Hill 621 complete

Post new mods and scenarios here.
Post Reply
User avatar
Jamm
Posts: 407
Joined: Fri Oct 02, 2009 1:58 pm

Hill 621 complete

Post by Jamm »

I've tweaked this as much as I can.
There are a few extras included in the zip this time.

I've added an AI script labelled Agressive armor. It is a text document which goes into Matrix games/COHAwakeningtheBear/Data/Scenarios/Scripts/AIScriptlists

Hill 621 XML, Hill 621 Scenario, and Hill 621_Intro_00 go into
Matrix games/COHAwakeningtheBear/Data/Scenarios/Awakeningthe Bear(or whichever folder in the scenarios you choose)

Hill 621.hexmap, Hill 621.los, Hill 621_height and Hill 621_Detail go into
Matrix games/COHAwakeningtheBear/Data/Maps

Scenario card can be placed anywhere for your viewing if you like, but is not necessary to download

The other extra is the Hill 621_Intro_00
It places a unit card in the initial game screen like this
It will also pop up when your pointer hovers over the scenario in the scenario selection screen

This zipped file can be found in the linked firefights link at the top of this section

Enjoy

Image
Attachments
COH_Screenshot_000.jpg
COH_Screenshot_000.jpg (296.15 KiB) Viewed 266 times
When the going gets weird,... the weird turn pro
Hunter S Thompson

https://www.facebook.com/pages/Jamm-wor ... =bookmarks
User avatar
Charly G
Posts: 157
Joined: Sat Sep 25, 2004 2:47 pm
Location: France

RE: Hill 621 complete

Post by Charly G »

Thank you for the scenario.
I've a light bug to place German reinforcements at the beginning of the game : reinforcements area doesn't appear before placing one unit in one of the for available road hex in the low map.
I've a question about Agressive armor : is it for all scenario of the game or just for this one when you put the AI script labelled Agressive armor into Matrix games/COHAwakeningtheBear/Data/Scenarios/Scripts/AIScriptlists ?
I will try your scenario during the next week.

User avatar
DoubleDeuce
Posts: 1235
Joined: Fri Jun 23, 2000 8:00 am
Location: Crossville, TN
Contact:

RE: Hill 621 complete

Post by DoubleDeuce »

I like that "Hill 621_Intro_00" data card thingy, very cool. How did you do that?
User avatar
Jamm
Posts: 407
Joined: Fri Oct 02, 2009 1:58 pm

RE: Hill 621 complete

Post by Jamm »

A lot of tinkering DD.
You can place any png graphic in it. Original game places the map, I decided to try something different.
You just have to name it " scenarioname_Intro_00 " and place it in with the scenario files.
Play around with it, it's pretty cool.
If you want some copies of the counters, just pm me with your email and I'll send them to you.
When the going gets weird,... the weird turn pro
Hunter S Thompson

https://www.facebook.com/pages/Jamm-wor ... =bookmarks
User avatar
Jamm
Posts: 407
Joined: Fri Oct 02, 2009 1:58 pm

RE: Hill 621 complete

Post by Jamm »

Hey Charly,
I don't think it's a bug. Pak 38 and Halftrack have only a few choices for placement.
The AI script will be in with all the other scripts and will be available for other scenario design
ORIGINAL: Charly G

Thank you for the scenario.
I've a light bug to place German reinforcements at the beginning of the game : reinforcements area doesn't appear before placing one unit in one of the for available road hex in the low map.
I've a question about Agressive armor : is it for all scenario of the game or just for this one when you put the AI script labelled Agressive armor into Matrix games/COHAwakeningtheBear/Data/Scenarios/Scripts/AIScriptlists ?
I will try your scenario during the next week.

When the going gets weird,... the weird turn pro
Hunter S Thompson

https://www.facebook.com/pages/Jamm-wor ... =bookmarks
User avatar
Jamm
Posts: 407
Joined: Fri Oct 02, 2009 1:58 pm

RE: Hill 621 complete

Post by Jamm »

Just tweaked the "Hill621 scenario and Hill621 xml" files slightly.
When the going gets weird,... the weird turn pro
Hunter S Thompson

https://www.facebook.com/pages/Jamm-wor ... =bookmarks
User avatar
Charly G
Posts: 157
Joined: Sat Sep 25, 2004 2:47 pm
Location: France

RE: Hill 621 complete

Post by Charly G »

Thank you for the information concerning the AI script and sorry for my lack of understanding about the reinforcement placing.
Very nice scenario.
Ratzki
Posts: 580
Joined: Sun Aug 17, 2008 9:32 pm
Location: Chilliwack, British Columbia

RE: Hill 621 complete

Post by Ratzki »

I'll be DL'ing this and playing it tonight!

Thanks!!
eric963
Posts: 9
Joined: Thu Feb 09, 2006 10:57 am

RE: Hill 621 complete

Post by eric963 »

Thanks Jamm!!!
User avatar
ericbabe
Posts: 11848
Joined: Wed Mar 23, 2005 3:57 am
Contact:

RE: Hill 621 complete

Post by ericbabe »

Thanks for the scenario. This looks great.
Image
qufourthree
Posts: 8
Joined: Mon Jun 25, 2012 1:29 am

RE: Hill 621 complete

Post by qufourthree »

Hello Jamm
Very nice scenario and thanks for the time spend on producing this scenario.
I have played this scenario as the German commander, and when the Russians receive turn 4 reinforcements they are place among the German forces. For example one of the KV tanks appear right next to a pioneer squad. I would think this to be a bug.
--Christohper
User avatar
Jamm
Posts: 407
Joined: Fri Oct 02, 2009 1:58 pm

RE: Hill 621 complete

Post by Jamm »

Hey Christopher,
I just checked the scenario file in my dropbox and the reinforcements are correct in the xml file.
I also quickly retested and it seemed to be working fine with the Russian reinforcement areas well back of the German lines.
Unless your copy got garbled somehow and had the reinforcement placed in a German reinforcement area.
You could open up the scenario with the scenario editor and make sure the Russian reinforcements arrive in the Russian Reinforcement region.
Or open up the scenario XML file and double check the region they arrive in.
Hope this helps.
When the going gets weird,... the weird turn pro
Hunter S Thompson

https://www.facebook.com/pages/Jamm-wor ... =bookmarks
Post Reply

Return to “Mods and Scenarios”