Commander Combat Mod and Morale Mod test

The development team behind the award-winning games Decisive Campaigns: From Warsaw To Paris and Advanced Tactics is back with a new and improved game engine that focuses on the decisive year and theater of World War II! Decisive Campaigns: Case Blue simulates the German drive to Stalingrad and into the Caucasus of the summer of 1942, as well as its May preludes (2nd Kharkov offensive, Operation Trappenjagd) and also the Soviet winter counter-offensive (Operation Uranus) that ended with the encirclement of 6th Army in Stalingrad and the destruction of the axis minor armies. With many improvements including the PBEM++ system, this is a release to watch for wargamers!

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Teo_ITA
Posts: 6
Joined: Sun Oct 27, 2013 7:37 am

Commander Combat Mod and Morale Mod test

Post by Teo_ITA »

Alright, as I am going on with my tests, I have discovered a bug:

I am trying to calculate how much an officer combat mod value affects the outcome of a battle. The officer I'm using is General Giovanni Messe, Commander in Chief of CSIR (Case Blue full scenario). With the editor, I set 5% to both CombatMod and MoraleMod...

But as I save the scenario with another name, I load it and the two modifiers are still 0%...

why? I am not cheating, I am just testing...
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Vic
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RE: Commander Combat Mod and Morale Mod test

Post by Vic »

The scenario is setup in such a way that the officers are copied from their own stand-alone historical (for example historical unit Messe) to unit slots (lie for example CSIR) by an editor-only event to facilitate easier scenario updating by me. If you want to change Messe's stats change them in the CSIR historical unit instead of the Messe historical unit.

Best,
Vic
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Teo_ITA
Posts: 6
Joined: Sun Oct 27, 2013 7:37 am

RE: Commander Combat Mod and Morale Mod test

Post by Teo_ITA »

Thanks Vic!
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