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Naval Transport Mystery
Posted: Sun Feb 19, 2012 10:31 am
by bebro
Is there something special I need to do to enable my units to embark for sea transport during a custom scenario?
I have now several types of naval TPs, and they all work as intendet as long as I preplace them for TP-ed units in the editor. But whenever I want to embark into sea TPs in the game it doesn't work.
The bubble help says there are enough transports available (I gave over 50 in the scn params), but the button stays always greyed out. Also, as far as I can see all those hexes are port hexes indeed. I tried around with specifying several TP units(both the stock sea TP and my custom types) in the editor as standard, but none seems to work in the game, unless those pre-placed for units already embarked at the start.
Has anybody an idea how to deal with this prob?
Re: Naval Transport Mystery
Posted: Sun Feb 19, 2012 10:36 am
by nikivdd
bebro wrote:Is there something special I need to do to enable my units to embark for sea transport during a custom scenario?
I have now several types of naval TPs, and they all work as intendet as long as I preplace them for TP-ed units in the editor. But whenever I want to embark into sea TPs in the game it doesn't work.
The bubble help says there are enough transports available (I gave over 50 in the scn params), but the button stays always greyed out. Also, as far as I can see all those hexes are port hexes indeed. I tried around with specifying several TP units(both the stock sea TP and my custom types) in the editor as standard, but none seems to work in the game, unless those pre-placed for units already embarked at the start.
Has anybody an idea how to deal with this prob?
First thing that pops in my mind...are the hexes next to the ports SEA hexes? not shallow or lake.
Re: Naval Transport Mystery
Posted: Sun Feb 19, 2012 10:43 am
by bebro
They are shallow indeed, but in my mod those TPs can travel over shallow sea, it works for the pre-placed TPs.
However, I see to change them to sea and look if its works then...
Re: Naval Transport Mystery
Posted: Sun Feb 19, 2012 10:47 am
by nikivdd
bebro wrote:They are shallow indeed, but in my mod those TPs can travel over shallow sea, it works for the pre-placed TPs.
However, I see to change them to sea and look if its works then...
I keep my fingers crossed

.
Re: Naval Transport Mystery
Posted: Sun Feb 19, 2012 4:31 pm
by bebro
Thanks for the help, but so far no progress
I tested lots of possibilities, with and without sea hexes, different tp types etc., but the embark button stays always inactive.
If anyone has still ideas I'd appreciate any help. In the worst case I have to change some scns so that multiple navtranspoorts are not needed, but I'd prefer to get them to work...sigh.
Re: Naval Transport Mystery
Posted: Sun Feb 19, 2012 4:41 pm
by nikivdd
I recall a similar problem, i think it was, with airtransports.
viewtopic.php?f=147&t=31774
Perhaps this wil shed some light on your problem.
Re: Naval Transport Mystery
Posted: Sun Feb 19, 2012 4:56 pm
by bebro
Yeah, I read that too, my problem is different however. I can select a number of transport unit types in my editor's scn params fine since I had modified the html already for that. But none of those (incl. the stock PzC allied sea transport) seems to enable my units to embark. Still, as said if I place the same types in the editor to transport a unit right away they work fine....
Hm, maybe I need to check again the html edits I made, could be there's a mistake...
Re: Naval Transport Mystery
Posted: Sun Feb 19, 2012 9:19 pm
by El_Condoro
It's an obvious question but it's the only one not covered in what you've said above - has the default sea transport been set to a valid one in the scenario params (as well as the number allowed)?
Re: Naval Transport Mystery
Posted: Mon Feb 20, 2012 10:02 am
by bebro
Got it fixed, it was a rather silly thing: I had rivers ending in some harbors. Since TPs can't travel on river hexes, you cannot embark on those either. Once the rivers were removed, all went well...