ANALYSE DU SCENARIO NEW PATCH
Première partie : Les bonnes questions.
1°)Qui engagerait toutes ses ressources pour un jeu prévu comme élitiste et éphémère au départ?
2°)Qui favoriserait un jeu où le joueur paie 50§ pour jouer indéfiniment à des nouveaux scénarios gratuits et donc pendant ce temps n'achète pas les autres productions du groupe?
3°)Qu'est-il arrivé à Mark H Walker's Lock 'n Load Heroes of Stalingrad de Matrix( un jeu similaire! )?
Réfléchissez...
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ANALYSIS SCENARIO NEW PATCH
Part One: Good questions.
1) Who would commit all its resources to a game intended as elitist and ephemeral initially?
2) Who would promote a game where the player pays for 50§ indefinitely play new free scenarios and therefore during this time do not buy the group's other productions?
3) What happened to Mark H Walker's Lock 'n Load Heroes of Stalingrad Matrix (a similar game!)?
Think ...
Calling all Scenario Designers
Moderators: Paullus, Peter Fisla
RE: Calling all Scenario Designers
ANALYSE DU SCENARIO NEW PATCH
Deuxième partie : Les options, moyens et conséquences pour le joueur.
1°)Statu quo, peu de moyens, patchs et DLC très longs.
2°)Allocation de moyens supplémentaires par l'éditeur, patchs et DLC longs, surcoût futur pour le joueur.
3°)Renouveau, abandon de TOTH 1, création de TOTH 2 avec moyens suffisants à la Kickstarter grâce à la notoriété acquise auprès des joueurs.
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ANALYSIS SCENARIO NEW PATCH
Part Two: Options, means and consequences for the player.
1) Status quo, few resources, patches and DLC very long.
2) Allocation of additional resources by the publisher, patches and DLC long, future additional cost to the player.
3) Renewal, abandoning TOTH 1, creating TOTH 2 with sufficient means to Kickstarter because of the reputation acquired from the players.
Deuxième partie : Les options, moyens et conséquences pour le joueur.
1°)Statu quo, peu de moyens, patchs et DLC très longs.
2°)Allocation de moyens supplémentaires par l'éditeur, patchs et DLC longs, surcoût futur pour le joueur.
3°)Renouveau, abandon de TOTH 1, création de TOTH 2 avec moyens suffisants à la Kickstarter grâce à la notoriété acquise auprès des joueurs.
--------------------------------------------------------
ANALYSIS SCENARIO NEW PATCH
Part Two: Options, means and consequences for the player.
1) Status quo, few resources, patches and DLC very long.
2) Allocation of additional resources by the publisher, patches and DLC long, future additional cost to the player.
3) Renewal, abandoning TOTH 1, creating TOTH 2 with sufficient means to Kickstarter because of the reputation acquired from the players.
RE: Calling all Scenario Designers
I finish my current scenario.
Then I will adapt my personal scenario (STEINER CHRONICLES) that
I had a lot of fun to play on Battle Academy2.

Then I will adapt my personal scenario (STEINER CHRONICLES) that
I had a lot of fun to play on Battle Academy2.

- Attachments
-
- SteinerChronicles.jpg (244.44 KiB) Viewed 297 times
RE: Calling all Scenario Designers
THE UNITS
include "Functions.BSF"
FUNCTION StartTurn(side)
{
int i ;
int time ;
int j ;
int x ;
int y ;
int xx ;
int yy ;
int id ;
int status ;
int random ;
int team ;
if ( GetTurn() == -1 )
{
PreBattleSetup();
}
//redeploiement aleatoire des unites sous couvert respectif
if (GetTurn() == -1 )
{
AddVizFunctionCall("GetHeadImage", 0, "BP0Image:", 13)
ShowUIScreenToSide("BattlePop0", "Anim1", "IDS_AUTO_REINF_1", GetWorkString(13), 0)
//Steiner'Men
PlaceUnit(17, 16, 2, 0, 0, "ITALIAN_LMG")//weapon
PlaceUnit(18, 16, 2, 0, 0, "ITALIAN_DEMOLISHER")//1line
PlaceUnit(19, 16, 2, 0, 0, "ITALIAN_LMG")//weapon
PlaceUnit(16, 17, 2, 0, 0, "ITALIAN_INFANTRY")//1line
PlaceUnit(17, 17, 2, 0, 0, "ITALIAN_INFANTRY")//1line
PlaceUnit(18, 17, 2, 0, 0, "ITALIAN_INFANTRY")//1line
PlaceUnit(19, 17, 2, 0, 0, "ITALIANSCOUT")//1line
PlaceUnit(16, 18, 2, 0, 0, "SEMOVENTE_47_32")//su-76i
PlaceUnit(17, 18, 2, 0, 0, "SEMOVENTE_47_32")//su-76i
PlaceUnit(18, 18, 2, 0, 0, "SEMOVENTE_47_32")//su-76i
PlaceUnit(16, 19, 2, 0, 0, "CARRO_ARMATO_L640")//t26s
PlaceUnit(17, 19, 2, 0, 0, "CARRO_ARMATO_L640")//t26s
PlaceUnit(18, 19, 2, 0, 0, "CARRO_ARMATO_L640")//t26s
PlaceUnit(16, 20, 2, 0, 0, "VOLKSGRENADIER")//engeener
PlaceUnit(17, 20, 2, 0, 0, "SOVIET_ASSAULT_SMG")//engeener
PlaceUnit(18, 20, 2, 0, 0, "BRANDENBURGER")//engeener
PlaceUnit(16, 21, 2, 0, 0, "ITALIAN_BERSAGLIERI")//elite
PlaceUnit(17, 21, 2, 0, 0, "ITALIAN_BERSAGLIERI")//elite
PlaceUnit(18, 21, 2, 0, 0, "ITALIAN_BERSAGLIERI")//elite
PlaceUnit(18, 23, 3, 0, 0, "ITALIAN_MORTAR")//weapon
PlaceUnit(16, 24, 1, 0, 0, "ITALIAN_HMG")//weapon
//FOE
PlaceUnit(38, 37, 0, 1, 0, "GERMAN_MG34")//weapon
PlaceUnit(38, 38, 0, 1, 0, "GERMAN_MG34")//weapon
PlaceUnit(44, 38, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(44, 39, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(44, 40, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(44, 41, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(45, 37, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(44, 37, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(45, 42, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(44, 42, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(42, 37, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(42, 38, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(42, 39, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(42, 40, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(42, 41, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(42, 42, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(41, 37, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(41, 38, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(41, 39, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(41, 40, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(41, 41, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(41, 42, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(45, 38, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(45, 39, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(45, 40, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(45, 41, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(40, 37, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(40, 38, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(40, 39, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(40, 40, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(40, 41, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(40, 42, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(39, 37, 0, 1, 0, "GERMAN_SCOUT")//1line
PlaceUnit(39, 38, 0, 1, 0, "GERMAN_SCOUT")//1line
PlaceUnit(38, 39, 0, 1, 0, "GERMAN_INFANTRY")//1line
PlaceUnit(38, 40, 0, 1, 0, "GERMAN_INFANTRY")//1line
PlaceUnit(38, 41, 0, 1, 0, "GERMAN_INFANTRY")//1line
PlaceUnit(38, 42, 0, 1, 0, "GERMAN_INFANTRY")//1line
PlaceUnit(43, 38, 0, 1, 0, "STUGG")
PlaceUnit(43, 40, 0, 1, 0, "PANZERIV_F2")
PlaceUnit(43, 37, 0, 1, 0, "TIGER")
PlaceUnit(39, 42, 0, 1, 0, "88MM")
PlaceUnit(39, 41, 0, 1, 0, "75MM_PAK40")
PlaceUnit(39, 40, 0, 1, 0, "GERMAN_MORTAR")//weapon
PlaceUnit(39, 39, 0, 1, 0, "GERMAN_MG42")//weapon
PlaceUnit(43, 39, 0, 1, 0, "STUGG")
PlaceUnit(43, 41, 0, 1, 0, "PANZERIV_F2")
}
time = GetGlobal("time")
if((side == 0) && (GetTurn() == time))
{
id = PlaceUnit(27, 42, 2, 0, 0, "SOVIET_PARTISAN_MOLOTOV")//wea.
AddVizCam(GetUnitX(id), GetUnitY(id), 0)
AddVizFunctionCall("ShowUIScreen", "BattleHead0", "Anim1", "IDS_STALAG_1", "BHead0Image:german_infantry_head")
//Steiner Reinforcement Ghetto units
id = PlaceUnit(27, 45, 2, 0, 0, "SOVIET_PARTISAN_MOLOTOV")//cons
id = PlaceUnit(21, 43, 2, 0, 0, "SOVIET_PARTISAN_MOLOTOV")//cons
id = PlaceUnit(21, 44, 2, 0, 0, "SOVIET_PARTISAN_MOLOTOV")//cons
id = PlaceUnit(23, 43, 2, 0, 0, "SOVIET_PARTISAN_MOLOTOV")//cons
id = PlaceUnit(24, 44, 2, 0, 0, "SOVIET_PARTISAN_MOLOTOV")//cons
id = PlaceUnit(19, 44, 3, 0, 0, "SOVIET_PARTISAN_LMG")//weapon
id = PlaceUnit(23, 44, 3, 0, 0, "SOVIET_PARTISAN_LMG")//weapon
id = PlaceUnit(26, 42, 2, 0, 0, "SOVIET_PARTISAN_LMG")//weapon
id = PlaceUnit(26, 43, 3, 0, 0, "SOVIET_PARTISAN")//2line
id = PlaceUnit(24, 43, 3, 0, 0, "SOVIET_PARTISAN")//2line
id = PlaceUnit(20, 44, 3, 0, 0, "SOVIET_PARTISAN")//2line
id = PlaceUnit(19, 43, 3, 0, 0, "SOVIET_PARTISAN")//2line
id = PlaceUnit(18, 42, 3, 0, 0, "SOVIET_PARTISAN_SNIPER")//weap.
id = PlaceUnit(20, 43, 3, 0, 0, "SOVIET_SABOTEUR")//1line
id = PlaceUnit(23, 45, 3, 0, 0, "SOVIET_SABOTEUR")//1line
id = PlaceUnit(26, 44, 3, 0, 0, "SOVIET_SABOTEUR")//1line
}
if((side == 0) && (GetTurn() == time+2))
{
id = PlaceUnit(35, 41, 6, 1, 7, "SDKFZ251_2_MORTAR")
AddVizCam(GetUnitX(id), GetUnitY(id), 0)
AddVizFunctionCall("ShowUIScreen", "BattleHead0", "Anim1", "IDS_STALAG_2", "BHead0Image:german_infantry_head")
//Foe Reinforcement
id = PlaceUnit(34, 42, 6, 1, 7, "SDKFZ251_21")
id = PlaceUnit(34, 41, 6, 1, 7, "SDKFZ251_HALFTRACK")
id = PlaceUnit(35, 43, 6, 1, 7, "SDKFZ251_16_FLAME")//wea.
id = PlaceUnit(34, 43, 6, 1, 7, "SDKFZ251_HALFTRACK")
id = PlaceUnit(35, 42, 6, 1, 7, "STUH42")
id = PlaceUnit(36, 43, 6, 1, 7, "WAFFEN_SS")
id = PlaceUnit(37, 43, 6, 1, 7, "WAFFEN_SS")
id = PlaceUnit(37, 41, 6, 1, 7, "WAFFEN_SS")
id = PlaceUnit(36, 41, 5, 1, 7, "WAFFEN_SS")
id = PlaceUnit(36, 42, 6, 1, 7, "GERMAN_ENGINEER")//engee.
id = PlaceUnit(37, 42, 6, 1, 7, "GERMAN_FLAMETHROWER")//w.
id = PlaceUnit(38, 42, 6, 1, 7, "GERMAN_MG34")//weapon
id = PlaceUnit(38, 43, 6, 1, 7, "GERMAN_INFANTRY")//elite
id = PlaceUnit(38, 41, 6, 1, 7, "GERMAN_INFANTRY")//elite
}
}
FUNCTION Tick(side)
{
int id ;
//Steiner Reinforcement Repair Workshop
//check if vp are hold
if ((GetScriptGlobal("Slith_VictoryPoints", "VP#0") == 0) && (GetGlobal("atelier") == 0))
{
id = PlaceUnit(47, 21, 6, 0, 0, "STUGG")//su122
AddVizCam(GetUnitX(id), GetUnitY(id), 0)
AddVizFunctionCall("ShowUIScreen", "BattleHead0", "Anim1", "IDS_STALAG_3", "BHead0Image:german_infantry_head")
id = PlaceUnit(47, 20, 6, 0, 0, "NASHORN")//su152
SetGlobal("atelier",1);
}
include "Functions.BSF"
FUNCTION StartTurn(side)
{
int i ;
int time ;
int j ;
int x ;
int y ;
int xx ;
int yy ;
int id ;
int status ;
int random ;
int team ;
if ( GetTurn() == -1 )
{
PreBattleSetup();
}
//redeploiement aleatoire des unites sous couvert respectif
if (GetTurn() == -1 )
{
AddVizFunctionCall("GetHeadImage", 0, "BP0Image:", 13)
ShowUIScreenToSide("BattlePop0", "Anim1", "IDS_AUTO_REINF_1", GetWorkString(13), 0)
//Steiner'Men
PlaceUnit(17, 16, 2, 0, 0, "ITALIAN_LMG")//weapon
PlaceUnit(18, 16, 2, 0, 0, "ITALIAN_DEMOLISHER")//1line
PlaceUnit(19, 16, 2, 0, 0, "ITALIAN_LMG")//weapon
PlaceUnit(16, 17, 2, 0, 0, "ITALIAN_INFANTRY")//1line
PlaceUnit(17, 17, 2, 0, 0, "ITALIAN_INFANTRY")//1line
PlaceUnit(18, 17, 2, 0, 0, "ITALIAN_INFANTRY")//1line
PlaceUnit(19, 17, 2, 0, 0, "ITALIANSCOUT")//1line
PlaceUnit(16, 18, 2, 0, 0, "SEMOVENTE_47_32")//su-76i
PlaceUnit(17, 18, 2, 0, 0, "SEMOVENTE_47_32")//su-76i
PlaceUnit(18, 18, 2, 0, 0, "SEMOVENTE_47_32")//su-76i
PlaceUnit(16, 19, 2, 0, 0, "CARRO_ARMATO_L640")//t26s
PlaceUnit(17, 19, 2, 0, 0, "CARRO_ARMATO_L640")//t26s
PlaceUnit(18, 19, 2, 0, 0, "CARRO_ARMATO_L640")//t26s
PlaceUnit(16, 20, 2, 0, 0, "VOLKSGRENADIER")//engeener
PlaceUnit(17, 20, 2, 0, 0, "SOVIET_ASSAULT_SMG")//engeener
PlaceUnit(18, 20, 2, 0, 0, "BRANDENBURGER")//engeener
PlaceUnit(16, 21, 2, 0, 0, "ITALIAN_BERSAGLIERI")//elite
PlaceUnit(17, 21, 2, 0, 0, "ITALIAN_BERSAGLIERI")//elite
PlaceUnit(18, 21, 2, 0, 0, "ITALIAN_BERSAGLIERI")//elite
PlaceUnit(18, 23, 3, 0, 0, "ITALIAN_MORTAR")//weapon
PlaceUnit(16, 24, 1, 0, 0, "ITALIAN_HMG")//weapon
//FOE
PlaceUnit(38, 37, 0, 1, 0, "GERMAN_MG34")//weapon
PlaceUnit(38, 38, 0, 1, 0, "GERMAN_MG34")//weapon
PlaceUnit(44, 38, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(44, 39, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(44, 40, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(44, 41, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(45, 37, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(44, 37, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(45, 42, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(44, 42, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(42, 37, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(42, 38, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(42, 39, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(42, 40, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(42, 41, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(42, 42, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(41, 37, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(41, 38, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(41, 39, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(41, 40, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(41, 41, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(41, 42, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(45, 38, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(45, 39, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(45, 40, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(45, 41, 0, 1, 0, "GERMAN_OSTRUPPEN")//2line
PlaceUnit(40, 37, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(40, 38, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(40, 39, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(40, 40, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(40, 41, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(40, 42, 0, 1, 0, "WAFFEN_SS")
PlaceUnit(39, 37, 0, 1, 0, "GERMAN_SCOUT")//1line
PlaceUnit(39, 38, 0, 1, 0, "GERMAN_SCOUT")//1line
PlaceUnit(38, 39, 0, 1, 0, "GERMAN_INFANTRY")//1line
PlaceUnit(38, 40, 0, 1, 0, "GERMAN_INFANTRY")//1line
PlaceUnit(38, 41, 0, 1, 0, "GERMAN_INFANTRY")//1line
PlaceUnit(38, 42, 0, 1, 0, "GERMAN_INFANTRY")//1line
PlaceUnit(43, 38, 0, 1, 0, "STUGG")
PlaceUnit(43, 40, 0, 1, 0, "PANZERIV_F2")
PlaceUnit(43, 37, 0, 1, 0, "TIGER")
PlaceUnit(39, 42, 0, 1, 0, "88MM")
PlaceUnit(39, 41, 0, 1, 0, "75MM_PAK40")
PlaceUnit(39, 40, 0, 1, 0, "GERMAN_MORTAR")//weapon
PlaceUnit(39, 39, 0, 1, 0, "GERMAN_MG42")//weapon
PlaceUnit(43, 39, 0, 1, 0, "STUGG")
PlaceUnit(43, 41, 0, 1, 0, "PANZERIV_F2")
}
time = GetGlobal("time")
if((side == 0) && (GetTurn() == time))
{
id = PlaceUnit(27, 42, 2, 0, 0, "SOVIET_PARTISAN_MOLOTOV")//wea.
AddVizCam(GetUnitX(id), GetUnitY(id), 0)
AddVizFunctionCall("ShowUIScreen", "BattleHead0", "Anim1", "IDS_STALAG_1", "BHead0Image:german_infantry_head")
//Steiner Reinforcement Ghetto units
id = PlaceUnit(27, 45, 2, 0, 0, "SOVIET_PARTISAN_MOLOTOV")//cons
id = PlaceUnit(21, 43, 2, 0, 0, "SOVIET_PARTISAN_MOLOTOV")//cons
id = PlaceUnit(21, 44, 2, 0, 0, "SOVIET_PARTISAN_MOLOTOV")//cons
id = PlaceUnit(23, 43, 2, 0, 0, "SOVIET_PARTISAN_MOLOTOV")//cons
id = PlaceUnit(24, 44, 2, 0, 0, "SOVIET_PARTISAN_MOLOTOV")//cons
id = PlaceUnit(19, 44, 3, 0, 0, "SOVIET_PARTISAN_LMG")//weapon
id = PlaceUnit(23, 44, 3, 0, 0, "SOVIET_PARTISAN_LMG")//weapon
id = PlaceUnit(26, 42, 2, 0, 0, "SOVIET_PARTISAN_LMG")//weapon
id = PlaceUnit(26, 43, 3, 0, 0, "SOVIET_PARTISAN")//2line
id = PlaceUnit(24, 43, 3, 0, 0, "SOVIET_PARTISAN")//2line
id = PlaceUnit(20, 44, 3, 0, 0, "SOVIET_PARTISAN")//2line
id = PlaceUnit(19, 43, 3, 0, 0, "SOVIET_PARTISAN")//2line
id = PlaceUnit(18, 42, 3, 0, 0, "SOVIET_PARTISAN_SNIPER")//weap.
id = PlaceUnit(20, 43, 3, 0, 0, "SOVIET_SABOTEUR")//1line
id = PlaceUnit(23, 45, 3, 0, 0, "SOVIET_SABOTEUR")//1line
id = PlaceUnit(26, 44, 3, 0, 0, "SOVIET_SABOTEUR")//1line
}
if((side == 0) && (GetTurn() == time+2))
{
id = PlaceUnit(35, 41, 6, 1, 7, "SDKFZ251_2_MORTAR")
AddVizCam(GetUnitX(id), GetUnitY(id), 0)
AddVizFunctionCall("ShowUIScreen", "BattleHead0", "Anim1", "IDS_STALAG_2", "BHead0Image:german_infantry_head")
//Foe Reinforcement
id = PlaceUnit(34, 42, 6, 1, 7, "SDKFZ251_21")
id = PlaceUnit(34, 41, 6, 1, 7, "SDKFZ251_HALFTRACK")
id = PlaceUnit(35, 43, 6, 1, 7, "SDKFZ251_16_FLAME")//wea.
id = PlaceUnit(34, 43, 6, 1, 7, "SDKFZ251_HALFTRACK")
id = PlaceUnit(35, 42, 6, 1, 7, "STUH42")
id = PlaceUnit(36, 43, 6, 1, 7, "WAFFEN_SS")
id = PlaceUnit(37, 43, 6, 1, 7, "WAFFEN_SS")
id = PlaceUnit(37, 41, 6, 1, 7, "WAFFEN_SS")
id = PlaceUnit(36, 41, 5, 1, 7, "WAFFEN_SS")
id = PlaceUnit(36, 42, 6, 1, 7, "GERMAN_ENGINEER")//engee.
id = PlaceUnit(37, 42, 6, 1, 7, "GERMAN_FLAMETHROWER")//w.
id = PlaceUnit(38, 42, 6, 1, 7, "GERMAN_MG34")//weapon
id = PlaceUnit(38, 43, 6, 1, 7, "GERMAN_INFANTRY")//elite
id = PlaceUnit(38, 41, 6, 1, 7, "GERMAN_INFANTRY")//elite
}
}
FUNCTION Tick(side)
{
int id ;
//Steiner Reinforcement Repair Workshop
//check if vp are hold
if ((GetScriptGlobal("Slith_VictoryPoints", "VP#0") == 0) && (GetGlobal("atelier") == 0))
{
id = PlaceUnit(47, 21, 6, 0, 0, "STUGG")//su122
AddVizCam(GetUnitX(id), GetUnitY(id), 0)
AddVizFunctionCall("ShowUIScreen", "BattleHead0", "Anim1", "IDS_STALAG_3", "BHead0Image:german_infantry_head")
id = PlaceUnit(47, 20, 6, 0, 0, "NASHORN")//su152
SetGlobal("atelier",1);
}
- UP844
- Posts: 1670
- Joined: Thu Mar 03, 2016 9:10 pm
- Location: Genoa, Republic of Genoa (occupied by Italy)
RE: Calling all Scenario Designers
Rico,
the "47_32 SEMOVENTE" mounted a 47mm AT gun in an open-topped compartment: I think a SU-76 would be more close (besides having an exceedingly powerful gun - Italian crews in Tunisia and Sicily (against Grants and Shermans) and Corsica (against Pz IV and StuG III) would have been very happy to have a 76mm gun [:)]). A SU-45 would be a more realistic replacement, but there are none in the game.
the "CARRO_ARMATO_L640" was a light tank armed with a 20mm gun: a T-40 or T-60 will make a better replacement than the T-26.
the "47_32 SEMOVENTE" mounted a 47mm AT gun in an open-topped compartment: I think a SU-76 would be more close (besides having an exceedingly powerful gun - Italian crews in Tunisia and Sicily (against Grants and Shermans) and Corsica (against Pz IV and StuG III) would have been very happy to have a 76mm gun [:)]). A SU-45 would be a more realistic replacement, but there are none in the game.
the "CARRO_ARMATO_L640" was a light tank armed with a 20mm gun: a T-40 or T-60 will make a better replacement than the T-26.
Chasing Germans in the moonlight is no mean sport
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
RE: Calling all Scenario Designers
(wikipedia)
Design and development
The L6/40 was a conventional light tank design of riveted construction. A one-man turret in the centre mounted a single Breda Modello 35 20 mm main gun and a Breda 38 8 mm coaxial machine gun. The driver sat in the front right of the hull. The riveted armour was six to 30 mm in thickness, which was roughly equivalent to existing Allied light tanks.
A further development of the Fiat L3 light tank, the L6 went through a number of prototypes during the late 1930s. The first was armed with a sponson-mounted 37 mm main gun and a machine-gun armed turret. A later version featured a turret mounted 37 mm gun and yet another version had only twin 8 mm machine guns.[1] Ultimately, the production configuration, named Carro Armato L6/40, was put into production in 1939, with 283 finally produced.
(wikipedia)
Thanks for the feedback and you're right but I need the version with 37mm to balance the scenario so I take the t26(with 45mm).
There will be a betatest of this scenario and if it need be I will follow your advice with gratitude!
Thanks again UP844.
Design and development
The L6/40 was a conventional light tank design of riveted construction. A one-man turret in the centre mounted a single Breda Modello 35 20 mm main gun and a Breda 38 8 mm coaxial machine gun. The driver sat in the front right of the hull. The riveted armour was six to 30 mm in thickness, which was roughly equivalent to existing Allied light tanks.
A further development of the Fiat L3 light tank, the L6 went through a number of prototypes during the late 1930s. The first was armed with a sponson-mounted 37 mm main gun and a machine-gun armed turret. A later version featured a turret mounted 37 mm gun and yet another version had only twin 8 mm machine guns.[1] Ultimately, the production configuration, named Carro Armato L6/40, was put into production in 1939, with 283 finally produced.
(wikipedia)
Thanks for the feedback and you're right but I need the version with 37mm to balance the scenario so I take the t26(with 45mm).
There will be a betatest of this scenario and if it need be I will follow your advice with gratitude!
Thanks again UP844.
RE: Calling all Scenario Designers
Scenario


- Attachments
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- SteinerChronicles4.jpg (189.54 KiB) Viewed 297 times
RE: Calling all Scenario Designers
This scenario is in beta testing and has been voluntarily untested.
Any player may request alteration of their choice in order to balance the scenario to make it difficult but not impossible.
A version 2.0 will be created with the maximum change collected from players.
We will see after if you need a version 3.0.
THANKS FOR FEEDBACK.
STEINER CHRONICLES
STALAG'43
Russia, somewhere near the Sea of Azov: The SS killed your brothers in arms Italians who were trying to prevent the killing
of civilians and prisoners. The Revenge time has come. The executioners must die.
They are stronger, find allies if you can. The Ghetto uprising should begin after the start of the battle, and Italian tanks
crews try to capture the "beute" equipment to the repair workshop.
Whatever the outcome, for the high command, the battle never happened !
German : Squads, MMG, LMG, MTR, FT, AT, AA, AFV
Steiner'Men : Squads, HMG, LMG, MTR, ATR, DC, MOL, AFV
Maps: Three maps
Terrain: City, Water + Visibility ( 12 hexes )
Scenario Length: 12 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men ( version 1.0 )
Any player may request alteration of their choice in order to balance the scenario to make it difficult but not impossible.
A version 2.0 will be created with the maximum change collected from players.
We will see after if you need a version 3.0.
THANKS FOR FEEDBACK.
STEINER CHRONICLES
STALAG'43
Russia, somewhere near the Sea of Azov: The SS killed your brothers in arms Italians who were trying to prevent the killing
of civilians and prisoners. The Revenge time has come. The executioners must die.
They are stronger, find allies if you can. The Ghetto uprising should begin after the start of the battle, and Italian tanks
crews try to capture the "beute" equipment to the repair workshop.
Whatever the outcome, for the high command, the battle never happened !
German : Squads, MMG, LMG, MTR, FT, AT, AA, AFV
Steiner'Men : Squads, HMG, LMG, MTR, ATR, DC, MOL, AFV
Maps: Three maps
Terrain: City, Water + Visibility ( 12 hexes )
Scenario Length: 12 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men ( version 1.0 )
- Attachments
-
- SteinerChronicles.zip
- (26.13 KiB) Downloaded 5 times
RE: Calling all Scenario Designers
Steiner Chronicles v2.0 is ready.
Some scenes of this scenario may be unsuitable for sensitive souls.

Some scenes of this scenario may be unsuitable for sensitive souls.

- Attachments
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- roundchessboard.jpg (1.86 MiB) Viewed 297 times