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				Re: PC1 Remake Mod - July update -
				Posted: Wed Sep 03, 2025 8:55 pm
				by DefiantXYX
				adiekmann wrote: ↑Wed Sep 03, 2025 2:38 am
As far as experience, I've completed recently all of the updated campaigns. In 1943, the experience cap is 4000. So it is already more restricted, if I remember correctly, than the original game.
 
Its 5000. So basically after the russian part everything is maxed out.
 
			 
			
					
				Re: PC1 Remake Mod - July update -
				Posted: Thu Sep 04, 2025 4:02 am
				by adiekmann
				I just checked the last scenario of 1943 and indeed all of my units are capped at 4000. Maybe 1944 is capped at 5000? But Grondel hasn't updated that one yet so I waiting before I play it again.
			 
			
					
				Re: PC1 Remake Mod - July update -
				Posted: Thu Sep 04, 2025 7:28 am
				by Grondel
				adiekmann wrote: ↑Thu Sep 04, 2025 4:02 am
I just checked the last scenario of 1943 and indeed all of my units are capped at 4000. Maybe 1944 is capped at 5000? But Grondel hasn't updated that one yet so I waiting before I play it again.
 
historical 1943 is capped at 4k, unhistorical 1943NH is capped at 4k for the first half and 5k for the 2nd half.
sers,
Thomas
 
			 
			
					
				Re: PC1 Remake Mod - July update -
				Posted: Thu Sep 04, 2025 9:49 am
				by DefiantXYX
				Yeah, that makes sense.
I also dont like, if you buy fresh units and afair in 1943 Second Half they start with 3 Stars.
Why? Where do the germans get fresh units in 1943, that are almost elites.
I personally like to work an unexperienced units. Give them some heroes, fast learner, aiming assistance, bring them in positions, where they fight a lot.
			 
			
					
				Re: PC1 Remake Mod - July update -
				Posted: Thu Sep 04, 2025 11:21 am
				by Grondel
				DefiantXYX wrote: ↑Thu Sep 04, 2025 9:49 am
Yeah, that makes sense.
I also dont like, if you buy fresh units and afair in 1943 Second Half they start with 3 Stars.
Why? Where do the germans get fresh units in 1943, that are almost elites.
I personally like to work an unexperienced units. Give them some heroes, fast learner, aiming assistance, bring them in positions, where they fight a lot.
 
If u read the briefing of the first scenario of 1943NH closely u will notice the reason why u are getting more experienced fighters than the rest of the army. 
sers,
Thomas
 
			 
			
					
				Re: PC1 Remake Mod - July update -
				Posted: Thu Sep 04, 2025 6:47 pm
				by dukeiii
				NH1943 El Alamein, first round, script error, trigger function not found. 
I've checked the Lua script, and could not identify the issue preventing the bomber events.
			 
			
					
				Re: PC1 Remake Mod - July update -
				Posted: Thu Sep 04, 2025 7:12 pm
				by dukeiii
				dukeiii wrote: ↑Thu Sep 04, 2025 6:47 pm
NH1943 El Alamein, first round, script error, trigger function not found. 
I've checked the Lua script, and could not identify the issue preventing the bomber events.
 
Identified the problem, the function chooseKG51 was not assigned to the trigger in the campaign editor. 
It's an easy fix, but have to replay the previous mission for a scenario reset.   

 
			 
			
					
				Re: PC1 Remake Mod - July update -
				Posted: Thu Sep 04, 2025 7:18 pm
				by Grondel
				dukeiii wrote: ↑Thu Sep 04, 2025 6:47 pm
NH1943 El Alamein, first round, script error, trigger function not found. 
I've checked the Lua script, and could not identify the issue preventing the bomber events.
 
thx for reporting.
spotted the issue.

Heres the function missing in the editors triggers.
add "chooseKG51" into the lower field like this for workaround until next update:
don´t forget to hit the safe button below and after the safe button up top to make the change stick.
sers,
Thomas
 
			 
			
					
				Re: PC1 Remake Mod - July update -
				Posted: Thu Sep 04, 2025 7:19 pm
				by Grondel
				dukeiii wrote: ↑Thu Sep 04, 2025 7:12 pm
dukeiii wrote: ↑Thu Sep 04, 2025 6:47 pm
NH1943 El Alamein, first round, script error, trigger function not found. 
I've checked the Lua script, and could not identify the issue preventing the bomber events.
 
Identified the problem, the function chooseKG51 was not assigned to the trigger in the campaign editor. 
It's an easy fix, but have to replay the previous mission for a scenario reset.   
 
if u have autosafes turned on just reload the last safe from previous one.
sers,
Thomas
 
			 
			
					
				Re: PC1 Remake Mod - July update -
				Posted: Thu Sep 04, 2025 7:36 pm
				by dukeiii
				Grondel wrote: ↑Thu Sep 04, 2025 7:19 pm
dukeiii wrote: ↑Thu Sep 04, 2025 7:12 pm
dukeiii wrote: ↑Thu Sep 04, 2025 6:47 pm
NH1943 El Alamein, first round, script error, trigger function not found. 
I've checked the Lua script, and could not identify the issue preventing the bomber events.
 
Identified the problem, the function chooseKG51 was not assigned to the trigger in the campaign editor. 
It's an easy fix, but have to replay the previous mission for a scenario reset.   
 
if u have autosafes turned on just reload the last safe from previous one.
sers,
Thomas
 
Unfortunately, the autosave file had been overwritten by the time I finished Alamein. Never mind.
BTW, for the first bomber hero in this scenario, the portrait script of Herbert Voss is not aligned with the portrait file name, also an easy fix.  

 
			 
			
					
				Re: PC1 Remake Mod - July update -
				Posted: Thu Sep 04, 2025 8:26 pm
				by DefiantXYX
				Grondel wrote: ↑Thu Sep 04, 2025 11:21 am
If u read the briefing of the first scenario of 1943NH closely u will notice the reason why u are getting more experienced fighters than the rest of the army. 
 
The briefing of the training scenario? Cant find a hint tbh. But when I buy a fresh unit in the training it has 0 experience 

 
			 
			
					
				Re: PC1 Remake Mod - July update -
				Posted: Fri Sep 05, 2025 9:30 am
				by Grondel
				DefiantXYX wrote: ↑Thu Sep 04, 2025 8:26 pm
Grondel wrote: ↑Thu Sep 04, 2025 11:21 am
If u read the briefing of the first scenario of 1943NH closely u will notice the reason why u are getting more experienced fighters than the rest of the army. 
 
The briefing of the training scenario? Cant find a hint tbh. But when I buy a fresh unit in the training it has 0 experience 
 

U are leading one of the elite divisions. u don´t get green rekruts, u get the battle hardened leftovers from other units that have been destroyed.
Since u are reducing ur core to 19 ground and 8 air units i don´t see the need to buy units in this scenario, but if u do they will get to 4 stars+- at the end of the training.
sers,
Thomas
 
			 
			
					
				Re: PC1 Remake Mod - July update -
				Posted: Fri Sep 05, 2025 9:33 am
				by Grondel
				dukeiii wrote: ↑Thu Sep 04, 2025 7:36 pm
Grondel wrote: ↑Thu Sep 04, 2025 7:19 pm
dukeiii wrote: ↑Thu Sep 04, 2025 7:12 pm
Identified the problem, the function chooseKG51 was not assigned to the trigger in the campaign editor. 
It's an easy fix, but have to replay the previous mission for a scenario reset.   
 
if u have autosafes turned on just reload the last safe from previous one.
sers,
Thomas
 
Unfortunately, the autosave file had been overwritten by the time I finished Alamein. Never mind.
BTW, for the first bomber hero in this scenario, the portrait script of Herbert Voss is not aligned with the portrait file name, also an easy fix.  
 
indeed it is, will be in next update.
sers,
Thomas
 
			 
			
					
				Re: PC1 Remake Mod - July update -
				Posted: Sat Sep 06, 2025 8:44 am
				by DefiantXYX
				Grondel wrote: ↑Fri Sep 05, 2025 9:30 am
U are leading one of the elite divisions. u don´t get green rekruts, u get the battle hardened leftovers from other units that have been destroyed.
 
You see, that makes no sense. You are forced to send away 50% of your elite units, just to get some fresh ones back again? 
You dont sell Messi and buy CR7 in exchange. You get green units who can learn from the elites. 
But it doesnt matter, that story is fine as it is.  I am just saying a major part of this game is to work with your core. Level them up, try to catch some awards...if everything starts maxed out its getting boring.
 
			 
			
					
				Re: PC1 Remake Mod - July update -
				Posted: Sun Sep 14, 2025 6:33 am
				by dukeiii
				This is my second run of NH1943, with both the North Africa and Europe routes completed. 
I've noticed that this part of the campaign scenarios was missing in this run, which I've played during the first run, 5-6 months ago.
I'm not sure I've missed something somewhere, or the path has been altered in the latest update.
It's too time-consuming to replay everything to figure out every possible path. 
Wish there was a campaign map connecting the dots.
			 
			
					
				Re: PC1 Remake Mod - July update -
				Posted: Thu Sep 18, 2025 3:57 pm
				by dukeiii
				GC1942 - 02Kharkov42
The random hero script doesn't work; no pop-up after the mission brief.
Not sure if the player id is the issue.
			 
			
					
				Re: PC1 Remake Mod - July update -
				Posted: Fri Sep 19, 2025 2:32 pm
				by Grondel
				dukeiii wrote: ↑Sun Sep 14, 2025 6:33 am
This is my second run of NH1943, with both the North Africa and Europe routes completed. 
I've noticed that this part of the campaign scenarios was missing in this run, which I've played during the first run, 5-6 months ago.
I'm not sure I've missed something somewhere, or the path has been altered in the latest update.
It's too time-consuming to replay everything to figure out every possible path. 
Wish there was a campaign map connecting the dots.
 
That is the loosing path that is not finished yet. u never have played any of those scenarios since they are only placeholders until they are finished.
At the lower end of this post u have the maps connecting the dots.
https://steamcommunity.com/workshop/fil ... 985905977/
sers,
Thomas
 
			 
			
					
				Re: PC1 Remake Mod - July update -
				Posted: Fri Sep 19, 2025 2:40 pm
				by Grondel
				dukeiii wrote: ↑Thu Sep 18, 2025 3:57 pm
GC1942 - 02Kharkov42
The random hero script doesn't work; no pop-up after the mission brief.
Not sure if the player id is the issue.
 
Yep, 1 digit was not correct here.should work properly after next update.
thx for reporting.
sers,
Thomas
 
			 
			
					
				Re: PC1 Remake Mod - July update -
				Posted: Fri Sep 19, 2025 5:44 pm
				by dukeiii
				Grondel wrote: ↑Fri Sep 19, 2025 2:32 pm
That is the loosing path that is not finished yet. u never have played any of those scenarios since they are only placeholders until they are finished.
At the lower end of this post u have the maps connecting the dots.
https://steamcommunity.com/workshop/fil ... 985905977/
sers,
Thomas
 
Thx for the info, i probably have mixed up memeories of AO43.
 
			 
			
					
				Re: PC1 Remake Mod - July update -
				Posted: Fri Sep 19, 2025 5:49 pm
				by dukeiii
				Grondel wrote: ↑Fri Sep 19, 2025 2:40 pm
Yep, 1 digit was not correct here.should work properly after next update.
thx for reporting.
sers,
Thomas
 
Found it, new tricks learned.
local choose_action = world:MakeChooseAction(0, message, "ProcessChoicehero")