New Scenario for testing Med Fury 1 The Road to Byzantium

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Ancalagon451
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RE: New Scenario for testing Med Fury 1 Banging on the Bosporus

Post by Ancalagon451 »

Yeah I see now that you can, but that is not intended.

How can you move an unit of an allied side?

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Whicker
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RE: New Scenario for testing Med Fury 1 Banging on the Bosporus

Post by Whicker »

just like any other - highlight it and press f3 and give it a path. It never shows the path but the unit will follow it. I think you can also tell it to auto attack a unit with f1. Pretty sure you are not supposed to be able to do either.
SakiNoE
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RE: New Scenario for testing Med Fury 1 Banging on the Bosporus

Post by SakiNoE »

ORIGINAL: Whicker

just like any other - highlight it and press f3 and give it a path. It never shows the path but the unit will follow it. I think you can also tell it to auto attack a unit with f1. Pretty sure you are not supposed to be able to do either.
This is absolutely correct. In Don of a New Era you can very easily damage the Russian air defences with NATO's SOF. However, you can't control the speed at which they move from what I've seen, and sometimes they might not allow you to change their path. Not sure if the devs have been made aware of it though.
Ancalagon451
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RE: New Scenario for testing Med Fury 1 Banging on the Bosporus

Post by Ancalagon451 »

This is absolutely correct. In Don of a New Era you can very easily damage the Russian air defences with NATO's SOF.

I'm fairly sure that it shouldn't work that way, you should post a report with a saved game in the tech support subforum.
I would use the CBs on the Nikes, the anti-runways to close any F-16 runways still operating

Also to keep this on topic I'm leaving here a little tip born from my own hard experience:

Don't use BetAB anti-runway bombs against any runway with heavy armor (2000m and longer). They are unable to damage them at all. Target them against runway-grade taxiways and runway access points, since they have only medium to no armor and can be damaged by them.

Ancalagon


SakiNoE
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RE: New Scenario for testing Med Fury 1 Banging on the Bosporus

Post by SakiNoE »

ORIGINAL: Ancalagon451

This is absolutely correct. In Don of a New Era you can very easily damage the Russian air defences with NATO's SOF.

I'm fairly sure that it shouldn't work that way, you should post a report with a saved game in the tech support subforum.

I could perhaps, but I enjoy my exploits :>
Whicker
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RE: New Scenario for testing Med Fury 1 Banging on the Bosporus

Post by Whicker »

I think the 5 Gds Recce Regt deserves a moment of silence for heroically going into battle while their escorts played a few extra games of Cribbage back at the base.

Should the WP bases all be one field? I get that they are single units, but could some of them be multi runways? There are so many planes trying to take off it is a little slow.
AndrewJ
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RE: New Scenario for testing Med Fury 1 Banging on the Bosporus

Post by AndrewJ »

The East, West, and South Headlands Cleared events all fired immediately when they became active at 15:00 Zulu, even though there are numerous NATO units in the area.

Could this be because the Unit Enters Area trigger only fires when a unit crosses the border, and since it's being used with the NOT modifier, no units cross the border and it immediately fires?


At any rate, 750 free points for me, before I fire a shot!
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RE: New Scenario for testing Med Fury 1 Banging on the Bosporus

Post by Whicker »

I was wondering what that was.

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RE: New Scenario for testing Med Fury 1 Banging on the Bosporus

Post by Whicker »

the path issue with the ships is still there.

I played around with it quite a bit and if you just have a little bit of the corner in a no nav zone it works ok-ish. But it has to be in a particular spot for some reason.
With a large no nav zone they seem to bounce into it and turnaround.

I'll post an example here and in the support part, but I think they already know about it. I deleted most of the units so it goes faster. I also moved the base and then put it back - not sure I put it back in the right place.

I like the mining aspect, but when the ships bounce all over and can drive over land in the straight it makes it a little hard to mine their path.
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Gunner98
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RE: New Scenario for testing Med Fury 1 Banging on the Bosporus

Post by Gunner98 »

Those events fired for me as well, thought I tweaked them so they wouldn't. There may be a problem with the 'Not' command.

I see what you did with the NoNav zones, you have the two, one on that south corner and another around the islands that doesn't apply to ships - is that needed?

What about the Bosporus West NNZ? Is that still needed?

The ships returning seem to follow the yellow line denoting the limit of the strait.

Very weird.

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Whicker
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RE: New Scenario for testing Med Fury 1 Banging on the Bosporus

Post by Whicker »

the one on the islands isn't needed - though sometimes they have trouble there, but they seem to recover. I thought I deleted that one. The only one that really made a difference was the one on that corner, so the western one is not needed I don't think. I think it was actually causing troubles on the return trip.

That yellow line around the straight works well - what ever they are doing there seems good - except that the yellow line is well inland, so even if you mine the entire straight they can go right past it, and they do seem to follow edges.
I did get one boat to hit a mine, so maybe it is workable. Seems like you should warn the player though - maybe some tip on where the best place to mine is? on the southern end they all clip the corner on the eastern entry and seem to go between the island and the mainland east of it, not so sure on the top.

Subs and ships are great in open water, but add in coastlines and islands and the ai does some weird stuff that I don't think most people notice.
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RE: New Scenario for testing Med Fury 1 Banging on the Bosporus

Post by Whicker »

isn't the problem with the Clearing Area event that it is based on a trigger of unit ENTERS area? there are no units entering the area. Unfortunately there is no NOT modifier on remains in area which is what I think you would want.

I think you could accomplish the same sort of thing only with a penalty - so using unit remains in area, nato, but only after a set time of when you think it should be cleared - and then every five minutes trigger or whatever, and if nato units are in the area you get a penalty of 10 points - so the longer they are not cleared the bigger the penalty. A little more of a give away that there are units there but that is no problem.
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RE: New Scenario for testing Med Fury 1 Banging on the Bosporus

Post by Gunner98 »

I think you're right - or I could just delete those events entirely since there are a couple others that will kick in.

Tx
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Whicker
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RE: New Scenario for testing Med Fury 1 Banging on the Bosporus

Post by Whicker »

there are a handful of false contacts around the straight that are at -66' and for some reason are visible from the air.
Ships still get stuck, I think my corner fix didn't work for where the base actually is. Maybe you should just move it down so it is below the the straight? not real but neither are the ships going in circles. Not 100% sure that would even work though.

Rapiers are killing me. Still learning, found a whole bunch of good air assets that I had forgot about. Whoops. Not being familiar with all the units hurts but I am getting there. Having a lot of trouble with strike escorts, they are always behind the bombers for some reason. That or going perpendicular to where they should be cause they are on some sort of intercept vector for an enemy 200 miles below that is going horizontally.

This is a great scenario, I really like it. Just wish the mining part worked better.
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RE: New Scenario for testing Med Fury 1 Banging on the Bosporus

Post by Gunner98 »

Interesting about the false contacts. I guess they can be considered wrecks near the surface?

Will be able to experiment next weekend with the Path issue. Am away at the moment.

You can control your escorts a bit more, there is a tab on the mission window to give them tighter reigns.


B
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Whicker
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RE: New Scenario for testing Med Fury 1 Banging on the Bosporus

Post by Whicker »

I played around with the minimal example I made, and the best luck I had was if the base was all the way down to the point - west of 29E, no change to the orientation. I tried putting the base on the hump right on 29E and it worked if there were no contacts - so they would go to the patrol area no problem, but when they had contacts they try to go up a bit east of the straight and get stuck in those little islands. Since they will have contacts, down on the point was the best bet. No Nav zones not needed.

Once they had contacts and could make it up to engage them you figure out that they probably need the doctrine to rtb when the primary weapon is out - otherwise they stay up there but don't have much fight in them.
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RE: New Scenario for testing Med Fury 1 Banging on the Bosporus

Post by Gunner98 »

OK will be back this weekend and able to work on this one. If anyone else has anything would appreciate a heads up,

Thanks
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RE: New Scenario for testing Med Fury 1 Banging on the Bosporus

Post by AndrewJ »

Still playing along at my usual extra-slow pace, and no major problems to note so far a few hours in. (Pathfinding, as noted above, is a problem for the guys coming out of Golcuk, but that's been mentioned already.)
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RE: New Scenario for testing Med Fury 1 Banging on the Bosporus

Post by Gunner98 »

Should the WP bases all be one field? I get that they are single units, but could some of them be multi runways? There are so many planes trying to take off it is a little slow.


I feel your pain but I just went into GE and checked the Sat-view, on the Crimea bases anyway (not the transport bases to the north) and they all appear to be single runway bases and the taxiways don't look substantial enough to work as runways either.


What I often do is assemble my bombers in a support mission (marshaling) then swap them out into their strike mission. Works well and groups them nicely.

B
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RE: New Scenario for testing Med Fury 1 Banging on the Bosporus

Post by Gunner98 »

Ok I moved the naval base, put a note in the scenario brief about that, the mining and not to mess with the Spetz.

Deactivated those 'Cleared' events and adjusted the doctrine of the Turk navy units to go home after shooting. A couple other tweaks as well.

Thanks for your help so far. Any other points please let me know.

V1.5 uploaded here and in OP

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