CSS Posted February 15, 2009 Share Posted February 15, 2009 It is posted at CMOD and looks like it will be a classic! Link to comment Share on other sites More sharing options...
Nupremal Posted February 16, 2009 Share Posted February 16, 2009 Thanks - I updated it again 2/15/09 - it still needs de-bugging - testing it with Rambo right now - if interested in testing PM me Link to comment Share on other sites More sharing options...
SeaMonkey Posted February 16, 2009 Share Posted February 16, 2009 Nupremal, I'll have some time in the next couple of days, email me the campaign and I'll fire it up, bradtap@aol.com. How do you want me to play it? Hotseat against myself or one side against the AI? Link to comment Share on other sites More sharing options...
scottsmm Posted February 16, 2009 Share Posted February 16, 2009 He most certainly does, and hopefully I put together a good MOD with the help of others, which was just uploaded on the Battlefront Repository. Link to comment Share on other sites More sharing options...
Nupremal Posted February 16, 2009 Share Posted February 16, 2009 CSS - saw your notes about the country flags. I changed them, so you should be seeing the correct ones. Make sure you unzipped the whole file as-is in your /campaign folder - the campaign config file should be in the "Nupremal World Campaign" folder and have all of the settings = 1 in order to work: #CUSTOM_BITMAPS= 1 #CUSTOM_INTERFACE= 1 #CUSTOM_SOUND= 1 #CUSTOM_LOCALIZATION= 1 Link to comment Share on other sites More sharing options...
Nupremal Posted February 16, 2009 Share Posted February 16, 2009 SeaMonkey - I was hoping for actual human vs human play but otherwise just hotseat it does not have developed ai yet, though I started it. Once I have the human game debugged I will get back to it. Link to comment Share on other sites More sharing options...
Nupremal Posted February 16, 2009 Share Posted February 16, 2009 One more note - some oddities I have noticed that are not my fault: 1) The icons on the view screen are overlaid on the map but significantly off - they show much lower than the land which is displayed. I am not sure why that would be. 2) Loops - they seem funny - as in at the edges they sometimes pop the unit in off the map instead of on the loop (and there are no units blocking) - this means sometimes the unit does not have enough move it has to get off the reverse loop and gets stuck popping back again. Plus, it just feels wrong. 3) I never had an answer from anyone on convoys. It seems to me that if a nation is 100% allied and has a convoy, the convoy does no good except for giving a target to the enemy subs. In other words, if Norway is worth 20 but I get 5 convoy or 0 convoy the net = 20 no matter what, right? Or am I wrong? 4) I originally had NO convoy from France (active minor) to USA, but without it USA did NOT get French MPPs - at least, while they were at 0% they did not. 5) Hubert fixed surrender 2 script - BUT it does not work for a decision. In other words, if I link the Vichy decision to a (forced) surrender via script, it will NOT fire. That is why I had to change it to trigger when Paris is occupied - and France may not fall right that turn. Link to comment Share on other sites More sharing options...
Nupremal Posted February 16, 2009 Share Posted February 16, 2009 Note for future - a "negative" script. As in - this script works UNTIL this condition applies, such as a nation activates. Link to comment Share on other sites More sharing options...
Nupremal Posted February 22, 2009 Share Posted February 22, 2009 Bump - any answers? Another suggestion: That MPPs show all details of where they came from, i.e. Germany = 220 Hungary = 20 convoy = 14 etc... with total. Would be easier to be sure all is working and understand it Link to comment Share on other sites More sharing options...
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