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Re: 1941 - New Scenario to try and test; feedback plz!
Posted: Sun Nov 11, 2012 11:26 pm
by RobertCL
Special Note: Convoys - Great British flag zones - if an Axis is on one of these zones Allies get -50 prestige or -100 for Russian zone. Have added major flag point so A.I is more aggressive at defending
a) So this is well impossible to turn a British or Soviet VH into a German one. I tried putting a sub, a destroyer or another ship without better success
b) There is a white flag in the ocean in the north west, what for ? I put my sub on it, nothing happened...
I also note a tank is wrongly named it should be "Manstein", here also a spelling mistake.
Re: 1941 - New Scenario to try and test; feedback plz!
Posted: Mon Nov 12, 2012 12:02 am
by Sparatacus
Currently navy units can't capture flags - again maybe a mod option!
You have to have an axis unit on one of these flagged areas at sea and then it deducts prestige each round so the Allies lose minus 50 prestige each turn for GB flagged area with an axis unit on it and 100 prestige if an axis unit on the USSR flagged area. These weren't designed to be captured but meant to represent shipping lanes that the axis can harass. Maybe they could be made bigger or longer I'm not sure any suggestions are welcome.
Sweet you making me up a nice list of things to fix

Re: 1941 - New Scenario to try and test; feedback plz!
Posted: Mon Nov 12, 2012 1:29 am
by Bombur
-This scenario is fantastic. Only trouble I see is weather. Will we have snow in North Africa? In such case, it wouldn´t be better not to have weather at all?
Re: 1941 - New Scenario to try and test; feedback plz!
Posted: Mon Nov 12, 2012 2:22 am
by Sparatacus
Thanks Bombur much appreciated

I made it thinking I wanted to play a map like this in PanzerCorps and hoped that there would be other players in the community that would also so enjoy it!
Yes weather lol I have taken out sand storms! But left snow etc; I felt it was just to integral to the Eastern Front. This will also effect aircraft etc; in the desert but is something players will have to endure for now until the editor or maybe some mod allows us to map weather by zones.
Maybe at some stage if weather (snow esp.) does become too much of an issue then we could try it without it. As the scenario is still young it needs playtesting etc so play away and let me know what else would be better changed

Re: 1941 - New Scenario to try and test; feedback plz!
Posted: Mon Nov 12, 2012 7:08 pm
by Chris10
Bombur wrote:-This scenario is fantastic. Only trouble I see is weather. Will we have snow in North Africa? In such case, it wouldn´t be better not to have weather at all?
yeah...I asked for six weather zones (tied to weather hex 0-5 placed via editors like an overlay) before AK beta but unfortunately the feature didnt find its way into the final version...not sure this has been even considered...
on big maps the weather can be a huge downer..a pity really

Re: 1941 - New Scenario to try and test; feedback plz!
Posted: Mon Nov 12, 2012 7:42 pm
by Sparatacus
I have a partial solution that would solve the visual aspect maybe and that is to make areas in North Africa all desert terrain and then just use overlays of grass where applicable etc; as the desert tiles don't turn snowy! Well it might still be a blizzard but can pretend its a sand storm lol!
Re: 1941 - New Scenario to try and test; feedback plz!
Posted: Fri Nov 16, 2012 7:59 am
by RobertCL
Hi,
One of the very best scenario I have ever seen!
But game crashes (it occured three times during my turn and I am quite fed up playing the scenario a long time for nothing...):
What makes the game not stable ?: clicking on menu\save, clicking on purchase menu.
It seems the scenario is too "heavy".
Problem signature:
Problem Event Name: APPCRASH
Application Name: PanzerCorps.exe
Application Version: 0.0.0.0
Application Timestamp: 506ebc2e
Fault Module Name: StackHash_1c4d
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 00000000
Exception Code: c000041d
Exception Offset: 73934f0d
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 1036
Additional Information 1: 1c4d
Additional Information 2: 1c4d490e5279726e74d00c219ec553e8
Additional Information 3: bf30
Additional Information 4: bf305ec9a29833d41de4313100f3433a
Read our privacy statement online:
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I am using game v 1.11
Note that Marseille has no ownership, it should be Germany, same for the nearby airfield at 66,39.
No infantry unit can either capture Marseille or its airfield.
But do NOT give up, this is a wonderful scenario, you just make sure it finally works without game crashes.
Maybe reducing the nr of scripts ?
The neutral flag at sea (why neutral ?) is 15,3.
Re: 1941 - New Scenario to try and test; feedback plz!
Posted: Fri Nov 16, 2012 9:31 am
by Sparatacus
Hey Rob, yeah I am getting crashes now as well so I am going try like you say reducing scripts etc; also notice some scripts not working multiplayer but working single player
Yea I am also thinking of severely reducing number of units for reasons you mention!
Cheers
Re: 1941 - New Scenario to try and test; feedback plz!
Posted: Fri Nov 16, 2012 5:19 pm
by RobertCL
Hi Spartacus,
Maybe you could forget the multiplayer aspect and make only a single player version versus AI.
You can always say the scenario is designed only for human player being Germany.
After all a Pz Corps mod about the war in Russia is currently designed this way.
I think your mod should be played with the mod allowing the purchase of submarines.
The VH at sea is quite misleading, or specific instructions are needed.
But I repeat this map is great and the scenario deserves a real success when operational.
Please keep me informed when you have a new version you believe "stable" (and make sure hexes have ownership when needed, e.g. Marseilles).
You can count on me for playtesting.
Re: 1941 - New Scenario to try and test; feedback plz!
Posted: Sat Nov 17, 2012 4:17 am
by Sparatacus
Hey Rob, I have redone units and cut them by over half! So gone from 1200ish units to 500 so heres hoping lol. Currently testing now. I just need to have some more custom units and add some more spawning armies for both sides. I think it will be a lot better from the first few turns, equipment counts for a lot more now that's awesome; and the fronts should now move much more!
Also done many of the other changes you suggested!
Re: 1941 - New Scenario to try and test; feedback plz!
Posted: Sat Nov 17, 2012 5:20 am
by Sparatacus
Hey Rob have a go of this and see of it crashes on your machine, its not finished as mentioned but have added a few Generals and experience here and thereand some reserves!
Other people aren't getting the crashes so it might be a rig thing? I know my pc is a couple of years old now so maybe needs more RAM or something!
Cheers
Re: 1941 - New Scenario to try and test; feedback plz!
Posted: Sat Nov 17, 2012 9:15 am
by RobertCL
I shall try this one.
I do not think it is linked to the nr of units but who knows ?
The problem was not hardware.
I am using a M17XR3 Alienware laptop with Apple Cinema LED Display 27 inches.
Intel core7 with 6 GB RAM, Radeon 6870 1 GB and I am playing on a 128 GB SSD HDD.
Re: 1941 - New Scenario to try and test; feedback plz!
Posted: Sat Nov 17, 2012 10:48 am
by RobertCL
1. No unit sound (even if I have music)
2. When I click on game menu the mouse freezes and I have to do CTRL ALT DEL
3. So the problem is not the nr of units. BTW I prefered the previous version with more units.
Re: 1941 - New Scenario to try and test; feedback plz!
Posted: Sat Nov 17, 2012 12:21 pm
by Sparatacus
hmmm not sure i turn steam and other programs off and that helps for me the version with more units is def better against A.I lol i want to try it multiplayer now i'm hoping is balanced but there still quite a few ruskies lol
Re: 1941 - New Scenario to try and test; feedback plz!
Posted: Sat Nov 17, 2012 1:24 pm
by RobertCL
If you really do not know what is happening (because your scenario cannot be played against AI), you could send a PM to El Condoro since he knows quite well the way the scenario editor works.
I had issues with one of his campaign, he solved that so he is well aware of "bug removing techniques" in Pz Corps.
Re: 1941 - New Scenario to try and test; feedback plz!
Posted: Sat Nov 17, 2012 2:15 pm
by Chris10
ATTENTION CTD
Guys..the crashes are most definately >> run out of memory<< issues...
hardware is not the major factor and no matter how good the rig it will CTD sooner or later
I save myself the time for giving an indepth explanation and this saves you the boring monologe and technical bushwa..
Use the new feature introduced with AK / Patch 1.11 and most probably you are good to go...even with 1000+ units
The "
nocache" switch for the PzC exe.
without it anything above 350 something units will CTD if not same turn than any of the following turns
Alex was so kind to introduce this as some sort of provisional fix at last minute before AK release in order to make mods like PzC East playable at all....and obviously all other forthcoming bigger maps with lots of units too...
thats pretty awesome dev support I say
using the nocache will keep the RAM profile low and avoids the game crashing cause it could not find any more contiguous memory blocks to store combat animations above a certain RAM adress cause of to many units of the map...PzC exe will CTD anyway between 1,x - 1,5 GB RAM usage (32bit Apps only adress up to 2GB RAM anyway so forget your 6GB System RAM...irrelevant, and if no contiguous RAM blocks are available the App goes bust no matter the real available RAM memory )
Open the shortcut to your exe and apply the following (image courtesy of VPaulus

)
If you still need more power and your system RAM is at least 4GB the exe can be made Large Adress Aware ..this makes the exe capable of accessing more than 2GB RAM thus preventing to run into "out of memory CTD" quickly...on some machines this does marvels..on others causes crashes...I will not upload it publicly so if you need the 4GB exe PM me with your email and I will send it to you...

Re: 1941 - New Scenario to try and test; feedback plz!
Posted: Sat Nov 17, 2012 7:15 pm
by RobertCL
Thx Chris, for the moment it works fine!
Spartacus:
impossible that Romanians have a Me 109K in 1941 and certainly not with desert camo!
Same issue for Hungary.
In the Desert war in Creta the Luftwaffe does not use the desert camo --> it was well used in the previous version.
I really preferred the previous version.
Please come back to the previous version and proceed to the changes I proposed (if you wish), since the nr of units was not the issue as explained Chris.
Re: 1941 - New Scenario to try and test; feedback plz!
Posted: Sat Nov 17, 2012 9:12 pm
by RobertCL
Problems at turn nr 2:
Problem signature:
Problem Event Name: APPCRASH
Application Name: PanzerCorps.exe
Application Version: 0.0.0.0
Application Timestamp: 506ebc2e
Fault Module Name: HTMLayout.dll
Fault Module Version: 3.3.3.4
Fault Module Timestamp: 4d86cda0
Exception Code: c0000005
Exception Offset: 0000caae
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 1036
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
Read our privacy statement online:
http://go.microsoft.com/fwlink/?linkid= ... cid=0x0409
If the online privacy statement is not available, please read our privacy statement offline:
C:\Windows\system32\en-US\erofflps.txt
The sound stops working then game is frozen.
As I said even if this worked Me 109k have nothing to do with 1941, especially desert scheme in Russia and normal scheme in Africa.
This scenario is still not stable despite the changes proposed by Chris.
Re: 1941 - New Scenario to try and test; feedback plz!
Posted: Sat Nov 17, 2012 10:25 pm
by Sparatacus
I thought the desert camo was actually SE units so like SS? or special units?
The Romanian plane is actually an Italian one with flag changed lol I did that with the Axis minor powers to give them some airpower. The original version is still there.
Curious to try the no cache thing out myself would be great to have no crashes

Re: 1941 - New Scenario to try and test; feedback plz!
Posted: Sun Nov 18, 2012 9:34 am
by RobertCL
Hi,
I am now trying your latest version with the patch given by Chris.
It seems stable. I am playing turn 6.
Game is really funny. I really love the concept.
As I said use standard desert scheme for all your units in Africa (included infantry) if possible + SE camo if you want.
Yes SE units have also a desert camo (but not unified sand like standard desert scheme in AK but gepard spots camo type, another desert scheme like only valid for SE units).
In East Europe you should stick to grey aircrafts for Germany and make sure all units on the map are from 1941 only.
I am using the flag mod + sound mod + purchase mod, so that I can purchase subs in my naval strategy.