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wlape3

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Everything posted by wlape3

  1. In version 1.8 I had two strange things happen. After I bribed Portugal to let me use the Azores a year later I was informed the Allies had established a base there. Luckily I had occupied the port with a sub so it didn't change over. Also, about 2 months after the USSR surrendered, I was informed the defunct/defeated USSR had annexed Persia/Iran. Probably just have to add the status of the USSR and Azores into the scripts to fix this. Also, it would be nice to know what the borders of the Ukraine are in the game. I established the Reichkomisariot (SP?) but partisans are still appearing in what have been historically Ukrainian territories. One unit associated with the Ukraine did appear but that's it. Not a lot for 3,000 MP. Will
  2. Is it possible to import a map from a previous mod? For instance, can I import a map from PDE into GC? How about from one scenario to another for GC? Thanks in advance, Will
  3. It seems odd but in a recent game Soviet HQs were able to supply units in the rough terrain of the arctic circle with out any visible means of support. The port and city of Narvik had been reduced to zero and the closest Soviet occupied city was 7 or 8 tiles to the east. Is this a feature of HQs or a bug of some kind? The Soviet HQs were at supply levels of 7 and 8 respectively.
  4. There was a pro-Allied coup in Norway in 1940 and the Soviets declared war on the Axis in early 1941. I did not cross into Norwegan territory until I saw the Soviets crawling along through upper Norway. All the territory they passed through was Allied until they occupied Narvik. I checked the configuation for the mod and the Soviets are not cooperative. To me, this should make crossing Allied territory impossible as they should be OOS as well as in violation of Norway's soveriegnty. The units all have between 5-8 supply in the rough terrain around Narvik even though the port and Narvik are at 0 supply. There are two headquarters groups there also. Seems to be a quirk in the program perhaps.
  5. Yugoslavia found it's soul last night and joined the Axis cause. Maybe my "nice guy" strategy is paying off. The AI Allies have been pretty brutal. One thing though, none of the Axis Minors appear to be upgradeable. Also, the Soviets were able to cross Allied territory to attack Axis units. I wouldn't think this was very historical for Scandinavia. Are these by design?
  6. No errors for me in version 1.8. I recently cleaned out my directories and reinstalled the game on Hubert's advice (for PDE, but valid for GC too). I do get blank screens for pop-ups on the looting of Paris but that's probably a script/supporting file issue. I run on WinXP 64 bit.
  7. Thanks! Thought the Stockholm issue was just an ownership thing but there are some other map items that look to be design related so I thought I'd ask.
  8. Started playing the new 1.8 version of the mod and I've noticed a few things. In my game Sweden joined the Axis but the Stockholm port hex remained neutal. Is this by design or a map issue? Never noticed it before. This made it impossible to reinforce the capital region when Norway went rogue and joined the Allies. The AI seems to have an inordinate amount of luck with respect to pro-Allied coups as Norway, Iraq, and Yugoslavia had pro-Allied revolutions. Fortunately, Yugoslavia was comfortably pro-Axis before the coup and did not declare war...yet. I'm using a minimalist strategy where I am not declaring war on any neutals unless I can avoid it. Hasn't helped though as France, Britain, the USSR, and the USA declared war anyway. Even the dastardly use of poison gas against Axis troops in Britain did not seem to generate any pro-Axis sympathies. With the version 1.02 patch it seems as though the subs are having a harder time causing any damage. Axis subs are at TL5 while Allied TLs are around 1 or less for everything. When Axis destroyers attacked Soviet and British subs with TL0 they died very hard against TL1 for Naval and Antisub. A Picky map issue.:eek: Alexandria and Cairo have their names reversed on the map. Also Alexandria (called Cairo) on the map is too far south and Cairo (called Alexandria) may be too far east. Overall, still 5 stars in my book!:cool:
  9. I would think some technologies should be tied into the performance of certain units. For example, radar technologies should improve the performance of rockets, aircraft, and certain naval units. I don't know if it actually does this but since these units use radar technology in range finding and target identification I would think better anti-aircraft technology should improve these units. Artillery technology should also have a bleed over into AA performance, naval performance, armor units, and general combat units too (divisional and higher level artillery assets). I would think the US would be the gold standard here with their high degree of fire control and coordination. Just my thoughts.
  10. You should be able to go at least as far as Alexandria provided Syria and Palestine are friendly controlled. This assumes all the rail tiles in Europe are also friendly controlled.
  11. The text label for Lithuania and Latvia on the map appear to be switched. Lithuania is below Latvia. Also, Vilnius is actually part of Poland (Wilno or Wilnow) when the scenario starts. This is not worth fixing though since Vilnius is incorporated into Lithuania after the Soviet take over anyway. I think Kaunas was the capital in 1939. See, I am a nit-picker!
  12. I just changed the script to German rather than Axis units because it's most likely any provocation would be from German U-Boats off the US coast. Surface ships cost way too much in this mod to use them in this way. Getting ready to start version 1.6. It's a picky thing but the labels for Latvia and Lithuania are still switched. Easily fixed though and not a play issue at all. Let me know if you would like me to relay anything else I find out about the scripts. Last thing I want to do is to nit-pick. I know how much work goes into these mods and there's not much return in running down minor issues. Thanks again and your work is muchly apprecioated.
  13. When you get a chance you might want to look at some of the scripts in the Mobilization 2. It looks like the cut and paste error monster was there. Most of these probably don't noticably affect games but I noticed some strange behavior for US mobilization. There were no Axis naval units in the exclusion zone but it kept firing just the same. This was also true of the one where congress requests US Naval units to return to the exclusion zone where they already were. It turns out the US one was firing on Axis units and the Axis one was firing on any Axis unit and not just naval units. Looks like some of the other scripts have the same sorts of cut and paste problems. Thanks for all your hard work. Your mods for PDE and SCGC have given me many hours of pleasure!
  14. Thanks Honch. I've thoroughly enjoyed your previous mods.
  15. I've seen something similar in a mod where the AI always abandons one hex in the Maginot line. Is there a fix for this? What type of script needs to be tweaked?
  16. There is a script which controls this feature. You need to write one to enable it for Italian and German ships.
  17. Eagerly looking forward to see 1.3 and 1.4. Looks like 1.3 hasn't posted yet. Thanks for sharing!!!
  18. I haven't played this one my self yet but I would advise using the game editor to view the scripts.
  19. Still haven't had time to play with it although Hubert was right and it has nothing to do with whether or not you are using FOW. It probably has to do with the support files as he indicated.
  20. I have had the same experiance.
  21. OK. It'll have to wait until the taxes are in and the honeydo list is complete! Yeah, I'm a tax procrastinator even though I rarely owe money. Thanks again for the reply.
  22. Thanks for the fast reply Hubert. I am already using patch 1.03 and usually clean out all of the saved files including the autosav file before starting another game. I have already cleaned out the campaigns folder a couple of times but it's possible there may be some incompatible files there. I'll have another look at it. Another piece of information. I tried starting the campaign without fog of war enabled and it ran without a hitch. Since I only did this once I'm not sure it's repeatable. I had a hunch it might be related to something graphical. Will
  23. Anyone else see this error? It is happening to me at the conclusion of the first turn just before the computer turn begins. There is no saved file of any kind. The funny thing about it is after about 10-20 times it crashes after the Axis turn ends and the Allied AI starts and then I can restart it from the autosav file and the problem will not happen again for the rest of the game. This is very frustrating.:eek:
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