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April 12th, 2020, 12:47 PM
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First Lieutenant
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Join Date: Aug 2008
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Re: 3rd Guards Mech Corps Campaign feedback
Ah sorry, didn`t read the last message and I can't edit my message. That was my question / suspicion actually, that it is some AI function. But I had never seen it happen. I wonder what triggers it?
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April 12th, 2020, 01:12 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
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Re: 3rd Guards Mech Corps Campaign feedback
Was it in the regular turn, not the artillery phase at the start of the AI player's turn though?
If it was in the regular course of play, it was direct area fire (Z fire) and not indirect.
If it was in the artillery fire phase - something needs debugging (if it can be persuaded to do it regularly, one cannot really debug 1 in a 10000 events that easily!). Or something might be wrong with the tank data, unit class wrong, etc.
So was it arty fired in that phase of the AI turn, or an impromptu Z-fire in the normal turn?. It would be handy to know precisely which.
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April 12th, 2020, 01:16 PM
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National Security Advisor
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Re: 3rd Guards Mech Corps Campaign feedback
Just fired up a savegame and fired a Z shot - confirmed that it showed KV-2 firing bombardment, ie the message shown on the screen shot.
So long as that happened in the regular to and fro of the turn, it was a rare as hen's teeth occurence of the AI deciding to use it's "Z-key".
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April 12th, 2020, 01:18 PM
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First Lieutenant
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Re: 3rd Guards Mech Corps Campaign feedback
It starts at the beginning of the ai turn, seems to be one round of firing by the tank. Then the 10.5cm battery fires (with message "spotter has no los"). Then the rest of the German units fire directly at my units.
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April 12th, 2020, 01:24 PM
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National Security Advisor
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Re: 3rd Guards Mech Corps Campaign feedback
I think I will have a look at the code later - it may be that the Z fire request for the AI is "queued" and then serviced in the arty phase.
And that may be why I have never seen that AI behaviour before - my attention is usually on the impacts on my forces, not the messgaes about who is firing what.
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April 12th, 2020, 02:06 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
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Re: 3rd Guards Mech Corps Campaign feedback
Tobias...... had you expanded your code with any arty?
Andy... I sent you a test game.....if you expand the core and buy Hvy Mortars even the German 50mmAT guns will fire indirectly
If the core is NOT expanded I have not seen any messages like that
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April 12th, 2020, 02:11 PM
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First Lieutenant
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Join Date: Aug 2008
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Re: 3rd Guards Mech Corps Campaign feedback
No, didn't expand the core.
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April 12th, 2020, 02:16 PM
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First Lieutenant
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Join Date: Mar 2011
Location: Ohio
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Re: 3rd Guards Mech Corps Campaign feedback
Won’t be back till Tuesday, but I may have something to report, I sent a message to Don.
__________________
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April 12th, 2020, 03:50 PM
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Shrapnel Fanatic
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Re: 3rd Guards Mech Corps Campaign feedback
Andy and I are investigating.......it's not like we have anything else to do.......
RE expanding the core.. neither Andy nor I have seen the German tanks firing indirect without arty being added into the core ( Specifically Hvy Mortars) but testing is just beginning and it can become involved
If I run it with no expansion the German tanks do not fire indirect...if I add the Hvy Mortars to the end of the Russian core......they do, every time and that's 6 tries at it. We suspect there may be underlying corruption to the DAT file. The fact that some of the German dug in positions are shown at the start is a hint of that
Last edited by DRG; April 12th, 2020 at 04:18 PM..
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April 12th, 2020, 04:52 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
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Re: 3rd Guards Mech Corps Campaign feedback
Tobias, your original assumption was correct. There is a SERIOUS shortfall of troops for the Russians in that scenario in that campaign. It was based on scenario 547 and that scenario has the same German troops in the same positions but the Russian have 3925 points in the scenario to attack with but the campaign version only gives 1540.....that's a 2385 point shortage!
.....Lucy has some 'splaining to do
(a cultural reference to the old TV show "I love Lucy" which may not be familiar to everyone and ran probably well before many of you were born)
There are other issues we are investigating as well but I would suggest if anyone does want to play this campaign in it's present form they open the in game campaign editor and add a couple thousand support points to that second node.
EXPECT that this will be rebuilt and re-issued at some point but there are some code issues but we don't know yet if they are new or legacy issues from the conversion of the original scenarios.
Resurrecting and breathing new life into old scenarios that had not been updated yearly was a noble idea that we fully supported but I think from here on we need to stick with new only
Last edited by DRG; April 12th, 2020 at 05:13 PM..
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