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RE: Disrupted engineers, bicycles that shoot back and all that ...
Posted: Fri Jul 27, 2007 5:25 pm
by Jason Petho
ORIGINAL: Juggalo
GAME : East Front
NATIONALITY : Roosky
UNIT NAME : 82mm Mortars
SCENARIO IN WHICH THE PROBLEM WAS FIRST NOTED : 1st scenario in Black Hearts LCG
NATURE OF THE PERCEIVED PROBLEM : picture and outline don't match
Duly noted, thank you. Will be a 1.03 fix
Jason Petho
RE: Disrupted engineers, bicycles that shoot back and all that ...
Posted: Sat Jul 28, 2007 3:10 pm
by sub jockey
[font="times new roman"]Chris,[/font]
[font="times new roman"][/font]
[font="times new roman"]In WF DCG Campaign, when you get to the medal awards, its coming up with part of the writting, but at the end its -1, space, space, 9 at the end. Also, ask Jason what this new stuff in the patch is to do? Like the trains, or is that just for looks![:D][/font]
[font="times new roman"][/font]
[font="times new roman"]Sub Jockey[/font]
RE: Disrupted engineers, bicycles that shoot back and all that ...
Posted: Sat Jul 28, 2007 8:41 pm
by XLVIIIPzKorp
West Front
Dutch
Unit Name: see below
Battle of the Outposts
Problems with the F2 info screen.
The following Dutch units have no info or pic.:
Grenadier platoons
All officers
All HQ's
The following Dutch units have a pic but no info:
MG Platoon
Wagon
57mm Inf. Gun
47mm AT Gun
81mm Mortar
RE: Disrupted engineers, bicycles that shoot back and all that ...
Posted: Sun Jul 29, 2007 1:59 am
by qbert55
Patch 1.02
Scenario: Battle of the Outpost
Allies (Dutch): All spotted Axis Units appear as ? and artillery is unable to fire.
RE: Disrupted engineers, bicycles that shoot back and all that ...
Posted: Sun Jul 29, 2007 6:53 am
by Jason Petho
ORIGINAL: qbert55
Patch 1.02
Scenario: Battle of the Outpost
Allies (Dutch): All spotted Axis Units appear as ? and artillery is unable to fire.
Go here, follow the instructions:
tm.asp?m=1525143
Jason Petho
Laying smoke reveals hidden minefield
Posted: Sun Jul 29, 2007 8:02 pm
by Erik2
This is in the 2nd scenario 'Advance on Tebourba' of the LCG '10th Pz in Tunis' (I think its called).
Just revealed hex 30,25 the instant I called for smoke in the hex.
Erik
Edit: patch 1.02
RE: Laying smoke reveals hidden minefield
Posted: Mon Jul 30, 2007 12:34 am
by Jason Petho
ORIGINAL: Erik Nygaard
This is in the 2nd scenario 'Advance on Tebourba' of the LCG '10th Pz in Tunis' (I think its called).
Just revealed hex 30,25 the instant I called for smoke in the hex.
Erik
Edit: patch 1.02
Did you add the 1.02a temporary update as well? Not that it should matter, but maybe!
Jason Petho
RE: Laying smoke reveals hidden minefield
Posted: Mon Jul 30, 2007 2:38 pm
by Erik2
ORIGINAL: Jason Petho
ORIGINAL: Erik Nygaard
This is in the 2nd scenario 'Advance on Tebourba' of the LCG '10th Pz in Tunis' (I think its called).
Just revealed hex 30,25 the instant I called for smoke in the hex.
Erik
Edit: patch 1.02
Did you add the 1.02a temporary update as well? Not that it should matter, but maybe!
Jason Petho
Yes,I did.
RE: Disrupted engineers, bicycles that shoot back and all that ...
Posted: Wed Aug 01, 2007 12:49 am
by qbert55
Thanks. Here's another:
Panzers on the Pcic.
Allies (Russians) played by AI.
Mounted calvary units take opportunity fire on German PVs and get caught in an endless loop (repeat firing, game effectively locks up).[X(]
RE: Disrupted engineers, bicycles that shoot back and all that ...
Posted: Wed Aug 01, 2007 12:57 am
by Jason Petho
ORIGINAL: qbert55
Thanks. Here's another:
Panzers on the Pcic.
Allies (Russians) played by AI.
Mounted calvary units take opportunity fire on German PVs and get caught in an endless loop (repeat firing, game effectively locks up).[X(]
This is noted, I will be trying to fix this this evening, or tomorrow night.
Jason Petho
RE: Disrupted engineers, bicycles that shoot back and all that ...
Posted: Wed Aug 01, 2007 1:55 pm
by Jason Petho
Well, I thought I had a fix for the mounted motorcycle and horse endless loop problem, but it appears my proposed fix doesn't work.
This means I am sending it up to Wyatt to find a remedy. Hopefully he can find a solution, and when he does I will load it up as a 1.02b temporary patch.
Jason Petho
Opportunity fire individual unit
Posted: Wed Aug 01, 2007 5:42 pm
by Erik2
If I remember correctly, in the old versions you could set opportunity fire both globally for the three main unit types and also for each selected unit.
Anyway, you can't now. the global setting overrides local unit setting.
Patch 1.02 w/add-on
Erik
RE: Opportunity fire individual unit
Posted: Wed Aug 01, 2007 5:48 pm
by Jason Petho
ORIGINAL: Erik Nygaard
If I remember correctly, in the old versions you could set opportunity fire both globally for the three main unit types and also for each selected unit.
Anyway, you can't now. the global setting overrides local unit setting.
Patch 1.02 w/add-on
Erik
If global op fire settings are set lower than unit op fire settings, then the global opfire settings will override the unit op fire settings.
If global op fire settings are set higher, then the unit op fire settings should override.
Jason Petho
RE: Opportunity fire individual unit
Posted: Wed Aug 01, 2007 7:08 pm
by Erik2
ORIGINAL: Jason Petho
ORIGINAL: Erik Nygaard
If I remember correctly, in the old versions you could set opportunity fire both globally for the three main unit types and also for each selected unit.
Anyway, you can't now. the global setting overrides local unit setting.
Patch 1.02 w/add-on
Erik
If global op fire settings are set lower than unit op fire settings, then the global opfire settings will override the unit op fire settings.
If global op fire settings are set higher, then the unit op fire settings should override.
Jason Petho
I see, thanks for clearing that up.
BTW, op fire is one thing that the AI performs pretty badly. It looks like all unit type settings are set on long range for all units.
This means that ie AT fire long range on inf units thereby revealing themselves.
In the future it would be nice if a scenario op fire could be set by the designer making the AI a bit smarter.
RE: Opportunity fire individual unit
Posted: Wed Aug 01, 2007 7:12 pm
by Jason Petho
ORIGINAL: Erik Nygaard
I see, thanks for clearing that up.
BTW, op fire is one thing that the AI performs pretty badly. It looks like all unit type settings are set on long range for all units.
This means that ie AT fire long range on inf units thereby revealing themselves.
In the future it would be nice if a scenario op fire could be set by the designer making the AI a bit smarter.
OP Fire can be set by the designer.
Here is how you do it.
ORIGINAL: Patrick Brett
West Front,
Scenario design aid,
Topic: Setting opportunity fire ranges for the AI.
All opportunity fire is rooted in the .scn or saved game file. After a game is
saved, West Front uses the saved game file as the new scenario file. Although not
handled by the supplied scenario editor, you can manually edit your .scn file to
adjust opp fire ranges. You can do this for BOTH global and individual
opportunity (opp) fire. Global is much easier.
Global Opp fire setting:
Open the *.scn file
Look for the lines which read:
*.map
*.oob
The next two lines are global opp fire settings.
Example from Arnhem.scn:
7
Red Devils at Arnhem
0 1 0 60
0 0 0 0 10
0 0 2 6 65 85
1
-50 0 50 100 6
50 90 0 0
Arnhem.map
Arnhem.org
3 1 2 1 0 0 1 1 2 <---- Allied Opp fire
3 3 3 3 3 3 3 3 3 <---- Axis Opp fire
The first set of 9 numbers is ALWAYS set for the Allied side.
The 2nd set of 9 is for the Axis side.
The sequence of numbers is read:
{HV-HT} {HV-SV} {HV-Other} {ATAA-HT} {ATAA-SV} {ATAA-Other} {Other-HV} {Other-SV}
{Other-Other}
HV=Hard Vehicle, SV=Soft Vehicle, ATAA=Anti-tank Hvy AA, etc...
The numbers denote:
0 - No opp fire
1 - Short range
2 - Medium range
3 - Long range
Example:
3 1 2 1 0 0 1 1 2
What is the opp fire setting for infantry versus infantry?
Other versus other is set at 2: denoting Medium range.
Individual Opp fire:
Handling unit opp fire is tricky. I'll display an example line from an existing
scenario file.
0 13 14 1036 926 4 4 6 100 7 0 1024 3 3 3
^^^^^ ^^^^^
Location Opp fire
The unit is located in hex 13,14 (0 13 14)
The unit has opp fire set to long range in all fields (3 3 3)
If you want to set individual opp fire, you need to determine the hex location of
the unit an adjust the final 3 numbers.
The final three numbers represent:
Firing at - HT / SV / Other
Note: Global opp fire override's individual opp fire. It would be a great burden
to go through each and every unit entry to reselect opp fire ranges on a per unit
basis. But, if you have a "special" circumstance, you might want to find the unit
in your *.scn file and adjust the opp fire for it.
While creating a scenario, it is wise to place your "special" opp firing units on
the map first, write down the hexes they are in, save the scenario, and then edit
your scenario file with a text editor.
-Patrick Brett
Simple as that.
Jason Petho
RE: Opportunity fire individual unit
Posted: Wed Aug 01, 2007 8:19 pm
by vadersson
Jason,
Is there some article that explains all the codes in the SCN files? I am looking to update Craig Foster's old scenario data spreadsheets and I need to try and decipher the SCN files to populate the excel spreadsheet. Right now I am limited to title, year, and description basically.
Thanks,
Duncan
RE: Opportunity fire individual unit
Posted: Wed Aug 01, 2007 8:40 pm
by Jason Petho
ORIGINAL: vadersson
Is there some article that explains all the codes in the SCN files?
I would imagine somewhere yes. I'll have a look around.
Jason Petho
RE: Opportunity fire individual unit
Posted: Thu Aug 02, 2007 1:01 am
by Cpl. Henshaw
Cpl. Henshaw
Jason,
I first started playing East Front back when it first came out, on a Win 95 pc, so I can remember some challenges. Anyway I recently got and applied the 1.02 patch, and now, all the screen colors are scewing to od green, and a scenario set in Latvia, I started working on, will no longer open in the scenario editor, and a saved game of the scenario no longer opens either. Every thing was working fine with the 1.01 patch. But now with the 1.02 I am having problems for the first time. It is discouraging to start putting a lot of work into creating a scenario, and then, see a new patch, cause it not to open anymore.
Any suggestions? Wait til 1.03? Not sure, if I should do a reinstall, and just work with 1.01.
Thanks, for helping gamers all these years,
Yours,
John
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RE: Opportunity fire individual unit
Posted: Thu Aug 02, 2007 1:08 am
by Jason Petho
ORIGINAL: Cpl. Henshaw
Cpl. Henshaw
Jason,
I first started playing East Front back when it first came out, on a Win 95 pc, so I can remember some challenges. Anyway I recently got and applied the 1.02 patch, and now, all the screen colors are scewing to od green, and a scenario set in Latvia, I started working on, will no longer open in the scenario editor, and a saved game of the scenario no longer opens either. Every thing was working fine with the 1.01 patch. But now with the 1.02 I am having problems for the first time. It is discouraging to start putting a lot of work into creating a scenario, and then, see a new patch, cause it not to open anymore.
Any suggestions? Wait til 1.03? Not sure, if I should do a reinstall, and just work with 1.01.
Thanks, for helping gamers all these years,
Yours,
John
Hmm. Bizarre.
You could wait until 1.03. Or you could send it over to me and I can take a look at it.
jasonpetho (at) hotmail (dot ) com
Jason Petho
RE: Opportunity fire individual unit
Posted: Thu Aug 02, 2007 11:26 am
by Arkady
Error for german platoon P01176 in East Front platoon01 oob and obx files, there is last number before unit name missing (rear armor value)
Unit entry in West Front's platoon01 files are correct