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wlape3

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Posts posted by wlape3

  1. Yes, it can be frustrating. I have had units pop up in cities or towns which had been bombed to a supply value of zero in my turn. This can even happen in a surrounded city or a city for which all incoming rail lines have been cut. Apparently, the scripts controlling the arrival of the reserves only care about proximity to the tile they are based from and whether or not the tile is in friendly hands. The only antidote to this is to take as many of these tiles as possible before the reserves appear. This can be quite a trick as the scripts seem to fire on proximty to the tile in question. So, you can observe what the trigger distance appears to be or "cheat" a little by going into the scripts and finding out what the range actually is.:D

    PS: I haven't done this yet myself because it would take some of the fun out of it for me.:rolleyes:

  2. You can already tell if a unit has moved or not. If the unit has a flashing national symbol (an iron cross for Germany) it has not moved or attacked for that turn. This is also true of the mini map. Unfortunately unit congestion limits the usefullness of the latter to mainly sea and other large areas with low unit density.

    I do like the button idea though!:D

  3. I had this problem and discovered it was due to the carrier being in "rough waters" at the end of the move. When I stayed closer to shore I usually ended up in calm waters and was able to attack as normal. This isn't as easy as it seems though as it is hard to see the graphic for "rough waters" on my monitor. I'm currently running at the highest resolution available for my monitor which is a 22" widescreen samsung LCD.

    By the way, thanks again to Bill for originally pointing out the cause of my problem. :D

  4. For the Editor, what appears to be a 'lock' on your campaign file is (I believe) the way Windows let's you know that this campaign is not going to be found in your 'Campaigns' folder but rather in the 'Virtual Folder' that is accessible when you navigate to within your 'Campaigns' folder in the Windows Explorer and then click on the 'Compatibility Files' tab found in the upper left portion of the Explorer.

    This is just how Windows handles files that are changed in the Program Files directory.

    Let me know if you were able to find the location of these files.

    Running the editor in administrative mode will eliminate this issue.

  5. but I'm trying to create mod, and I "save as" and name my new campaign, but when I try to open there is a padlock symbol to the left of the campaign name, and the editor allows me to open it up, but when I look for the cgn. file or folder, I can't find it. There seems to be a compatibility issue.

    Has anyone encountered this issue before?

    thanks

    No, this is one I have never seen. If you are running this under Vista or Win7 make sure you are running the both the game and the editor with administrator rights. You can set this in the compatibility tab for each shortcut/icon. This way you will not have to remember to select "run as administrator" each time you run the program.

  6. Has anyone out there won the East African Campaign as Axis?

    Has anyone chosen the Z-Plan and had any success to report?

    What do you think about other long term decision scripts ? (Like Atomic bomb, V-weapons, Waffen SS enlargement, etc.)

    I was able to defeat Ethiopia once as the Italian but was usually to hampered by supplies and the poor logistical network to make much headway with the in theater troops. Usually, the AI kicks my butt there if I don't make Egypt a German priority.

    Never tried the Z plan as Uboats were cheaper and more effective. I may try it next time though as the power of the Uboats has decreased substantially in the last two patches.

    I really like the Waffen SS expansion option as it mirrors the real life events during the war. You don't get a whole lot of troops but it feels right.

    The v-weapons and A bomb are interesting options. I have used A bombs in a late war situation and they seemed to work as intended. The V-Weapons were a little disappointing in their first iteration as they didn't have much range. In real life, the V-1 was around 160 miles and the V-2 was around 200 miles so this was probably accurate.:)

  7. I wonder how many of Italy's ships represented in the game are actually modern. As one of the Entente powers she probably "inherited" at least some ships from Austria-Hungary as well as retaining her surviving WWI fleet. Germany had to turn over her fleet to Britain at the end of WWI and it could be argued that the Germans started from near zero capital ships to what they had in 1939.

    Just a thought.

  8. I started it and it looks GREAT!!!!! However I am playing as the Germans and after I complete my turn it CTD 100% of the time on the allies turn. The error is failed secondary assignment segment violation?

    Try uninstalling the game, cleaning out the game directories, doing a fresh install of the game and then reinstalling the mod. Some times game files get corrupted and cause strange errors. Hubert recommended I do this to solve a similar issue with SCGC and its version of this mod. Problem disappeared:cool:

  9. Perhaps another work-around might be linked to a decision event where if the Axis overruns certain resources in the USSR they are presented with an option to rebuild the captured resource at a fixed per turn cost. This cost would represent the needed machinery, personnel and diversion of resources necessary to activate the captured resource. The actual mechanics would involve a territorial script where the resources would be ceded to Germany. This would allow them to reach their full potential as well as impose a penalty on the Allies should they be recaptured (if scorched earth is turned on).

    Don't know if this would work or not; it's just a thought.

  10. Also, ram is not as important as you might think since 32 bit windows systems can't use more than about 3.5 GB. SCWWI responds more to processor load reduction and processor speed improvements than to graphics improvements. At least that was my experience going from a 2.3 GHz Phenom X4/8 GB DDR2 RAM@ 800 MHz/7600 GS Nvidia to a 3.5 GHz Phenom II/16 GB DDR3 RAM@ 1600 MHz/ ATI 6950. I run Win & 64 bit which can use all that extra RAM.

  11. One thing that seems missing from the game is the concept of LOC or "line of communication", i.e. can you trace a path free of enemy units/control back to the home country. Many board games use this to differentiate between units which are surrounded and OOS and those which are OOS but not surrounded. This has a parallel in real life where German units were cut off from supply during the battle for Narvik and almost voluntarily interned themselves in Sweden but for the Allies withdrawing.

    If a unit is in supply but cannot trace a LOC back to the homeland then I believe it is appropriate to limit the amount and type of reinforcement which is available. For instance, no new units and maybe a limit of 5 for the level of strength which can be rebuilt. Another solution would be to cause unit morale and readiness to drop faster in this situation rather than in normal combat.

  12. Actually, you can port over just about any scenario. The problem is the scenarios require varying amounts of revamping to work properly with the new game engine. In some cases unit types have changed or been eliminated. You can get around these issues but you have to develop some expertise with the editor to accomplish this.

    One of the shining features of the SC2 game system is the ease with which you can customize scenarios. The editor is straight-forward and most of the parameters are tweakable. There is a learning curve just like anything else but not a steep one.

    Looks like Hubert was already on this one and answered it more succinctly than I.

  13. I have never used the cycle feature but have run into the same issue under different circumstances. Usually, this happens to me when the map starts to get cluttered and the engine will think I have already moved or attacked with a unit when I have not. I've always attributed this to "a slip of the mouse" where the mouse cursor is thought to have moved off the tile of the activated unit when it has only drifted close to another tile.

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