Italian campaign

A forum to discuss custom scenarios, campaigns and modding in general.

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Fimconte
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Post by Fimconte »

Phazorx wrote:nikivdd:
Could you enlighten me if such idea is possible to implement:
Say after certain critical mission amount of core units get reduced and player is only allowed to keep, for example, 8-10 "most loyal/experienced" core units (or just keeping only ground units, or only infantry/tanks or at worst - greatly reducing core slots to emulate lack of manpower).
This can be used as a leverage for a campaign twist scenario, where a general (represented by player) switches sides from Duce and joins allied/resistance side to fight against Benito. And hence it would lead to re-playing same/similar maps but participating on the other side and at different time with quite changed setting and goals.
As far as I know you cannot remove units from the core. If you limit the amount of Core slots, you simply can't deploy the rest and they stay in reserve.
Eltare
Senior Corporal - Ju 87G
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Post by Eltare »

Hello again.

By the way, started playing again (first time played in version 0.3). Progress is being made! Mod became much better. No specific remarks in the first 4 scenarios. Although unhistorical ... For me personally it was very strange participation of Italian army in the battle for Warsaw.

For gameplay in first 4 scenarios put a solid 5 out of 5 score (I really was hard to tear myself away from the game ;) ). But unhistorical reduces the overall score for mod (IMHO).
Last edited by Eltare on Tue Sep 20, 2011 7:50 am, edited 1 time in total.
nikivdd
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Post by nikivdd »

Phazorx wrote:nikivdd:
Could you enlighten me if such idea is possible to implement:
Say after certain critical mission amount of core units get reduced and player is only allowed to keep, for example, 8-10 "most loyal/experienced" core units (or just keeping only ground units, or only infantry/tanks or at worst - greatly reducing core slots to emulate lack of manpower).
This can be used as a leverage for a campaign twist scenario, where a general (represented by player) switches sides from Duce and joins allied/resistance side to fight against Benito. And hence it would lead to re-playing same/similar maps but participating on the other side and at different time with quite changed setting and goals.
Only the number of core units can be reduced, like i did in the Brzesc scenario in the German campaign, and the rest is kept in reserve. Deleting core units is not possible or you would have to dismiss them while playing a scenario.
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Razz1
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Post by Razz1 »

Line 186 and 1513 are duplicates and can cause problems. Delete line 1513
Get rid of line 1556 Abrams is a modern tank. Not WW2
Line 1558 is parsed wrong. will not function correctly.

Line 1525, 1526 and 1528 are duplicates. Delete those lines.

You have several other units that are in there which haven't been balanced for the game.

I suggest you take all of them out.
nikivdd
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Post by nikivdd »

Razz1 wrote:Line 186 and 1513 are duplicates and can cause problems. Delete line 1513
Get rid of line 1556 Abrams is a modern tank. Not WW2
Line 1558 is parsed wrong. will not function correctly.

Line 1525, 1526 and 1528 are duplicates. Delete those lines.

You have several other units that are in there which haven't been balanced for the game.

I suggest you take all of them out.
Thanks for checking out the equipment file. In the last few weeks it has been modified several times, so the lines you speak of cannot be longer verified. Perhaps if you can, you can check out the equipment file for v0.5 when it's out. And the Abrams is still there just for fun :).
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nikivdd
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Post by nikivdd »

Update v0.5 :)
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VPaulus
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Post by VPaulus »

Real Sound Mod, will also be compatible with this campaign mode, with the next update.

Niki, why do you habe an Abrams Tank in your units?
nikivdd
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Post by nikivdd »

VPaulus wrote:Real Sound Mod, will also be compatible with this campaign mode, with the next update.

Niki, why do you habe an Abrams Tank in your units?
Just for fun :). Sometimes i put this tank in newly made scenario's for a fun test.
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Eltare
Senior Corporal - Ju 87G
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Post by Eltare »

Hi!

Won with a decisive victory in Bessarabia. Received a briefing by the victory, briefing the next scenario (which was how I understood again Bessarabia) and then at the beginning of scenario - a black screen. I had to unload the process through the task bar.

Hmm, maybe this is related to the update ... I played version 0.51 starting Bessarabia, and now installed version 0.6. Did you change the numbering of scenarios? If so, you made a mistake ...
nikivdd
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Post by nikivdd »

Eltare wrote:Hi!

Won with a decisive victory in Bessarabia. Received a briefing by the victory, briefing the next scenario (which was how I understood again Bessarabia) and then at the beginning of scenario - a black screen. I had to unload the process through the task bar.

Hmm, maybe this is related to the update ... I played version 0.51 starting Bessarabia, and now installed version 0.6. Did you change the numbering of scenarios? If so, you made a mistake ...
I hope this will work for you althou i had no black screens with 0.51.

Changelog (v0.52):
Campaign file fix. The campaign should end after Crimea. Did a quick test (endscn 0 and 1) thru all scenario's and didn't experience black screens. Also adjusted the version number in campaign.pzdat, strings.pzdat and elbaA.pzbrf. Also properly packed (i hope) for the generic mod enabler.
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Eltare
Senior Corporal - Ju 87G
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Post by Eltare »

nikivdd wrote:
Eltare wrote:Hi!

Won with a decisive victory in Bessarabia. Received a briefing by the victory, briefing the next scenario (which was how I understood again Bessarabia) and then at the beginning of scenario - a black screen. I had to unload the process through the task bar.

Hmm, maybe this is related to the update ... I played version 0.51 starting Bessarabia, and now installed version 0.6. Did you change the numbering of scenarios? If so, you made a mistake ...
I hope this will work for you althou i had no black screens with 0.51.

Changelog (v0.52):
Campaign file fix. The campaign should end after Crimea. Did a quick test (endscn 0 and 1) thru all scenario's and didn't experience black screens. Also adjusted the version number in campaign.pzdat, strings.pzdat and elbaA.pzbrf. Also properly packed (i hope) for the generic mod enabler.
07) Sidi Barrani, core=21, turns=25 - I can not remember was playing this scenario. Apparently it was added later. Maybe I'm still playing in 0.4X (?), But after installing the latest version of the the error occurred.

As far as I understand it, when you save this scenario in game, it is saved as a whole, including the name of the next scenario. In the old version (I assume) next was the scenario "22." In the new version you have added a new and removed the numbers. In the end, after the victory in the scenario "Bessarabia" that has a (new version) called "22" refers me back to the scenario "22" (the name of the scenario in Greece in the previous version).

Ok, I check it at home if I can solve the problem by returning the old names in the scenarios file campaigh.pzdat. But now it's only a guess.
Eltare
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Post by Eltare »

I`m check.

A piece of a file from the old version of the campaign:

21 BesserabiaA.pzbrf Besserabia.pzscn 22 700 BesserabiaB_decisive.pzbrf 22 600 BesserabiaC_marginal.pzbrf END 0 BesserabiaD_loss.pzbrf
22 Greece1A.pzbrf Greece1.pzscn 23 700 Greece1B_decisive.pzbrf 23 600 Greece1C_marginal.pzbrf END 0 Greece1D_loss.pzbrf


And now a piece of the file campaign in the new version:

22 BesserabiaA.pzbrf Besserabia.pzscn 23 1200 BesserabiaB_decisive.pzbrf 23 900 BesserabiaC_marginal.pzbrf END 0 BesserabiaD_loss.pzbrf
23 Greece1A.pzbrf Greece1.pzscn 24 600 Greece1B_decisive.pzbrf 24 500 Greece1C_marginal.pzbrf END 0 Greece1D_loss.pzbrf


Conclusion: DO NOT change the name of the scenario in the campaign, as this may lead to impossibility continue this campaign.

It is a pity, but to restore the game (even making changes to file campaign and using a file from version 0.42) I could not ...
VPaulus
Slitherine
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Post by VPaulus »

Real Sound Mod is now compatible with Italian Campaign.
Added some new sounds for the movement of some of the units of this campaign.
nikivdd
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Post by nikivdd »

VPaulus wrote:Real Sound Mod is now compatible with Italian Campaign.
Added some new sounds for the movement of some of the units of this campaign.

Thanks a lot :)
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nikivdd
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Post by nikivdd »

I'm looking for volunteers to test the adjusted version of the Bessarabia scenario.
I especially made a standalone scenario of which the final version will be incorporated into the campaign.
People who are interessed, please apply only by private message!
You will then receive proper instructions and the downloadlink. Bedankt. Thank you. Merci. Danke schön. Spasiba. Dziękuję bardzo etc :)


The main issue has always been the trucks. I hope with this (first) testversion, the issue is solved and that the scenario didn't get easier for the human player.
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comsolut
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Very Enjoyable

Post by comsolut »

Enjoying the campaign. Thanks for all the hard work.
DJ88
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Post by DJ88 »

Dumb question but which campaign / scenario do I choose to start the mod? I installed using Generic Mod Enabler but none of the campaigns seem to be it and does not appear under scenarios / custom menus. Maybe I just installed it wrong but wondering how to launch.
VPaulus
Slitherine
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Post by VPaulus »

Dylan wrote:Dumb question but which campaign / scenario do I choose to start the mod? I installed using Generic Mod Enabler but none of the campaigns seem to be it and does not appear under scenarios / custom menus. Maybe I just installed it wrong but wondering how to launch.
-Start the campaign with the Barbarossa icon (Nach Osten)
DJ88
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Post by DJ88 »

I got it working...good stuff. Interesting mod.
nikivdd
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Post by nikivdd »

Dylan wrote:I got it working...good stuff. Interesting mod.
The next update will be more interesting i hope :)
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