Page 2 of 2
Re: LSA Radzymin44 mod
Posted: Wed Jul 05, 2023 6:51 pm
by davidss
Aetius2 wrote: Mon Jun 26, 2023 6:01 am
No Problem, you can give points and change entry location in the scenario editor by pressing shift key when you click the map diamond icon in the scenario editor.
Thanks. I didn't know this.
Does it work for creating GC's?
Does the point limit you give a BG, using this method, lock the points to this amount during following battles ... or will revert back to normal way of calculating points amount?
Re: LSA Radzymin44 mod
Posted: Thu Jul 06, 2023 5:52 am
by Aetius2
Yes, it works for all scenarios you create: battles, ops and GC's.
Calculation of points remains the same ingame, i just gave every BG 5000 points to have no "low point" restrictions when choosing units in the active roster.
Very handy if you don't want to use the whole point system in your mod.
Re: LSA Radzymin44 mod
Posted: Thu Jul 06, 2023 8:41 pm
by davidss
Thanks for the info.
And clever way you did your mod points, if you prefer not use the in game points system.
Re: LSA Radzymin44 mod V3.01 released
Posted: Wed Nov 15, 2023 3:08 pm
by Aetius2
LSA Radzymin'44 V3.01 mod is released.
Link in first post of this thread
Re: LSA Radzymin44 mod V3.01 released
Posted: Fri Nov 17, 2023 2:11 am
by Tejszd
Thank you Aetius2!
Re: LSA Radzymin44 mod V3.01 released
Posted: Tue Feb 13, 2024 12:10 am
by Teufeldk
Aetius2 wrote: Wed Nov 15, 2023 3:08 pm
LSA Radzymin'44 V3.01 mod is released.
Link in first post of this thread
Is there any way to make the AI more aggressive?
I find that it often hardly moves at all, making defense very easy.
Regards
Kristian
Re: LSA Radzymin44 mod V3.01 released
Posted: Tue Feb 13, 2024 7:39 am
by Aetius2
Not much can be done about that.
I've seen the AI being very agressive on maps, and completely inactive the next turn in the same circomstances.
In single play (Vs AI) you should be the attacker to have a more challenging experience.
Which campaign are you playing (and which side)?
In "road to warsaw" GC the soviets are the attackers.
In "Model's riposte" GC the germans are counterattacking with mobile units.
In "Push to the Vistula" GC the soviets are the attackers.
For more challenging experience (as defender) you could try H2H, you can contact H2H players on the CC players discord channel.
https://discord.gg/vsmVTx45
Re: LSA Radzymin44 mod V3.01 released
Posted: Wed Feb 14, 2024 9:45 am
by Teufeldk
Aetius2 wrote: Tue Feb 13, 2024 7:39 am
Not much can be done about that.
I've seen the AI being very agressive on maps, and completely inactive the next turn in the same circomstances.
In single play (Vs AI) you should be the attacker to have a more challenging experience.
Which campaign are you playing (and which side)?
In "road to warsaw" GC the soviets are the attackers.
In "Model's riposte" GC the germans are counterattacking with mobile units.
In "Push to the Vistula" GC the soviets are the attackers.
For more challenging experience (as defender) you could try H2H, you can contact H2H players on the CC players discord channel.
https://discord.gg/vsmVTx45
Ok, thx
It is just that I have also been playing the GJS MOD where the AI seems more aggressive and clever, but I am aware that it might just be something I am imagining since I can't really make a controlled experiment.
Anyway, thx for your great work
Regards
Kristian
Re: LSA Radzymin44 mod V3.01 released
Posted: Wed Feb 14, 2024 3:00 pm
by Aetius2
What settings do you use?
For Radzymin i recommend following settings (listed in readme.txt of radzymin mod):
Recommended settings Player Vs AI:
Line Vs Line
Make sure the AI side has the following boxes ticked:
-Never act on initiative
-Always have full enemy info
-Always obey orders
Re: LSA Radzymin44 mod V3.01 released
Posted: Wed Feb 14, 2024 3:11 pm
by Teufeldk
I use those settings, except that I use Veteran vs. Recruit -to make it as hard as possible - but maybe it works better with Line vs. Line?
Regards
Kristian
Re: LSA Radzymin44 mod V3.01 released
Posted: Thu Feb 15, 2024 6:58 am
by Aetius2
No that won't have an influence on AI behaviour, this setting only influences force pools if set to do so.
For Radzymin i disabled its function so force pools remain the same for elite-veteran-line-green-recruit.
I added line Vs line in the readme because thats the only setting i tested my mod in.
Re: LSA Radzymin44 mod V3.01 released
Posted: Sat Mar 30, 2024 6:11 pm
by Teufeldk
I can see my installation of v. 3.01, does not use the newest LSA patch.
Do I just uninstall and reinstall the game to fix that or is there some other way to do it?
Regards
Kristian
Re: LSA Radzymin44 mod V3.01 released
Posted: Mon Apr 01, 2024 9:46 am
by Aetius2
Radzymin mainscreen does not display the LSA version correctly because i use a different recource.dll file.
The stock LSA mainscreen version is the correct version.
If that displays 6.00.06 (most recent version) you don't need to change anything, Radzymin mod will use this version (although it displays an old version in mainscreen)
To avoid this in the future, the radzymin mainscreen will look like this:

- v4.01mainscreen.jpg (633.32 KiB) Viewed 1327 times
Re: LSA Radzymin44 mod V3.01 released
Posted: Mon Apr 01, 2024 9:50 am
by Teufeldk
Great - thanks.
I cant help but notice that it says version 4.01 of Radzymin44 - is that version out?
Re: LSA Radzymin44 mod V3.01 released
Posted: Mon Apr 01, 2024 9:51 am
by Aetius2
No, not out yet, in progress.
You're welcome to post any feedback about V3.01, i'll see if i can fix it in V4.01.
Re: LSA Radzymin44 mod V3.01 released
Posted: Mon Apr 01, 2024 9:58 am
by Teufeldk
I have some other questions:
Disclaimer: I don't know much about the game, so these might be noob questions - sorry in advance.
I have tried to make a custom scenario, where I give the Germans less points starting points. The Russians keep there starting at 5000 per battle group.
1) It seems though that on the second turn the Russians lose most of their points again. For instance, on the first turn, the Russians buy units worth about 1000 points - leaving around 4000 points. But on the second turn, this is reduced to about 1000 including the points they use to replace destroyed equipment. Is this just in my mind or is that how the game should work?
2) How many extra points do the battle groups get each turn? Can the amount be altered in the scenario maker or is that built into the game itself?
Regards
Kristian
Re: LSA Radzymin44 mod V3.01 released
Posted: Mon Apr 01, 2024 10:49 am
by Aetius2
1) i was unaware this happens, another player also pointed this out to me recently.
After the first battle of the BG, the points drop to about the points of the initial active roster.
Maybe those initial active roster points are used as a maximum?
Anyway, they seem high enough not to be hindered by point restrictions when selecting units.
2)To be honest i haven't looked into the whole point system, i didn't want to use the point system restrictions in radzymin so i gave all BG's 5000 points to bypass it.