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Equipment file - Misteries and Phantoms

Posted: Mon Jul 04, 2016 6:31 pm
by Uhu
Dear PzC designers and knowers,
I struggle with strange issues, while develeping my Ic 2.0 campaign (I use v1.25):
I put and cut and modify several entries. The interesting in it is, that, although I cut a given entry -> unit from it, but it still continues to exists in the game. :roll: But not in the editor!
There are two types of this issue, which I encountered:
1., If I play the campaign, and meanwhile I modify the eqp file. Than, the game remembers on the no-more-present eqp file - but it also reacts on the new one! :shock: For example I deleted unit D from the list and added an unit A. Then, when I reload the last save, continue and start the new scenario, than in the availability list (what I can buy), both units D and A are there!
2., It is even stranger: I have a given transport unit, what I entered in the list (I do not remember, if I copied this unit with different unit number earlier and deleted it maybe). When the unit is available, I get the notification about it, when the scenario starts. OK. But then, when I want to buy a unit, which uses this transport unit, then there are two transport units of this type in the purchase panel! BUT! When I delete this transport unit in the eqp file (or just put a "#" before it, to be ignored for the program), than it disappears fully - so, not double appearance. But if I put it back in the eqp list, than it comes again double in the game's purchase list.

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Another issues with the tranports:
I works total strange.
- Even, if I give a given unit a usable transport type in the eqp file, as intended (writing the transport types's name at the transport list at the end), it still cannot be given for it in the editor. But sometimes it works.
- A lot of types of units, which should not have several types of transports available (tanks, or simply guns, not using that types of transport) have these transport vehicles in their own purchase panel. Interesting though, air units do not have them, regardless to the others.

Any help, please!

Re: Equipment file - Misteries and Phantoms

Posted: Thu Jul 07, 2016 2:55 pm
by wrm76
i have the same problem , a workaround is to load another scenario , campaign . its a very nasty bug !

Re: Equipment file - Misteries and Phantoms

Posted: Thu Jul 07, 2016 11:19 pm
by BiteNibbleChomp
Have you gone into GME and unloaded then reloaded the mod. If you don't you are still using the original file, not the updated one.

- BNC

Re: Equipment file - Misteries and Phantoms

Posted: Fri Jul 08, 2016 4:26 pm
by Uhu
Thrust me, it's not that case (I direct edit my files without using JSGME).
BiteNibbleChomp wrote:Have you gone into GME and unloaded then reloaded the mod. If you don't you are still using the original file, not the updated one.
- BNC

Re: Equipment file - Misteries and Phantoms

Posted: Fri Jul 08, 2016 7:29 pm
by phcas
Hi. About transports. I had a problem with transports in The past. 1 give all your transports a name and do not use the "land" indication anymore. 2 in The past there was a max of 12 categories transport. If you go over that strange things Will happen. Have a look at the transport in The equipement file of the PHCas final mod.

Re: Equipment file - Misteries and Phantoms

Posted: Fri Jul 08, 2016 7:54 pm
by Uhu
phcas wrote:Hi. About transports. I had a problem with transports in The past. 1 give all your transports a name and do not use the "land" indication anymore. 2 in The past there was a max of 12 categories transport. If you go over that strange things Will happen. Have a look at the transport in The equipement file of the PHCas final mod.
Thanks for the advices Phcas!
1., Do you mean, deleting ALL land indications from the eqp file? Or just the related ones?
2., McGuba mentioned earlier also something about that. But in the BE there are definitely more transports, than 12, still in this mod, transports are listing, as they should be.

Re: Equipment file - Misteries and Phantoms

Posted: Fri Jul 08, 2016 8:06 pm
by phcas
Uhu wrote:
phcas wrote:Hi. About transports. I had a problem with transports in The past. 1 give all your transports a name and do not use the "land" indication anymore. 2 in The past there was a max of 12 categories transport. If you go over that strange things Will happen. Have a look at the transport in The equipement file of the PHCas final mod.
Thanks for the advices Phcas!
1., Do you mean, deleting ALL land indications from the eqp file? Or just the related ones?
2., McGuba mentioned earlier also something about that. But in the BE there are definitely more transports, than 12, still in this mod, transports are listing, as they should be.
Yes delete all land indication. You can have many transports in one categorie. But max 12 categories as far as I know. Have a look at the german land transports in The equipement file of the PHCas final mod.

Re: Equipment file - Misteries and Phantoms

Posted: Tue Jul 19, 2016 9:41 pm
by flakfernrohr
I am really glad and thankful that there are guys like yourselves who are smart enough to figure this sort of thing out and then either fix it, work around it or resolve the problem to make the marvelous mods you make. :)