9.3.6 and mods

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Erik2
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9.3.6 and mods

Post by Erik2 »

Some of us started a MicroMod scenario 2v2 'A bridge too far' under multibeta 9.3.5.
It looks like 9.3.6 is not loading all elements of the mod, specifically added/modded units.
This notorious Jap tank is used by the game whenever it can't find the (modded) unit, a British bridge engineer based on the German Bau unit.
Before I create a new challenge I need to be reasonably sure that the same won't happen starting a game in 9.3.6.

beta_9_3_6_mod_issue.jpg
beta_9_3_6_mod_issue.jpg (76.7 KiB) Viewed 2122 times
Shards
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Re: 9.3.6 and mods

Post by Shards »

Hi,

We'll take a look
Erik2
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Re: 9.3.6 and mods

Post by Erik2 »

Looks like 9.3.6 is not handling modded units properly.
We restarted the game and everything looks fine during turn-1.
In turn-2 the modded units are replaced with the infamous Jap tanks.
Shards
Slitherine
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Re: 9.3.6 and mods

Post by Shards »

FYI we're investigating this! Not quite sure what's gone wrong yet, but we're certainly not going to release this patch without fixing it
Shards
Slitherine
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Re: 9.3.6 and mods

Post by Shards »

Hi,

We're struggling to reproduce this with your MicroMod and the latest version of the game.

Could we get a log file from you and are you using any other additions other than micromod?

Ta
Shards
Slitherine
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Re: 9.3.6 and mods

Post by Shards »

As a thought, are you sure that everyone playing in that game has the same version of micromod?
Erik2
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Re: 9.3.6 and mods

Post by Erik2 »

Shards wrote: Wed Jul 12, 2023 1:32 pm As a thought, are you sure that everyone playing in that game has the same version of micromod?
I'm suspecting this since I have published specific links to the scenario bypassing the MicroMod a couple of times.
So I am probably the one to blame. Anywaym I just published a new version of the mod so next time all players should be on the same page.
What is odd is that the first turn looks fine while the second turn doesn't pick the correct modded units.

No other mods or changes.
Shards
Slitherine
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Re: 9.3.6 and mods

Post by Shards »

Might be that one of the players has different data, so by the time it gets back to you the game has defaulted to japanese tanks?

We've not been able to repro, so please do let me know if it keeps occurring?
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Preventing multi-player from accidentally using a Mod version with the Standard version

Post by Celeborn »

In recent 1v1 games Market-Garden with AdmiralYamamoto we ran into a similar case of "versionitis" I was under the mistaken assumption that it was a MicroMod scenario while AY was using the (correct) Standard game...this led to my post a few weeks ago about zombie units etc. I realize that I had also assumed that I would not be allowed to load a turn if I wasn't using the right version of the game, ie what you see when a scenario is in red when you login to the Multiplayer server.

All of this to say that it would be nice if there were a feature in multi-player that alerted when players aren't using the same version of the game (even though they are using the same version of the scenario)

Hope that makes sense!
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