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Mad Mike

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Everything posted by Mad Mike

  1. Yep, also noticed this with v1.12 / v2.12 (in CMFI and CMBN) and not only for the low walls, also sometimes happened with the high Bocage. Did something change in the behaviour of infantry around these terrain features with vX.12?
  2. Yeah, it's a loss as far as the campaign is concerned, you need at least a Minor Victory in Papenberg to stay on the "Victory Path".
  3. Hi folks, I just uploaded CMx2 ScAnCaDe v1.2 to GreenAsJade's Mods Warehouse, for a link see my signature. This is another housekeeping release, adding recognition of the latest versions CMBN v2.11 and CMFI v1.11. Cheers, Mad Mike
  4. Thanks for the quick solution. I guess it was just a matter of the wrong 3D model file making it into the patch brz?
  5. Yep, also seeing this. Looks quite funny when they're driving around.
  6. No problem: I started with the first 3 Panthers in the column (didn't change from the setup positions) and gave each the order to move across the bridge. The first Panther had no delay, the second had a 15 seconds and the third a 30 seconds delay. Each of those three vehicles showed the same behaviour described above, the two trailing Panthers also had to take some automatic pauses - which didn't really change the outcome.
  7. Also tried this, with the same result (left - right - left). If you set pauses like 20 to 30 seconds between the individual vehicles, they will still get across reasonably, even if it takes much longer than it really should.
  8. Thanks, mjkerner. Just one question: Are you saying that you tried ScAnCaDe v1.0 with MG scenarios and campaigns and it didn't work? Because I tried myself and had no problems. The new release is just housekeeping, basically.
  9. Hi folks, I just uploaded CMx2 ScAnCaDe v1.1 to GreenAsJade's Mods Warehouse, for a link see my signature. This release includes the latest version information for v2.10 (the CMBN Market Garden Module) as well as a new information concerning the region in which the battle takes place (can now be either "France" or "Holland" for CMBN or just "Italy" for CMFI). Enjoy and cheers, Mad Mike
  10. Not all the QB maps are set to Allied Probe/Attack/Assault. There is also a fair amount of Axis Probe/Attack/Assault maps in the mix. You could use the CMx2 ScAnCaDe tool (see my signature) to make a listing of all QB maps with their respective parameters and then select an Axis Attack map manually. This should help with avoiding the "reverse setup zones" bug.
  11. I can play as an Allied commander. Usually I play Axis in H2H, so it would be a nice change. Turn rate is usually sufficient to support a couple of turnarounds on the weekend and at least 1 turn during the weekdays.
  12. Kip, thanks for the encouragement earlier on, it indeed helped. Hope you like the final product. Cheers, Mike
  13. OK, took a little bit longer, but here is the new version, now called "CMx2 ScAnCaDe" - Scenario Analyser and Campaign Decompiler. http://cmmods.greenasjade.net/mods/4916/details Thanks to ian.leslie for the support and conceptual input - even if it was some time ago. Only I am to "blame" for the long delay. Cheers, Mad Mike
  14. Hi Kip, thanks for the encouraging reply, it is appreciated. I've worked out all the changes which came with the release of GL (I hope ) and I guess I will be able to release a version within the next week. Probably better to release early and have you guys test it "in the field". I've done all my testing now and would just like to add some minor error log file functionality, so that anybody using this could give a better report if something goes wrong. Cheers, Mike
  15. And that's the problem .. the v2 of the Troina campaign has been created with CMFI v1.10, so it won't be useable with CMFI v1.01. You will have to wait for the free patch to bring the base game up to this standard or get the GL module. Just in case nobody else has told you yet.
  16. Thanks for making me aware, I am in the process of updating the tool to handle both CMBN+CW and CMFI+GL. With CMFI v1.10 (the latest version of the CMx2 engine), the layout of btt and cam files has been slightly changed, which means an update of the tool was mandatory. I'm trying to put in some other bugfixes and handling of exceptions to make the tool more stable. Also, the output will change from HTML files to XML files with XSL stylesheets for viewing in a browser. It will probably still take a couple of days since I'm only doing this in my free time, which is usually not plenty.
  17. Jon, sorry to have ruined your work. To be honest, I'm not quite sure how useful my tool is, since I wouldn't use it to cheat my way around a difficult scenario in a campaign (you could almost achieve the same result without the tool by just saving and cease-firing to see what awaits you anyway). But it was quite a nice challenge which kept me occupied for a couple of hours (to figure out how it works, the programming took longer, but that's not really the fun part once you know how things work - then it becomes just work).
  18. I already had a deeper look into this and believe it can not be done easily. As you've already found out, the way the data is saved into a "btt" file changes every time. My best guess is that the data is encrypted (with a fast and easy algorithm) which still makes it very hard to read the files. Why this has been done to the "normal" files and not just the "ema" files for H2H games, I can not really say. Maybe you can get someone from BFC to comment on this. Overall I would say that most likely you would be wasting your time without being able to achieve even the simple goal you described.
  19. On the face of it, it might seem flabbergasting. But you have to keep in mind how campaigns are handled. The campaign file (.cam file) contains all scenarios which are part of the campaign. If you do a save at any point during the campaign, the created .bts file will contain all scenarios which are still potentially ahead of the player in the campaign flow. This can be verified if you look at the size of your campaign save files, which get progressively smaller the further the player progresses in the campaign. For a PBEM of the Scottish Corridor (.cam file size approx. 57 MB) or Kampfgruppe Engel (.cam file size approx. 33 MB) this could give turn files of up to 70 MB. This could have been a consideration of BFC when they decided not to allow campaigns for PBEM or RT. Of course this could be handled today since most players (not all, I know) will use dropbox and H2HH. It would still be a massive amount of data and most of it would not even be useful to the particular battle.
  20. Yeah, I'm afraid the manual is to be interpreted as "RT and Wego for Single Player only". If you try to start your Eternal campaign, you will see the options available: - 1 Player PBEM - 1 Player RT - 2 Player Hotseat The interesting options for 2 Player games are greyed out and can't be selected. Well, it was a nice idea anyway...
  21. No, damn, of course you're right Ian. Can't play via PBEM or RT, only Hotseat is allowed. So I guess that rules out any multiplayer tests.
  22. Sounds ideal, you can set it up and send me a dropbox invite, my EMail can be found over at FGM.
  23. OK, had a look, there were some problems with the script, most noteably a strange "line termination" at some of the lines in the script file (very likely, those were responsible for the crash). Also, I deleted all the spaces between the [markup] and the actual content (probably not really necessary). Lastly, I renamed the battles to get rid of the hyphens ("-") in the names, since this will produce an error as well. The result can be checked here, a campaign file, which I also checked with my "Scenario Organisor". It should work, I guess: https://dl.dropbox.com/u/30942618/eternal_MM.zip Of course all the inputs are attached as well, so you can try and change it for yourself.
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