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Everything posted by Lowengrin
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No Allied column moves forward=> Oil question
Lowengrin replied to Fhechene's topic in DCG Public Discussion
Okay, that's a bug that I'll have a look at. -
The customization of the column's individual vehicles is only for when they are "deployed" for combat (in other words, converted to static objects). When they are acting as mobile columns, they'll appear as per the game. This little feature was added initially for multiplayer dogfight mode (where there were no mobile columns, only static objects) and then expanded for campaign mode so that each side could have mobile artillery (so a campaign designer wouldn't have to add static artillery to each and every location). For example: [GermanyCarsColumnC] Default/Artillery artillery.Artillery$Armor.4-PzIIF stationary.Stationary$OpelKadett artillery.Artillery$SdKfz251 artillery.Artillery$Howitzer_150mm artillery.Artillery$Howitzer_150mm artillery.Artillery$SdKfz251 artillery.Artillery$OpelBlitzMaultierAA When this column is static, two of the vehicles "convert" into 150mm Howitzers which are trained on the enemy's nearest position.
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No Allied column moves forward=> Oil question
Lowengrin replied to Fhechene's topic in DCG Public Discussion
If there are no wagon8 objects available for the Allieds, they should always be fully supplied.... (And the same is true for the Axis.) -
Columns are now defined in carscolumn.dcg so you can make them whatever you want.
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The buildings.dcg file stores only objects added through by way of the master mission file in the [Buildings] section. For example: [Buildings] 0_bld House$AirdromeBarrelBlock1 1 639531.39 80080.20 430.00 1_bld House$FurnitureSandbags_Round 1 639698.12 79830.95 520.00 2_bld House$FurnitureSandbags_Round 1 639694.39 79807.98 610.00 3_bld House$FurnitureSandbags_Round 1 639904.08 80017.22 610.00 4_bld House$FurnitureSandbags_Round 1 655269.54 113364.89 675.00
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I suppose they aren't really relevant anymore since most people are probably using the "1946" version. I should just remove those. Thanks!
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Not a problem with the squadids.dcg file. It has to do with ships in some of the Crimea/Kuban campaigns. Get the latest beta for the fix (or edit out the ships).
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Build #5 is now available. It fixes an issue with some campaigns in which there are no patrol routes and either no transports exist or the transports are listed after any escorts. For example, the Crimea '41 campaign (and a few other Russian campaigns in the South). Edit: Removed attachment.
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Thank you for your enthusiasm for DCG. As for your problem, I will have a look. It's been awhile since I tried generating anything with a Romanian squadron.
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No idea why that is.
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Then it's strange that the buildings did not remain destroyed in the following mission.
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I see a bad name in your file. "Water _Tower" has a space between the "r" and the underscore.
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Which game mode are you playing in?
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The game in campaign mode will track destroyed buildings when those buildings are original to the map design. If a DCG designer adds buildings to their campaign (as I sometimes do), these are not tracked. As far as I know, there's no note in the log when these are destroyed so they can't be tracked by DCG.
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I don't see how this is possible as I have made no changes to the code related to the Squadron Editor panel in years beyond a minor change to the visibility of the "AI Only" dropdown for coop mode.
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As Fhechene has said, you actually have to add a route to the .rds file. It will automatically populate the territory and locations file (however, there's is a good chance it will also mess them up in the process as it's not designed to have edits mid-campaign). So it's best to back the campaign up and then add it to the rds file, see where it appears in the territory and locations files and then manually edit your back up file to slide it in.
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Are you using the latest beta when you say sometimes they start too close and crash? There was an issue with an earlier build, but I think/hope I've fixed it with the most recent beta. Truck convoys and tanks shouldn't start deep inside enemy territory. They should only start in friendly and/or contested areas and only if in friendly territory, should they advance to enemy territory (making it contested). A single vehicle may advance into enemy territory (as a scout), but never a column.
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So instead of TCapture Contested, you're suggesting putting a new type in the allcampaign and/or grandcampaign file. That might work...
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A quickie update that unhides the "AI Only" dropdown on the Squadron Editor Panel when in Coop Mode.
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Look in the \IL-2 Sturmovik 1946\NGen\ folder. You'll find the "new" missions there. They aren't really missions at this point, just data files to set them up.
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If you are playing "coop" mode (not campaign), you can set DCG to "dogfight" mode and then go to the squadron panel and set all the squadrons you want to "IA Only", and then switch it back to "coop" mode before generating the mission. I don't know how long this has been a bug, because you should be able to switch them in "coop" mode. I will fix this soon....
