Search found 18 matches

by wandrr
Tue May 21, 2024 7:43 pm
Forum: Flashpoint Campaigns Southern Storm
Topic: FC: Southern Storm - v.2.1.4.8217 Public Beta Now Available
Replies: 24
Views: 3018

Re: FC: Southern Storm - v.2.1.4.8216 Public Beta Now Available

I think the filename in the link to the public beta installer is incorrect in the first post. That para is "There's a new public beta update installer available at the following download link: HERE." After a bit of sleuthing, I think the link should be to FlashpointCampaignsSouthernStorm-U...
by wandrr
Sat Dec 23, 2023 3:24 pm
Forum: Flashpoint Campaigns Southern Storm
Topic: Are other seasons planned? Or other regions (with DLCs)?
Replies: 11
Views: 956

Re: Are other seasons planned? Or other regions (with DLCs)?

Update to add that you can also create scenarios set in different years by modifying the nationals data files (location is for a steam install): C:\Program Files (x86)\Steam\steamapps\common\Flashpoint Campaigns Southern Storm\Modules\Common\Data In the latest patch I think we added the scenario Hi...
by wandrr
Mon Dec 11, 2023 9:00 pm
Forum: Flashpoint Campaigns Southern Storm
Topic: AI Deployment Differs from Human Player Options
Replies: 4
Views: 594

Re: AI Deployment Differs from Human Player Options

OK, I understand. To paraphrase, I think you are saying that giving the AI (really the scenario designer) the ability to do optimum placements makes up for shortcomings in the capability of the AI. As you say "it cannot properly select the best terrain for defense or the best field of vision.&q...
by wandrr
Mon Dec 11, 2023 5:39 pm
Forum: Flashpoint Campaigns Southern Storm
Topic: AI Deployment Differs from Human Player Options
Replies: 4
Views: 594

AI Deployment Differs from Human Player Options

Scenario: High Sticking I have found that the AI has a definite advantage in this scenario (and possibly others). It appears that the AI can make initial deployments that are simply not available to a human player. Some of these AI deployments are extremely advantageous. For example, the AI places N...
by wandrr
Tue Nov 28, 2023 6:37 pm
Forum: Flashpoint Campaigns Southern Storm
Topic: Flashpoint Campaigns: Southern Storm - Thanksgiving Update
Replies: 5
Views: 1465

Re: Flashpoint Campaigns: Southern Storm - Thanksgiving Update

By the way, the changes are excellent. I really appreciate the SOP manager improvements. The little graphics effects are nice, but not really essential as far as I am concerned. All the bugfixes have definitely improved things. I like the Canadian scenarios, being as both my spousal unit and I were ...
by wandrr
Tue Nov 28, 2023 3:41 pm
Forum: Flashpoint Campaigns Southern Storm
Topic: Flashpoint Campaigns: Southern Storm - Thanksgiving Update
Replies: 5
Views: 1465

Re: Flashpoint Campaigns: Southern Storm - Thanksgiving Update

Thanks!

The installer was a bit confused by the identical release number, but all is good.
by wandrr
Tue Nov 28, 2023 3:17 pm
Forum: Flashpoint Campaigns Southern Storm
Topic: Flashpoint Campaigns: Southern Storm - Thanksgiving Update
Replies: 5
Views: 1465

Re: Flashpoint Campaigns: Southern Storm - Thanksgiving Update

I note that the release number for this complete release is the same as the earlier beta version. Both are 2.1.3.7735. Is there any difference between the two releases, other than the fact that one was beta?
by wandrr
Mon May 29, 2023 3:37 pm
Forum: Tech Support
Topic: Mortar Effectiveness
Replies: 4
Views: 544

Re: Mortar Effectiveness

Presumably via a spotter. The mortar certainly had no LOS, being as it was dug-in in deep defilade. I let the FSCC do all the work, only playing around with the SOP. I wouldn't expect the FSCC to assign a blind neutralizing fire mission.
by wandrr
Mon May 29, 2023 3:20 pm
Forum: Tech Support
Topic: Mortar Effectiveness
Replies: 4
Views: 544

Re: Mortar Effectiveness

Yeah, that is my read as well, from some research. Still, the targets selected were all mobile (that is, not dug-in, just stopped briefly). Some of the lighter armoured stuff like recon or headquarters units should have suffered more than they did. I suppose one of the aspects of my question is the ...
by wandrr
Mon May 29, 2023 1:13 pm
Forum: Tech Support
Topic: Mortar Effectiveness
Replies: 4
Views: 544

Mortar Effectiveness

Having never fired a mortar, I have a question about the effectiveness of the mortars in the game, specifically the M106A2 American self-propelled mortars. They are 107 mm (4.5 inch) mortars that should be able to drop considerable ordnance on a target. In several games, the mortars fire as regularl...
by wandrr
Sat May 20, 2023 2:44 pm
Forum: Flashpoint Campaigns Southern Storm
Topic: Magic units in Iron Ranger scenario?
Replies: 4
Views: 411

Re: Magic units in Iron Ranger scenario?

I am encountering a very similar error in "Brothers in Arms" scenario. Also running 2.1.2.7120 and the update check tells me I'm running on the latest version. Three Czech tanks units spawned in the middle of the NATO controlled area and ran rampage in my rear. The bug does not appear to b...
by wandrr
Thu May 04, 2023 1:23 pm
Forum: Tech Support
Topic: NATO Artillery in "Quietly Flows the Donau"
Replies: 13
Views: 1044

Re: NATO Artillery in "Quietly Flows the Donau"

Thanks, Jeff. I had not considered the direct fire mode for the artillery. So, HOLD and ON CALL are incompatible orders. Perhaps prevent the user (or the AI) from issuing both simultaneously. Are there any other pairs or sets of incompatible orders? Anyway, I do not want to stir up a hornet's nest. ...
by wandrr
Wed May 03, 2023 2:54 pm
Forum: Tech Support
Topic: NATO Artillery in "Quietly Flows the Donau"
Replies: 13
Views: 1044

Re: NATO Artillery in "Quietly Flows the Donau"

Thanks, Charles. That still leaves the question of why the AI could not change the order. I will leave that with you and await the next update.

I appreciate your prompt responses!
by wandrr
Tue May 02, 2023 11:44 pm
Forum: Tech Support
Topic: NATO Artillery in "Quietly Flows the Donau"
Replies: 13
Views: 1044

Re: NATO Artillery in "Quietly Flows the Donau"

Just to be clear, I did not set up the HOLD, then ON CALL. The scenario or the AI did it. The save game files are from a "computer plays both sides" game. I did nothing to any unit. I did pause and resume several times to save the game, but that is the only interaction I had with the battl...
by wandrr
Tue May 02, 2023 5:21 pm
Forum: Tech Support
Topic: NATO Artillery in "Quietly Flows the Donau"
Replies: 13
Views: 1044

Re: NATO Artillery in "Quietly Flows the Donau"

I thought the HOLD order means that a unit will dig in and defend vigorously if attacked. In addition, the ON CALL order should mean that the unit is prepared to accept fire missions from whoever issues them. It would seem logical that an artillery unit could be subject to holding a position, and si...
by wandrr
Tue May 02, 2023 3:52 pm
Forum: Tech Support
Topic: NATO Artillery in "Quietly Flows the Donau"
Replies: 13
Views: 1044

NATO Artillery in "Quietly Flows the Donau"

I have played this scenario several times, including computer vs computer. Every time, if the German artillery is left to its own devices (actually, on call under FCSS control after it arrives at 0820), the artillery does exactly nothing. It just sits there with a HOLD order and ON CALL. At the end ...
by wandrr
Mon Apr 24, 2023 9:00 pm
Forum: Tech Support
Topic: Artillery and Bridges
Replies: 3
Views: 306

Re: Artillery and Bridges

Thanks, folks. As I thought.
by wandrr
Mon Apr 24, 2023 6:06 pm
Forum: Tech Support
Topic: Artillery and Bridges
Replies: 3
Views: 306

Artillery and Bridges

I have a question. Can an artillery bombardment destroy a bridge? How about even partial destruction such that it makes passage quite difficult? For that matter, can an intense bombardment make a road impassable? This arises from the "Quietly flows the Donau" scenario where only one damage...

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