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Operation Merkur: Germany Invades Crete -- Released!

 
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Operation Merkur: Germany Invades Crete -- Released! - 1/4/2008 4:18:46 PM   
mtvaill

 

Posts: 117
Joined: 7/6/2007
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I'm happy to announce that Operation Merkur: Germany Invades Crete version 1.0 has been released!
Available for download at the Advanced Tactics community website: http://www.advancedtactics.org/scenariobank.php


Features include:
Custom day/night turn schedule, with drastically reduced night ops for air units
Custom VP system for British Commonwealth defenders of Crete
Reasonably accurate OOB for both sides (let's not get too picky here!)

Strap on your parachutes and get invading!

Screenshot:





Attachment (1)

< Message edited by mtvaill -- 1/21/2008 10:19:26 PM >
Post #: 1
RE: Operation Merkur: Invasion of Crete - 1/5/2008 8:37:07 AM   
Hentzau


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Sounds interesting! Green?

(in reply to mtvaill)
Post #: 2
RE: Operation Merkur: Invasion of Crete - 1/6/2008 12:04:10 AM   
mtvaill

 

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Joined: 7/6/2007
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Green?  If you're referring to the map color, that's because I created it with a masterfile based on the real2 mod by Nick69.  The scenario is compatible with the standard graphics simply by changing the masterfile when the scenario is launched.

(in reply to Hentzau)
Post #: 3
RE: Operation Merkur: Invasion of Crete - 1/6/2008 1:57:12 AM   
Widell


Posts: 913
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From: Trollhättan, Sweden
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LOL, Crete is mostly brown if I remember correctly...... Nah, that was not fair....

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RE: Operation Merkur: Invasion of Crete - 1/6/2008 7:21:24 AM   
mtvaill

 

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Er, okay I lied; the masterfile has been changed up some.  I'll have to make a seperate version with the original graphics.

(in reply to Widell)
Post #: 5
RE: Operation Merkur: Invasion of Crete - 1/6/2008 10:44:03 AM   
Delyn Locksmiths


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Looks great. A much more tactical scenario than we are used to by the looks of it. Should have quite a uniqe feel to it.

(in reply to mtvaill)
Post #: 6
RE: Operation Merkur: Invasion of Crete - 1/11/2008 5:17:18 AM   
mtvaill

 

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Update - Operation Merkur beta 2 is ready for playtesting!  Send me a PM if you are interested in helping test out this limited beta version.  Bartheart, your copy is in the (e)mail, Widell I need a good email so I can send it to you.  As this scenario is currently human-only (AI can't paradrop and plays rather poorly as the Commonwealth - will work on that for 2.0), maybe you two could play each other and post an AAR?

The zip file includes two masterfiles, one for the default graphics and one compatible with Nick69's Real2 mod.

(in reply to Delyn Locksmiths)
Post #: 7
RE: Operation Merkur: Invasion of Crete - 1/11/2008 2:14:06 PM   
Ande

 

Posts: 197
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From: Göteborg/Sweden
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look a lot better than my pt-version

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Post #: 8
RE: Operation Merkur: Invasion of Crete - 1/11/2008 8:00:54 PM   
Widell


Posts: 913
Joined: 4/27/2005
From: Trollhättan, Sweden
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quote:

ORIGINAL: mtvaill
...maybe you two could play each other and post an AAR?


Just fried my motherboard, and the replacement is on backorder, so I won't be able to play AT for at least a week. After that I'm open to a PBEM with an AAR. Let me know if this timeframe is interesting....

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Post #: 9
RE: Operation Merkur: Invasion of Crete - 1/12/2008 2:04:59 AM   
mtvaill

 

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Joined: 7/6/2007
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That sucks about your motherboard. I sent you an email with the scenario, so it will be waiting for you when your PC is fixed.

(in reply to Widell)
Post #: 10
RE: Operation Merkur: Invasion of Crete - 1/21/2008 10:19:53 PM   
mtvaill

 

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Joined: 7/6/2007
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See initial post for update!

(in reply to mtvaill)
Post #: 11
RE: Operation Merkur: Invasion of Crete - 1/22/2008 9:42:09 PM   
EricSilver_MatrixForum

 

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Thanks a lot for the effort doing this map, mtvaill.

;)

(in reply to mtvaill)
Post #: 12
RE: Operation Merkur: Invasion of Crete - 1/22/2008 9:54:22 PM   
mtvaill

 

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It's been fun working on it.  Now I'm trying to get the AI to play this scenario somewhat competently.

(in reply to EricSilver_MatrixForum)
Post #: 13
RE: Operation Merkur: Invasion of Crete - 1/22/2008 11:59:35 PM   
Vic


Posts: 8262
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keep in mind you can always give the AI a brute force advantage.

(in reply to mtvaill)
Post #: 14
RE: Operation Merkur: Invasion of Crete - 1/23/2008 2:27:48 AM   
mtvaill

 

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After tweaking a bunch of rulevars as outlined in your tutorial (and using an event to simulate paradrops) the German AI is actually humming along fairly well.  I just need to tweak a little bit more so they'll keep larger units, and they should be good.  Then it's on to the Commonwealth side.

(in reply to Vic)
Post #: 15
RE: Operation Merkur: Invasion of Crete - 1/23/2008 4:13:48 PM   
Vic


Posts: 8262
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I cannot approve the scenario on the scenariobank because it does not unzip properly.

make sure everything unzips in the right directories if the zip in extracted inside the bin directory.

kind regards,
Vic

(in reply to mtvaill)
Post #: 16
RE: Operation Merkur: Invasion of Crete - 1/23/2008 5:32:04 PM   
mtvaill

 

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Joined: 7/6/2007
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Hmm, I thought I selected the 'keep the paths' option; I'll check on that.

(in reply to Vic)
Post #: 17
RE: Operation Merkur: Invasion of Crete - 1/23/2008 6:32:04 PM   
mtvaill

 

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Okay, I uploaded a new archive.

(in reply to mtvaill)
Post #: 18
RE: Operation Merkur: Invasion of Crete - 1/23/2008 6:56:00 PM   
Vic


Posts: 8262
Joined: 5/17/2004
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yes it unpacks correctly now. i am waiting a few days to a week to see if there is any feedback and will then approve it if all is ok.

nice job. its a shame i dont have time to try out all scenarios myself :(

(in reply to mtvaill)
Post #: 19
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