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Re: Spanish Civil War Mod (v0.45)

Posted: Sat Jan 04, 2020 1:23 am
by rafdobrowolski
In the Valdemoro scenario, it is not possible to inflict 350 damage in order to get one of the secondary objectives. I got to 339 of 350 required, and think I killed all the enemies. Unless there are some guerrillero units out there....

Re: Spanish Civil War Mod (v0.45)

Posted: Sat Jan 04, 2020 2:06 am
by GabeKnight
rafdobrowolski wrote: Sat Jan 04, 2020 1:23 am In the Valdemoro scenario, it is not possible to inflict 350 damage in order to get one of the secondary objectives. I got to 339 of 350 required, and think I killed all the enemies. Unless there are some guerrillero units out there....
A quick question: What difficulty level are you playing at?
I mean, it may be indeed impossible to achieve some objectives with lower difficulty settings...

Re: Spanish Civil War Mod (v0.45)

Posted: Sat Jan 04, 2020 10:37 am
by Erik2
I installed the mod and took a look at the editor.
The work you've done is pretty impressive. High production value.

Is it OK to use your mod for creating other custom scenarios/campaigns?
I've got a couple of ideas...

I really like the very specific factions you have created; Republican Spain, Nationalist Spain, International Brigades, CNT-FAI and Republican Command.
The International Brigades have no specific unit types. Do you plan to add something? If not, why not add the Republican Spain units? This would save work 'borrowing' unit types.

There are 3 Republican commanders available. Maybe add Franco and a couple more on the Nationalist side? Could be useful.

There are only specifications available for the Republicans as well. Could be useful with something similar on the Nationalist side.
Also, there are Waffen SS specs for the Republicans. This seems odd, but I guess you are using this for something else and need the original labels (?).

Keep up the good work.

Re: Spanish Civil War Mod (v0.15)

Posted: Sat Jan 04, 2020 3:56 pm
by LNDavoust
rafdobrowolski wrote: Thu Jan 02, 2020 11:07 pm
Hey there! Loving this mod! good play balance, and I love all the attention to historical details and accuracy. I too had the long load time problem, and had to delete those pesky files.
Thanks, glad you like it, raf :) Thanks for letting me know about the loading problem, it is something i will have to look into (again) for sure :x
rafdobrowolski wrote: Fri Jan 03, 2020 7:50 pm In the North Blockade Scenario, it is near impossible to get 40 hit points with fighters, and the objective of 35 hit points does not mach the number in the description of 40 hit points. The same issue (difficulty of reaching the fighter damage objective) occurs in an earlier scenario (I think it is Extremadura...). Also, in the North Blockade scenario, once the last Russian ship reaches the port of Gijon on turn 33, the objective trigger is not met, and the player loses the scenario, and hence the game, since the fighter damage objective cannot be met either (you need to accomplish three of the secondary objectives to get a win, since that is one of your primary objectives). My other suggestion is having a native English speaker edit the prompts and intros... there are a few typos and translation errors between Spanish and English (I speak both languages, and Polish as well). If you want someone to review them, I would be willing (you would just have to tell me how to do that).

Time to keep moving forward (through a nuke in the North Blockade on the last turn however...)!
Regarding the objectives consisting in reaching X hit points, I wonder as Gabe did in which difficulty you are playing the mod. I have only tested in medium difficulty (3/5, Colonel i think i called it), outside that level i guess many things will be broken. I forgot to mention this in the download page, sorry, I will add it asap for future players. Anyway, i will correct the 35 vs 40 thing. If you are playing in the 3/5 difficulty level, both air objectives should be hard but possible to get. Another player already reported the same problem with the last russian ship, yes, my bad.

And about reviewing my english, wow, i am very moved by your offer, thanks a lot. I don't know which will be the best method, maybe someone here with more experience could help. But perhaps the easiest way will be to take a look at the text_english.txt files in each scenario folder and correct the problems there. Anyway, we talking here of 9 scens+campaigns, so it could take you a while... if your are still willing to help, what i think i could do is to upload the files in the cloud with a writing editor to make things as easy as possible to you. Talk to me again and i tried to set something up. And thanks again :)

Also, I know Bru also volunteered (or "was volunteered" :) ) before for sweeping and correct the english style. Since you are busy at the moment, bru, (i think) sweeping other project, and it is clear now that i will have to mend a lot of fuckups in the present version of the mod... maybe it would be better if you wait for the next version for do your magic? We will talk about this later if you want :)
rafdobrowolski wrote: Fri Jan 03, 2020 9:40 pm In the Palma Scenario, when I destroyed the coastal battery, with Guerrilleros, the secondary objectives box never changes from a question mark to a check mark indicating that this objective has been completed. The arrow indicating the location of the battery if also off by one hex (it is to the upper right of the actual location of the battery on the map), when you click on the secondary objective "Disable Coastal Battery" in the objectives dialogue box. Also, when the third wave of bombers comes (turn 25), the dialogue box says that it is the first wave (not the warning-that-they-are-coming dialogue box, but the one announcing their actual arrival on-screen).
Mmm, i think i didn't do a good job explaining the guerrilleros objective :( What you are supposed to destroy with the guerrilleros it is not the battery itself, but an "electrical installation" in a dock near the battery. The arroy points to a "dock" (a bridge, in fact) which you have to demolish using the ability of your guerrilleros.

The bombers in this scenario also were mentioned by other player, so i will make sure to have a look to that first-third wave ;) Thanks.
rafdobrowolski wrote: Sat Jan 04, 2020 1:23 am In the Valdemoro scenario, it is not possible to inflict 350 damage in order to get one of the secondary objectives. I got to 339 of 350 required, and think I killed all the enemies. Unless there are some guerrillero units out there....
If you are playing in the medium difficulty, something weird happend... Did you retired maybe too soon from Valdemoro? The nationalist retake the town with some forces your have to engage (at least partialy) to get the objective.

Ok, thanks a lot for your feedback, raf, i hope you had spent some fun time in spain with my mod ;)

Re: Spanish Civil War Mod (v0.15)

Posted: Sat Jan 04, 2020 4:06 pm
by LNDavoust
rafdobrowolski wrote: Thu Jan 02, 2020 11:07 pm
LNDavoust wrote: Sat Dec 28, 2019 3:34 pm
rafdobrowolski wrote: Wed Dec 11, 2019 5:42 pm Eagerly awaiting this mod!!! I was wondering, since you mention in an earlier post on this thread that the Thalmann Brigade is included, do you also include the Abraham Lincoln brigade in your mod? I have a personal connection to a person who actually fought in the ALB!
Yeah, several international brigades appear already in the mod, and most certainly Lincoln's (terrific guys) will also make its stand at some point (maybe in Jarama, maybe in Beltiche).

Wow, i would love to hear some stories from that person, your're very fortunate. Do your know where and when did he/she was in Spain?

Thanks for your interest, rafdobrowolski :)
Hey there! Loving this mod! good play balance, and I love all the attention to historical details and accuracy. I too had the long load time problem, and had to delete those pesky files.

Unfortunately, the ALB veteran passed away a while ago (he was my ex-girlfriends grandfather, Leonard Evan Olson, very interesting guy, and was involved in all sorts of left movements from the 1910's until the 1950's, including the Industrial Workers of the World union in the upper Midwest of the US, mostly in Minnesota, the founding of the National Maritime Union on the Great Lakes, joining the Communist Part of the USA in the 1930's and then volunteering in the ALB to fight in Spain, where he fought in the battle of the Ebro, and then serving in the US Merchant Marine in the 1940's, and finally becoming a union carpenter in the San Francisco Bay area in the 1950's, where he was persecuted by various entities for his former communist affiliations). I did attend a few ALB veterans events over the last 20 years, but sadly, most if not all of the veterans have now passed away. This ex-girlfriend's mother, the daughter of Leonard (http://www.alba-valb.org/volunteers/leonard-evan-olson) was quite active in the Veterans of the Abraham Lincoln Brigade when we were dating years ago. My ex and her family did visit the region in Spain where he fought, and they were joined by a Spanish history professor who documented some of the oral history about the Battle of the Ebro from Leonard, in the 1990's.
Thanks for sharing his story. Each brigadist I know about has a incredible one, they are like men form other time (well, they are literally that, i guess). I can only imagine what it was for them to leave their country and travel to spain as volunteers, without a strong state behind them.. what and adventure (and a very dangerous one, i have to admit). It's a shame for me as a spaniard that we haven't been able to recognize them and what they did for a country they have zero relationship with. I'm sure you already know, but there were a polish brigade in the war, one of the most active and effective ones, i think. I know almost nothing about them, although i wonder how difficult (paradoxical, even) will be for those polish guys to fight in units with a communist background taking in consideration the recent history between poland and the urss at that moment...

Re: Spanish Civil War Mod (v0.45)

Posted: Sat Jan 04, 2020 4:15 pm
by LNDavoust
McLeoudX wrote: Fri Jan 03, 2020 5:18 pm Hi, this is Test-Subject 08/15 :).
I tried the new Version of this Mod, but the game crashed two times after launching it.
I have got a error.log, but don't know if it will be helpful!
:/ damn

Sorry, McLeoudX. You can PM the log if you are so kind to do it. Did you try to erase the TGA files? If you did, at which moment did the game crash? Loading screen, campaing screen,... ?

I hope i can be of any help

Re: Spanish Civil War Mod (v0.15)

Posted: Sat Jan 04, 2020 4:21 pm
by bru888
LNDavoust wrote: Sat Jan 04, 2020 3:56 pm Also, I know Bru also volunteered (or "was volunteered" :) ) before for sweeping and correct the english style. Since you are busy at the moment, bru, (i think) sweeping other project, and it is clear now that i will have to mend a lot of f***ups in the present version of the mod... maybe it would be better if you wait for the next version for do your magic? We will talk about this later if you want :)
Yes, I am busy as usual with OOB but more to the point, I was disheartened by your lackadaisical response to my offer. These sweeps and other collaborative efforts take up a ton of time which I don't mind investing given one cardinal rule: The beneficiary must be proactive in addressing the things that I discover and relate.

Not that he must always do as I suggest, of course; it would be the height of arrogance on my part to expect that. But I do expect him to at least consider each aspect that I have spent my time on investigating and to correct the obvious and easy errors.

In light of this, perhaps you could look back on your earlier response and see if you can understand why the offer has been rescinded. I will avail myself of your overall good work, however, sweeping and improving upon it in my own private fashion. Thank you for sharing it with us.

Re: Spanish Civil War Mod (v0.45)

Posted: Sat Jan 04, 2020 4:30 pm
by bru888
Ah, crap. That sounded pompous, didn't it? Also, I looked again at that response and the last two sentences of paragraph 1) leapt out and grabbed me:

Image0287.jpg
Image0287.jpg (174.28 KiB) Viewed 3240 times

That says your heart is in the right place. Okay, the offer is reinstated if you still want my help.

Re: Spanish Civil War Mod (v0.45)

Posted: Sat Jan 04, 2020 4:35 pm
by LNDavoust
Erik2 wrote: Sat Jan 04, 2020 10:37 am I installed the mod and took a look at the editor.
The work you've done is pretty impressive. High production value.

Is it OK to use your mod for creating other custom scenarios/campaigns?
I've got a couple of ideas...

I really like the very specific factions you have created; Republican Spain, Nationalist Spain, International Brigades, CNT-FAI and Republican Command.
The International Brigades have no specific unit types. Do you plan to add something? If not, why not add the Republican Spain units? This would save work 'borrowing' unit types.

There are 3 Republican commanders available. Maybe add Franco and a couple more on the Nationalist side? Could be useful.

There are only specifications available for the Republicans as well. Could be useful with something similar on the Nationalist side.
Also, there are Waffen SS specs for the Republicans. This seems odd, but I guess you are using this for something else and need the original labels (?).

Keep up the good work.
Thanks Erik, glad you liked what you saw :)

Yeah, I have zero problems with others using the mod in any way they like. On the contrary, it would be great to see that others could find useful the work i did for their own projects :) So sure, feel free to play with the creature. And of course now i'm very curious abouth what that ideas of yours could be :o

Yeah, one of the ideas i had was precisely to create a specific infantry unit for the brigades... I think it will add some fun in some of the scenarios to have a different type of unit, maybe with a slightly better attack... I have to think a bit more about it, to be sincere. And yes, some of the equipment of the regular republican rooster shold be available for the brigadist, for sure. There is a lot of work to be done yet :)

Since the project at the moment is just a campaign for the republicans, i felt creating nationalist commanders was a bit out of my interest. The official DLCs usually don't use commanders in the enemy armies, i think. But anyway adding more commanders is always funny, although i find a bit frustrating to to be able to create portraits as good as the commercial ones (i used three different techniques, one of each commander already in the mod, and i am not completely satisfied with the results).

Finally, for the republican specialization tree i cannibalized specs for other factions i was more or less sure i was not to need in my mod, therefore the Waffen SS use. But once in game, the origin should not be apparent for the player (otherwise, it was my fault). Again i guess i could create a nationalist specs, but it would be a lot of work withut a clear objetive, so... i dunno. It will be a different tree than the republican, that's for sure. Maybe would you need someting like that for those ideas of yours, erik? :)

Re: Spanish Civil War Mod (v0.45)

Posted: Sat Jan 04, 2020 5:33 pm
by Erik2
Thanks for the use of your mod.

At this point I plan to do a Republican campaign (or three :shock: ).
I've got source material for full 36-37-38 campaigns.
The scenarios will be quite different than yours since they are based on squad level scenarios.
BTW, my source if John Tiller's Spain Civil War, it contains 50+ scenarios so that should keep anyone occupied for a while.

BTW, I noticed that the Republicans have somewhat later active dates for most of their infantry.
At least they are not available for my first scenario dated 23-6-1936.
This means I can't let the player purchase his own initial unit mix.

Re Nationalist commanders and specs. I use' this for AI factions as a way to add a bit more oomph to AI play.
It also adds to the immersion.
But I quite understand there's a lot of work involved adding stuff like this and the need to restrict it to your own campaign needs.

Re: Spanish Civil War Mod (v0.45)

Posted: Sat Jan 04, 2020 5:46 pm
by LNDavoust
I have no more time today to write in the forum, bru, but i couldn't leave without at least writing a brief message.

I'm really, really sorry if you feel that my early answer to your offer was in some way contemptuous, scornful or rude. That was not my intention at all, that's for sure. Sweeping or not sweeping aside, i have no more than gratitude for you work in the forum, as moderator, key helping guy-editor, modder (your Bismark scenario was one of the very first custom ones i tried and was very important for me to start my own mod) and member of the community. I would like to think that my lack of a proper use of english had something to do with creating some sort of miscommunication. So if you felt somehow attacked by my words, i have to ask you to forgive me.

To make it as clear as possible, i will welcome any form of criticism I receive about the mod, and as a form of gratitude i couldn’t do any other thing that consider until the very last comma of the feedback any of you gave me. Many of this feedback will be about things that are objectively wrong: broken english, typos, design failures, technical tga nightmares, orphan units, non-working objectives, stupid triggers doing stupid things, historical errors… whatever. Those will be fixed, or at least addressed, when i have the time to do it (recently I had to pause the project for two months for personal reasons, and unfortunately that can happen again). Other things will be more open to interpretation, i think (as an example, the answer i gave to zeke about the range of the light bombers), but under no circumstance that means i will ignore these commentaries. On the contrary, i am very happy to discuss with people here several aspects of design, or historic military details or whatever. Very happy indeed. It was heartwarming for me that after all these months of work you all were at least been able to try the mod and give me this feedback, a lot of good guys here, it’s always a pleasure to be part of this community. As the author of the mod, i do reserve myself the right to have the last word about this kind of open questions, but i guess this is usual thing with mods, isn’t it?

Also, i have no more than admiration for your sweeping works, both in quality and quantity, bru. I know sweep through scens takes a lot of time and it’s a hard work (it takes me a lot of time with my own scens, so…). I also know that the mod would benefit hugely from your expertise, and it was great when you offer me your help, it made me really happy. But as i said, this is my first mod, so my first OoB mod also, and i wasn’t sure what was expected from me in case I accepted the offer. I didn’t want to disappoint anyone, either. Therefore, i wrote that message with the several points and the lackluster acceptance. Again, i’m sorry for that and i hope i was able to explain myself better this time in this (not so brief) response.

We will talk again when i have more time about the offer, bru, but i was very interested in clarify my original response.

Re: Spanish Civil War Mod (v0.45)

Posted: Sat Jan 04, 2020 6:36 pm
by Erik2
Just to clear things up a bit, I'm not bru :D (we're both moderators and have the same avatar).
He's my partner in crime and has helped me a lot with my own scenarios/campaigns.
And his Bismarck scenario is excellent, btw.

And don't worry. Your answer was not rude or anything off in any form.
I'm very pleased that I can use your mod for my own creations.
Your mod is helping to keep this excellent game alive.

Erik

Re: Spanish Civil War Mod (v0.45)

Posted: Sat Jan 04, 2020 7:46 pm
by bru888
@Erik, I think he has us straight - he called me "bru" in his first and last sentences. He was addressing my earlier comments, not yours, with his latest post. (We ought to look into getting personalized avatars, though.)

@LNDavoust, by no means was I offended. I did form an incorrect judgment from what you said, as I see now, and for that I apologize. I see that you are indeed in earnest, and I would like to help.

So, that said, you mentioned "maybe it would be better if you wait for the next version for do your magic?" That would be a good idea; it would give me time to finish sweeping Erik's Germany West 1945 campaign. I will await the next version and then ask if you are ready for your own sweep.

One more note: A CSI Sweep is meant only to uncover and correct issues. Creative suggestions will be rare, if any. In any case, always, always, always this is true, using your words: "As the author of the mod, i do reserve myself the right to have the last word about this kind of open question." Absolutely, as long as you are paying attention and appear to be benefiting from my assistance.

A sweep is an important procedure in that it catches things that might never come to light otherwise, either in beta or regular play. Game players will not know what they are missing or what is not functioning correctly and even designers may be unaware unless they play their own creations and remember what they intended to happen. And yes, there are the typos; you will get those whether you want them or not! (Your English, or your translator, seems quite good, by the way. :) )

As is probably evident, I have a high degree of interest in your project which is only enhanced by the favorable comments that it has already received from respected members of this community. Please keep going.

Re: Spanish Civil War Mod (v0.45

Posted: Sat Jan 04, 2020 8:36 pm
by GabeKnight
LNDavoust wrote: Mon Dec 30, 2019 8:01 pm Regarding the flanking attack... how would you feel if the units only spawn IF the suppy hex werent under your control? In case you control it, they just reinforce Palma from the north... Maybe that would be a reasonable compromise between fun and surprise... mmmh
Yeah, that would have been my thinking, too.
You could also just add a 1-2 turn warning popup: "reconnaissance informs about an upcoming flanking attack", or something like that. This should be enough to mobilize some of my troops for the defence.
LNDavoust wrote: Mon Dec 30, 2019 8:01 pm Yeah, i suspected the trains could feel a bit overpowered... maybe i will only let the arty mode, maybe i will reduce their defense to force the player spend rp to repair it. Thanks for the input :)
I've done the same AT-switch thing to "my" armoured train inside my mod. But the "firststrike" trait, i.e. attacking without taking return damage, is just too powerful. I had to rebalance the train multiple times, esp. against mechanized targets.
LNDavoust wrote: Mon Dec 30, 2019 8:01 pm Regarding the ships and the port locations, I tried a new thing in this scen. You should note the destination (even noting it down in a paper, like physically even) when the corresponging event pops out in order to direct correctly the merchant. It is not easy to use the ? in the objective pannel, since each ship has its destination, and i only have 1 objective. But I dunno if it worked... (not just mechanically, but from the point of view of the player and the feeling you get). Noting down the destination is also useful to direct the escorts to rendez-vous with each ship. So... yeah, those were my intentions.
OK, just remember that not everyone playing this mod is Spanish and/or knows his geography. :wink:
I mean, if you mention a town/destination in any text/popup, this exact name should 1.) first of all, exist on the map and 2.) be obvious to the player - e.g. by marking all of the available ports/destinations in the "?" objective description.

Seriously, I recall not knowing if the next transport ship would spawn on the western or eastern part of the map just reading the popup messages. I could not match the mentioned destination names with any locations on the map. It was unnecessarily confusing IMO.

LNDavoust wrote: Mon Dec 30, 2019 8:01 pm
GabeKnight wrote: Mon Dec 30, 2019 12:49 am I'll be back beginning next week, I'll tell you then. I don't know what this PC's problem is, maybe just some missing plugin or codec.
Here's how it looks now:
Ok, thanks for the capture, veru useful. I will wait to get feedback for more computers (your main rig will among them) to take a decission about the TGAs.
No love on my own rig, either. It doesn't work at all here. Crashes the mod/game. I had to delete them TGA files again. Don't know what Bruce and you are doing differently so that it shows up for you guys. But it obviously has nothing to do with processing power (GPU or CPU) or RAM. I'm still thinking: some missing codec or plugin. Maybe it's even a Win10 problem. Sorry, can't help you there any more.

There are still three scens left for me to play in the campaign, but I've been obsessed with - again... :roll: :oops: - BattleTech the past week. Anyways... I'm always coming back to OoB eventually... 8)

And thanks again for sharing your mod, I've been enjoying it immensely. :D

Re: Spanish Civil War Mod (v0.45)

Posted: Sun Jan 05, 2020 4:04 pm
by LNDavoust
Erik2 wrote: Sat Jan 04, 2020 6:36 pm Just to clear things up a bit, I'm not bru :D (we're both moderators and have the same avatar).
He's my partner in crime and has helped me a lot with my own scenarios/campaigns.
And his Bismarck scenario is excellent, btw.

And don't worry. Your answer was not rude or anything off in any form.
I'm very pleased that I can use your mod for my own creations.
Your mod is helping to keep this excellent game alive.

Erik
Yep, I was answering to the two previous Bru's posts, although i'm still not pretty convinced you both are not the same person... ;) I mean, same avatar, what are the chances? :lol:
But your kind (and unearned) praises are most welcomed, thanks :)
Erik2 wrote: Sat Jan 04, 2020 5:33 pm Thanks for the use of your mod.

At this point I plan to do a Republican campaign (or three :shock: ).
I've got source material for full 36-37-38 campaigns.
The scenarios will be quite different than yours since they are based on squad level scenarios.
BTW, my source if John Tiller's Spain Civil War, it contains 50+ scenarios so that should keep anyone occupied for a while.

BTW, I noticed that the Republicans have somewhat later active dates for most of their infantry.
At least they are not available for my first scenario dated 23-6-1936.
This means I can't let the player purchase his own initial unit mix.

Re Nationalist commanders and specs. I use' this for AI factions as a way to add a bit more oomph to AI play.
It also adds to the immersion.
But I quite understand there's a lot of work involved adding stuff like this and the need to restrict it to your own campaign needs.
Uhh, nice. Very nice. I think i played something from Tiller collection (also civil war, but american this time) back in the day. To "transfer" the three years of war to OoB would be a quite impressive endeavour, to say the least... but i mean, you already did "worse", so... wow. Hats off to you, good sir.

Regarding the dates, that's intentional. Until the fifth scenario the player cannot buy the first decent infantry unit, but after some struggling i decided to give the player one of those inf unit as a core from scen one, as some kind of "elite" (and unique) unit. I used tricks like that a couple of times in the mod, and therefore the state of the core you began with is quite underpowered (specially regarding infantry, as Gabe already complained about xD) compared to the official campaigns. As i said it is a design decision, and my intention was to reflect the poor state of the republican army at the begining of the conflict. After scen 5 the regular infantry unit is purchasable, and everything returns to normal :)

Finally, about the nationalist specs and commanders, if i have no time restrictions/deadlines, i could try to make something for your mod/campaign if you like and find it would be useful, but we will be talking here in the longterm, cause i would prioritize the assets i new for my campaign, i'm afraid. But truly, creating commander Franco or equivalent is not that time consuming. Regarding the specs, we need to talk first a bit about the specifics, since half of the republican specs don't work for the nationalist. But yeah, with enough time, also doable. Let's talk about it if you want :)

Re: Spanish Civil War Mod (v0.45

Posted: Sun Jan 05, 2020 4:23 pm
by LNDavoust
GabeKnight wrote: Sat Jan 04, 2020 8:36 pm
LNDavoust wrote: Mon Dec 30, 2019 8:01 pm Regarding the flanking attack... how would you feel if the units only spawn IF the suppy hex werent under your control? In case you control it, they just reinforce Palma from the north... Maybe that would be a reasonable compromise between fun and surprise... mmmh
Yeah, that would have been my thinking, too.
You could also just add a 1-2 turn warning popup: "reconnaissance informs about an upcoming flanking attack", or something like that. This should be enough to mobilize some of my troops for the defence.
Sounds reasonable, i will edit the scen in that direction.
GabeKnight wrote: Sat Jan 04, 2020 8:36 pm
LNDavoust wrote: Mon Dec 30, 2019 8:01 pm Yeah, i suspected the trains could feel a bit overpowered... maybe i will only let the arty mode, maybe i will reduce their defense to force the player spend rp to repair it. Thanks for the input :)
I've done the same AT-switch thing to "my" armoured train inside my mod. But the "firststrike" trait, i.e. attacking without taking return damage, is just too powerful. I had to rebalance the train multiple times, esp. against mechanized targets.
I even didn't realized the trains had that trait xD I think the trains comes from the Horsth mod (wich i used as a base for mine). Maybe deleting "firststrike" will be enough. Ok, back to the workshop.
GabeKnight wrote: Sat Jan 04, 2020 8:36 pm
LNDavoust wrote: Mon Dec 30, 2019 8:01 pm
GabeKnight wrote: Mon Dec 30, 2019 12:49 am I'll be back beginning next week, I'll tell you then. I don't know what this PC's problem is, maybe just some missing plugin or codec.
Here's how it looks now:
Ok, thanks for the capture, veru useful. I will wait to get feedback for more computers (your main rig will among them) to take a decission about the TGAs.
No love on my own rig, either. It doesn't work at all here. Crashes the mod/game. I had to delete them TGA files again. Don't know what Bruce and you are doing differently so that it shows up for you guys. But it obviously has nothing to do with processing power (GPU or CPU) or RAM. I'm still thinking: some missing codec or plugin. Maybe it's even a Win10 problem. Sorry, can't help you there any more.

There are still three scens left for me to play in the campaign, but I've been obsessed with - again... :roll: :oops: - BattleTech the past week. Anyways... I'm always coming back to OoB eventually... 8)

And thanks again for sharing your mod, I've been enjoying it immensely. :D
Argh, so another one bites the dust (about the TGAs)... :(

Could you share some basic specs from your rig, gabe (here or through PM)? Maybe operative system, 64 vs 32 bits and graphic card?

Battletech is a perfectly fine obsession :) Thanks, i'm very glad you liked the mod :D

Re: Spanish Civil War Mod (v0.45)

Posted: Sun Jan 05, 2020 4:42 pm
by Zekedia222
Which system do you use, Davoust? Mac or Windows? I use Windows 10, and it won’t work. As Gabe said, maybe its a Windows issue?

Re: Spanish Civil War Mod (v0.45)

Posted: Sun Jan 05, 2020 4:52 pm
by LNDavoust
Zekedia222 wrote: Sun Jan 05, 2020 4:42 pm Which system do you use, Davoust? Mac or Windows? I use Windows 10, and it won’t work. As Gabe said, maybe its a Windows issue?
Windows 8.1 64bits

Maybe a Windows 10 issue? :|

Re: Spanish Civil War Mod (v0.45)

Posted: Sun Jan 05, 2020 5:12 pm
by LNDavoust
bru888 wrote: Sat Jan 04, 2020 7:46 pm
@LNDavoust, by no means was I offended. I did form an incorrect judgment from what you said, as I see now, and for that I apologize. I see that you are indeed in earnest, and I would like to help.
It's a relief we have been able to clarify this matter. I'm happy now :)
bru888 wrote: Sat Jan 04, 2020 7:46 pm
So, that said, you mentioned "maybe it would be better if you wait for the next version for do your magic?" That would be a good idea; it would give me time to finish sweeping Erik's Germany West 1945 campaign. I will await the next version and then ask if you are ready for your own sweep.
I planned to release the next version with a couple or three new scens and all the corrected problems people here have been discussing about in maybe in a couple of months, but i can rush towards a version just four you (with the corrections, but not the new scens) quite earlier, if that sounds good to you.
bru888 wrote: Sat Jan 04, 2020 7:46 pm One more note: A CSI Sweep is meant only to uncover and correct issues. Creative suggestions will be rare, if any. In any case, always, always, always this is true, using your words: "As the author of the mod, i do reserve myself the right to have the last word about this kind of open question." Absolutely, as long as you are paying attention and appear to be benefiting from my assistance.
Doing otherwise would be plain stupidity. And I made it clear that i may be not that bright, but i am also not that stupid :wink:
bru888 wrote: Sat Jan 04, 2020 7:46 pm A sweep is an important procedure in that it catches things that might never come to light otherwise, either in beta or regular play. Game players will not know what they are missing or what is not functioning correctly and even designers may be unaware unless they play their own creations and remember what they intended to happen. And yes, there are the typos; you will get those whether you want them or not! (Your English, or your translator, seems quite good, by the way. :) )

As is probably evident, I have a high degree of interest in your project which is only enhanced by the favorable comments that it has already received from respected members of this community. Please keep going.
Glad we have an understandment. And very glad i can count with you in this campaign, good sir :) Thanks again.

Re: Spanish Civil War Mod (v0.45)

Posted: Sun Jan 05, 2020 5:21 pm
by terminator
Spanish Civil War Mod (v0.45) not working with :

F65BAE1821FB46D8BD73A8A37BBC7A18.jpg
F65BAE1821FB46D8BD73A8A37BBC7A18.jpg (48.06 KiB) Viewed 3128 times

PS: the original game works without problem.