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Operation Husky - 10/11/2020 3:23:53 PM   
ago1000


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A couple of starting questions.

$GatherLand - only works on land you control, can't gather on enemy turf. Is that correct?

Victory points total
Not sure how they work. To be more specific, are objectives worth points? If so can they be changed.
Are victory locations which I imported the victory.txt are they worth points? Can there value be changed.

I've been slowly adding the things I've learned from a smaller map to Operation Husky. It's map is almost complete. Just need to clean up Africa and Italy. I'm happy with Sicily, may add a couple little roads and minor towns to help with remote locations with supply.
I've included the map.




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RE: Operation Husky - 10/11/2020 3:26:54 PM   
ago1000


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A closer look at a portion of Sicily. Gonna use some of the ideas from Africa Scenario with regard to aircraft distances and sizes of units.




Just want to clarify my post above:
I'm using map objectives to control the AIs movements and victory locations for calculating total points for calculating who wins. Hopefully I can balance it so both sides have a chance to win.

Also, loops.txt not sure what it does? How to set it up? Is it necessary?

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< Message edited by ago1000 -- 10/11/2020 5:43:19 PM >


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RE: Operation Husky - 10/11/2020 6:17:21 PM   
ncc1701e


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Nice!

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RE: Operation Husky - 10/11/2020 6:32:10 PM   
ago1000


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Thanks ncc1701e.
This is just a preview of what I'm hoping to accomplish with the AI, in this video I am trying to make the Axis aggressive with multiple attack fronts and OP(3:1). The British need to fall back to two lines trying to use the first line of defense terrain as best as possible but when they are overwhelmed fall back into the second line. Holy cow, it worked. Need to figure out invasions now (unless the scenario can only be played as human Allies, haven't decided yet)

https://youtu.be/xGQ7BDsPtMw



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RE: Operation Husky - 10/12/2020 1:09:33 AM   
ago1000


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Another question: Since my Sicily is 10 times bigger than the original games, I need to make adjustments on troops. For example, 1 counter Army is 50000 men in original game, in the scenario above it's 5000 so I will need 10 of them to represent the Army. However, I don't know how many tanks are in the armor division or mech. The reason I ask is I need to represent the German 160 tanks, Italian 100 and US and UK 600 tanks present. Aircraft I can figure out. So in terms of original game design, how many tanks would you say are present in an armored and mech counters? Thanks in advance.



< Message edited by ago1000 -- 10/12/2020 1:10:24 AM >


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RE: Operation Husky - 10/14/2020 12:09:06 AM   
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Looks good. Really just reduce the unit size.

Realize your scale.

So if you have brigades and divisions then make divs as bdes and small corps as divs... dont use large corps.

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RE: Operation Husky - 10/14/2020 4:32:45 AM   
ago1000


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OK. Thx

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RE: Operation Husky - 10/16/2020 3:46:43 PM   
ago1000


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OK. Half way through the Axis OOB. Found an awesome site to assist with their locations at the beginning.

Just wondering, is this possible?? Am I missing a scripting command for the editor? I know I need to fix the title of the screen but can I place a pic in the descriptions of the scen.

Just wondering.
Thanks in advance for your help.




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RE: Operation Husky - 10/17/2020 3:40:05 AM   
ago1000


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Just a shot in the dark but with the limitations of Unity's RichText I'm assuming you will need to write some code on your end and agree on an image name for the two scenario description text files. Like pic1 and pic2.

The best I can do now. The image I want doesn't appear. Something in house does.




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RE: Operation Husky - 10/20/2020 6:24:24 PM   
AlvaroSousa


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<b>Sicily 1943</b> is correct.

You put...

<b>Sicily 1943/b> is correct.

That I know of there is no way to put a picture in the description. Post the richtext you used for the image above

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RE: Operation Husky - 10/20/2020 6:31:45 PM   
ago1000


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Thanks. Got the title fixed and playing around with size. Here is the information inside the file:

<b>Sicily July 1943</b>

The game starts <size=30> July 10, 1943 </size> with Germany and Italy at war with the UK,USA,USSR,Canada,Free French.

This scenario simulates historical conditions at the beginning of operation Husky the invasion of Sicily. It is best played as the Allies with the Axis as the AI.

<size=30><color=#008000ff>The race to Messina: Operation Husky</color></size>

<quad material=pic1.jpg size=200 x=0.1 y=0.1 width=.5 height=.5>

I can make an area invisible too but I think the quad material is where the code on your end needs to be embedded in unity. pic1.jpg and pic2.jpg is what I was thinking as names and have those pics in the campaign directory. I think right now quad material is that funky pic I see.

FYI: I should add this is really no big deal. If there is no simple way then don't even worry about it. No need to do any research.

< Message edited by ago1000 -- 10/20/2020 6:39:29 PM >


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RE: Operation Husky - 10/21/2020 2:22:20 PM   
AlvaroSousa


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I didnt even know rich text could put an image in. What probably is happening is that it doesn't know where to look for the image.
You would very likely have to path it to the MyGames under the scenario folder and place the image there.

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RE: Operation Husky - 10/21/2020 8:06:16 PM   
ago1000


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Not a big issue. It would look cool that's all.
More in line with the mod:
In the editor:
1) How do I increase the range of paradrops? (ie. from 8 to 12)
2) How do I increase the range of the air units? (interceptors - 24, ground support -24). I was trying to figure it out with the Africa scenario.

I was also thinking of taking an air unit and making it not movable(like a strat bomber for axis) but have if on full support mode to simulate artillery support.

Just finished the Axis AI and holding off on the Allies AI. Need to now place air units but I would like to lengthen their range because of the scale of my map. I figure I can run the paratroopers from Malta, so I may only need to increase their range by a couple. We'll see.

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RE: Operation Husky - 10/22/2020 9:22:03 PM   
ago1000


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If paradrop range cannot be increased easily, I was thinking starting one day into the conflict with the drops already occurred.
My option with the air units are limited though. I would need to bring the US air units up to 1944 escort fighters and that seems too OP for this scenario.
I would have to use Strategic bombers as tactical if I can't extend their range. (Also, it may be unrealistic because all air would need to come from Malta and not Africa)
1 map hex = 5km or 3 miles
All units are reg size, I used Div units and need to adjust efficiency to balance the game. Forces should be close to equal.
3) Also, Naval units that start at sea seem to start off low in supply. Is there a way of preventing that in the editor?


< Message edited by ago1000 -- 10/23/2020 2:15:25 AM >


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RE: Operation Husky - 10/27/2020 1:47:30 PM   
AlvaroSousa


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Just saw this

Air Transport Range - Campaign menu item 2nd column half way down.
Air unit range - Country -> Unit Stats -> select unit kind -> Range
Air unit not moving - Can't do
Adjust size of unit label and ZoC - Unit Basics

If naval units aren't fully supplied it means there is a bug somewhere in the editor I must hunt down.


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RE: Operation Husky - 10/30/2020 3:35:48 PM   
ago1000


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Thanks Alvaro for all your help.

Had to reduce the scale of my map for the units so I started from the beginning again. Too much room allowed too many options for the Allies.
So depicted is a portion of my new map and I'm trying to make sure only the southern part of the island and western part are invadable as per the original Husky operation. I have no problem making the hex invadable:
Green Box empty (land)
Brown Box + (beach)
Blue Box + (ocean)
by changing each tile individually to control landing areas.
However, when I change one tile on the map, it's changes/impacts the same tile in alternate location. I don't want this to happen. So I'm doing something wrong.
Question 1: How do I prevent this?
Question 2: Can't seem to get port hexes to allow invasions like land hexes. Is there a reason for this or does it follow the same rules as when you create the tile?

Thanks again. Included a pic with my explanation of question 1 and you can see port hexes are not invadable.




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RE: Operation Husky - 10/31/2020 3:56:48 PM   
AlvaroSousa


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If you are changing a tile in the Tilemap from the top menu it changes all the tiles of the same type.

My suggestion place a minefield in the beaches you dont want invaded.

NW of Barcelona
Below Messina.

You can even change the minefield icon and text to whatever you want. I can help you with that if you like.

The scenario looks better than I imagined.

< Message edited by AlvaroSousa -- 10/31/2020 3:57:13 PM >


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RE: Operation Husky - 10/31/2020 4:32:11 PM   
ago1000


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Thanks Alvaro
I'm hoping to be able to test this size map by the end of the week. The other map was just too large for brigades and reg units. The AI was doing what I wanted but the Allies could bypass everything. Hopefully this is the right size map for both the AI and make it tough for the Allies.
Thanks again.

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RE: Operation Husky - 11/1/2020 2:31:51 PM   
AlvaroSousa


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You need to place map orders for defensive lines for the A.I. Map orders represent local tactics.
D1 and D2 orders are defensive orders. The D1, RED colored, orders is always occupied 1st in a line so you want to place these on the key locations. D2, BLACK, fill the rest of the line.

A.I. Strat -> Input Axis Orders -> select order -> place on map
Input Allied Orders -> select order -> place on map
When done click Hide Images then go to another menu item.

When you click each side it will highlight their orders.

You also need to put objectives in there.
A.I. Strat -> Set Both Obj -> LMB on map
Keep objectives within ~3 hexes of each other. Think about how you would approach objectives because the A.I. will follow the path you lay out.


I would match the Campaigns menu item with that of the 1939 scenario except the fields you changed.


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RE: Operation Husky - 11/1/2020 3:44:06 PM   
ago1000


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Thanks Alvaro, will do.
Today I will be working on a supply issues and some production issues for the countries. For some reason, the UK ships are low on supply and UK, US are not obtaining their production values on the map while Canada is getting it all. Quite funny. I will work on the AI on Monday. Gonna work with the Axis AI first, so I can do a test run with balance by Tuesday.

Clarify: Only the UK CVs, BB are low on supply. All the UK and US transport fleets are in supply.




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< Message edited by ago1000 -- 11/1/2020 5:05:25 PM >


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RE: Operation Husky - 11/1/2020 6:04:18 PM   
ago1000


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Solved the prob so deleted this message. Multiplier is now correct and matches Europe 1943 Scenario.

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< Message edited by ago1000 -- 11/2/2020 4:06:06 AM >


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RE: Operation Husky - 11/3/2020 1:14:37 PM   
AlvaroSousa


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I was mistaken on technology.

Campaigns -> left column about half way down there is a "research start data" variable.

Modify that if you want to change the start year.

But I would keep it and the scenario start date 1939 and just change the current date to 1943 to keep things simple and in line with defaults.

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RE: Operation Husky - 11/3/2020 4:23:22 PM   
ago1000


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Thanks Alvaro.
Getting the hang of the editor.
The fleet supply issue is a first turn issue in the scenario set up. For example, if the Axis start on turn 1 then my UK fleets are in supply. If Allies play first on turn 1 then UK fleets are out of supply.

I'm testing now.
Here is turn 1 reaction of AI: https://youtu.be/GQBI3lV2pN0

-Need the AI to advance on ports that Allies may have cleared on their turn. It's funny, the AI has a build in survival instinct. Other than that, AI is putting up a heck of a fight against the Allies. Forgot to add, the AI use to retreat on all fronts, the D1 and D2 and HldL is working. I will use scripts to $gatherLand to control the German reaction better.

Question for you:
Trying to figure out victory points for the scenario to give both sides an equal chance of winning.
Need clarification on Victory points and how they work in a scenario, more specifically how are they calculated.
Is a VP 1 point per turn while you hold on to them?
I can load them through the script victory.txt in the scenario but I just need to know how they kinda work?

At this point, this is a 20 turn scenario.
Here is a pic of the overall map.




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< Message edited by ago1000 -- 11/3/2020 4:29:27 PM >


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RE: Operation Husky - 11/4/2020 2:03:04 PM   
AlvaroSousa


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make a new victory.txt file.
Put in the coordinates.
Look at how the battle historically went.
Count the VPs over time.

That is your base for a minor victory.
Add 10% to the total that is your base for a major victory

I'll take a look at the editor.

Are you starting the scenario at sea?


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RE: Operation Husky - 11/4/2020 3:19:26 PM   
ago1000


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Yes, the Allies starts at sea with the preliminary invasion force set up off the coast of Sicily.

Thanks Alvaro:
First full run through will be today with Axis as AI. Victory.txt file was created and I will follow your advice. Thanks.

victory.txt
//victory location x, y
//Germany - need to points
//Italy
//UK
//USA
//USSR
//France
//Tie = each side
25,35 //Pachino
20,37 //Scocletti
20,39 //Caltigirone
18,38 //Gela
15,39 //Licata
12,40 //Porto Empedode
9,40 //Menfi
6,41 //Mazara Del Vallo
5,42 //Marsala
6,44 //Trapani
12,45 //Palermo
19,45 //Coronia
19,43 //Enna
25,47 //Barcellona
26,47 //Messina
24,43 //Catania
25,40 //Augusta
25,38 //Syracuse

Have done a lot of research so OOB while modified slightly will also be quite accurate.

Sources include:
https://comandosupremo.com/axis-forces-in-sicily/
http://www.theworldwars.net/stats/stats.php?e=ww2&s=oobhusky
https://scholars.wlu.ca/cgi/viewcontent.cgi?referer=https://www.google.com/&httpsredir=1&article=1692&context=cmh
https://apps.dtic.mil/dtic/tr/fulltext/u2/a251393.pdf
http://homepages.force9.net/rothwell/sicily1943.htm
https://en.wikipedia.org/wiki/Operation_Husky_order_of_battle
http://relaysystem.co.uk/RN_Commando_1_Husky.pdf
http://www.2ndbn5thmar.com/history/505thPIR1943.pdf
and many more
The pic is the first wave near Sicily. Kool force is near Africa and a reserve is on land in Africa with the air forces.








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< Message edited by ago1000 -- 11/4/2020 3:30:52 PM >


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RE: Operation Husky - 11/4/2020 7:02:32 PM   
AlvaroSousa


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There is a problem that the A.I. doesn't know what to do with fleets starting at sea. So invasion forces will just return to port.

I'd have to modify the code to make them understand they are an invasion force somehow.

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RE: Operation Husky - 11/4/2020 7:45:42 PM   
AlvaroSousa


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So I am looking at the engine and when the turn starts the fleets go to 2 supply properly so.

They don't have time to invade?

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Designer of the Strategic Command 3 products
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RE: Operation Husky - 11/4/2020 9:36:11 PM   
ago1000


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I've compensated by providing a lot of oilers for the US and UK combat fleets together with some air transports for landed units that get stuck on the beach in a stall. The transports have no problem with supply, it's only the CV,BB,CA,DD fleets. I'm hoping to have it out by next week.



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RE: Operation Husky - 11/4/2020 9:54:12 PM   
AlvaroSousa


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Get the new beta 9U11. Some fixes but I added a naval order editor for your scenario.

Edit Unit -> far bottom right side it will appear when you have a fleet in the hex.

Select the naval order
Select the fleet supply level
Enter the XY of where the order will go -> Set

None = no action which is standard in port and will create a RTB order
Naval = move to XY
Transport = move units to XY port and unload
Invasion = move to XY location and select invasion hexes within range from map orders AND invade
Beachhead = act as invasion supply on this beach/coastal/sea area for land units
Raid = merchant raid
On the Beach - ignore.
Raid Supply = stay to attack port supply till supply runs low
RTB = return to base.


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- Brute Force (mod)
- Assault on Communism
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Designer of the Strategic Command 3 products
- Map Image Importer

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RE: Operation Husky - 11/4/2020 10:27:08 PM   
ago1000


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Awesome. Thank you very much. Will do.


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