Destroyed units not so detroyed in next scenario of campaign

The new game by Brian Kelly, sequel to Desert War: 1941-1942
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MobPsyduck
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Joined: Tue Jun 07, 2022 10:45 am

Destroyed units not so detroyed in next scenario of campaign

Post by MobPsyduck »

So with the new patch i have now arrived in the fourth and last scenario of the "6th army strikes" campaign and damn thats a lot of soviets. Granted, the scenario description mentioned lots of reinforcements so maybe that shouldnt have come as a surprise.

But the more I look the more i recognize old faces from the 3rd scenario "Morning road leads to Stalingrad" which I certainly didnt expect...
A picture is worth a thousand words as they say.
morningroad aftermath.PNG
morningroad aftermath.PNG (2.29 MiB) Viewed 389 times
Thats what the aftermath of the 3rd scenario looks like. To my knowledge theres only bridge engineers left.

So i went to compare "the guards will attack" from my campaign with a fresh stand-alone-scenario and the soviets in both cases have exactly 166702 men, 479 vehicles and 1195 guns on turn 1.
That leads me to believe something went wrong with carrying over losses between scenarios.
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Saint Ruth
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Re: Destroyed units not so detroyed in next scenario of campaign

Post by Saint Ruth »

Darn...will have a look...

I'm not good at reading between the lines ;)

So the problem is that there are no Soviet units in the scenario other than bridging engineers?
MobPsyduck
Posts: 12
Joined: Tue Jun 07, 2022 10:45 am

Re: Destroyed units not so detroyed in next scenario of campaign

Post by MobPsyduck »

No the problem is that all the units I wiped out in scenario 3 where back on the front lines at the beginning of scenario 4.
The reason I noticed was that in scenario 3 I had wiped out every unit except the bridge engineers. Following that, there being leftovers from all of 4 GRD, 27 GRD, 33 GRD, 35 GRD, 37 GRD, 40 GRD, 2 Tank, 23 Tank, 87 RD, 98 RD, etc in scenario 4 seemed rather odd to me.

And yes I am aware that if all those units vanished from the 4th scenario it might turn into a walk in the park, but the ability to create an advantage for yourself by playing well in the scenarios leading up to the finale is kind of the main selling point for campaigns over isolated scenarios for me. So when a unit is wiped out I wish it stays wiped out or what is the point?
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Saint Ruth
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Re: Destroyed units not so detroyed in next scenario of campaign

Post by Saint Ruth »

Ah, okay. Mistake in the carry over...though as you say, it might lead to more unbalanced scenarios later...especially against the AI.
Maybe I can change it so units return if AI bonus is turned on? To give an extra challenge to those who want it?
Thanks,
Brian
MobPsyduck
Posts: 12
Joined: Tue Jun 07, 2022 10:45 am

Re: Destroyed units not so detroyed in next scenario of campaign

Post by MobPsyduck »

Sounds like a reasonable solution to offer both ways. Alternatively you could make it a separate option like Fog of war.

Also perhaps the AI could get more liberties in the deployment of its units to mitigate the holes left in the front lines through the absence of the already destroyed units. But I really have no idea how difficult something like that would be to implement.

Lastly I feel like im only ever posting about things that I wish were different, so I want to take this opportunity to say that I actually really enjoy this game. :)
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Saint Ruth
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Re: Destroyed units not so detroyed in next scenario of campaign

Post by Saint Ruth »

MobPsyduck wrote: Thu Jul 07, 2022 2:36 pm Sounds like a reasonable solution to offer both ways. Alternatively you could make it a separate option like Fog of war.
Oh, that's a better idea, a campaign option as with AI Bonus it gets other things too like unlimited supply.
Maybe have options allow destroyed units
- not to return
- return at 50% stren
- return at 100%
MobPsyduck wrote: Thu Jul 07, 2022 2:36 pm Also perhaps the AI could get more liberties in the deployment of its units to mitigate the holes left in the front lines through the absence of the already destroyed units. But I really have no idea how difficult something like that would be to implement.
Yes, that might be difficult. Will have to think about it.
MobPsyduck wrote: Thu Jul 07, 2022 2:36 pm Lastly I feel like im only ever posting about things that I wish were different, so I want to take this opportunity to say that I actually really enjoy this game. :)
Cheers, :D

Everything can be better, so all improvements welcome!
(I'm off on hols now until the 18th so won't be responding but will read everything when I return!)

/Brian ;)
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