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RE: Soviet Dawn Beta Test Ausf. E - 12/29/2019 4:47:08 PM   
terminator


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quote:

ORIGINAL: AngrySwan

That is a German objective from 1941. The Soviets in 1944 needed to eliminate the presence of German navy in Sevastopol and clear the pocket behind their lines.


The Crimean offensive (8 April – 12 May 1944), Wikipedia :

"The Wehrmacht was able to successfully hold on to the Crimea even after it had been cut off by land due to their ability to supply it via the Black Sea. Holding the Crimea was considered important as its loss would negatively affect the attitude of Turkey and put Romanian oilfields under risk of Soviet air attacks."

< Message edited by terminator -- 12/29/2019 4:50:54 PM >

(in reply to AngrySwan)
Post #: 31
RE: Soviet Dawn Beta Test Ausf. E - 12/29/2019 7:40:52 PM   
AngrySwan

 

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The Soviet objective for the game would be ''We must capture the peninsula to renew bomber attacks on Romania and improve our relations with Turkey.''

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Post #: 32
RE: Soviet Dawn Beta Test Ausf. E - 12/30/2019 6:00:34 AM   
Ronald Wendt


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Hi folks,

agreed, the Crimea text makes no sense. Seems some old German briefing slipped into the commisars briefcase.

Regards,

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Post #: 33
RE: Soviet Dawn Beta Test Ausf. E - 12/31/2019 12:18:09 AM   
AngrySwan

 

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Hi Ronald,

Does the kill list have a limit?

I guess I am over it :D
Not by point value but I guess by the number of killed units, will have to check the combat protocol.

How to do that - make a specialized bunker killer unit, maximum stats against infantry and always give it artillery support.

This is not a complaint about bug, just an observation.

(in reply to Ronald Wendt)
Post #: 34
RE: Soviet Dawn Beta Test Ausf. E - 12/31/2019 5:18:31 AM   
Ronald Wendt


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Hi AngySwan,

quote:

ORIGINAL: AngrySwan

Hi Ronald,

Does the kill list have a limit?

I guess I am over it :D
Not by point value but I guess by the number of killed units, will have to check the combat protocol.

How to do that - make a specialized bunker killer unit, maximum stats against infantry and always give it artillery support.

This is not a complaint about bug, just an observation.


i am not sure if i get it right. You are saying you have killed so many units that they do not show up in the list anymore ?

Its not a real bug, but a limitation then. Could you send me a savegame with that unit so that we can consider solutions for this ?

Regards,

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Post #: 35
RE: Soviet Dawn Beta Test Ausf. E - 12/31/2019 8:56:03 PM   
AngrySwan

 

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Hi Ronald,

I sent the save, that is the last turn of the campaign. I think the kill list is too long, it even crashes the game. The bunker killer unit fought in 6 scenarios and the total point value of kills is not that high, around 140 or 150, but the killed units are many.

My objective was to get a land unit with 5 attachments and not have too high losses. The long kill list is a ''side effect''.




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Post #: 36
RE: Soviet Dawn Beta Test Ausf. E - 1/1/2020 12:39:30 PM   
terminator


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Crimea 1944 (2/2)

The Text messages for the landing of the Soviet troops (16 & 20 Rifle Corps of the Seperate Coastal Army) should have a red background :




Attachment (1)

< Message edited by terminator -- 1/1/2020 2:51:06 PM >

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Post #: 37
RE: Soviet Dawn Beta Test Ausf. E - 1/1/2020 3:10:28 PM   
terminator


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quote:

ORIGINAL: AngrySwan

Hi Ronald,

Does the kill list have a limit?

I guess I am over it :D
Not by point value but I guess by the number of killed units, will have to check the combat protocol.

How to do that - make a specialized bunker killer unit, maximum stats against infantry and always give it artillery support.

This is not a complaint about bug, just an observation.

The Killed Unit does not appear immediately on the Killer Unit history list, the Killer Unit must be deselected and then reselected to see the Killed Unit appear on the Killer Unit history list.

< Message edited by terminator -- 1/1/2020 3:35:50 PM >

(in reply to AngrySwan)
Post #: 38
RE: Soviet Dawn Beta Test Ausf. E - 1/1/2020 5:42:38 PM   
AngrySwan

 

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That is the normal procedure, but imagine you have a specialized bunker killer unit with its own artillery support (that should also be possible for Soviets) and the combat procedure is: artillery fire until the defender has 2-3 points left, maybe 1 - and then the bunker killer comes. It gets 1 kill per 2 moves or maybe more.

The current kill list can have 17 items - that is more than enough and most units never reach even half of the number; I have some infantry divisions that have 0 experience because they never saw action. But this is a special unit that must get 5 promotions by the end of the campaign and has its own artillery support and is a part of a tank army. After 6 scenarios it will have a kill list over 17 units.

You can also do it with the Soviets, there must be enough bunkers in all scenarios.

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RE: Soviet Dawn Beta Test Ausf. E - 1/2/2020 7:28:11 AM   
Ronald Wendt


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Hi folks,

during my testing i never had an overflow with the kill list. But it should cope with extreme situations and i hope we will find a quick(=doable) solution. Just imagine one day there is a Western campaign starting in 1939 and someone has the insane idea to combine it with the 37 maps of the A-A campaign. Could cause long lists.

AngrySwan: received your mail but it lacked an attachment.

Regards,

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Post #: 40
RE: Soviet Dawn Beta Test Ausf. E - 1/2/2020 10:02:14 AM   
AngrySwan

 

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Hi Ronald,

I sent another message with the attachment.

Someone had the insane idea of getting 5 attachments for a unit, combined a Werfer brigade with a motorized Elite division and killed maybe not every bunker on the Dnepr (Smolensk) but most of them.
Actually the overflow only happens at the end of move 18 in Moscow scenario, that is, three moves before the campaign ends.

If there is no quick solution we can leave the game as it is and create kill lists from combat protocols.

by the way, how do units get awards for battles? There were not so many for Germany but the 11th Army can receive a Crimean shield and there was Lappland shield for those in the north.


< Message edited by AngrySwan -- 1/2/2020 10:08:21 AM >

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Post #: 41
RE: Soviet Dawn Beta Test Ausf. E - 1/2/2020 4:56:07 PM   
AngrySwan

 

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The idea of a 1939-1941 campaign exists for some time, so far as an idea.

By the way, some combining can be done even with the existing maps, and that one day may not be so far.

The current Warsaw map allows Bzura scenario.
There is map of the Netherlands. It needs some more attention but most of work has been done.
There is a Belgrade map.
There is a Panzer General II Balkans campaign which must include Belgrade. Panzer General II is a battalion-regiment level game but replacing 3 regiments with 1 division is not that hard.

So even if there were no new maps it is just a question of time when we see a combined campaign featuring that bunker killer unit as the main strike force, fighting in scenarios Netherlands - Belgrade - Minsk - Smolensk - Kiev - Wjasma - Mozhaisk - Moscow.

High kill numbers can be also reached in the existing campaigns with long paths - AA, German Invasions and in the Soviet campaign.

< Message edited by AngrySwan -- 1/2/2020 5:01:07 PM >

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Post #: 42
RE: Soviet Dawn Beta Test Ausf. E - 1/3/2020 4:35:32 AM   
Ronald Wendt


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Hi AngrySwan,

the savegame is now in use. On my system the overflow even causes a crash so something has to be done anyway. Thanks for reporting.

Regards,

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Post #: 43
RE: Soviet Dawn Beta Test Ausf. E - 1/3/2020 5:44:04 AM   
AngrySwan

 

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Hi Ronald,

It crashes the game on my system too, although the program worked until move 17 or 18 in Moscow scenario. If it was not for the early deployment in Minsk scenario (I removed the 10th and 29th mot. divisions and deployed Das Reich and 52nd Werfer brigade) I would not have discovered the problem.

Maybe the full kill list is not needed - but it would be good to fix the crash. I have no ideas what to do with the list, if it is longer than the current 17 units you would need a scrolling function and I do not know if it is doable.

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RE: Soviet Dawn Beta Test Ausf. E - 1/4/2020 4:39:01 AM   
terminator


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Lwow

Enemy Objective :




Attachment (1)

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RE: Soviet Dawn Beta Test Ausf. E - 1/4/2020 12:19:14 PM   
terminator


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Vienna (1/2)


No visible Player Objectives :




Attachment (1)

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Post #: 46
RE: Soviet Dawn Beta Test Ausf. E - 1/4/2020 9:51:39 PM   
terminator


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Vienna (2/2)


The Enemy Objective should be rewritten from the Soviet point of view and not from the German point of view :




Attachment (1)

< Message edited by terminator -- 1/4/2020 9:52:09 PM >

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RE: Soviet Dawn Beta Test Ausf. E - 1/5/2020 8:32:30 AM   
terminator


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Jassy-Kishinev(1/5)


Line jump for the brilliant victory not present for the normal victory in the Player's Objectives:




Attachment (1)

< Message edited by terminator -- 1/7/2020 2:32:02 PM >

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RE: Soviet Dawn Beta Test Ausf. E - 1/6/2020 6:44:10 AM   
terminator


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Jassy-Kishinev(2/5)


The cities to be captured by the Soviets should have a red circle in the beginning :




Attachment (1)

< Message edited by terminator -- 1/7/2020 2:32:19 PM >

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RE: Soviet Dawn Beta Test Ausf. E - 1/6/2020 7:05:17 AM   
Ronald Wendt


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quote:

ORIGINAL: AngrySwan
I have no ideas what to do with the list, if it is longer than the current 17 units you would need a scrolling function and I do not know if it is doable.


My idea was to create columns for the overflow. This would mean a new window of the same dimensions appears right of the history containing the "overflow". But the decision if its done this way is pending.

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RE: Soviet Dawn Beta Test Ausf. E - 1/7/2020 2:40:56 PM   
terminator


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Jassy-Kishinev(3/5)

I've never seen this Event come true :




Attachment (1)

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Post #: 51
RE: Soviet Dawn Beta Test Ausf. E - 1/7/2020 4:12:58 PM   
terminator


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Jassy-Kishinev(4/5)


Typo in the debrief if you lose :




Attachment (1)

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Post #: 52
RE: Soviet Dawn Beta Test Ausf. E - 1/7/2020 6:19:29 PM   
AngrySwan

 

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These typos cannot be removed by the editor in game but there is an external XML copy editor that shows them and they can be removed with that editor.

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RE: Soviet Dawn Beta Test Ausf. E - 1/8/2020 6:34:02 AM   
Ronald Wendt


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Hi terminator,

could you send me savegame that takes me right to this spot ? Would help to catch this.

quote:

ORIGINAL: terminator

Vienna (1/2)


No visible Player Objectives :






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Post #: 54
RE: Soviet Dawn Beta Test Ausf. E - 1/8/2020 8:44:34 AM   
AngrySwan

 

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A column for each scenario could be a good way.

The bunker killer unit has fought in 6 scenarios and one column should be enough for one scenario. The Eastern Front is a ''short'' campaign because there is a separate path for each army group and most divisions only fight in 2 or 3 scenarios.

By the way, the additional deployment possibilities I discovered in some scenarios mean that I will have to rewrite the official history of the Eastern campaign (new AARs).

(in reply to Ronald Wendt)
Post #: 55
RE: Soviet Dawn Beta Test Ausf. E - 1/8/2020 9:01:24 AM   
terminator


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quote:

ORIGINAL: AngrySwan

A column for each scenario could be a good way.

The bunker killer unit has fought in 6 scenarios and one column should be enough for one scenario. The Eastern Front is a ''short'' campaign because there is a separate path for each army group and most divisions only fight in 2 or 3 scenarios.

By the way, the additional deployment possibilities I discovered in some scenarios mean that I will have to rewrite the official history of the Eastern campaign (new AARs).

Unit history - Destroyed enemies:

A simple solution would be to display only the last units killed (apparently the last 17(?) units). I think that would be enough ?

As compensation, we could post somewhere the number of enemy units killed by the unit ?


PS: the Bunker garrisons could in some scenarios have custom names for example "Leningrad garrison" ?

< Message edited by terminator -- 1/8/2020 9:40:51 AM >

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Post #: 56
RE: Soviet Dawn Beta Test Ausf. E - 1/8/2020 12:06:29 PM   
AngrySwan

 

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The last killed units would be enough.
Specialized mass killers are very rare and if there is a killer unit there will be a special AAR just for that one unit, so the player will have to go through the combat protocol.

Bunker garrisons can have custom names like any unit.

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Post #: 57
RE: Soviet Dawn Beta Test Ausf. E - 1/9/2020 4:12:33 AM   
terminator


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quote:

ORIGINAL: AngrySwan

The last killed units would be enough.
Specialized mass killers are very rare and if there is a killer unit there will be a special AAR just for that one unit, so the player will have to go through the combat protocol.

Bunker garrisons can have custom names like any unit.

It is in this particular case that it might be interesting to have the total of units killed.

(in reply to AngrySwan)
Post #: 58
RE: Soviet Dawn Beta Test Ausf. E - 1/9/2020 6:19:22 AM   
Ronald Wendt


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Hi folks,

quote:

ORIGINAL: terminator

A simple solution would be to display only the last units killed (apparently the last 17(?) units). I think that would be enough ?

As compensation, we could post somewhere the number of enemy units killed by the unit ?


This sounds like a good compromise, if the other solution should prove to be not doble. Adding the infos of the total number of kills sounds generally appealing to me.

quote:

ORIGINAL: terminator
PS: the Bunker garrisons could in some scenarios have custom names for example "Leningrad garrison" ?


That's what happens right now - the game saves the name of the unit that was given by the designer of a map. But if the designer has not given a specific name, it takes the generic description from the unit sheet.

So if you rename all bunkers, their individual names should appear in the list.



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RE: Soviet Dawn Beta Test Ausf. E - 1/9/2020 1:27:47 PM   
terminator


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quote:

ORIGINAL: AngrySwan

These typos cannot be removed by the editor in game but there is an external XML copy editor that shows them and they can be removed with that editor.

To see the typos in the scenario Jassy-Kishinev, it is necessary to use an editor such as Notepad++ (typos not visible in the Editor):




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< Message edited by terminator -- 1/10/2020 4:50:49 AM >

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