FITE 2 (Full Version)

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philippe1968 -> FITE 2 (11/27/2017 6:46:03 PM)

Hello,
Why "FITE2" is in a directory name "Custom Graphics" and not in "WWII East" ?
Scenario still in working ?
I'm not english reader and I don't understand this case.
Thank's




cantona2 -> RE: FITE 2 (11/27/2017 6:49:26 PM)

yes scenario is working. you can find it in hypothetical scenarios driectory or just paste it into wwiieast folder




jjdenver -> RE: FITE 2 (11/28/2017 1:42:52 AM)

How can you tell whether a scenario like this can be played vs the PO? The briefing is only about 10 lines long, doesn't mention PO or PBEM, and there is no documentation button to click on to read more about the scenario.

EDIT I found a .doc file on the filesystem for this scenario and read it to find that it is not for PO play.




Teufeldk -> RE: FITE 2 (11/29/2017 5:44:34 PM)

Yeah, sorry about that.

We should probably have mentioned the .doc file in the briefing.




philippe1968 -> RE: FITE 2 (11/29/2017 6:31:14 PM)

Thank you for these informations.

You said that there isn't PO play, but I see "strategics roads" of IA with objectives for each units.




Teufeldk -> RE: FITE 2 (11/29/2017 8:49:34 PM)

Yes.

I think they were an early attempt to make it possible to play against the AI.

It means you can play the first few turns against the AI - to get a feeling for it. But not the whole game.

Regards
Kristian








Teufeldk -> RE: FITE 2 (11/29/2017 8:53:11 PM)

It is a huge game so it might be helpful to see how the first few turns play out against the AI before you try it against a human player.




Lobster -> RE: FITE 2 (2/8/2018 11:24:21 PM)

The bridges at Riga nearest the sea are broken. Even though they get blown up units can cross them at one MP at 184, 266. Makes it kind of pointless blowing the bridges. There have been a couple of other places like this but I didn't make note of the locations. Kind of wonder about the design decision to make major rivers into minor rivers at bridges. That one has me scratching my head.




Lobster -> RE: FITE 2 (2/11/2018 4:29:26 PM)

T.O. Trappenjagd. This should have a prerequisite. The Soviets need to be present on the Crimean Peninsula. If they were not there then this operation never would have existed.
T.O. Storfang. This should also have a prerequisite. The Soviets need to control Sevastopol. If the Sevastopol had fallen there would have been no need for this operation and it never would have existed.

These two T.O. should somehow be restricted to the narrow areas where they took place. Otherwise the German player can use them for anything. Very unhistorical since they were created only for the portion of the theater involving the Crimean Peninsula.




Lobster -> RE: FITE 2 (2/12/2018 12:57:50 AM)

The Romanians and Finns need to be deployed off the border. If they are deployed directly on the border it can cause them to engage the Soviets in a disengagement attack. This will release the Romanians or the Fins early even though the Soviet player never attacked. If you are playing against someone who does not understand the game mechanics or has not bothered to read the .doc file the game is ruined because they will move the Fins and/or Romanians early.




Teufeldk -> RE: FITE 2 (2/16/2018 12:46:20 PM)


quote:

ORIGINAL: Lobster

The bridges at Riga nearest the sea are broken. Even though they get blown up units can cross them at one MP at 184, 266. Makes it kind of pointless blowing the bridges. There have been a couple of other places like this but I didn't make note of the locations.


As far as I know, this has nothing to do with the scenario but with the game engine. Most units can cross destroyed bridges (but at a higher movement cost).

quote:

ORIGINAL: Lobster
Kind of wonder about the design decision to make major rivers into minor rivers at bridges. That one has me scratching my head.


I am unsure what you mean by making major rivers into minor rivers at bridges?





Teufeldk -> RE: FITE 2 (2/16/2018 12:53:56 PM)


quote:

ORIGINAL: Lobster

T.O. Trappenjagd. This should have a prerequisite. The Soviets need to be present on the Crimean Peninsula. If they were not there then this operation never would have existed.
T.O. Storfang. This should also have a prerequisite. The Soviets need to control Sevastopol. If the Sevastopol had fallen there would have been no need for this operation and it never would have existed.

These two T.O. should somehow be restricted to the narrow areas where they took place. Otherwise the German player can use them for anything. Very unhistorical since they were created only for the portion of the theater involving the Crimean Peninsula.


Good point. But on the other hand, if Sevastopol had fallen, the Germans might have made an entirely new operation somewhere else. We keep it to not punish the Germans for being good or fast.

Your point about offensives being used where they were not meant to, is also a legit point. It is a feature of such a large scenario - it is not possible to create local offensives. At least we have not found a good way.




Gandalf -> RE: FITE 2 (2/26/2018 1:23:38 AM)

The subfolder for Fire in the East 2 in the \Graphics Override\... folder is named \FITE2\...

Shouldn't it be named the same as the scenario file name... i.e. \Fire in the East 2\... or will the scenario still find it as \FITE2\... ?

Incidentally, here's a screenshot of the area around Leningrad in FITE2 using the new Telu IV Map Mod located here: http://www.matrixgames.com/forums/tm.asp?m=4442672

[image]local://upfiles/36884/2C01DE1810C240D982AE4896E12EE2A5.jpg[/image]

I expect this new map mod to explode in popularity quite quickly.

Regards




larryfulkerson -> RE: FITE 2 (2/26/2018 2:35:54 AM)

Yep, my understanding is that the scenario name is what the of the folder in graphics override folder should be named. Also, the
EQP filename and the NQP filename.....they should all be the same.




Lobster -> RE: FITE 2 (2/26/2018 3:01:35 PM)

quote:

ORIGINAL: Teufeldk


quote:

ORIGINAL: Lobster

The bridges at Riga nearest the sea are broken. Even though they get blown up units can cross them at one MP at 184, 266. Makes it kind of pointless blowing the bridges. There have been a couple of other places like this but I didn't make note of the locations.


As far as I know, this has nothing to do with the scenario but with the game engine. Most units can cross destroyed bridges (but at a higher movement cost).


This is a tank unit crossing a 'super' river where the bridge is destroyed. It has no engineers at all. This should not be possible. What's more it does it at only one movement point. There were a couple of other places like this but do not recall where. Sorry.






[image]local://upfiles/45799/5D08CF7CAD05463B89230852B1104727.jpg[/image]




Lobster -> RE: FITE 2 (2/26/2018 3:11:14 PM)


quote:

ORIGINAL: Teufeldk


quote:

ORIGINAL: Lobster
Kind of wonder about the design decision to make major rivers into minor rivers at bridges. That one has me scratching my head.


I am unsure what you mean by making major rivers into minor rivers at bridges?




There are many points where a super river becomes a minor river at a bridge and then becomes a super river again making it more difficult to defend.



[image]local://upfiles/45799/BC53ABEBCCEA4506B9D9B26F74E02F64.jpg[/image]




Curtis Lemay -> RE: FITE 2 (2/26/2018 4:15:37 PM)


quote:

ORIGINAL: Lobster

This is a tank unit crossing a 'super' river where the bridge is destroyed. It has no engineers at all. This should not be possible. What's more it does it at only one movement point. There were a couple of other places like this but do not recall where. Sorry.

[image]local://upfiles/45799/5D08CF7CAD05463B89230852B1104727.jpg[/image]

It's the anchorage tile that does it.




Lobster -> RE: FITE 2 (2/26/2018 5:03:28 PM)


quote:

ORIGINAL: Curtis Lemay

It's the anchorage tile that does it.



Ah. I don't suppose there's an easy way to make the river act like a river while there is an anchorage located there?




Teufeldk -> RE: FITE 2 (2/26/2018 7:13:27 PM)


quote:

ORIGINAL: Curtis Lemay


quote:

ORIGINAL: Lobster

This is a tank unit crossing a 'super' river where the bridge is destroyed. It has no engineers at all. This should not be possible. What's more it does it at only one movement point. There were a couple of other places like this but do not recall where. Sorry.

[image]local://upfiles/45799/5D08CF7CAD05463B89230852B1104727.jpg[/image]

It's the anchorage tile that does it.


Thank you for your reply.

I was not aware of that. It might be reason to move or delete some of the anchorage in a later version.




Teufeldk -> RE: FITE 2 (2/26/2018 7:19:36 PM)


quote:

ORIGINAL: Lobster


quote:

ORIGINAL: Teufeldk


quote:

ORIGINAL: Lobster
Kind of wonder about the design decision to make major rivers into minor rivers at bridges. That one has me scratching my head.


I am unsure what you mean by making major rivers into minor rivers at bridges?




There are many points where a super river becomes a minor river at a bridge and then becomes a super river again making it more difficult to defend.



[image]local://upfiles/45799/BC53ABEBCCEA4506B9D9B26F74E02F64.jpg[/image]


Maybe it is because they build the bridge at the place where the river was the most narrow?

I did not draw the map, so I don't really know, to be honest, but I think it is fairly high quality. And I can assure you that is not made on purpose to make it hard to defend. But if you find places that you think are just wrong according to the geography in the 1940's please let us know, and we will look into it.







Lobster -> RE: FITE 2 (2/27/2018 12:19:35 AM)


quote:

ORIGINAL: Teufeldk


quote:

ORIGINAL: Lobster


quote:

ORIGINAL: Teufeldk


quote:

ORIGINAL: Lobster
Kind of wonder about the design decision to make major rivers into minor rivers at bridges. That one has me scratching my head.


I am unsure what you mean by making major rivers into minor rivers at bridges?




There are many points where a super river becomes a minor river at a bridge and then becomes a super river again making it more difficult to defend.



[image]local://upfiles/45799/BC53ABEBCCEA4506B9D9B26F74E02F64.jpg[/image]


Maybe it is because they build the bridge at the place where the river was the most narrow?

I did not draw the map, so I don't really know, to be honest, but I think it is fairly high quality. And I can assure you that is not made on purpose to make it hard to defend. But if you find places that you think are just wrong according to the geography in the 1940's please let us know, and we will look into it.



I do have German Army and RKKA topo maps of the Soviet Union from pre WW2 to the present in many different scales. But I'm not going to criticize Rick's map interpretations. I was just wondering why some major rivers have minor river hexes at bridges is all. Cheers. [;)]




TPOO -> RE: FITE 2 (2/27/2018 12:47:40 AM)


quote:

ORIGINAL: Lobster


quote:

ORIGINAL: Teufeldk


quote:

ORIGINAL: Lobster


quote:

ORIGINAL: Teufeldk


quote:

ORIGINAL: Lobster
Kind of wonder about the design decision to make major rivers into minor rivers at bridges. That one has me scratching my head.


I am unsure what you mean by making major rivers into minor rivers at bridges?




There are many points where a super river becomes a minor river at a bridge and then becomes a super river again making it more difficult to defend.



[image]local://upfiles/45799/BC53ABEBCCEA4506B9D9B26F74E02F64.jpg[/image]


Maybe it is because they build the bridge at the place where the river was the most narrow?

I did not draw the map, so I don't really know, to be honest, but I think it is fairly high quality. And I can assure you that is not made on purpose to make it hard to defend. But if you find places that you think are just wrong according to the geography in the 1940's please let us know, and we will look into it.



I do have German Army and RKKA topo maps of the Soviet Union from pre WW2 to the present in many different scales. But I'm not going to criticize Rick's map interpretations. I was just wondering why some major rivers have minor river hexes at bridges is all. Cheers. [;)]


You might have to check with Soren to see if he changed some of these Super River hexes to Minor River hexes that had rail road bridges as I did not make the map with them that way. I think at one time there was a reason that he wanted it that way but that was so long ago I do not remember. There are only a couple of hexes on the map where I purposely put a minor river hex on a super river for the reason it was much narrower in that spot but neither of them are road or railroad crossings. If there is a consensus on which way to go on these hexes I can fix them and Soren or Kristian can upload a corrected scenario in case there is a new patch coming soon. Thank you. [:)]




cantona2 -> RE: FITE 2 (2/27/2018 6:35:25 AM)

In those cases you need to carefully look at the terrain and defend accordingly, maybe its a ford or a narrower part of the river. Make those strong points in the line, entrench your units deep, support with massed artillery and stop the Fascist invader [:D]




Lobster -> RE: FITE 2 (2/27/2018 12:01:23 PM)


quote:

ORIGINAL: cantona2

In those cases you need to carefully look at the terrain and defend accordingly, maybe its a ford or a narrower part of the river. Make those strong points in the line, entrench your units deep, support with massed artillery and stop the Fascist invader [:D]


Well, that door swings both ways so it could be the Fascist defending against the Patriotic Hordes. [;)]




Teufeldk -> RE: FITE 2 (12/30/2018 9:10:46 AM)

A new version (1.5) is ready.

We found a few issues (nothing huge, but still worth fixing):

- some Russian formations had wrong formation supply
- there was a mix up in event meaning that when the when the Germans liberated Bessarabia one Romanian formation would not activate. The same goes for the Germans in Norway, the Iranians, and the Hungarians and Germans that should activate when Romania surrendered.




Teufeldk -> RE: FITE 2 (5/19/2019 7:31:51 AM)

A new FITE2 version (1.6) is ready.

Minor fixes, and some new rules concerning Russian-Finnish interaction.




Teufeldk -> RE: FITE 2 (5/19/2019 7:35:51 AM)

The Short Briefing for Version 1.6




Lobster -> RE: FITE 2 (5/19/2019 10:43:37 AM)

If you are going to do this:

Special rules for Finland
Throughout the war Finland kept close ties to the Western Allies, and never signed a formal alliance with Germany. In the game this means that if the Russians tries to conquer Finland before turn 214 by taking a hex with a red star the USA, will reduce Lend Lease to Russian (-2 supply to Russia). In addition the German units in Norway will activate and can be sent to support Finland. These effects are cancelled if the Finns or the Germans take any hex between (268,89) and (274,101) on the Kirov rail line or on turn 214 whichever comes first.

Then you have to do it completely, not just for one side. The Finns MUST stop their offensive in first week of November along the entire front. That was part of the U.S. demands and the Finns did stop. So if you want to get historical do it for both sides, not just one.

From Wiki:

Finland maintained good relations with a number of other Western powers. Foreign volunteers from Sweden and Estonia were among the foreigners who joined Finnish ranks; Infantry Regiment 200, called soomepoisid ("Finnish boys"), mostly comprised Estonians, while the Swedes mustered the Swedish Volunteer Battalion.[110] The Finnish government stressed that Finland was fighting as a co-belligerent with Germany against the USSR only to protect itself and that it was still the same democratic country as it had been in the Winter War.[98] For example, Finland maintained diplomatic relations with the exiled Norwegian government and more than once criticised German occupation policy in Norway.[111] Relations between Finland and the United States were more complex; the US public was sympathetic to the "brave little democracy" and had anti-communist sentiments. At first, the United States sympathised with the Finnish cause, but the situation became problematic after the Finnish Army crossed the 1939 border.[112] Finnish and German troops were a threat to the Kirov Railway and the northern supply line between the Western Allies and the Soviet Union.[112] On 25 October 1941, the US demanded that Finland cease all hostilities against the USSR and withdraw behind the 1939 border. In public, President Ryti rejected the demands, but in private, he wrote to Mannerheim on 5 November asking him to halt the offensive. Mannerheim agreed and secretly instructed General Hjalmar Siilasvuo and his III Corps to end the assault on the Kirov Railway.




gliz2 -> RE: FITE 2 (5/19/2019 10:47:41 AM)

Great work Guys, muchos obrogado :)

I agree with Lobster.

PS. Any chance you adjust the starting locked position for Germans to Konigsberg? The silly Norway start-up is quite annoying.




Lobster -> RE: FITE 2 (5/19/2019 11:25:06 AM)

This is kind of confusing. Does the recon = zero on turn 2 or turn 3?

Recon:
German recon is 10 the first turn, on turn 2 onwards its 0. Soviet Recon is 0 the entire war

Axis Recon: 10 for 2 turn the 0


IMO this needs a prerequisite. If the Soviets are not in the Crimea how can either happen? Maybe add Soviets in Kerch for first one and Sevastopol for second one?

Germany.
Turn: 92-104 Theatre option,
Operation: Trappenjagd
Prerequisite: None
German ground shock 140 for 1 turn
German air shock 140 for 1 turn
German Rail 8000 (Increased by 2000)
Text: Axis launch operation Trappenjagd
Description: The German 11th Army under General Oberst Eric von Manstein clears the Crimea

Germany.
Turn: 92-104 Theatre option,
Operation: Störfang
Prerequisite: None
German ground shock 140 for 1 turn
German air shock 140 for 1 turn
Text: Axis launch operation Störfang
Description: The German 11th Army under General Oberst Eric von Manstein assaults Sevastopol




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