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Everything posted by Lowengrin
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Each loss is either from one static unit being destroyed (9 losses may be these) or from each tank/vehicle in a column doing some random amount of damage depending on the type of tank/vehicle.
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That's not so easy as DCG doesn't remember where the active front is from one mission to the next. So it requires some new code.
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I was tinkering with the idea of creating a campaign for the Solomon map, but then I found the one that Lonestar67 had done a few years back. So I took it for a spin last night and promptly got killed. But what I saw looked good so I thought I'd give it a shout out here. Thread on the topic: http://www.sas1946.com/main/index.php/topic,14977.0.html?PHPSESSID=01d4d7e41224a3d1a1adc2dff9b0f2e4 Campaign download: http://www.mediafire.com/?ft4y8cm4pppb4l4
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Just adds text to the DCG error log to display troop losses. http://members.shaw.ca/lowengrin/il2dcg348beta15.zip
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question about how DCG decides initial occupation zones
Lowengrin replied to slippery_jim's topic in DCG Public Discussion
It's a bit abstracted. DCG will advance a unit/ship from one location to the next between missions so you'll have to set up the distances between locations to suit your time setting for the campaign - the default is one mission per day, but you can slow it down so you have two or three mission per day. -
adding a tanker causes campaign mission generation lockup
Lowengrin replied to slippery_jim's topic in DCG Public Discussion
In your mission file: 0_Static ships.Ship$Tanker0 1 90546.85 52924.38 600.00 0.0 0 2 1.0 Non-modded mission file: 0_Static ships.Ship$Tanker 1 246629.27 38619.96 360.00 0.0 0 2 1.0 You can see that your file has renamed the Tanker to Tanker0. You'll have to add it to the appropriate DCG files (gobjects.dcg and gunits.dcg). -
question about how DCG decides initial occupation zones
Lowengrin replied to slippery_jim's topic in DCG Public Discussion
Here's my advice on sea routes. Only make one and make it circle on itself. So if you want three landing sites, set them up in succession. For example: Depending on whether the Japanese map edge is in the North or the East (as defined by "axis" in the map.dcg file), I would have my locations go like this (generic names). Japanese_Sea -> Coral_Sea_1 -> Invasion1_Harbor -> Coral Sea_2 -> Invasion2_Harbor -> Coral Sea_3 -> Invasion3_Harbor -> Coral Sea_4 -> Japanese_Sea Of course, you'll probably have more locations, but you get the idea. It goes from the Japanese edge of the map down, around and back up hitting all the areas you want it to hit. -
adding a tanker causes campaign mission generation lockup
Lowengrin replied to slippery_jim's topic in DCG Public Discussion
That doesn't make sense. The tanker is included and the error has nothing to do with it. Can you cut and paste out of the master mission file the [Chiefs] and [NStationary] sections? -
I'll add it this weekend.
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There's no easy way to subtract troops from the active front - it will take some new code to calculate. I'm giving it some thought but I'm not sure it's worth the effort. I can add some text in the DCG log file if you really want to know which objects resulted in which locations losing troops...but the value is "-9".
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custom folder campaign wont start
Lowengrin replied to slippery_jim's topic in DCG Public Discussion
kokoda1.mis must be the mission you played previous to testing your DCG Australian campaign. All DCG is reporting is that the log file shows a campaign that it shouldn't bother parsing for results. Usually the "integer" error is the result of using a character or characters somewhere DCG is expecting a number. If you repost the files, I can run them through the compiler/debugger and narrow it down. -
MDS corrected...maybe. http://members.shaw.ca/lowengrin/il2dcg348beta14.zip
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Back to the drawing board.
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Latest beta here: http://members.shaw.ca/lowengrin/il2dcg348beta13.zip This should fix the issue with static object losses not being applied to troop strengths (except when the static objects are the ones randomly generated at the front). It should also fix online issues with the Ju-52s. And the old MDS box in the Dogfight Panel has been removed for a simple MDS option in the Option drop down menu. If checked, it will activate MDS for ALL mission types...whether this is a good thing or not....
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custom folder campaign wont start
Lowengrin replied to slippery_jim's topic in DCG Public Discussion
I found some issues. Firstly, your missing an underscore in the .rds file (Cape_York_Invasion...). Second, you haven't enough waypoints between locations in both your .rds and .srd files. You need at least 8 waypoints for each route. For example, this one only has two: [Cape_York_Invasion_Beach to Cape_York_Invasion_Beachhead] 87133.79 55235.73 120.00 0 2 2.6388890743255615 86471.82 56152.94 120.00 Finally, if you've modified the class and payload files, you'll also need to update the allpayloads file as well. I'm not sure that's all the issues with your files, but those are the things I've noticed at a glance. -
custom folder campaign wont start
Lowengrin replied to slippery_jim's topic in DCG Public Discussion
Got it. -
custom folder campaign wont start
Lowengrin replied to slippery_jim's topic in DCG Public Discussion
I'd be happy to look over your campaign files if you'd like. Just email them to me. -
I checked the code and I don't understand why it isn't working as I said. I'll investigate further this weekend.
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Yes, I see. It's an easy fix. I'll try and post a new beta this weekend with it.
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You're welcome.
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Okay, I see the issue. Static objects that are in the campaign template (and therefore in the static object file) will reduce troop strength when destroyed, but the temporary ones created for the front lines will not.
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Only Wagon8 is for supplying oil and impacts supply rates.
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lol And I'm just the programmer. I'll look into it, but I'm pretty sure that it's not intentional if only columns in contact are attacking garrisons.
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Destroying a static object currently reduces the garrison value. Destroying "chief" objects does not (as they are not permanently assigned to a location). Sorry, I don't plan to change that any time soon.
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I'm not following you. Are you requesting the ability to switch from having small connections (A1 to B1 to C1 to D1 to E1 to F1) to having really long connections like (A1 to F1) and having a train randomly spawn to run either the long or short connections (like a local train vs an express train)...?
