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Gustophus

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  1. I was playing a custom built game which has worked before. It will load (sometimes) and be fine, except all the media pics will not show up. When the game is saved, and reloaded, it gives me a directory warning and loads the game without the customization files being applied. Sometimes, the game will do this upon first loading as well. I had Windows 8 when this started. I upgraded to Windows 10 hoping this may fix the problem, but I get the same results. This was what was responded with some time ago: Hi Gustophus, Sounds like it is having a hard time finding the support files... Windows 8/10 and even going back to Vista has created some stricter protocols for programs installed in the Program Files folder. What you could try is uninstalling and then reinstalling to a folder such as C:\Games\Strategic Command to see if that helps. You'll have to reapply the custom game as well. Hubert I have reloaded the game several times following your instructions and this has not fixed this issue. Is there any other recourse or are we not able to edit games anymore with the newer windows?
  2. Hubert, I have finally applied your advice for this problem. Changing the download to a Games folder didn't fix this issue. In addition, now my bitmaps will not show up in the custom game either.
  3. I was playing a custom built game which has worked before. It will load (sometimes) and be fine, except all the media pics will not show up. When the game is saved, and reloaded, it gives me a directory warning and loads the game without the customization files being applied. Sometimes, the game will do this upon first loading as well. I had Windows 8 when this started. I upgraded to Windows 10 hoping this may fix the problem, but I get the same results. I can email a screen shot of the warning issued when I load the game if asked. It will not let me upload it here.
  4. I made the change as you suggested with the condition position and will see how it will play out. I cannot get past the glitch I told you about. It is the tile position itself. Any unit I move to it causes the game to crash. I have advanced turns without moving there to see if I could bypass it, but it crashes no matter how far along. In a prior test game I didn't have that result for the same tile. Not sure what this could be. It leaves me stuck in 1947 and I have to get to 1956! LOL. I am going to restart another game and see if it happens again or not, though I will save that file to see if it can be corrected or not.
  5. I have altered events to accommodate the inherent AI in the game system and it seems to work better even if it did not fit my original intent. I did remove the list countries and left one. They will not hold their garrison though. They will charge off and attack the nearest threat they find, though there are a few exceptions oddly enough. I have tried to accommodate this action into the design. Hopefully this will work out. I have been play testing and my latest issues shut the game down in play. 1. The pop up reads: (FAILED) draw_strength_value_on_map_surface): Segmentation violation. This triggers every time I move the same unit to the same tile on the map. Do you have any insight into this? 2. Also, I have a decision event that happens when all units are destroyed for a country. This is the condition position I use: #CONDITION_POSITION= 60,6 [0,99] [0,0] [1] [6] It triggers when the unit is still alive when the script states it should only trigger when there are no units within proximity of the location (in this case none on the map whatsoever). What am I missing?
  6. 3. The morale went to 0 on the French side but it did not trigger victory popup.
  7. Having some issues with AI scripts. 1. ALL garrisons leave their post. When they do it triggers other events which is meant to discourage not having garrisons. The French then get pummeled way too early. Here is an example: ; { #NAME= Hue Garrison #POPUP= #FLAG= 1 #TYPE= 2 #COUNTRY_ID= 1 #COUNTRY_ID= 10 #COUNTRY_ID= 11 #COUNTRY_ID= 12 #COUNTRY_ID= 13 #COUNTRY_ID= 15 #COUNTRY_ID= 17 #COUNTRY_ID= 18 #COUNTRY_ID= 19 #COUNTRY_ID= 20 #COUNTRY_ID= 23 #COUNTRY_ID= 24 #COUNTRY_ID= 25 #COUNTRY_ID= 27 #COUNTRY_ID= 28 #COUNTRY_ID= 29 #COUNTRY_ID= 30 #COUNTRY_ID= 37 #COUNTRY_ID= 38 #COUNTRY_ID= 39 #COUNTRY_ID= 41 #COUNTRY_ID= 49 #TRIGGER= 100 #GV= 1[1,100] #LINK= 0[0] #LEVEL= 0 #LENGTH= 300 #HOLD= 0 #GOAL_POSITION= 84,42 #DATE= 1947/01/01 ; Set friendly positions: Hue #FRIENDLY_POSITION= 84,42 ; Set variable conditions: France politically aligned with French Union and not surrendered #VARIABLE_CONDITION= 1 [2] [100] [0] ; Set tactical conditions: (dummy condition) #TACTICAL_CONDITION= 63,15 [3] #ACTIVATE_POSITION= 84,42 [1,100] [1,1] [1] #ACTIVATE_POSITION= 84,42 [0,0] [1,1] [2] ; Set cancel position (dummy condition): #CANCEL_POSITION= 0,0 [0,0] [0,0] [0] } I used two #ACTIVATE_POSITION's. One for proximity of enemy and one for troops occupying the tile right off. I added both hoping it would keep garrisons at the locations. I initially used the #TYPE= 2, #LENGTH= 1 combo activated by the position listed on the script sheet to keep a permanent garrison. It did not do the trick, so I made the length 300 hoping to hold them. The have multiple #COUNTRY_ID because all these "countries" are under French command and hoped it would allow AI to use all available forces. Initially I had it listed only for France, but thought this limited garrison forces available. 2. The AI seems geared to attack in all directions outright at any enemy or objectives in reach without any of my prompting by the scripts. This tendency than yanks all garrisons away. I rechecked the #STEAL setting and I have placed a 0 in all offensives to limit this, except for ones I want to happen for sure. Is this aggressiveness a default setting in the game besides the scripts?
  8. This is the first Surrender #2 script that it questions: { #NAME= Remove DE LATTRE LINE #POPUP= de Lattre Line Engineers Return To Metropolitan France #IMAGE= #SOUND= troops2.wav #FLAG= 0 #TYPE= 0 #AI= 0 #GV= 1[1,100] #LINK= 113[1] #LEVEL= 0 #COUNTRY_ID= 10 #TRANSFER_ID= 58 #ARMISTICE= 0 #TRIGGER= 100 #DATE= 1951/12/15 ; Set variable conditions: ; France politically aligned with French Union and not surrendered #VARIABLE_CONDITION= 1 [2] [100] [0] ; Dummy condition position (always satisfied) #CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0] } This is the first Annexation script that it questions: { #NAME= Chinese Civil Ends #POPUP= Communist China Defeats Nationalist China in Chinese Civil War. Nationalists Flee to Taiwan. #IMAGE= #SOUND= troops1.wav #FLAG= 0 #TYPE= 1 #AI= 0 #GV= 1[1,100] #LINK= 0[0] #LEVEL= 0 #COUNTRY_ID= 5 #TRANSFER_ID= 8 #TRIGGER= 100 #DATE= 1949/10/01 }
  9. Also, for the partisan scripts the error I am getting is: Error: partisan.txt Line (707): found {; expected} Not sure what this is. Once these three scripts are fixed, there only remains the AI scripts to complete.
  10. Scripts are evil and driving me crazy! I get an error message in surrender #2 and in annexation script sheets telling me that Country IDs and Transfer IDs are invalid. I recheck the numbers and they line up with the countries. Even if they didn't, not sure why it would matter. Should it just make the transaction regarding the country number listed either way? What am I missing?
  11. Thanks for looking at the file and revealing that for me. I will have to rework some things. I believe having withdrawal units arrive by script is the best solution. As far as the de Lattre line fortifications, I was thinking about the solution you just offered as a possibility. Your advice confirms that. When this is finished I shall have to share the campaign with you for all your help.
  12. Bill, The file was emailed to you. Also, I want an event that will trigger the construction of fortifications based on a decision. How can I have the result of adding them to the map if the decision is yes?
  13. Oh, and I nearly forgot. I want an event that will trigger the construction of fortifications based on a decision. How can I have the result of adding them to the map if the decision is yes?
  14. I created more Industrial sites which did open up a lot of placement options. However it limits me to emplacing three units and will not allow me to add any more. I double checked and all "nations" are NOT set to home build only. They are set to "none" for restrictions. Also, removing Commanders is difficult. I have units that are removed set as withdrawal "nations", but I can't do this with commanders unless they are able to command other forces besides their category. They can command all as the parent nation, but I can't "surrender" the main nation to make the commanders disappear. Any other suggestions with this?
  15. I have a few snags and some other questions. It seems that I can only emplace about 3 units per turn as reinforcements regardless of what is available on the production queue. I added more production centers and supply centers hoping it would change this, but it didn't. How can I be able to emplace all available units on the game map? How can I add units starting on the map that already have research advancements emplaced, like motorization or infantry level 1? How about units with elite replacement steps? Can I make other select units airborne? For example airborne artillery or airborne partisans that are inserted behind enemy lines.
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