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Posts
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Everything posted by Lowengrin
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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....
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That's a good idea. I'll start adding some as I tweak the code.
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I've used TCapture on the start dates of a couple of my Solomon Island campaigns and it works fine. Perhaps I can create a new command for one that would work for past dates...but the problem with that is that it would over-ride any future capture by the other side's forces. Which would be fine if the ground war was completely controlled through the timetable (and Timetable Off was used).
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I keep IL2DCG outside of the IL2 Sturmovik folder, but I guess you can keep it there. Either way, it should be in it's own folder.
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The first group of commands in the first post are all those that are valid before the start of the campaign. Neither TCapture nor AddSquad will work. The first of those can be set up in the allcampaign.dcg file and/or grandcampaign.dcg file (depending on whether it's the first campaign being played or a branching one). And the second, you can just add the squadron to the template mission file.
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PriorityLandingSite is hidden in the [Solomon4310] section. 19431111 PriorityLandingSite Axis = Numanuma
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I've been slowly working through them (but mostly for Pacific campaigns). You can set them yourself on the aircraft class settings panel. Once you make the change, it's permanent for all campaigns using that class.dcg file (which are all the stock ones).
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Build 3 is now available. It includes tweaks to missions, particularly CAP over ships. Also has further tweaks to Berlin campaign and airfield limits. Added a new TimeTable Command: PriorityLandingSite Armor/Trucks will always unload from ships at a designated priority landing site (only one can be designated per side at any given time). Edit: Removed attachment.
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Time Table Information The following commands will stay activated from the activation date forward (until overridden by another command). TimeTable On/Off ShipsRemainSunk BeachheadResets BugOutRadius SetMaxTroopLevel Transfers On/Off SetMissionTime DeployDistance SetTaskForceSpeed NameColumn AlwaysActive PilotType Radio On/Off SetFuel SetEscort NewPayload BanPayload RoadBlockOn RoadBlockOff PriorityLandingSite* The following commands will active only on the specified date. NewsBrief TCapture SetDate SetTimePassage RemoveColumn ShowMovie AddSquad RemoveSquad NameSquad MoveSquad NewPlane FlightSize SetSkill SetPaint MaxPlanes MinPlanes ActivePlanes AddStatic NewColumn SetTroops SetSupply SetOilSupply AttackRendezvous *New with DCG 3.50 Build 3...
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You'll have to put restrictions on all of the German held airfields (or at least the ones between the Soviet lines and Berlin). I'll be back later with the list of timetable date settings. Edit: See new thread on the time table.
