Moving IPs and Removing Obstacles from a hex side?

Flashpoint Campaigns Southern Storm is a grand tactical wargame set at the height of the Cold War, with the action centered on the year 1989.

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DeckelT
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Joined: Mon Jul 27, 2009 5:01 pm

Moving IPs and Removing Obstacles from a hex side?

Post by DeckelT »

I have noticed that the improved position markers in some scenario setup screens can be moved during the turn when a player is placing units on the map prior to starting the 1st turn. This is shown in the screen shot below from the Big Red One SN4-Percutio scenario where the IP in hex 2926 was moved to hex 3725. I have also seen hex side markers, mines and obstacles, that can be moved when playing other scenarios. Is it intended in the design of the scenario for a player to be able to reposition these features?

https://www.matrixgames.com/forums/down ... id=1195131

It seems that engineer units are limited to only being able to remove obstacles from
Engineer in 3624.png
Engineer in 3624.png (4.25 MiB) Viewed 611 times
a hex side from one side of the obstacle. The screenshots below show the the obstacle between hex 3524 and 3634. In hex 3624 the engineer has the choice of removing the obstacle but when it is in 3524 the unit does not have that choice. Is this this accurate or a bit of a "bug"?

https://www.matrixgames.com/forums/down ... id=1195134
https://www.matrixgames.com/forums/down ... id=1195133
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Egineer in 3524.png
Egineer in 3524.png (4.25 MiB) Viewed 611 times
Moved IP.png
Moved IP.png (4.58 MiB) Viewed 611 times
DeckelT
Posts: 21
Joined: Mon Jul 27, 2009 5:01 pm

Re: Moving IPs and Removing Obstacles from a hex side?

Post by DeckelT »

Sorry, I accidentally hit Submit before I straightened out the order of the screenshots. The question that starts the thread refers to the third screen shot rather than the first and the next two go with the second question about removing obstacles from a hex side.

Thanks
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CapnDarwin
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Re: Moving IPs and Removing Obstacles from a hex side?

Post by CapnDarwin »

That's a bug and we are aware of it and hope to have a fix I have in the next update.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
DeckelT
Posts: 21
Joined: Mon Jul 27, 2009 5:01 pm

Re: Moving IPs and Removing Obstacles from a hex side?

Post by DeckelT »

Something else to put in the "just because your can do it doesn't mean you should do it" barrel.

Thanks again for your quick response.
DeckelT
Posts: 21
Joined: Mon Jul 27, 2009 5:01 pm

Re: Moving IPs and Removing Obstacles from a hex side?

Post by DeckelT »

Just a note, if you're unaware, that a fix to the bug in the ability to relocate fixed improved positions and hex sides, or to be able to remove hex side obstacles from either side of the obstacle didn't make it into the recent beta for the "Big Red One" Iron Rangers and Percutio scenarios. I haven't played my way back to the final scenario yet to check for moveable fixed IPs.
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