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Lowengrin

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Everything posted by Lowengrin

  1. Unfortunately it's something I haven't got around to addressing. I either need to add another column to the class.dcg file or add another data file. Maybe just a file for exceptions.... You could try and make a folder in the skins for it and then modify the id in the class.dcg to match.
  2. The problem is, I can't replicate the bug on my end. And if I can't replicate it, I don't know what's gone wrong.
  3. Hi Sensei, I talked to him but he's got too much on his plate at this time, sorry.
  4. When in auto mode, do you leave DCG running in the background during the mission? If you are, don't. Make sure it's closed.
  5. Yes and no. The game uses combat radius both as the maximum range a target can be from the squadron's base AND the distance a target can be from the active front location.
  6. Try checking the "Fixed Start Dates/Squadrons" and see if it works. (And let me know if it does.)
  7. That does seem odd.
  8. I don't see why that would be the problem. Check your dcg.ini file and see if the third line points to your main game folder. Everything after that point in the path, should be the same no matter where you installed the game.
  9. Yes, the no transfer option (player controlled) should override the no transfer option set by the campaign (designer).
  10. Thanks, this is perfect. Okay, one weird thing is that you have a dcgerror.txt document in your game folder that's generating date and time but no comment. If you delete that, does it reappear when you generate a mission? But the reason your campaign ends suddenly is because your territory.dcg and locations.dcg files get corrupt. For some reason the records drop the "side" value. For example, before the mission: Cranz_Airfield 2 allied=0 axis=24 Memel_Factory_District 2 allied=0 axis=20 Memel 2 allied=0 axis=40 Memel_Airfield 2 allied=0 axis=30 And then after the mission: Cranz_Airfield allied=0 axis=0 Memel_Factory_District allied=0 axis=0 Memel 2 allied=0 axis=10 Memel_Airfield 2 allied=0 axis=0 Notice there's no number after both Cranz_Airfield and Memel_Factory_District. Why this is happening, I don't yet know.
  11. In the skin folder of the aircraft the squadron is using. For example, if II_JG770 were using the Bf-109G-6 in my game: C:\Games\IL-2 Sturmovik 1946\PaintSchemes\Skins\Bf-109G-6
  12. Some ships keep spawning, but capital ships won't - if you set the no spawn on. In the endcampaign.dcg file you can set a percentage of a ship type destroyed to end the campaign.
  13. Hi Sensei, I may know someone - the guy that actually got me into Delphi. Let me ask him (he does contract work - mostly web now, but maybe he'd dust off Delphi). If he's at all interested, I'll post how you can get a hold of him.
  14. I'll think about it, but really the date should just be the first day of the campaign....
  15. Also, can you post the dcgerror.txt file after the mission is finished but before you exit the debrief screen. Thanks!
  16. Yes. You've got it all right.
  17. Yes, DCG will keep generating missions until one side wins...unless it's impossible (like having two islands and no ships to transport units between the two). But, DCG isn't smart enough to try to accomplish the goal. So you have to create your campaign in such a way that one (or both) sides can eventually win it. Going back to the two island example, if you want the Allieds to win, you need to give them some good tank units and some ships to transport them. At the same time, you need to make the Axis defenses somewhat weaker. And of course, you want to create sea routes and road routes that converge in ways that lead to the one side or the other's victory location (if it's a location that is the victory condition). DCG sets up air missions based on the biggest concentrations of enemy ground units (or static aircraft or ships). Not on trying to achieve the victory conditions.
  18. 1. If your campaign ends early, the next one will start early. It might be overridden by the option "Fixed Start Dates/Squadrons". It's sad that my documentation doesn't have exactly what this option does and I don't remember off the top of my head. 2. If there is no entry in the endcampaign.dcg file, the campaign will end if either side's supply zone is captured/contested or it has no air bases left.
  19. It does look like it's a game error - probably with the mod you're using. I ran the mission to 17:15:25 (so an hour and a quarter) and it didn't crash.
  20. Hi again. Can you copy the following files here from the Riga campaign folder? I need to see them before the first mission and then after the first mission (so you'll have to generate them again from the start and then play one mission). campaign.ini campaign.dcg territory.dcg Also, I just need this one from after the mission is completed, but before you exit the debriefing screen: log.dcg Thanks!
  21. I'm not taking it personally. I take this one as a challenge. Watching your video now....stay tuned.
  22. Nope, if you pass the start date of the next campaign, DCG treats it as if the current campaign has stalled and the next campaign is delayed. If you want to set an end date as the reason for ending (like the start date of a new campaign), you can do that in the endcampaign.dcg file.
  23. Yes, sorry, there's no "refly" option in DCG. The results of the mission are tabulated to create the debrief and before you can select "reset". It's harsh but it was easier to code it that way (and I was lazy when I did it a decade ago and lazier still now).
  24. Nice workaround! I'll have a look and see how easy it would be to fix the bug in the code.
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