
Core of Heroes and Leaders mod
RE: Core of Heroes and Leaders mod
The silhouettes, and in my MOD the counters, of the USA_SW with two states, are wrong.


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- LnHSWUSA.jpg (62.34 KiB) Viewed 551 times
My native language is Spanish, and no English language mastery, sorry.
RE: Core of Heroes and Leaders mod
One thing I notice in the original game is that Mortars are way too powerful I think it is the only case where 2 die are rolled and you get to pick the highest value for your attack. (Am I remembering this correctly).ORIGINAL: CHINCHIN
ORIGINAL: asl3d
Finally, I preferred to make a kind of "campaign" over time (the scenarios follow chronologically), and propose to the players that they follow the same historical process. It is something similar to the historic "Red Barricades" module of ASL (Avalon Hill).
It is very well like this, the truth is that the campaigns are not very good, also if you do not get the victory you can not continue. Much better correlative sceneries.
I'm finishing the second scenario, I get just the objectives but the Russians counterattack harshly. What damage do Russian mortars do! Very fun and exciting.
What brings me crazy are the LOS, I do not know if they are errors of the game or I just do not understand them, they shoot me from far away, traversing several structures, as it is not possible to three hexagons, I suppose that little by little I will understand.
RE: Core of Heroes and Leaders mod
asl3d:
Is there a way to recognize the tall buildings on your maps, without mousing over the hex?
Thanks,
Gerry
Is there a way to recognize the tall buildings on your maps, without mousing over the hex?
Thanks,
Gerry
RE: Core of Heroes and Leaders mod
ORIGINAL: CHINCHIN
I'm playing them in the order they appear in the menu, “Barrikady Bread Factory”. But yes, that's it, "level 3". Thank you.
Is there a list with the correct order of the scenarios?
The chronological order of the scenarios matches the order of publication of each scenario.
tm.asp?m=4374224
(Last) "Barrikady Graniti," for Historical Module 2 Barrikady, version of January 24, 2019
"Barrikady Commissar," for Historical Module 2 Barrikady, version of January 18, 2019
"Barrikady Tanks," for Historical Module 2 Barrikady, version of January 12, 2019
"Barrikady Volga," for Historical Module 2 Barrikady, version of January 6, 2019
"Barrikady Arbatovskaya," for Historical Module 2 Barrikady, version of December 18, 2018
"Barrikady Bread Factory," for Historical Module 2 Barrikady, version of December 18, 2018
"Barrikady Mashinnya," for Historical Module 2 Barrikady, version of December 8, 2018
"Barrikady Factory," for Historical Module 2 Barrikady, version of November 29, 2018
"Barrikady South," for Historical Module 2 Barrikady, version of November 12, 2018
"Barrikady North," for Historical Module 2 Barrikady, version of November 09, 2018
"Barrikady Yanvarya," for Historical Module 2 Barrikady, version of October 30, 2018
"Barrikady Stalinaya," for Historical Module 2 Barrikady, version of October 20, 2018
"Barrikady Tsaritsa," for Historical Module 2 Barrikady, version of October 12, 2018
"Barrikady Skulpturny," for Historical Module 2 Barrikady, version of October 03, 2018
"Barrikady Sormosk," for Historical Module 2 Barrikady, version of September 21, 2018
"Barrikady Tramvanaya," for Historical Module 2 Barrikady, version of September 9, 2018
(First) "Barrikady West," for Historical Module 2 Barrikady, version of August 29, 2018
In the game, in the initial description of each scenario, the historical date also appears (see attached image)

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RE: Core of Heroes and Leaders mod
ORIGINAL: CHINCHIN
The unit "Soviet Naval Infantry Scout" moves 4 shake. It's a bug?
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Yes, it is correct, although, perhaps, it is not reasonable ...
The criterion I have followed is to consider the Soviet Naval Infantry as elite units (they really were), and within them, their scouts as special units.
Also elite units were the SS of Germany and the US Marines. Their Scouts were also special units and selected.

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- Scouts.jpg (79.66 KiB) Viewed 551 times
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RE: Core of Heroes and Leaders mod
ORIGINAL: CHINCHIN
The silhouettes, and in my MOD the counters, of the USA_SW with two states, are wrong.
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I just checked the file "HaL_USA_SW_Sheet-01" and it is correct (attached image).
Perhaps, when you have made the change of the silhouettes by the counters, you have involuntarily changed the location of the graphics in the file.

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- HaL_USA_SW_Sheet01.jpg (84.97 KiB) Viewed 551 times
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RE: Core of Heroes and Leaders mod
Sorry, I checked it in your mod, but obviously I did not see it good.
My native language is Spanish, and no English language mastery, sorry.
RE: Core of Heroes and Leaders mod
ORIGINAL: Gerry4321
asl3d:
Is there a way to recognize the tall buildings on your maps, without mousing over the hex?
Thanks,
Gerry
Hello Gerry,
This is a complicated issue.
When I was making the first historical module, Carentan, I understood that there were two decisions to be made about the buildings.
The first decision was how to make buildings of more than one height level (in the Tutorial of Heroes and Leaders mod the solution adopted is explained).
The second decision was how to represent and distinguish onboard wooden buildings and stone buildings, as well as buildings of only one level of height, those of two levels of height (level 1.5 in SL/ASL), and those of three levels of height (level 2 in SL/ASL).
For those players who come from SL/ASL, they know that the wooden buildings there are brown and the stone buildings (brick, concrete, stone, etc.) are gray. Regarding the height levels, and as a general rule (there are exceptions) the buildings of 1 hex have 1 level of height, the buildings of 2 hexes have 1.5 levels of height (1 interior floor of level 1), and the buildings of 2 or more hexes have 2.5 levels of height (1 interior floor of level 1, and another interior floor of level 2).
First problem: the medium levels of height can not be represented in Heroes de Stalingrad (HoS). The solution is to consider that there are buildings of level 1, 2, 3, etc. (without taking into account the half levels, which is a concept that comes from the height of the hedges and walls in SL/ASL, which are of medium height level).
Second problem: to condemn the buildings to only 2 colors is very simple. In reality, each building has its color. In addition, the computer allows to separate the graphic aspect of the board and its topographic properties. This is a breakthrough. It means that you can change the height of each board from one scenario to another without touching the graphic map (only the topographic properties).
This is good and bad. It is good because it leaves a lot of freedom for the scenario designer, but it is bad because it is not evident (it can not be) to distinguish buildings of different heights, beyond their shadow projected on land, and it is not safe.
What to do?. I could not think of anything brilliant, so I finally decided not to do anything.
In other words. A Squad Leader has to observe well the battlefield where his men are going to fight. An error can be the difference between losing your men or getting them out of there alive. You have to look carefully at the terrain and see the opportunities it offers you.
It is a concept similar to silhouettes. You have to make an effort to manage your troops. No one said that this was easy, soldier.
Semper fidelis
RE: Core of Heroes and Leaders mod
ORIGINAL: CHINCHIN
Sorry, I checked it in your mod, but obviously I did not see it good.
Don't worry
Semper fidelis
RE: Core of Heroes and Leaders mod
Second information panel for Barrikady Kindergarten scenario


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RE: Core of Heroes and Leaders mod
Fourth information panel for Barrikady Kindergarten scenario


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- Barrikady..garten4.jpg (196.36 KiB) Viewed 551 times
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RE: Core of Heroes and Leaders mod
Eighth information panel for Barrikady Kindergarten scenario


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- Barrikady..garten8.jpg (215.68 KiB) Viewed 551 times
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RE: Core of Heroes and Leaders mod
Tenth information panel for Barrikady Kindergarten scenario


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- Barrikady..arten10.jpg (168.51 KiB) Viewed 551 times
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RE: Core of Heroes and Leaders mod
Hello ASLd3,
I am playing your scenarios chronologically, very funny. Once in a while an error occurs and it expels me from the game, I go back in and continue without problems.
But in this scenario every time I am shot with the AT rifle the error occurs. Because it can be? Can I repair it?

I am playing your scenarios chronologically, very funny. Once in a while an error occurs and it expels me from the game, I go back in and continue without problems.
But in this scenario every time I am shot with the AT rifle the error occurs. Because it can be? Can I repair it?

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- Captura.jpg (291.37 KiB) Viewed 551 times
My native language is Spanish, and no English language mastery, sorry.
RE: Core of Heroes and Leaders mod
This is the error


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- Captura2.jpg (306.71 KiB) Viewed 551 times
My native language is Spanish, and no English language mastery, sorry.
RE: Core of Heroes and Leaders mod
ORIGINAL: CHINCHIN
Hello ASLd3,
I am playing your scenarios chronologically, very funny. Once in a while an error occurs and it expels me from the game, I go back in and continue without problems.
But in this scenario every time I am shot with the AT rifle the error occurs. Because it can be? Can I repair it?
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Hello Chinchin,
I can not give you an explanation. During the testing phase of all scenarios I have not suffered this problem (AT vs. Vehicle).
I have found on some occasions (not always), during a Close Combat (CC), that when the AI starts the CC, the program enters the Rally algorithm of the units. Logically there are no units that Rally in the Melee and the program breaks. The solution, in these cases, is that my units initiate the CC before the IA does it. In this case everything works correctly. I have tried to find an explanation over el CC but I have not got anywhere.
These small failures show that the program and its algorithms are not fully refined. But it's no so bad.
Regarding your problem, without having a plausible explanation, it only occurs to me that you save the scenario periodically, so that you can restart the game at the point where you saved it. It's not a great solution, but I do not have any more solutions.
Semper fidelis
RE: Core of Heroes and Leaders mod
ORIGINAL: CHINCHIN
This is the error
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Hello Chinchin again,
I just verified the characteristics of the Soviet AT rifle (file "Units.CVS"). I have not detected any obvious error. Actually, if I remember correctly, I copied its characteristics from the original game.
However, I have seen that the column of the FP, in the case of the Soviet rifle has "*", while in the case of the Panzerfaust PzF 30/60 it has a FP = 1.
I propose that you try to change the FP of the Soviet rifle from "*" to "1" or "0", or also "(blank space)".
Maybe this is the solution. If it works for you, I will change the original file.
Thank you.
Semper fidelis
RE: Core of Heroes and Leaders mod
Yes, I usually save it. Pass to advance with the tank and the next turn did not happen, I was able to continue.
Thank you.
Thank you.
My native language is Spanish, and no English language mastery, sorry.
RE: Core of Heroes and Leaders mod
ORIGINAL: CHINCHIN
Yes, I usually save it. Pass to advance with the tank and the next turn did not happen, I was able to continue.
Thank you.
OK.
Do the test that I have proposed above. It may work.
Semper fidelis
RE: Core of Heroes and Leaders mod
Hello Julio:
Had a few crashes when playing Barrikady Factory. It may have been like you said, that the AI entered the Rally routine during CC. It crashed, I started again, and the same thing kept happening in the same hex (with the same die rolls - die rolls do not seem random?).
So finally I restarted and went to another hex first and then I could go on.
(there is no withdraw from Melee that require morale checks in HoS is there? If there was then maybe the broken units were trying to withdraw.)
Gerry
Had a few crashes when playing Barrikady Factory. It may have been like you said, that the AI entered the Rally routine during CC. It crashed, I started again, and the same thing kept happening in the same hex (with the same die rolls - die rolls do not seem random?).
So finally I restarted and went to another hex first and then I could go on.
(there is no withdraw from Melee that require morale checks in HoS is there? If there was then maybe the broken units were trying to withdraw.)
Gerry