|
|
|
Notices |
Do you own this game? Write a review and let others know how you like it.
|
|
|
June 4th, 2018, 01:00 PM
|
Major
|
|
Join Date: Aug 2015
Location: New Jersey
Posts: 1,152
Thanks: 325
Thanked 1,056 Times in 621 Posts
|
|
Re: Fiery Cross Island
By the time the tanks were out of main gun ammo it was over (22 turns) but the other units took up the slack. No need for ammo carriers.
I lost 1 LCAC, 1 gun boat, and an APC. The only units that gave me a hard time were the LAWs and the missile units. Some more of these would make it more challenging.
BTW: I meant to say gun boats not gun ships were the ones without graphics.
Thank you for making these fun scenarios.
|
June 4th, 2018, 01:13 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,493
Thanks: 3,965
Thanked 5,702 Times in 2,814 Posts
|
|
Re: Fiery Cross Island
The gun boats used in this scenario were just put in the last patch so if you don't see them on the map or the photos you don't have the last patch ( v12 ) fully installed
That is unit 539 in the USMC OOB and if you don't have it.....and that would seem to be the case, you don't have all of V12 installed
|
June 4th, 2018, 01:17 PM
|
Major
|
|
Join Date: Aug 2015
Location: New Jersey
Posts: 1,152
Thanks: 325
Thanked 1,056 Times in 621 Posts
|
|
Re: Fiery Cross Island
Disregard.
It was an ID10T operator error. I was running v11. I must have missed the v12 patch.
Just updated and everything is fine plus I discovered some new scenarios to play.
One other thing though. When the gun ships enter shallow water they become immobilized (run aground I assume) but they are not listed as immobilized. Perhaps "Run aground" could be added as a status.
Last edited by RetLT; June 4th, 2018 at 01:18 PM..
Reason: corrections
|
June 4th, 2018, 01:19 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,493
Thanks: 3,965
Thanked 5,702 Times in 2,814 Posts
|
|
Re: Fiery Cross Island
Quote:
Originally Posted by RetLT
Disregard.
It was an ID10T operator error. I was running v11. I must have missed the v12 patch.
Just updated and everything is fine plus I discovered some new scenarios to play.
On other thing though. When the gun ships enter shallow water they become immobilized (run aground I assume) but they are not listed as immobilized.
|
OK....
|
The Following User Says Thank You to DRG For This Useful Post:
|
|
June 4th, 2018, 01:30 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,493
Thanks: 3,965
Thanked 5,702 Times in 2,814 Posts
|
|
Re: Fiery Cross Island
Quote:
Originally Posted by RetLT
One other thing though. When the gun ships enter shallow water they become immobilized (run aground I assume) but they are not listed as immobilized. Perhaps "Run aground" could be added as a status.
|
I tested this.... ( reminds me why I hate testing scenarios that start off with an airshow.....)
I managed to claw my way to shallow water( right to shore ) and they did not immobilize
|
June 4th, 2018, 02:11 PM
|
|
Lieutenant General
|
|
Join Date: Apr 2007
Location: Salt Lake City, UT
Posts: 2,829
Thanks: 542
Thanked 797 Times in 602 Posts
|
|
Re: Fiery Cross Island
Could be an issue with certain "shallow water" hexes.
I had the same issue with the CCB but none at all with the Ml VI's.
Thanks again for the input.
__________________
Suhiir - Wargame Junkie
People should not be afraid of their governments. Governments should be afraid of their people.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein
|
June 4th, 2018, 09:08 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,493
Thanks: 3,965
Thanked 5,702 Times in 2,814 Posts
|
|
Re: Fiery Cross Island
If you can find the coordinates on the map they grounded out that would be helpful
|
June 4th, 2018, 10:03 PM
|
|
Lieutenant General
|
|
Join Date: Apr 2007
Location: Salt Lake City, UT
Posts: 2,829
Thanks: 542
Thanked 797 Times in 602 Posts
|
|
Re: Fiery Cross Island
Quote:
Originally Posted by DRG
If you can find the coordinates on the map they grounded out that would be helpful
|
39, 95 or one of the adjacent shallow water hexes.
Reminder - I did not make the map so can't tell you a thing about how it was made.
__________________
Suhiir - Wargame Junkie
People should not be afraid of their governments. Governments should be afraid of their people.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein
|
June 5th, 2018, 08:37 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,493
Thanks: 3,965
Thanked 5,702 Times in 2,814 Posts
|
|
Re: Fiery Cross Island
The CCB is a FO Vehicle that's been modelled as a boat but the important word is "vehicle"..... Vehicles *can* become immobilized in shallow water....it's a lower chance than being stuck in Mud but it's still a chance.....assume you've run onto a sandbar .... using a FO Vehicle as a boat is an allowed hack but it doesn't make it a full boat to the game code... accept it C'est la guerre. You could run the game again 20 times and maybe not get that happen ....or not, so stay in deep water with it. It doesn't need to get that close to shore anyways to do it's job.
It ***May*** be possible to add a bit of code that if a UC is given swim speed but NO land speed the stuck chance in shallow water is negated ....now on the list
|
June 5th, 2018, 09:41 AM
|
|
National Security Advisor
|
|
Join Date: Mar 2005
Location: Dundee
Posts: 5,956
Thanks: 465
Thanked 1,899 Times in 1,237 Posts
|
|
Re: Fiery Cross Island
It's an FOO vehicle with swim only - and the OOb designer made the move class "default" which will be a land vehicle movement class since they are trucks at base.
Making the M/Class boat or ship may help in the scenario (or with vehicles that are nominally land, that have been bodged into a boat).
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|