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Overlord scenarios unplayable?

 
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Overlord scenarios unplayable? - 11/18/2017 4:49:28 PM   
Theophilus


Posts: 23
Joined: 7/31/2015
From: Kitchener, ON
Status: offline
Tried several of the D-Day scenarios where you have to transport the troops from England across the channel. The coastal guns of the Germans keep firing/intercepting the transports, doing significant damage and halting their movement. While this may be normal and desirable with many scenarios, the Germans did NOT in fact hammer the troop ships on the way. Is there a way to turn this behaviour off? Right now the scenarios are IMHO unplayable the way they are.
Post #: 1
RE: Overlord scenarios unplayable? - 11/19/2017 7:29:42 AM   
zakblood


Posts: 22687
Joined: 10/4/2012
Status: offline
if you list which ones your unhappy with and how you were playing them, etc, one player to player etc, which side was the AI etc, it would be helpful

(in reply to Theophilus)
Post #: 2
RE: Overlord scenarios unplayable? - 11/19/2017 9:39:22 AM   
Tamas

 

Posts: 985
Joined: 1/7/2001
Status: offline

quote:

ORIGINAL: Theophilus

Tried several of the D-Day scenarios where you have to transport the troops from England across the channel. The coastal guns of the Germans keep firing/intercepting the transports, doing significant damage and halting their movement. While this may be normal and desirable with many scenarios, the Germans did NOT in fact hammer the troop ships on the way. Is there a way to turn this behaviour off? Right now the scenarios are IMHO unplayable the way they are.


Interesting, I am pretty sure we have fixed this for these scenarios, I'll look into it, and if its a scenario-specific mistake, we will upload a new version in the Scenarios subforum.

Meanwhile, the way to get around this is to move your naval units close to the coastal guns - automatic exchange of fire between them will be immediately resolved, "depleting" the reaction capability of the guns and often destroying them as well. It is not an ideal solution, and we won't leave it as such, but its something to get around the issue while we fix the scenario.

(in reply to Theophilus)
Post #: 3
RE: Overlord scenarios unplayable? - 11/19/2017 9:56:33 AM   
Tamas

 

Posts: 985
Joined: 1/7/2001
Status: offline
Ok I have found the Overlord 44 scenario to be still the old one, by mistake, I have quickly fixed it:
http://www.matrixgames.com/forums/tm.asp?m=4381203&mpage=1&key=�

The rest of the Normandy scenarios seem ok but I might have missed one. :)

You'll still see the coastal guns attacking your embarked land units on their way (unless you do the trick mentioned above to take them out with naval units first), but you will suffer neglibile losses.

(in reply to Tamas)
Post #: 4
RE: Overlord scenarios unplayable? - 11/19/2017 12:05:06 PM   
Lobster


Posts: 5104
Joined: 8/8/2013
From: Third rock from the Sun.
Status: offline
quote:

ORIGINAL: Theophilus

Tried several of the D-Day scenarios where you have to transport the troops from England across the channel. The coastal guns of the Germans keep firing/intercepting the transports, doing significant damage and halting their movement. While this may be normal and desirable with many scenarios, the Germans did NOT in fact hammer the troop ships on the way. Is there a way to turn this behaviour off? Right now the scenarios are IMHO unplayable the way they are.


One way you can quickly take care of this yourself is to reduce the range of those guns by loading the scenario in the editor and editing that specific weapon's range. Who knows, maybe you'll become a scenario designer.

You should read all of the Information and Player Aids section 16 and the scenario design section 17. It will help you to better understand the game.

16.1. The Unit Report
(Advanced Rules)

...
Range Limits
All ranged units now can have their nominal ranges
player-limited. The choice is made within the Unit
Report. A setting of -1 restores the value to the
nominal value. A setting of 0 makes the unit nonranged
– this can allow the unit to assault when
adjacent. A setting of any positive range allows the
unit to bombard when adjacent. The -1 setting still
96 The Operational Art of War IV
applies the 50% test when adjacent. These settings
can be preselected by the designer in the editor
(default is -1). Note that the intent of this feature
is to allow players to tailor their bomber ranges so
as to stay within air cover of their fighters – but
note that it applies to ships and artillery, too. It can
also benefit units with multiple equipment types
in their TO&E to operate with the range of the
shortest-ranged equipment type. The DBR display
(“Crop-circles”), will reflect the modified range.

New to TOAW IV is a built-in Equipment
Editor. This Equipment Editor is discussed in
section 17.5.



_____________________________

http://www.operationbarbarossa.net/

Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein

Q: What do you call a boomerang that doesn’t come back?
A: A stick.

(in reply to Theophilus)
Post #: 5
RE: Overlord scenarios unplayable? - 11/19/2017 6:17:44 PM   
Theophilus


Posts: 23
Joined: 7/31/2015
From: Kitchener, ON
Status: offline
Thank you everyone for the help. Obviously, the new/replacement scenario helped!
Hadn't gotten to section 16.1 or the equipment editor yet, as I was just trying out a few of my 'old favourite' scenarios, so thanks.

(in reply to Lobster)
Post #: 6
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