Afrika Korps beta test

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GabeKnight
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Re: Afrika Korps beta test

Post by GabeKnight » Sun Oct 14, 2018 9:24 pm

"4Battleaxe", Afrika Korps v1.9
bru888 wrote:
Sun Oct 14, 2018 4:35 pm
[...] but I don't have any further advice.
But I do :wink:

It's always best to have another set of eyes take a look, don't you agree? While you were focused on the "Ax objective" trigger, you overlooked the "All objective" one (whatever that's supposed to mean :P ). With 10 VP total to capture on the map and at least 8 to hold for the player, the "All" has to capture more than 2 to win. As it is now, the player can only win if he/she holds all of them.

Screenshot 727.jpg
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Erik, change the value to ">2" and all's good.

bru888
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Re: Afrika Korps beta test

Post by bru888 » Sun Oct 14, 2018 11:03 pm

Agree. This stuff gets very complicated. It's either what I said, this, or both I'd say at this point. Frankly, I hope you are right because that would put the Turn Start / Check Turn / Scenario Turn Limit back in business. Goodness knows we use that condition a lot in our scenarios. Erik should do as you say, then test it the way that I did, and see if it works. If the eighth VP is taken on Turn 18 and it still does not count toward the objective, then what I said is valid.
- Bru

WarHomer
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Re: Afrika Korps beta test

Post by WarHomer » Mon Oct 15, 2018 6:32 am

mission 6.jpg
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Mission 6: some weird placement allowed right next to the British arty.

Also as I remember this mission from PG you had to fight your way to the southern cities first and that really was the challenge of this one. In this I can just place a powerful force down south from the beginning and more or less ignore the units to the north since they are all new and given to me free. The challenge was to try and save your own experienced core units from annihalation.

PS. The last mission ("dash to the wire") wow that was hard to crack on FM. Cudos!

WarHomer
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Re: Afrika Korps beta test

Post by WarHomer » Mon Oct 15, 2018 8:38 am

mission6-2.jpg
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I was in possession of 4 secondary objectives, but still got a red cross. I had just taken the last one so the flag wasn´t raised, could this be intentional, so you have to finish in time to raise the flags also?

bru888
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Re: Afrika Korps beta test

Post by bru888 » Mon Oct 15, 2018 2:23 pm

See, this is what I was saying about Turn Start / Check Turn / Scenario Turn Limit. Again, it looks like you took/retook that last objective in the upper right on the very last turn, Turn 22. But since the trigger evaluated conditions at the beginning of Turn 22 (Turn Start), your last minute conquest did not count. Or, perhaps Gabe will find a problem with the "Fail" trigger associated with this objective, as he did previously.
- Bru

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Re: Afrika Korps beta test

Post by GabeKnight » Mon Oct 15, 2018 6:48 pm

bru888 wrote:
Mon Oct 15, 2018 2:23 pm
See, this is what I was saying about Turn Start / Check Turn / Scenario Turn Limit. Again, it looks like you took/retook that last objective in the upper right on the very last turn, Turn 22. But since the trigger evaluated conditions at the beginning of Turn 22 (Turn Start), your last minute conquest did not count. Or, perhaps Gabe will find a problem with the "Fail" trigger associated with this objective, as he did previously.
Sorry, Bruce, I know there's been strange stuff going on with some trigger settings, but I'm quite sure it's not the case here. It's the same logic problem as before:

There are six sec.VP on the map total (although "Mechili" is missing the hex-link in the objective description), so if the player has to hold at least four to win, the "All" has to hold at least three to win. Or am I wrong?

@Erik
Just change the "prim. objective/All sec obj" trigger to check VP count ">2", and this one's fixed, too.

@WarHomer
You couldn't have just captured ALL of the objectives, could you? Then all of this problems wouldn't have surfaced... :wink: :lol:

bru888
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Re: Afrika Korps beta test

Post by bru888 » Mon Oct 15, 2018 7:17 pm

It's strange, then, that I did not see those Fail/All Obj faults when I went through this the first time. It's the type of thing I focus on with CSI. Well, again, I would prefer that the Turn Start / Check Turn / Scenario Turn Limit were to be working for a "Hold objective to scenario's end" mission even if that mission is accomplished on the last turn. Let's hope so.
- Bru

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Re: Afrika Korps beta test

Post by Mascarenhas » Mon Oct 15, 2018 10:08 pm

About Operation Herkules
Hi Erik,

Trying to figure a way to beat this great mission, I keep wondering: what use are those german flattops for? There´s no capable axis aircraft to be serviced into them and their weapons are mostly negligible. It seems that their only purpose is to add some more trouble into devising a successful deplyment path.

Albeit this is a quasi-fictional scenario, it seems to me that a couple of totally useless aircraft carriers would be too much waste to be conceived to any military planner.

If I may, I´d suggest to replace the carriers for a number of german or italian BB or CV and set their conservation as primary goal.

Regards

GabeKnight
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Re: Afrika Korps beta test

Post by GabeKnight » Mon Oct 15, 2018 11:55 pm

You know how it is, Bruce, maybe Erik added a VP afterwards or you've just miscounted the VPs. I mean, I had to count them like four times to be sure to catch them all. Minor, leftover bugs are bound to happen from time to time. No biggie. :)

WarHomer
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Re: Afrika Korps beta test

Post by WarHomer » Tue Oct 16, 2018 11:05 am

Mission 7 (Outflank Tobruk) played nicely (down to the last turn again!). Those 2 star spitfire waves at the end was a "nice" surprise... Fortunately my mobile AA wasnt far off and I saw them coming with my scouts.

Mission 8 (Crete) I wont be playing, since this is simply too big a map and too many units for me to enjoy. I hope this doesn´t mess up progression where I plan to just waste any given prestige (by up and "downgrading" a heavy bomber) and dismissing any new units.

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Re: Afrika Korps beta test

Post by WarHomer » Tue Oct 16, 2018 11:07 am

@WarHomer
You couldn't have just captured ALL of the objectives, could you? Then all of this problems wouldn't have surfaced... :wink: :lol:

Maybe I could maybe I couldn´t, I´m admitting nothing :-)

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Re: Afrika Korps beta test

Post by WarHomer » Tue Oct 16, 2018 11:07 am

@WarHomer
You couldn't have just captured ALL of the objectives, could you? Then all of this problems wouldn't have surfaced... :wink: :lol:

Maybe I could maybe I couldn´t, I´m admitting nothing :-)

bru888
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Re: Afrika Korps beta test

Post by bru888 » Tue Oct 16, 2018 1:47 pm

WarHomer wrote:
Tue Oct 16, 2018 11:07 am
Maybe I could maybe I couldn´t, I´m admitting nothing :-)
Maybe I could maybe I couldn´t, I´m admitting nothing :-)
And saying it twice! And saying it twice! :)
- Bru

WarHomer
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Re: Afrika Korps beta test

Post by WarHomer » Thu Oct 18, 2018 1:31 pm

mission9.jpg
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Trigger error mission 9. Never lost any of the mentioned units.

53rdVaInf
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Re: Afrika Korps beta test

Post by 53rdVaInf » Sat Oct 20, 2018 12:02 am

Where did ya get the flag mod

I can't get the GK MOD to work with this :/

GabeKnight
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Re: Afrika Korps beta test

Post by GabeKnight » Sat Oct 20, 2018 12:36 am

53rdVaInf wrote:
Sat Oct 20, 2018 12:02 am
Where did ya get the flag mod

I can't get the GK MOD to work with this :/
If you delete the contents of the \data folder in my mod, you should be able to downgrade it to a "flag mod".

53rdVaInf
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Re: Afrika Korps beta test

Post by 53rdVaInf » Sat Oct 20, 2018 1:46 am

Thanks for the reply GK …

I found Wargamer74's flag mod right after I posted that ;)

WarHomer
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Re: Afrika Korps beta test

Post by WarHomer » Sun Oct 21, 2018 5:57 am

Mission 11 Palestine: Too few turns to complete and the Arabs at the oilwells screw it up for themselves. I think at least 10 more turns and maybe player control of the Arabs.

Also why 6 kriegsmarine naval points and no prestige?

Also noticed so far that quite a few secondary objectives gives no award. Maybe just some spec points (the Italians could use some).

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Re: Afrika Korps beta test

Post by WarHomer » Sun Oct 21, 2018 9:54 am

Mission 12: Only 33 Italian land command units compared to a whopping 87 for the Germans.

Also not many air units (also applies to mission 11). Maybe some hidden meaning to this, but this should be explained or a few more planes allowed.

Also a Sherman II appeared in my unit rooster for no apparent reason. Either an explanation or place this as a secondary objective award. And plz give it some xp since all other tanks are about 4-5 stars now. Otherwise its no use.

Erik2
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Re: Afrika Korps beta test

Post by Erik2 » Thu Oct 25, 2018 5:08 pm

General:
Reduced specialisation 'income' pr scenario.
Added/changed secondary objective awards for all/most scenarios.


Mission 11 Palestine:
Added 5 more turns.
Added Kriegsmarine income.
Put Arab units under player control.
The British only have 2 air units vs Axis (18?) air command points.

Mission 12:
Added more Axis air command points.
Increased Italian and decreased German land command points.
Removed new core units and added resources instead.

Link updated to 2.3

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