All right, I give up

Trade tips and tricks, workarounds maps, and graphics mods. Why certain scenarios or campaigns are favorites, or how to improve stinkers. Attach your work to share/critique.

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Warrior
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All right, I give up

Post by Warrior »

How do you use the Time Bomb or Fuse Bomb to blow up in a particular location at a certain turn? I set my Time Bombs to go off on turn 3, and they exploded all over the place instead of the intended target.
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RockinHarry
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RE: All right, I give up

Post by RockinHarry »

ORIGINAL: Warrior

How do you use the Time Bomb or Fuse Bomb to blow up in a particular location at a certain turn? I set my Time Bombs to go off on turn 3, and they exploded all over the place instead of the intended target.

That was a derivative idea from Bryan Melvin and that surely needs some more explanations![X(] In fact there´s no bomb that goes up! It´s rather a unit that close assaults an enemy in the next hex! If you have the chnce to check my Stockheim Clash scenario (over at the Depot) you could see the basic idea working! Got to to check my docs for more....stay tuned.[;)]
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Wild Bill
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RE: All right, I give up

Post by Wild Bill »

Give us some info, Harry. You are the man who can answer this. It is one reason I've never used it.

WB
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Major Destruction
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RE: All right, I give up

Post by Major Destruction »

Fuse Charge and Time Bomb: new weapons used to blow up Bridges or to cause a Building to explode at a key moment. These are one-shot weapons that can be set to explode by use of the Artillery “t” key function. They do have an error factor that may cause the charges to not explode on target, in other words, the charge failed to destroy its target as often happened during combat conditions during WW II.

Next new unit is the Bridge DC Sec and (?) Target design concept. These two units have a movement of zero and need to be set to face the correct direction to work correctly. These are used in scenario design to blow up bridges at key times. These are classed as Special Forces and are set to appear on map in the same manner as Special Forces. The Bridge DC Sec is meant to be set next to a Bridge, turned to face the bridge, and set to fire at one hex range on to a bridge. It can be used to fire at units on a bridge or at the (?) Target unit.

The (?) Target unit is to be purchased as the opposing sides unit and is placed within the one hex range of the Bridge DC Sec. It is used to trigger the explosion when it enters the game. It will cause the Bridge DC Sec to fire at it; thus, resulting in Bridge destruction. It is recommended that the (?) The Target units enter scenario as special force units do and that these are limited in use during two player games.

These are to be used in scenario design and not in two player style games unless both players agree upon their use. These are powerful weapons – keep friendly forces away from these when they explode! Also note, that these are experimental oob scenario design tools and that one feature of their uses is residue smoke rounds. This bug at current time cannot be fixed.
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Warrior
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RE: All right, I give up

Post by Warrior »

Thanks for the info. I fear those fancy demo units are a bit too complicated for my level of ambition. I've found another way to accomplish the mission that has some uncertainty involved, but which will work most of the time.
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Warrior
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RE: All right, I give up

Post by Warrior »

ORIGINAL: Wild Bill

Give us some info, Harry. You are the man who can answer this. It is one reason I've never used it.

WB

Bill, there's an easier way. Refer back to Watchtower. [:)]
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RE: All right, I give up

Post by RockinHarry »

ORIGINAL: Warrior

ORIGINAL: Wild Bill

Give us some info, Harry. You are the man who can answer this. It is one reason I've never used it.

WB

Bill, there's an easier way. Refer back to Watchtower. [:)]

Let us know please! [:)]...unless you would be required to reveal info that should not be known by players (playing your new scen) early on![X(]

Stuart gave the info included in the PDF file. Basically the "fuse charge/time bomb" units are one shot large calibre artillery units. These have the inherent known capabilities of normal SPWAW artillery (missing the target hex ect.). Can only be used by human players and is best used on "gold spots" in view of a skilled FO for most realiable results. Given to the AI it would handle them like any normal Arty (using it where and whenever it likes).

The "Bridge DC/Target" combo is what I refered to mentioning my Stockheim Clash scenario. This can be got to work for the AI side as well! Maybe sounds complicated to set up (can sometimes be when trying to force the AIP to do what you want!), but it´s really not. Things like that were formerly set up with standard SPWAW units by other scenario makers in the past and the new "units" in the norway OOB are meant to be short cuts to achieve the same effects by making the required edits already in the OOB editor. Also a way for lesser skilled scenario makers to use same "tricks" as the old dogs![:D]

If you know the capabilities (good or bad) of the SPWAW game engine well, you can exploit them well for any non standard game situation. In example if you want to exploit the SPWAW air power cheat (aircraft almost always spot and bomb vehicle or fort class units), then if you want a particular bridge to be dropped, place some immobile friendly unit of the "prefered" class (vehicle/fort) on the bridge and have enemy bombers seek and destroy this particular unit! Given the bombers have heavy ordnance on board (500lbs bombs in example) and when targeting the unit placed on the bridge, the bridge would go down reliably as well, unless the targeted unit/hex would be missed. This all works best when the bridge "target" unit is the only unit of the prefered class on the map at a particular time! Works better for human player as he can set target hex and flight direction directly. There´s some more issues to be considered when setting this up to work for the AIP as well, but it can be done! Off course it´s here where more of the "complicated" stuff makes its appearance![X(]

As said all depends upon whether you want certain things get to work for a human player or the AI player! That can make a big difference! [;)]The special units in V8.3 norway OOB provide solutions for both, human and AI to be played scenarios.[8D]
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