 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|
techumseh
|
 |
of the frozen North.
Apr 1999 time: 22:17
|
|
Here is an update on progress. I've been working on balancing the scenario. It's a matter of slowing 30 Corps down just enough to make the 1st and 82 airborne div's life exciting, without making it hopeless.
As Fairlane noticed, the canal bridges blow more often (50%) which helps a lot. They can be repaired, unlike the bridges over major rivers. I changed the base time to transform terrain to 4 from 20, so it now takes 1 engineer 8 turns to repair a bridge - about a day and a half. Otherwise it's far too long and frustrating. Sorry I didn't figure that out sooner.
I added minefield terrain, the mine units being dumb. I kept running into them with my Typhoons. This terrain is impassible to tanks and artillery and costs 6 mp for infantry. Units defend at half strength. It can be converted to plains the same turn by the Sherman Flail or an engineer unit. It helps slow the tanks down nicely.
Engineer units can transform unbridged canal terrain into bridged, allowing the passage of armor and artillery. The flail has only settler abilities so it can clear minefields (mining) but not repair bridges.
I added lots of randomized German reinforcements on both sides of "Hell's Highway", making it tough to defend. If you're not aggressive and on the ball, you can get into trouble quickly. German historical reinforcements were also bumped up 50%. Finally there are large reinforcements triggered by an attempt to cross the rivers along the series of bridges on the west side of the map. It's still possible, but difficult.
I balanced the random Luftwaffe reinforcements. The Allied player has to work hard to avoid German air superiority on the north part of the map from the 3rd day forward. This is historical, as allied fighters were redeployed to the strategic bombing offensive after escorting the paratroops lifts.
I've given the AA units the 'can attack air units' flag, and the '88' an attack factor, so the trick of protecting a big stack under a Spitfire just got a lot more dangerous. On the other hand, you can now use your Bofors SPAA unit to shoot down adjacent German aircraft. Overall, I think it really enhances the value of AA units in the scenario.
Events have been checked over, I've had some inconsistency in the arrival of airborne reinforcements. It's a pretty complicated events text, using lots of flags and masks so certain units arrive at certain times and places, depending on which of the 3 plans (techs) is selected. I have only 5.42 kb left of 100 kb in the available events space, so I'm pretty much done there.
BTW, if anyone wants any tutoring on ToT events, let me know. It's really kind of interesting - at least to me. 
Next steps include writing descriptions for the units, improvements and terrrain, and making multiple scenario and events files to vary the arrival times of both airborne and German reinforcements. And then some final playtesting and it's done. I'm still on track for a Sept 17 release.
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:17. Apolyton Time is 00:17. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|