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Old Bolt stuff
07-16-2010, 05:00 AM,
RE: Bolt out of the Blue 4.6.1
(07-15-2010, 05:14 PM)Spooky Wrote: :hissy::hissy:WhipEmmmm i have a problem when i devide NATO BN into companies they don't want to merge toghether again:mad::mad::hissy:

Its a problem with the game. A problem when every coy in the battalion is designated as kampfgruppe.

ATM there is nothing to solve it. :conf:
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07-16-2010, 06:27 AM,
RE: Bolt out of the Blue 4.6.1
Well, it isn't a problem with the game, as such, the game is working exactly as intended. It is a problem with a workaround to try and achieve something that the game doesn't allow, which is quite a bit different for a reason. But ultimately, it is how the mod works with the game engine, and as you say there is nothing to solve it, as long as the mod tries to work around how the game works - I have done similar workarounds in scenarios/oobs that I created for PzC games and there aren't problems with the games, just that my workaround to achieve something I want causes problems also.

Rick
[Image: exercise.png]
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07-16-2010, 06:50 AM,
RE: Bolt out of the Blue 4.6.1
It just makes you think a little more about breaking down your units.
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07-16-2010, 10:10 PM,
RE: Bolt out of the Blue 4.6.1
Hmmmm if i knew that i would never break up my units... i broke them down to cover the front while reserve formations arrive... and wanted to combine them again when that happens...
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07-16-2010, 10:18 PM, (This post was last modified: 07-16-2010, 10:29 PM by Aaron.)
RE: Bolt out of the Blue 4.6.1
Its working as intended, its actually in the description that you cant recombine battalions but most of us dont read before we play. This was a work around to get rid of the 3X fatigue for company sized units. I for one dont break my Bn down to much, when i do its usually for a speed bump and i dont expect them back anyways. Some of you might not like it but thats the way i went.

Aaron

I should add that when i do breakdown my Bns its usually to place a company of tanks in a hex with a company of Inf, now this is where you will find the advantage of KGing the units because now the 3X modifier doesnt apply. All in all that would be a more realistic deployment anyways, how often would you have found a battalion of tanks sitting around with no infantry support or the other way around.
Rangers Lead the Way
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07-17-2010, 03:15 AM,
RE: Bolt out of the Blue 4.6.1
(07-16-2010, 10:10 PM)Spooky Wrote: Hmmmm if i knew that i would never break up my units... i broke them down to cover the front while reserve formations arrive... and wanted to combine them again when that happens...

Then just stack them in the same hex. You get the same result. you just have more units to move :)
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07-17-2010, 05:55 AM, (This post was last modified: 07-17-2010, 06:20 AM by Aaron.)
RE: Bolt out of the Blue 4.6.1
(07-17-2010, 03:15 AM)Nitram Draw Wrote:
(07-16-2010, 10:10 PM)Spooky Wrote: Hmmmm if i knew that i would never break up my units... i broke them down to cover the front while reserve formations arrive... and wanted to combine them again when that happens...

Then just stack them in the same hex. You get the same result. you just have more units to move :)

That was always my thinking. Maybe someday the rules will change but intill then this is how its going to play out.

Of course any ideas are welcomed, this mod is full of work arounds and alot of ideas came from many of you.

Aaron
Rangers Lead the Way
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07-20-2010, 05:01 AM, (This post was last modified: 07-20-2010, 05:03 AM by Aaron.)
RE: Bolt out of the Blue 4.6.1
Had some emails asking whats going on or coming up in the next version and and answer is im still shooting for January to release the final version, have posted the changes up till now below and as you can see theres really no need to update as theres not many changes and no bugs reported so its all looking good, if you wanted to start a new game the only real change between 4.6.1 and 4.7 is the digging in value so if you want before you start have both sides change it to a 15 in the .pdt.

Should mention thanks to Foul the scenario is listed with the download link in the MC 5 Danube Front '85 Scenarios download section and can be reported now.

Aaron



1. Adjustments to GDR artillery. Got a little more info and fine tuned it and everything within numbers now. All Pz Rgts have 12 2s1s, i had one to many art Bns at Div level for the 5 reserve divs and i had always been 1 Bn of 2s3s over and since there was only 6 regular divs and only 5 2s3 Bns ive made an educated guess that the 1st Mot div had 152mm D-20s instead since it was assigned to attack Berlin and wouldnt have needed that extra maneuverability.
2. Lower digging-in to 15%, this means you have a 45% chance to dig in and this doubles with an engineer unit present.There was really no issue with this but i didnt like having a 100% variable when an engineer is present(nothing should be 100% on the battlefield) this makes it 90% so theres a slight chance they wont dig in. It also makes Engineers a tad more important which i also like.
3. Ive pinpointed the Hungarian Airborne unit, it wasnt the 37th like i had or the 24th or 27th like other info had it as, it was the 34.Felderíto Zászlóalj. I actually had this unit listed in my Hungarian oob but took more digging to find out it was airborne qualified and it wasnt a mass airdrop unit as before but it was Long Range Recon unit, ive read in the early 80s it got a secondary mission of knocking out HQs or SSMs so ive made them a Recon type SF unit and eliminated the Airdrop strategy for them and added them into the SGF strategy. (80 men x 3 com)
4. Austrian Higher level HQs lowered 1 in AA value from 5-1 to 4-1,and lowered Landwehrregiment HQs from 5-1 to 2-0.Changed FlussperrKp from a 3-0 to a 4-1
5. American tank changes, (1).The 1-70,3-70 and 3-77 Bn of 5ID went from M1A1s to M1s.The 1-156 Armor Bn(NG) of 5ID was transitioning from M60A1s to M1s from June till August 89 so ive reverted them from M60A3s to M60A1s(2).A redesignation of the 1-13 to 2-37 in 1ARM and (3).The 2-252 of 2ARM still had the old structure of 17x3.
6. HeimatschutzRgt 81 had the mortar/AAA units as the 5th company in each Bn and had no rgt level mortar/AAA unit,so while manpower went up per company it lost 1 company to 225x3.
7. The Amphib invasion notice is now a fixed unit like i thought it was.
8. The US 3-44 and 5-44 ADA Bn were assigned to protect Ramstein AB and Spangdahlem AB respectively so ive removed them from the map and made them reinforcements that will show up sometime on the 12th. As for the WGerm FlaRakGrp 42 and Flugabwehrstaffel MFG 1(Rolands mounted on MAN8x8s) ive placed them on the map on the airbases they were suppose to defend and fixed them intill 0400 on the 12th or if spotted.
9. Done away with Spetsnaz (Recon) units, now they are all the normal Spetsnaz units with an attack range of 2, also added the 510 obSpN to the 3 obrSpN.
10.Some changes to the Hungarian oob/to&e. Ive been trying to understand the reserve system and from what i can tell it had to do with strategic direction which places the 1st Army as most important than 2nd and 3rd, but all Armies were active just 2.Hadtest needed a few more reserves to get up to strength than the 1.Hadtest and 3.Hadtest a few more than the 2.Hadtest, so they all needed reserves just in different numbers, you can also see the importance between them by seeing the better equip units in 1.Hadtest, and Hungarian engineers were considered the best in the WP so thier morale is set up a level.
11.Reorg of the Soviet Marine Brigade 336 Gv.OBrMP
12.Found some of the missing unit numbers for the Soviet rocket Bns
13.Changed AT guns from 14DEF to 20DEF, made all the sense in the world to me for them to have the same defensive value as deployed infantry, it does raise its def in travel mode to 10 and i would prefer it to stay at 7 but i can live with that.
Rangers Lead the Way
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08-28-2010, 06:59 AM,
RE: Bolt out of the Blue 4.6.1
Hi! Is there any kind of tutorial or FAQ for those who are used to the old game without this patch? I feel lost with some units and concpets

Thanks in advance
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08-28-2010, 08:14 AM,
RE: Bolt out of the Blue 4.6.1
(08-28-2010, 06:59 AM)a173191 Wrote: Hi! Is there any kind of tutorial or FAQ for those who are used to the old game without this patch? I feel lost with some units and concpets

Thanks in advance

Theres some notes at the bottom of the description for the scenario which will give you some info on the bigger changes or differences but as far as a full tutorial no. I thought about it but i just dont have time and it would have turned into a short story to explain everything that was done and why over the last couple years, you could go back threw the hundreds of posts in this thread and others ;) I wouldnt either, your best bet is to just ask away......

Aaron
Rangers Lead the Way
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