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RE: Operation Husky
Posted: Sun Nov 01, 2020 4:04 pm
by ago1000
Solved the prob so deleted this message.[:)][:)][:)] Multiplier is now correct and matches Europe 1943 Scenario.
RE: Operation Husky
Posted: Tue Nov 03, 2020 11:14 am
by AlvaroSousa
I was mistaken on technology.
Campaigns -> left column about half way down there is a "research start data" variable.
Modify that if you want to change the start year.
But I would keep it and the scenario start date 1939 and just change the current date to 1943 to keep things simple and in line with defaults.
RE: Operation Husky
Posted: Tue Nov 03, 2020 2:23 pm
by ago1000
Thanks Alvaro.
Getting the hang of the editor.
The fleet supply issue is a first turn issue in the scenario set up. For example, if the Axis start on turn 1 then my UK fleets are in supply. If Allies play first on turn 1 then UK fleets are out of supply.
I'm testing now.
Here is turn 1 reaction of AI:
https://youtu.be/GQBI3lV2pN0
-Need the AI to advance on ports that Allies may have cleared on their turn. It's funny, the AI has a build in survival instinct. Other than that, AI is putting up a heck of a fight against the Allies. Forgot to add, the AI use to retreat on all fronts, the D1 and D2 and HldL is working.[:)] I will use scripts to $gatherLand to control the German reaction better.
Question for you:
Trying to figure out victory points for the scenario to give both sides an equal chance of winning.
Need clarification on Victory points and how they work in a scenario, more specifically how are they calculated.
Is a VP 1 point per turn while you hold on to them?
I can load them through the script victory.txt in the scenario but I just need to know how they kinda work?
At this point, this is a 20 turn scenario.
Here is a pic of the overall map.

RE: Operation Husky
Posted: Wed Nov 04, 2020 12:03 pm
by AlvaroSousa
make a new victory.txt file.
Put in the coordinates.
Look at how the battle historically went.
Count the VPs over time.
That is your base for a minor victory.
Add 10% to the total that is your base for a major victory
I'll take a look at the editor.
Are you starting the scenario at sea?
RE: Operation Husky
Posted: Wed Nov 04, 2020 1:19 pm
by ago1000
Yes, the Allies starts at sea with the preliminary invasion force set up off the coast of Sicily.
Thanks Alvaro:
First full run through will be today with Axis as AI. Victory.txt file was created and I will follow your advice. Thanks.
victory.txt
//victory location x, y
//Germany - need to points
//Italy
//UK
//USA
//USSR
//France
//Tie = each side
25,35 //Pachino
20,37 //Scocletti
20,39 //Caltigirone
18,38 //Gela
15,39 //Licata
12,40 //Porto Empedode
9,40 //Menfi
6,41 //Mazara Del Vallo
5,42 //Marsala
6,44 //Trapani
12,45 //Palermo
19,45 //Coronia
19,43 //Enna
25,47 //Barcellona
26,47 //Messina
24,43 //Catania
25,40 //Augusta
25,38 //Syracuse
Have done a lot of research so OOB while modified slightly will also be quite accurate.
Sources include:
https://comandosupremo.com/axis-forces-in-sicily/
http://www.theworldwars.net/stats/stats ... s=oobhusky
https://scholars.wlu.ca/cgi/viewcontent ... ontext=cmh
https://apps.dtic.mil/dtic/tr/fulltext/u2/a251393.pdf
http://homepages.force9.net/rothwell/sicily1943.htm
https://en.wikipedia.org/wiki/Operation ... _of_battle
http://relaysystem.co.uk/RN_Commando_1_Husky.pdf
http://www.2ndbn5thmar.com/history/505thPIR1943.pdf
and many more
The pic is the first wave near Sicily. Kool force is near Africa and a reserve is on land in Africa with the air forces.

RE: Operation Husky
Posted: Wed Nov 04, 2020 5:02 pm
by AlvaroSousa
There is a problem that the A.I. doesn't know what to do with fleets starting at sea. So invasion forces will just return to port.
I'd have to modify the code to make them understand they are an invasion force somehow.
RE: Operation Husky
Posted: Wed Nov 04, 2020 5:45 pm
by AlvaroSousa
So I am looking at the engine and when the turn starts the fleets go to 2 supply properly so.
They don't have time to invade?
RE: Operation Husky
Posted: Wed Nov 04, 2020 7:36 pm
by ago1000
I've compensated by providing a lot of oilers for the US and UK combat fleets together with some air transports for landed units that get stuck on the beach in a stall. The transports have no problem with supply, it's only the CV,BB,CA,DD fleets. I'm hoping to have it out by next week.
RE: Operation Husky
Posted: Wed Nov 04, 2020 7:54 pm
by AlvaroSousa
Get the new beta 9U11. Some fixes but I added a naval order editor for your scenario.
Edit Unit -> far bottom right side it will appear when you have a fleet in the hex.
Select the naval order
Select the fleet supply level
Enter the XY of where the order will go -> Set
None = no action which is standard in port and will create a RTB order
Naval = move to XY
Transport = move units to XY port and unload
Invasion = move to XY location and select invasion hexes within range from map orders AND invade
Beachhead = act as invasion supply on this beach/coastal/sea area for land units
Raid = merchant raid
On the Beach - ignore.
Raid Supply = stay to attack port supply till supply runs low
RTB = return to base.
RE: Operation Husky
Posted: Wed Nov 04, 2020 8:27 pm
by ago1000
Awesome. Thank you very much. Will do.
RE: Operation Husky
Posted: Thu Nov 05, 2020 1:17 pm
by ago1000
Alvaro:
Didn't seem to work. I've included a video. It says it sets it but when I start the game the naval unit USS Gleaves is still at supply level 1. (I've tried with 3, 7 and 8 supply levels all the same results.)
https://youtu.be/SvSn-zjflwc
What's loops.txt and do I really need it?