View Full Version : NEW SCENARIO - well sort of
Hi guys,
Here is a little test scenario I wrote up for less powerful machines. It's a convoy escort / sweep and clear mission on the road to Tikrit.
The goals are two fold
1) Get the 18 wheelers to the NE top of the map and
2) Sweep out the insurgants located in the villges.
You have CAS and several blackhawks loaded with marines to accomplish your mission. The map and scenario files are included.
This is a beta version, apparantly there are some scenario design issues that keep popping up like minefields not being hidden from the players and the scenario checklist popping up as soon as you load the scenario. If you get the scenario checklist box coming up just click "DONE" and then "NO" when reviewing the player force deployments. Accept the default force placements for blue and it should work. Hopefully this will be corrected.
I just can't get rid of them so it's off to Scott for some investigation. Until then, it's still a challenging scenario so have fun and point out what you might like to see or think should be improved.
Thanks
Tiberius
Cougar_DK
05 Oct 04, 03:55
Great Tiberius, can't wait to try it out at home.
switch_back
05 Oct 04, 05:20
Woot! sounds good, i'll give it a go. :D
Thanks Tiberius,
And yes, there is a problem with IP's and obstacles. I was able to nail down a problem which was effecting them over the weeekend and hopefully it will be corrected in the next build, and it will correct the problem with IP and obstacles. Also, I have seen a problem with Red Forces not wanting to engage Blue Force via the IA. You can do it manually, but if the Red Force is under AI control, they will just sit there and get shot at without returning fire. I have not heard back from Scott on this one. This is the first time I have seent this problem.
Cougar_DK
05 Oct 04, 09:12
Hi cbelva, I found this issue in the previous build and thought that Scott did nail it. I even made a test scenario the night that he released the latest build and the AI did move forward - but very slowly. But its great that you have given him a mail about it so we can get this one nailed.
Good, I'm not going crazy... I really wanted those mines and ip's to be hidden since I have snipers sprinkled all about using RPG's. The AI did engage quite well, my ambush areas dropped a lot of mortar fire on the targets, so we'll see what's up with that.
One thing I am glad is fixed is force wide SOP and Reaction orders finally seem to work force wide instead of just the unit you selected.
we'll keep plugging away.
:devil:
I am not real sure of the mines. When you are setting up mines, there is a toggle that you can set that set which side knows about the mines. It was working in prior builds, I have not tested it in this one yet. I do know about the IP's because I have been struggling with them with each build. I received an e-mail from him the other day stating that he had finally found the problem so hopefully they will be working right next time out. We will see. This program has the potential to break something else with everything that gets fix.
Yea.. seems true, a new bug for a new fix.:cry:
I tried using the "Known to player" check box for each side, both sides, no sides... no luck. Maybe we'll see a patch at the end of the week which shores up some of this stuff.
On a related side note to scenario creation- has anyone followed the scanmap tutorial Nick Bell posted? I'm having difficulty getting my mind around it (no shocker their I'm sure). But I would like to know if anyone has gotton a map to work yet... I'll keep plugging away.:nuts:
Just a quick note...
Has anyone had a chance to play through my Tikrit test scenario?
I noticed it's had some downloads but I have no feedback. Please let me know what you think. I'm currently using the same map for a PBEM game and want to have some input for improving it.
Thanks.
Thanks Tiberius,
And yes, there is a problem with IP's and obstacles. I was able to nail down a problem which was effecting them over the weeekend and hopefully it will be corrected in the next build, and it will correct the problem with IP and obstacles. Also, I have seen a problem with Red Forces not wanting to engage Blue Force via the IA. You can do it manually, but if the Red Force is under AI control, they will just sit there and get shot at without returning fire. I have not heard back from Scott on this one. This is the first time I have seent this problem.
I've had POA2 exactly 24 hrs now and that's one of the first of very many problems I've noted and I've updated to the 185 build. C++ errors right and left, the 185 build says the gun/ammo table is corrupt, CTD's, etc. etc. and all on a state of the art machine running XP Professional, 1GB RAM and a 3.2ghz hyperthreading P4. :confused:
I had such high hopes for this game. Waited until now to buy it hoping all the initial bugs were worked out. Hell I even upgraded to a 3.2ghz processor so I could run the larger scenarios.
Disappointing so far - hope it gets better.
HPBentien
14 May 05, 06:36
Hello
I have the same PC. 3,2 RAM GH 1GB Win XP.
Air raids (the movement) take a lot of time!
And many mistakes! :angry:
Point of Attack2 is unable to play! :angry:
Pit
Turn down the fidelity settings in the option menu... Aircraft plotting can take a looooong time.
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