Re: Grand Campaign 1939-1945 (Custom Campaign)
Posted: Fri Feb 07, 2025 9:31 am
Hi Grondel,
yes i would like to do that.
greetings
yes i would like to do that.
greetings
seems copy paste got the better of me, i´ll fix it next patch. thx for letting me know.Garb wrote: ↑Wed Feb 12, 2025 1:32 am Hi.
In Tatsinskaya, while a Tiger is advertized, an Azul infantry '41 is presented:
Turn2Landing(action)
if (uniquetank == 1) then
TutorialMessage(string_2)
player = 1
zone = {{1,16},{2,16},{3,16},{4,16}}
units = {{"AzulInfantry41", "", 0, 0}}
SpawnWave(player, zone, units)
owner = world:GetPlayer(1)
owner.max_core_slots = owner.max_core_slots + 7
Any ideas?
Thanks again
Thanks. Since you are at it, in the previous scenario (Escape from Stalingrad) the "Escort HU infantry" cannot stop at any hex or village along the way without invalidating its role and the same for any core unit stepping into the excape Hexes. It's not unwinnable but requires full attention to where the HU is placed each turn. Cheers,Grondel wrote: ↑Fri Feb 14, 2025 12:19 pmseems copy paste got the better of me, i´ll fix it next patch. thx for letting me know.Garb wrote: ↑Wed Feb 12, 2025 1:32 am Hi.
In Tatsinskaya, while a Tiger is advertized, an Azul infantry '41 is presented:
Turn2Landing(action)
if (uniquetank == 1) then
TutorialMessage(string_2)
player = 1
zone = {{1,16},{2,16},{3,16},{4,16}}
units = {{"AzulInfantry41", "", 0, 0}}
SpawnWave(player, zone, units)
owner = world:GetPlayer(1)
owner.max_core_slots = owner.max_core_slots + 7
Any ideas?
Thanks again
sers,
Thomas
not sure what ur trying to tell me.Garb wrote: ↑Fri Feb 14, 2025 9:09 pm Thanks. Since you are at it, in the previous scenario (Escape from Stalingrad) the "Escort HU infantry" cannot stop at any hex or village along the way without invalidating its role and the same for any core unit stepping into the excape Hexes. It's not unwinnable but requires full attention to where the HU is placed each turn. Cheers,
i´ll have a look when back home.Garb wrote: ↑Sun Feb 16, 2025 12:09 am If the infantry tagged "Escort Infantry" stops at any marked city hex on the way to rescue zone the objective cannot be fulfilled. The player gets a victory with the scenario ending around turn 15 but no bonuis points.
There are 8 or 9 "escort infantry", so if 6 do not end their turn in a marked Hex, you are fine (since 6 needed to fill the rescue zone).
Similarly if any hex marked resue zone is occuopied by any non "escort infantry", same thing happens.
So, in order to fulfil the objective two conditions have to be met:
No "escort infantry" temporarily stopping in any marked hex (village or town) AND no other unit in any "rescue zone" hex.
This was always like that, I just remembered it now...
check ...\Documents\My games\Panzer Corps 2\Cores please, if ur core is labeled
i checked the Tatsinskaya LUA and am surprised why this didn´t get recognized earlier. a whole part of the LUA went missing. I´ll fix it with next update. thx for mentioning it.Garb wrote: ↑Sun Feb 16, 2025 12:09 am If the infantry tagged "Escort Infantry" stops at any marked city hex on the way to rescue zone the objective cannot be fulfilled. The player gets a victory with the scenario ending around turn 15 but no bonuis points.
There are 8 or 9 "escort infantry", so if 6 do not end their turn in a marked Hex, you are fine (since 6 needed to fill the rescue zone).
Similarly if any hex marked resue zone is occuopied by any non "escort infantry", same thing happens.
So, in order to fulfil the objective two conditions have to be met:
No "escort infantry" temporarily stopping in any marked hex (village or town) AND no other unit in any "rescue zone" hex.
This was always like that, I just remembered it now...
i´m back home now and found the issue for my puzzlement. the map u are talking about is called escape from stalingrad, not tatsinkaya.Garb wrote: ↑Sun Feb 16, 2025 12:09 am If the infantry tagged "Escort Infantry" stops at any marked city hex on the way to rescue zone the objective cannot be fulfilled. The player gets a victory with the scenario ending around turn 15 but no bonuis points.
There are 8 or 9 "escort infantry", so if 6 do not end their turn in a marked Hex, you are fine (since 6 needed to fill the rescue zone).
Similarly if any hex marked resue zone is occuopied by any non "escort infantry", same thing happens.
So, in order to fulfil the objective two conditions have to be met:
No "escort infantry" temporarily stopping in any marked hex (village or town) AND no other unit in any "rescue zone" hex.
This was always like that, I just remembered it now...



This is how it needs to look.Garb wrote: ↑Thu Feb 20, 2025 1:59 am Hi, I replayed the scenario. My original assumption was wrong, however as you will see from the pics, there is an issue:
The first picture is turn 17, the second turn 16. If the player does not manage to place all units before the end of turn 16 then at turn 17, you have a victory (having held 3 Hexes) but not the elite objective.
Is there a hidden turnslimit function?
I cannot think of anything else.
PS Is there a quick fix for the Tiger in Tatsinskaya so I can continue my game?
Will it work if I copy paste the unit name in the lua like this?
function Turn2Landing(action)
if (uniquetank == 1) then
TutorialMessage(string_2)
player = 1
zone = {{1,16},{2,16},{3,16},{4,16}}
units = {{"TigerI", "", 0, 0}}
SpawnWave(player, zone, units)
owner = world:GetPlayer(1)
owner.max_core_slots = owner.max_core_slots + 7
else
end
Many thanks for your time.

