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Lowengrin

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Everything posted by Lowengrin

  1. Yes, but trains (unlike ships) respawn.
  2. No, it has more to do with the waypoint generation. An interception, for example, can completely miss it's intended target due to the distance between it's path and the enemies path. I have been doing some major changes, particular for flights starting in the air (and units escort and intercepting them). I may post a beta soon, but I'd only recommend using it if you intend to test large maps. If you play on small maps, I suggest sticking with the last beta. In fact, I may make the last beta the last build of 3.48.
  3. Of course you can add columns directly to the master mission file. Adding them through the timetable allows you to shift the number and strength of one side part way through a campaign.
  4. Are American vehicles on the ground? Without tanks or truck convoys, the Americans can't advance no matter what the Japanese troops strength is.
  5. When you add a new column through the timetable, just use ~L. It's spawning ("landing" in the game).
  6. So I've been tweaking and testing using the Solomon Island map without much success so far. For long missions, I need to make some bigger changes.
  7. You're welcome! (Not that I feel I did anything.)
  8. My message box is maybe full...? I was planning to post some docs eventually, but if you'd like to put them up in the meantime, be my guest.
  9. If you're using a different version of the Smolensk map, it may be that you need to tell DCG that you're using that map for your campaign. So you'll need to put an entry in the maps.dcg file for it. Although it appears from the log you posted, it's generating the columns alright. It's crashing at the start of the mission routine which makes me suspect it's got to do with your squadron set up. Can you cut and paste the first couple squadrons out of the squadrons.dcg file in the campaign's folder.
  10. All five points you've brought up are errors. I threw the data file together pretty quickly. You might want to tweak the file if you're using any of those.
  11. A new beta is now available with a new data table that allows you to add/customize car columns. The file is carscolumn.dcg. It defines a few things such as the campaign it will be used in ("Default" is for all campaigns), but you can specify a specific one if you want. It also defines if it is a "Supply" column, or a "Fuel" column, or an "Artillery" column or a "Troop" column. Finally, it lists which stationary vehicles/artillery is to be used when it's stationary. For example: [GermanyCarsColumnA] Default/Supply stationary.Stationary$BikeBMW artillery.Artillery$SdKfz251 stationary.Stationary$OpelBlitz6700A stationary.Stationary$OpelBlitz6700A stationary.Stationary$OpelBlitz6700A stationary.Stationary$OpelBlitz6700A stationary.Stationary$OpelBlitz6700A_radio stationary.Stationary$OpelBlitz6700A_medic artillery.Artillery$OpelBlitzMaultierAA The new beta is here: http://members.shaw.ca/lowengrin/il2dcg348beta18.zip The types of columns functions are: Supply = Repairs/replaces static objects at the location it's at. Fuel = Nothing as yet, but it will function to refuel armour at it's location. Artillery = Will deploy in active combat areas. Troops = Add extra troop points to the location they're at. BTW, if you add columns to this new file, you'll also need to add them to the gunits.dcg and gobjects.dcg.
  12. I'd been working on a campaign for the Solomon Island map that now comes with the official patches. Is that map large enough to test on...?
  13. You could use the TCapture command on the day after to set all the locations back to German. For example: 19410806 TCapture Axis Border_Village I'm just not sure that it removes the Allied vehicles in the process.... I'd use it with BeachheadReset off so the German vehicles remain on the beach rather than respawning. For example: 19410823 BeachheadReset Off
  14. That's right. There's no way for me to test maps larger than what the latest official patch has.
  15. I've made a quick and dirty main page to the beta which can be found here: http://members.shaw.ca/lowengrin/
  16. So I did post it: http://members.shaw.ca/lowengrin/il2dcg348beta17.zip
  17. Don't hold your breath! This one could take some time (and time is something I don't have right now).
  18. Yes, you can generate 3 missions a day if you force the campaign's SetTimePassage to Extremely Slow. But it's going to take some creativity on your part to make the Canadians (and British commandos) retreat at the end of it. I suspect they'll probably just get wiped out by the end of the day given how bloody IL-2 land battles get.
  19. I may not have actually posted beta 17... 16 does not have the latest files.
  20. It could be as simple as an extra space in the rds file (like at the very bottom of the file). But, yes, the rds file and other route files might be the problem.
  21. The error is probably in the grandcampaign.dcg file in the section that sets up the transition between the two campaign maps.
  22. No, each one is hard-coded although if all xxxCarColumnA are similar, I could probably give them a quick fix in the code. Where it isn't so quick, is translating the car column into static vehicles when they reach the front line. I should probably make some configuration file so that users could create them as they wish...someday.
  23. Sounds good.
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