Hubert Cater Posted April 22, 2009 Share Posted April 22, 2009 The new patch should be backward compatible with all campaigns with a few minor scripting additions to take into account a few new features. Saved games though will not be of course. Hubert Link to comment Share on other sites More sharing options...
Nupremal Posted April 23, 2009 Author Share Posted April 23, 2009 what did the patch change? If it changed some campaign features that won't do anything - but what hard coded changes took place? Link to comment Share on other sites More sharing options...
Hubert Cater Posted April 23, 2009 Share Posted April 23, 2009 You'll need to include the new #FRIENDLY_POSITION for LOOP events but other than that I don't think there is really anything else that needs to be considered when it comes to custom campaigns. For the full list of changes, this is of course included with the patch and the VERSION NOTES text file. Link to comment Share on other sites More sharing options...
Happycat Posted April 24, 2009 Share Posted April 24, 2009 Nup, I don't know if anyone else has reported this minor glitch in the mod. When the USA is still neutral, if a new ship is deployed into the Seattle port hex, it isn't going to leave port any time soon. It seems to be land-locked, but I don't know if this is permanent, or just until Canada and USA are allies. Link to comment Share on other sites More sharing options...
Nupremal Posted April 24, 2009 Author Share Posted April 24, 2009 It is until Canada and USA are allies - anyway the us ships cannot leave until they are at war in any case. Link to comment Share on other sites More sharing options...
Nupremal Posted April 25, 2009 Author Share Posted April 25, 2009 I just uploaded (still to CMMODS while they are there) 1.03 version, which has a lot of updates and is compatable with 1.02 version of the game. Link to comment Share on other sites More sharing options...
Happycat Posted April 26, 2009 Share Posted April 26, 2009 It is until Canada and USA are allies - anyway the us ships cannot leave until they are at war in any case. I have been moving ships in and out of US ports in 1940, so that may not be working as you wanted it to. Link to comment Share on other sites More sharing options...
Nupremal Posted April 26, 2009 Author Share Posted April 26, 2009 They can't leave the box - i.e. use the loops Link to comment Share on other sites More sharing options...
Nupremal Posted April 26, 2009 Author Share Posted April 26, 2009 Note - in 1.03 the French Units and Navy in Med/NAF don't appear until Italy activates. However I forgot to remove the pop-up that tells you to garrison NAF - just ignore it. Link to comment Share on other sites More sharing options...
SeaMonkey Posted April 26, 2009 Share Posted April 26, 2009 Hey Nupr, is there a problem with cmmods? I haven't been able to get on the site to get your 1.03. Link to comment Share on other sites More sharing options...
Nupremal Posted April 27, 2009 Author Share Posted April 27, 2009 works for me Link to comment Share on other sites More sharing options...
Cantona66 Posted April 28, 2009 Share Posted April 28, 2009 Hello, just dl newest nupremal campaign and started playing against the AI, on the first AI turn it crashes, sepmentation fault, loop scripts failed, why? Link to comment Share on other sites More sharing options...
Nupremal Posted April 29, 2009 Author Share Posted April 29, 2009 have you upgraded to version 1.02 yet of the game? Link to comment Share on other sites More sharing options...
Cantona66 Posted April 29, 2009 Share Posted April 29, 2009 Yes, i have Link to comment Share on other sites More sharing options...
Cantona66 Posted April 29, 2009 Share Posted April 29, 2009 Here is the fault message --------------------------- Error --------------------------- FAILED(handle_loop_scripts): Segmentation violation --------------------------- OK --------------------------- Error --------------------------- FAILED(handle_loop_scripts): Segmentation violation --------------------------- OK --------------------------- --------------------------- Link to comment Share on other sites More sharing options...
Cantona66 Posted April 29, 2009 Share Posted April 29, 2009 Hmm, i managed to copy the fault message twice Link to comment Share on other sites More sharing options...
Nupremal Posted April 29, 2009 Author Share Posted April 29, 2009 well I didnt test it with the ai because my ai isnt finished but I have been playing it human to human and it works. I had to make changes to it for the 1.02 version as there is a new "friendly position" added to the loop script. It may have something to do with that. I will see if I can figure it out or may Hubert can tell us. I may have made a mistake in the script that somehow only affects the AI, though that seems unlikely. Link to comment Share on other sites More sharing options...
Nupremal Posted April 29, 2009 Author Share Posted April 29, 2009 I tried it the AI seemed fine - first of all: 1) When did the error take place? 2) Are you SURE you are using the Patch for 1.02 for Pacific? It just came out. Link to comment Share on other sites More sharing options...
SeaMonkey Posted April 30, 2009 Share Posted April 30, 2009 I've got your latest 1.03 edition and have the PTO 1.02 upgrade. Loaded up the campaign on Hotseat and did a few turns from both sides. Didn't observe any problems, although my play was superficial. Link to comment Share on other sites More sharing options...
Cantona66 Posted May 1, 2009 Share Posted May 1, 2009 Hello again, well i do not know what the problem where, but now when i started a new game it works! Link to comment Share on other sites More sharing options...
SeaMonkey Posted May 1, 2009 Share Posted May 1, 2009 I Have a question for the designer, Nupremal(Vypuero). Was it your intention to restrict research to one chit per category at a time? Link to comment Share on other sites More sharing options...
Nupremal Posted May 1, 2009 Author Share Posted May 1, 2009 Let me know how the AI works - it is not finished but a good portion of it is done (for allied AI that is). Link to comment Share on other sites More sharing options...
Nupremal Posted May 7, 2009 Author Share Posted May 7, 2009 version 1.04 posted - probably last time in cmmods Link to comment Share on other sites More sharing options...
scottsmm Posted May 9, 2009 Share Posted May 9, 2009 Nupremal do you have any plans for creating an Axis AI by any chance? Link to comment Share on other sites More sharing options...
Nupremal Posted May 10, 2009 Author Share Posted May 10, 2009 1 - Yes that was indeed my intention! (research). However, the chance has increased to 8%/7%/6%/5%/4% per Chit. There a couple of minor exceptions to the 1 chit rule where 2 are allowed - Rockets for USA, Germany, and Japan. Infrastructure, Amphibious, and Intelligence for USA, and Amphibious for USSR (for late game when they may need to invade Japan) 2 - It is unlikely I will make an Axis AI. The Allied AI is not even done or tested yet. Link to comment Share on other sites More sharing options...
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