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Everything posted by ben

  1. https://alternativeto.net/software/winzip/?license=free&platform=windows 7Zip is good, free and open source
  2. It’s not my scenario actually but @Boner I did leave him a similar comment about the map last week but no response.
  3. The new text options for left/right alignment and background colours are much appreciated. However I have found a bug with the Left Aligned text! When Left Aligned text has transparent bacground colour, the location coordinate of the text is unstable, and it jumps to a new position (up and right) after saving and loading a scenario. It is also very hard to guess where to click to select the bugged text. A solution at the moment it to assign a background colour rather than transparent. This bug started with 4.250 and still happens with 4.259
  4. I will make a support request tomorrow 👍
  5. Yeah, that’s how I got the ID, but when I use that ID steel beasts says, The Map is already installed. And anyway, the Scenario is asking for a different map ID. Very confused
  6. Nope I dont have it and it doesnt work Thats why I asked! I was trouble shooting for a while
  7. Hi Abraxas Cant play the sceario! When I load the scenario it requests map package: 64a8217a-0f74-4b5c-9484-9eb24c1f3608 But when I got your Wasserkuppe map ID from the downloads here it had ID: 8f409e6e-eadd-48d8-a3cd-5a6055fd2de9 and was already installed... but I cant find it by searching Wasserkuppe or by searching by your author name. Any ideas?
  8. Yeah that’s what I meant, its useful but not well known by users and not documented, unless I missed it in the manual or tutorials (quite possible!) What about when a load waypoint is selected, a light grey circle appears around it indicating the pickup radius?
  9. I think it could be a useful feature if it is fully understood by the user. For example at the end of a long mission where lots of infantry are fragmented and you could use ad hoc transport to pick them all up. It would be useful to have some UI element to easily view the assigned and current passengers of each vehicle.
  10. I see thanks Ssnake I attached a scenario to demostrate. It seems to be around 200M radius? The problem is, if the new passengers steal seats from the original squad it can be impossible to reasign them to the vehicle! In order to dynamically change passengers after some vehicles lost in combat It would be great to have the Troops -> Assign menu item at runtime not just the Scenario Editor mountingBug1.sce
  11. In the first case it was scripted “Load If”to the BMP itself which was on a defend tactic. The 2man infantry had no vehicle assigned. The second example I gave, the extra passengers had lost their transport vehicles destroyed, and the loading was don’t by right ShiftU in the 3D F8 view. I am working on an example scenario to demonstrate this reliably.
  12. I have been getting unexpected results with troops loading. I assumed that only troops assigned to a vehicle should board it. I have a BMP1 with a MountIf condition, it mounts the attached squad as expected but also mounts a separate nearby 2man infantry team who is not connected to the bmp platoon at all. A similar thing happened with a few lone survivors boarding a truck from a nearby different platoon when I manually ordered LoadTroops at runtime. Am I missing something as usual?!
  13. Small bug: Bunkers that are set as NOT deployable can still be moved during planning when testing Via Scenario Editor. They should not be movable. They still work correctly when playing in single player.
  14. Yes SHIFT and UP will order him to Scan Front, but only for a few seconds. You can set the field of fire really narrow for your current battle position. That will reduce how wide gunners scan.
  15. Definitely not a big prob, because the program deals with it gracefully without crashing 👍 Its just a scenario editor, not a safety critical system so no need to try a fix with the risk of unforeseen fuckups! Thanks for all the in-depth info on it.
  16. I understand, just it’s time consuming. The reason I’m interested in some intuitive easy features is it takes me several tens of hours to make a decent scenario without too many bugs. Any time saving tricks like that would allow me to create more scenarios in my given time, that’s all 😀
  17. Yeah I use the copy paste method a lot now, also in the action phase. Very useful 👍 The thing that takes time and is error prone is to re-balance the values if I change from a 2 way to a 3 or 4 way choice later, especially if I cant remember how I initially set it up!
  18. I did some testing in editor to answer my question; it appears that the latest created routes always take precidence. So; conditioned routes are evaluated in order of "youngest" to "oldest".
  19. Thanks for the full explanation, it makes sense; it is up to the scenario designer to avoid or accept ambiguity of route conditions. I would really appreciate a feature in Steel Beasts where I could add several normal unconditioned routes from a waypoint, and one of them would be chosen with a balanced random choice automatically, for each unit who reaches the waypoint. Im not aware of the technical challenges and side effects, but just a thought, it would be very efficient and intuitive for scenario design.
  20. By the way... Is there any way to know in what order the conditional routes will be evaluated? Is it based on order of creation?
  21. You’re right, in this case 68% for the 2 routes would leave approx the 10% on the default route that he wanted in that example. To be exactly equal you would need to concatenate the routes as Dark sugested.
  22. This for everything, including vehicles infantry etc!
  23. As Ssnake said, always make no tactics at the waypoint, and one UNconditioned route, then add other random routes. So you can change your loopback rotue into one of the options you want. NEW is a different NEW value in all those 3 cases! So, just use 0 < NEW 45 for both route 1 and route 2. (faster to setup too as you can select both routes and add hte embark if just once) Route 3 can be unconditioned and it will have a 10% chance to be used.
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