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RE: Need playtesters.

Posted: Wed Feb 02, 2005 10:03 pm
by IBTyrone
ORIGINAL: Dragoon 45

Thank you for your comments. I must have misread the manual, because I was under the impression that if you exited any units the other player did not get that 1/2 the opposing force point value bonus. That was my mistake. I will consider some options and see what I can get to work best.

The reason I did not do well was because I did not exit ANY units. That was my fault.

I think you read it right. However, I don't know if the 1/2 bonus goes away if you exit a minimum of one unit or if the AI gets 1/2 cost for each unit remaining on the board at the end of the game.

RE: Need playtesters.

Posted: Fri Feb 04, 2005 5:35 pm
by RockinHarry
ORIGINAL: Dragoon 45

I would be glad to send it to you but I can't figure out how to attach a file with the boards email utility. My email is posted above please send me an email and I will email back, the scenario.
ORIGINAL: RockinHarry
ORIGINAL: Dragoon 45

As I mentioned in an earlier thread I have developed a scenario loosely based on the events around Trois Pointes, Be on 20-22 December, 1944. It is pure and simple a fight for the bridges. I have tested it as much as I can. Would any one be interested in testing it and then giving me their critique afterwards. Unfortunately the AI does not seem to handle either side well in this scenario, it will not blow the bridges if theatened by capture if it is playing the Americans and goes pell mell for the bridges as the German and does not effectively use its engineers to clear obstacles. There fore I am looking for suggestions to improve the play of the scenario. Thank You in advance.

Dragoon 45, I can help you setting up the AI to blow bridges and stuff. I already got that working for a scenario named Stockheim Clash some time ago. Best you PM me and send me the scenario with a couple of your notes (about how your scenario is intended to work, issues, timing ect.)

files received!

RE: Need playtesters.

Posted: Sat Feb 05, 2005 9:27 pm
by Wild Bill
In cases where I wanted a scenario playable from either side, I have designed two of them, one to be played by say the Americans, the other to be played as the Germans. That way a person has the option of playing either one and yet both can be challenging....WB

RE: Need playtesters.

Posted: Sun Feb 06, 2005 6:01 pm
by Dragoon 45
ORIGINAL: Wild Bill

In cases where I wanted a scenario playable from either side, I have designed two of them, one to be played by say the Americans, the other to be played as the Germans. That way a person has the option of playing either one and yet both can be challenging....WB

If I can get the kinks worked out, I wanted this to be a two player scenario. But your idea also has merit. If with help of others I can figure out how to get the AI to blow a bridge if threatened I could make the two separate scenario's. Frankly I am at a loss so far on getting the AI to blow the bridge if needed. If the bridges are not in danger of capture I don't want them blown, but if they are they should be blown. A human player can do this with engineers with satchel charges or other ways.

One question, All sides in WW II developed AVLB's of one sort or another, although the British made the most use of them. Depending on the type, emplacement time could be as short as a couple of turns in SPWaW. Has any attempt ever been made to model them in the game?