Grand Campaign 1939-1945 (Custom Campaign)

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

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tpoo
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by tpoo »

DefiantXYX wrote: Wed Feb 09, 2022 7:33 am I currently really enjoy the Panzer Corps 1 Grand Campaign. Great work!
But in 1942/1943 I think there are not enough possibilities to spend your commendations points?!
There are no new heroes or stuff, in 1942 I remember a chance to get some more core slots for 12 (?!) commendations points? That's great, but a little bit "boring".
Are there some options missing or is the campaign not intented, that you get all the optionals?
Hello,
Thanks for your feedback.
We try to follow some of the awards from the original in determining what will be available in the mod. There are also less scenarios per campaign in PC1 Grand Campaign than in an Axis Operations Campaign so you will not accumulate that many CP.s. However, as for heroes in 1943 if you used CP's in earlier campaign opportunities you get to upgrade Michael Wittmann to a tank ace with a zero slot trait for free! Also, if you have enough Cp's by Prokhorovka you get to buy hero Erich Hartmann, which in the original you only get for one scenario and do not see him again until later in the game. You also get the chance to purchase Infantry hero Josef Allerberger if you have enough Cp's by Kremenchug. Then if you still have enough Cp's available you can get a veteran fighter unit on the last scenario (although there is a slight chance it never makes it to your core). It is made a bit more difficult to get every bonus objective so not everyone will get enough Cp's to get all possible offers.
Hope this informations helps.
DefiantXYX
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by DefiantXYX »

tpoo wrote: Wed Feb 09, 2022 6:31 pm However, as for heroes in 1943 if you used CP's in earlier campaign opportunities you get to upgrade Michael Wittmann to a tank ace with a zero slot trait for free!
Thanks for your quick response.
Indeed I just promoted Wittman yesterday. Wtf, these dude is overpowered :) I put him on a 20 strength Tiger II (somehow I got this unit by the prototype trait, a little bit early, isnt it?!).With the zero slot trait thats like ~15 core slots and 10% of your whole army. These dude can change everything, its a hard question in terms of balancing but thats another topic.

Looks like in 1943 there will be more chances for the usage of my commendation points. :)
I am still missing some smaller not so important options, like spending 3 points for some russian tanks, 4 points for a hero who is nice to have, but not a game changer and so on. In other words I really enjoy that "role playing mode" in panzer corps. It's really great in the first campaigns, you got a lot to do dealing with speciell heroes.
Same goes for the PC2 DLCs, I got the feeling you get less options in the later years of war.
Vano2004
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Vano2004 »

tpoo
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by tpoo »

Vano2004 wrote: Thu Feb 10, 2022 11:43 pm Hello everyone !

Image
https://steamcommunity.com/app/1072040/workshop/

Is your mod in the steam workshop ?

https://steamcommunity.com/workshop/bro ... ms&days=90
Yes it is. Grondel is the moderator on the Steam Workshop for Panzer Corps 1 -Grand Campaign Mod.
88Flak
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by 88Flak »

Amazing Mod! Enjoying it immensely. Playing GC 1940 and noticed something. I wasn't given the choice to pick between Stonne and Maubeuge after completing Sedan. I just sent me to Stonne. I reloaded a previous save and it did the same thing. All scenarios are in the file folder. Bug? Something just on my end? Thanks.
DefiantXYX
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by DefiantXYX »

Playing the africa corps right now. Once again, great work!
What is quite annoying is, a lot of maps are orientated wrong. Right know tobruk is on the east side of the map and the sea is also an the east side. Thats wrong, the Mediterranean Sea is always in the north.
I always notice these mistakes when there is a sea. Is there a reason to orientate the maps in this way? Tbh I see no reason why should play north to south instead of west to east. Its negatively affecting the historical feeling imo.
tpoo
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by tpoo »

88Flak wrote: Sat Feb 12, 2022 11:38 pm Amazing Mod! Enjoying it immensely. Playing GC 1940 and noticed something. I wasn't given the choice to pick between Stonne and Maubeuge after completing Sedan. I just sent me to Stonne. I reloaded a previous save and it did the same thing. All scenarios are in the file folder. Bug? Something just on my end? Thanks.
When this was originally created awhile back by Ezequiel there was no choice option put in for the path between Stonne and Maubeuge, you just play both sides of the path. Not a bug.
tpoo
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by tpoo »

DefiantXYX wrote: Sun Feb 13, 2022 10:10 am Playing the africa corps right now. Once again, great work!
What is quite annoying is, a lot of maps are orientated wrong. Right know tobruk is on the east side of the map and the sea is also an the east side. Thats wrong, the Mediterranean Sea is always in the north.
I always notice these mistakes when there is a sea. Is there a reason to orientate the maps in this way? Tbh I see no reason why should play north to south instead of west to east. Its negatively affecting the historical feeling imo.
This is because of an issue with the importing mechanism with the Panzer Corps 2 editor that comes with the game. It is a known issue since the game came out but something the PC2 developers have not yet corrected. The early campaigns for GC PanzerCorps1 unfortunately had to be created this way and that includes Afrika Corps. Because this also caused issues with importing units as well our design team decided to redraw all the maps from scratch and not use the importer on the PC2 editor. This was done for 1941, 1942, 1943 and will be done for any future campaign. This just takes a lot of time to do so there has been no effort at this time to re-orient the maps to the correct alignment for the earlier campaigns. We will probably do that after all the campaigns are complete. The good news is when the Afrika Corps non-historical branch is finished (Afrika Corps at this time only goes through the historical path) it will have correct oriented maps.
Khar0n
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Khar0n »

Hello everyone! I would like to do Russification (translation of briefings) of this mod. Can you tell me where I can find the briefing text files?
egrofik
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by egrofik »

Hi tpoo, please change the sceanario Kiev43. You wrote "There is a chance they never arrived..." Oh yes, in my playthrough it is it a 100% chance... I tried ist now 5 times, hoping there is no rain...
tpoo
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by tpoo »

egrofik wrote: Sun Feb 20, 2022 12:01 pm Hi tpoo, please change the sceanario Kiev43. You wrote "There is a chance they never arrived..." Oh yes, in my playthrough it is it a 100% chance... I tried ist now 5 times, hoping there is no rain...
Are you playing with the latest version 2.11? V2.11 was updated to have the plane arrive on turn 1 which has a much less chance of rain on that turn. Turn 1 rarely has rain. If you are running 2.11 and got rain on turn 1 and still want the plane you have to reload from the last turn of Kremenchug scenario to attempt to get a better result. If you are not running 2.11 then download it and you can just extract just the Kiev1943 scenario folder into the mod. The plane in general is not that important to completing the scenario and in the future campaigns it is going to get difficult with core units for sure being lost in battle.
WalterTFD
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by WalterTFD »

Big thanks for those who made this mod, been playing through this and loving it.
Sequester Grundleplith, MD
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Sequester Grundleplith, MD »

tpoo wrote: Sun Feb 20, 2022 4:34 pm and in the future campaigns it is going to get difficult with core units for sure being lost in battle.
Sounds great! Obviously dont enjoy losing any one core unit, but definitely enjoy the challenge of being pressed by the opfor to the point of risking/losing core units
egrofik
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by egrofik »

tpoo wrote: Sun Feb 20, 2022 4:34 pm
egrofik wrote: Sun Feb 20, 2022 12:01 pm Hi tpoo, please change the sceanario Kiev43. You wrote "There is a chance they never arrived..." Oh yes, in my playthrough it is it a 100% chance... I tried ist now 5 times, hoping there is no rain...
Are you playing with the latest version 2.11? V2.11 was updated to have the plane arrive on turn 1 which has a much less chance of rain on that turn. Turn 1 rarely has rain. If you are running 2.11 and got rain on turn 1 and still want the plane you have to reload from the last turn of Kremenchug scenario to attempt to get a better result. If you are not running 2.11 then download it and you can just extract just the Kiev1943 scenario folder into the mod. The plane in general is not that important to completing the scenario and in the future campaigns it is going to get difficult with core units for sure being lost in battle.
I*m playing with the steam workshop. From my perspective it is the latest version. On turn1 it begins to rain, and the new arrived FW190 squadron is falling from the sky...
Resolute
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Resolute »

egrofik wrote: Mon Feb 21, 2022 6:51 pm
tpoo wrote: Sun Feb 20, 2022 4:34 pm
egrofik wrote: Sun Feb 20, 2022 12:01 pm Hi tpoo, please change the sceanario Kiev43. You wrote "There is a chance they never arrived..." Oh yes, in my playthrough it is it a 100% chance... I tried ist now 5 times, hoping there is no rain...
Are you playing with the latest version 2.11? V2.11 was updated to have the plane arrive on turn 1 which has a much less chance of rain on that turn. Turn 1 rarely has rain. If you are running 2.11 and got rain on turn 1 and still want the plane you have to reload from the last turn of Kremenchug scenario to attempt to get a better result. If you are not running 2.11 then download it and you can just extract just the Kiev1943 scenario folder into the mod. The plane in general is not that important to completing the scenario and in the future campaigns it is going to get difficult with core units for sure being lost in battle.
I*m playing with the steam workshop. From my perspective it is the latest version. On turn1 it begins to rain, and the new arrived FW190 squadron is falling from the sky...
I had the plane crashing multiple times on turn one due to weather but never after the latest version. As an alternative you can use the cheat setany weather Clear in case it should happen again.
Grondel
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Grondel »

egrofik wrote: Mon Feb 21, 2022 6:51 pm ... From my perspective it is the latest version. ...
U need to start the campaign from scratch to get the new version to have full effect on ur game. a lot is stored in ur savegame and will not be affected by the new version.
rafdobrowolski
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by rafdobrowolski »

Hey there, great work on this campaign! I am having a small problem, however, in the first scenario of 1943 (Kharkov). I get to turn 14, play my round, and then the AI goes, and as thier turn ends, the game crashes. I replayed it various times, and still the same thing happens. This is the crash report I keep getting:

LoginId:1e37354e4f360c4826e824a0c9efd640
EpicAccountId:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008

PanzerCorps2_Win64_Shipping!`UGameplayUI::SetupWeather'::`2'::<lambda_1>::operator()() [C:\Projects\PanzerCorps2\New\trunk\Source\Gui\GameplayUI.cpp:1863]
PanzerCorps2_Win64_Shipping!std::_Func_impl_no_alloc<`GameState::OnExecute<`UGameplayUI::SetupWeather'::`2'::<lambda_5> >'::`2'::<lambda_1>,void,Action *>::_Do_call() [C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30037\INCLUDE\functional:920]
PanzerCorps2_Win64_Shipping!delegate<void __cdecl(Action *)>::operator()() [C:\Projects\PanzerCorps2\New\trunk\Source\Common\Delegate.h:85]
PanzerCorps2_Win64_Shipping!GameWorld::Execute() [C:\Projects\PanzerCorps2\New\trunk\Source\GameCore\GameWorld.cpp:5431]
PanzerCorps2_Win64_Shipping!SilentAnimation::Start() [C:\Projects\PanzerCorps2\New\trunk\Source\PanzerCorps2\Animations.h:41]
PanzerCorps2_Win64_Shipping!GameEngine::Tick() [C:\Projects\PanzerCorps2\New\trunk\Source\PanzerCorps2\GameEngine.cpp:290]
PanzerCorps2_Win64_Shipping!AActor::TickActor()
PanzerCorps2_Win64_Shipping!FActorTickFunction::ExecuteTick()
PanzerCorps2_Win64_Shipping!TGraphTask<FTickFunctionTask>::ExecuteTask()
PanzerCorps2_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit()
PanzerCorps2_Win64_Shipping!FTaskGraphImplementation::WaitUntilTasksComplete()
PanzerCorps2_Win64_Shipping!FTickTaskSequencer::ReleaseTickGroup()
PanzerCorps2_Win64_Shipping!FTickTaskManager::RunTickGroup()
PanzerCorps2_Win64_Shipping!UWorld::Tick()
PanzerCorps2_Win64_Shipping!UGameEngine::Tick()
PanzerCorps2_Win64_Shipping!FEngineLoop::Tick()
PanzerCorps2_Win64_Shipping!GuardedMain()
PanzerCorps2_Win64_Shipping!GuardedMainWrapper()
PanzerCorps2_Win64_Shipping!WinMain()
PanzerCorps2_Win64_Shipping!__scrt_common_main_seh() [d:\agent\_work\4\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

HELP!
tpoo
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by tpoo »

rafdobrowolski wrote: Mon Feb 28, 2022 7:25 am Hey there, great work on this campaign! I am having a small problem, however, in the first scenario of 1943 (Kharkov). I get to turn 14, play my round, and then the AI goes, and as thier turn ends, the game crashes. I replayed it various times, and still the same thing happens. This is the crash report I keep getting:

LoginId:1e37354e4f360c4826e824a0c9efd640
EpicAccountId:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008

PanzerCorps2_Win64_Shipping!`UGameplayUI::SetupWeather'::`2'::<lambda_1>::operator()() [C:\Projects\PanzerCorps2\New\trunk\Source\Gui\GameplayUI.cpp:1863]
PanzerCorps2_Win64_Shipping!std::_Func_impl_no_alloc<`GameState::OnExecute<`UGameplayUI::SetupWeather'::`2'::<lambda_5> >'::`2'::<lambda_1>,void,Action *>::_Do_call() [C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30037\INCLUDE\functional:920]
PanzerCorps2_Win64_Shipping!delegate<void __cdecl(Action *)>::operator()() [C:\Projects\PanzerCorps2\New\trunk\Source\Common\Delegate.h:85]
PanzerCorps2_Win64_Shipping!GameWorld::Execute() [C:\Projects\PanzerCorps2\New\trunk\Source\GameCore\GameWorld.cpp:5431]
PanzerCorps2_Win64_Shipping!SilentAnimation::Start() [C:\Projects\PanzerCorps2\New\trunk\Source\PanzerCorps2\Animations.h:41]
PanzerCorps2_Win64_Shipping!GameEngine::Tick() [C:\Projects\PanzerCorps2\New\trunk\Source\PanzerCorps2\GameEngine.cpp:290]
PanzerCorps2_Win64_Shipping!AActor::TickActor()
PanzerCorps2_Win64_Shipping!FActorTickFunction::ExecuteTick()
PanzerCorps2_Win64_Shipping!TGraphTask<FTickFunctionTask>::ExecuteTask()
PanzerCorps2_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit()
PanzerCorps2_Win64_Shipping!FTaskGraphImplementation::WaitUntilTasksComplete()
PanzerCorps2_Win64_Shipping!FTickTaskSequencer::ReleaseTickGroup()
PanzerCorps2_Win64_Shipping!FTickTaskManager::RunTickGroup()
PanzerCorps2_Win64_Shipping!UWorld::Tick()
PanzerCorps2_Win64_Shipping!UGameEngine::Tick()
PanzerCorps2_Win64_Shipping!FEngineLoop::Tick()
PanzerCorps2_Win64_Shipping!GuardedMain()
PanzerCorps2_Win64_Shipping!GuardedMainWrapper()
PanzerCorps2_Win64_Shipping!WinMain()
PanzerCorps2_Win64_Shipping!__scrt_common_main_seh() [d:\agent\_work\4\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

HELP!
Playing with an additional units mod will cause this crash. Make sure you are not playing with a units mod. It is not compatible apparently with some LUA scripting. If you wish to continue you will have to use a runany Victory 0 console code to end the scenario and continue. An eventual patch will remove the LUA scripting for this scenario that causes the units mod not to work but that mod could crash with other scripting down the road as well so it is not recommended to play with it on this mod.

Thank you
Rick
rafdobrowolski
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by rafdobrowolski »

tpoo wrote: Mon Feb 28, 2022 2:33 pm
rafdobrowolski wrote: Mon Feb 28, 2022 7:25 am Hey there, great work on this campaign! I am having a small problem, however, in the first scenario of 1943 (Kharkov). I get to turn 14, play my round, and then the AI goes, and as thier turn ends, the game crashes. I replayed it various times, and still the same thing happens. This is the crash report I keep getting:

LoginId:1e37354e4f360c4826e824a0c9efd640
EpicAccountId:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008

PanzerCorps2_Win64_Shipping!`UGameplayUI::SetupWeather'::`2'::<lambda_1>::operator()() [C:\Projects\PanzerCorps2\New\trunk\Source\Gui\GameplayUI.cpp:1863]
PanzerCorps2_Win64_Shipping!std::_Func_impl_no_alloc<`GameState::OnExecute<`UGameplayUI::SetupWeather'::`2'::<lambda_5> >'::`2'::<lambda_1>,void,Action *>::_Do_call() [C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30037\INCLUDE\functional:920]
PanzerCorps2_Win64_Shipping!delegate<void __cdecl(Action *)>::operator()() [C:\Projects\PanzerCorps2\New\trunk\Source\Common\Delegate.h:85]
PanzerCorps2_Win64_Shipping!GameWorld::Execute() [C:\Projects\PanzerCorps2\New\trunk\Source\GameCore\GameWorld.cpp:5431]
PanzerCorps2_Win64_Shipping!SilentAnimation::Start() [C:\Projects\PanzerCorps2\New\trunk\Source\PanzerCorps2\Animations.h:41]
PanzerCorps2_Win64_Shipping!GameEngine::Tick() [C:\Projects\PanzerCorps2\New\trunk\Source\PanzerCorps2\GameEngine.cpp:290]
PanzerCorps2_Win64_Shipping!AActor::TickActor()
PanzerCorps2_Win64_Shipping!FActorTickFunction::ExecuteTick()
PanzerCorps2_Win64_Shipping!TGraphTask<FTickFunctionTask>::ExecuteTask()
PanzerCorps2_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit()
PanzerCorps2_Win64_Shipping!FTaskGraphImplementation::WaitUntilTasksComplete()
PanzerCorps2_Win64_Shipping!FTickTaskSequencer::ReleaseTickGroup()
PanzerCorps2_Win64_Shipping!FTickTaskManager::RunTickGroup()
PanzerCorps2_Win64_Shipping!UWorld::Tick()
PanzerCorps2_Win64_Shipping!UGameEngine::Tick()
PanzerCorps2_Win64_Shipping!FEngineLoop::Tick()
PanzerCorps2_Win64_Shipping!GuardedMain()
PanzerCorps2_Win64_Shipping!GuardedMainWrapper()
PanzerCorps2_Win64_Shipping!WinMain()
PanzerCorps2_Win64_Shipping!__scrt_common_main_seh() [d:\agent\_work\4\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

HELP!
Playing with an additional units mod will cause this crash. Make sure you are not playing with a units mod. It is not compatible apparently with some LUA scripting. If you wish to continue you will have to use a runany Victory 0 console code to end the scenario and continue. An eventual patch will remove the LUA scripting for this scenario that causes the units mod not to work but that mod could crash with other scripting down the road as well so it is not recommended to play with it on this mod.

Thank you
Rick
Thanks so much for clearing that up! I really was enjoying the campaign with my Finnish Anti-tank volunteers, though. Oh well :cry: ...
tpoo
Sergeant - Panzer IIC
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Posts: 177
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by tpoo »

rafdobrowolski wrote: Mon Feb 28, 2022 8:44 pm
tpoo wrote: Mon Feb 28, 2022 2:33 pm
rafdobrowolski wrote: Mon Feb 28, 2022 7:25 am Hey there, great work on this campaign! I am having a small problem, however, in the first scenario of 1943 (Kharkov). I get to turn 14, play my round, and then the AI goes, and as thier turn ends, the game crashes. I replayed it various times, and still the same thing happens. This is the crash report I keep getting:

LoginId:1e37354e4f360c4826e824a0c9efd640
EpicAccountId:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008

PanzerCorps2_Win64_Shipping!`UGameplayUI::SetupWeather'::`2'::<lambda_1>::operator()() [C:\Projects\PanzerCorps2\New\trunk\Source\Gui\GameplayUI.cpp:1863]
PanzerCorps2_Win64_Shipping!std::_Func_impl_no_alloc<`GameState::OnExecute<`UGameplayUI::SetupWeather'::`2'::<lambda_5> >'::`2'::<lambda_1>,void,Action *>::_Do_call() [C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30037\INCLUDE\functional:920]
PanzerCorps2_Win64_Shipping!delegate<void __cdecl(Action *)>::operator()() [C:\Projects\PanzerCorps2\New\trunk\Source\Common\Delegate.h:85]
PanzerCorps2_Win64_Shipping!GameWorld::Execute() [C:\Projects\PanzerCorps2\New\trunk\Source\GameCore\GameWorld.cpp:5431]
PanzerCorps2_Win64_Shipping!SilentAnimation::Start() [C:\Projects\PanzerCorps2\New\trunk\Source\PanzerCorps2\Animations.h:41]
PanzerCorps2_Win64_Shipping!GameEngine::Tick() [C:\Projects\PanzerCorps2\New\trunk\Source\PanzerCorps2\GameEngine.cpp:290]
PanzerCorps2_Win64_Shipping!AActor::TickActor()
PanzerCorps2_Win64_Shipping!FActorTickFunction::ExecuteTick()
PanzerCorps2_Win64_Shipping!TGraphTask<FTickFunctionTask>::ExecuteTask()
PanzerCorps2_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit()
PanzerCorps2_Win64_Shipping!FTaskGraphImplementation::WaitUntilTasksComplete()
PanzerCorps2_Win64_Shipping!FTickTaskSequencer::ReleaseTickGroup()
PanzerCorps2_Win64_Shipping!FTickTaskManager::RunTickGroup()
PanzerCorps2_Win64_Shipping!UWorld::Tick()
PanzerCorps2_Win64_Shipping!UGameEngine::Tick()
PanzerCorps2_Win64_Shipping!FEngineLoop::Tick()
PanzerCorps2_Win64_Shipping!GuardedMain()
PanzerCorps2_Win64_Shipping!GuardedMainWrapper()
PanzerCorps2_Win64_Shipping!WinMain()
PanzerCorps2_Win64_Shipping!__scrt_common_main_seh() [d:\agent\_work\4\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

HELP!
Playing with an additional units mod will cause this crash. Make sure you are not playing with a units mod. It is not compatible apparently with some LUA scripting. If you wish to continue you will have to use a runany Victory 0 console code to end the scenario and continue. An eventual patch will remove the LUA scripting for this scenario that causes the units mod not to work but that mod could crash with other scripting down the road as well so it is not recommended to play with it on this mod.

Thank you
Rick
Thanks so much for clearing that up! I really was enjoying the campaign with my Finnish Anti-tank volunteers, though. Oh well :cry: ...
You can also use the console code to move the round past that turn as well to continue.
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