixes this, a workaround could be to 'nullify' that TO as suggested by you.

Note that there is also a bug with the Swedish forces. They are not deployed properly nor are they set to enter on a certain turn or by a certain event. Again, see screenshot.




Attachment (1)

_____________________________


(in reply to larryfulkerson)
Post #: 49
RE: FITE ( Ron's Mod v. 10 ) - 11/9/2013 12:21:38 AM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
Well, they aren't exactly game stoppers for the purposes of our game w/ Dan here but there does need to be some fixes done. I'll take a look at that when I get some free time and make a version 11. Thanks for your hard work and dedication to the hobby.

< Message edited by larryfulkerson -- 11/9/2013 1:21:53 AM >

(in reply to Telumar)
Post #: 50
RE: FITE ( Ron's Mod v. 10 ) - 11/9/2013 3:34:38 AM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
I didn't think I was going to be able to reach Minsk this turn but there I am starting a surroujnd on the entire city. Whoa.




Attachment (1)

(in reply to larryfulkerson)
Post #: 51
RE: FITE ( Ron's Mod v. 10 ) - 11/9/2013 3:51:37 AM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
I'm creaping up on the river crossings but except for the Soviet stuff at Minsk and the roadblocks I think all the Soviet unts got away.
D'oh.




Attachment (1)

(in reply to larryfulkerson)
Post #: 52
RE: FITE ( Ron's Mod v. 10 ) - 11/9/2013 5:27:56 AM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline

quote:

ORIGINAL: larryfulkerson

Well, they aren't exactly game stoppers for the purposes of our game w/ Dan here but there does need to be some fixes done. I'll take a look at that when I get some free time and make a version 11. Thanks for your hard work and dedication to the hobby.


Except that Dan lost 5% of his production due to selecting the TO.

_____________________________


(in reply to larryfulkerson)
Post #: 53
RE: FITE ( Ron's Mod v. 10 ) - 11/9/2013 5:36:15 AM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
I'm up to Riga and the supply situation is still pretty good.




Attachment (1)

(in reply to larryfulkerson)
Post #: 54
RE: FITE ( Ron's Mod v. 10 ) - 11/9/2013 5:37:26 AM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
quote:

ORIGINAL: Telumar
quote:

ORIGINAL: larryfulkerson
Well, they aren't exactly game stoppers for the purposes of our game w/ Dan here but there does need to be some fixes done. I'll take a look at that when I get some free time and make a version 11. Thanks for your hard work and dedication to the hobby.

Except that Dan lost 5% of his production due to selecting the TO.

Maybe we should ask Dan if he wants to keep going in spite of that loss. How about it Dan?

(in reply to Telumar)
Post #: 55
RE: FITE ( Ron's Mod v. 10 ) - 11/9/2013 10:18:05 PM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
Here's my losses, some of them, at the end of T3, the Axis half of the turn. Specifically.




Attachment (1)

(in reply to larryfulkerson)
Post #: 56
RE: FITE ( Ron's Mod v. 10 ) - 11/11/2013 6:56:03 AM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
Okay, I've received a file from Dan and watched the replay etc. Dan is still running away w/ his forces and I'm still pursuing and he's
started moving eastward units westward and pretty soon we'll have the beginnings of a front line somewhere I'm sure. I was greated
by this screen at the beginning of turn 4:




Attachment (1)

(in reply to larryfulkerson)
Post #: 57
RE: FITE ( Ron's Mod v. 10 ) - 11/11/2013 11:44:29 AM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
Here's the T4 front lines before anybody has moved:




Attachment (1)

(in reply to larryfulkerson)
Post #: 58
RE: FITE ( Ron's Mod v. 10 ) - 11/11/2013 1:18:45 PM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
This is the Minsk area and most of the units in this image are moving east. There's terrific traffic trouble, truely. But progress is being
made and everything seems to be going just fine. I'm playing it by ear, no plan.




Attachment (1)

(in reply to larryfulkerson)
Post #: 59
RE: FITE ( Ron's Mod v. 10 ) - 11/11/2013 5:35:56 PM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
I've advanced so far that I've driven into the single-digit supply level areas.My RR engineers aren't keeping up w/ the front. This
could be a problem.




Attachment (1)

(in reply to larryfulkerson)
Post #: 60
Page:   <<   < prev  1 [2] 3 4   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> After Action Reports >> RE: FITE ( Ron's Mod v. 10 ) Page: <<   < prev  1 [2] 3 4   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.922