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Lowengrin

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Everything posted by Lowengrin

  1. 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.
  2. 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.
  3. 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)...?
  4. Hopefully someone will chime in because I have avoided supporting the mods for IL-2. I do know there are some modified DCG files out there somewhere for use with them though.
  5. Latest beta with some changes to the timing of delayed start time squadrons. Now the delay is based on the action radius (bigger = longer delays) and players can make them even longer using the new setting on the Waypoint Settings Panel. http://members.shaw.ca/lowengrin/il2dcg348beta12.zip
  6. Possibly it's > rather than >=....
  7. If the SU-85s don't upgrade the NEXT time they are respawn, let me know.
  8. As it exists now, it is possible so long as they have a spawn point. I'm just not sure what that spawn point would be....
  9. One thing I did do last weekend (but you'll have to wait for the next beta) is that I changed the existing start delay to factor in the action radius being used. So the bigger the action radius, the longer the start delay.
  10. Trains don't need a supply depot to start at. They'll start at the nearest station to the edge of the board. They'll end when they hit a station near the front lines. (Not sure how I missed this question.)
  11. Could you give me some details about your experiment. What version of IL2 are you playing and any mods...? Which campaign and squadron?
  12. Hi Nephris, Yes, that'd be fairly easy to implement...when I find some time.
  13. Hi Riksen, I'm not sure what you mean by the active front. Do you mean the semi-random tanks/guns that are generated at the front lines? Or do you mean the front moving as ground columns advance/retreat?
  14. I see the problem. The P-40M isn't available until March '43 and the campaign begins in December '42. Need to fix this.
  15. Actually, since it's now hard-coded, you can just add it to the grandcampaign.dcg or allcampaigns.dcg file for the "Map = ". No need to put it in the maps.dcg file at all.
  16. Just copy the exe into your last beta then. I can't fix it right now. Nor can I clarify which line, but I think it's the load one.... I'm on an iPad.
  17. Latest beta: http://members.shaw.ca/lowengrin/il2dcg348beta11.zip (Hopefully) fixes the issue with "future" armour. And adds "Slovakia" to the summer/winter code. If you want to use the "light/online" map for Slovakia, enter it as map "Slovakia_Online". If issues with these two things come up, you know where to find me. Thanks!
  18. Good day! The xx/yy are the values they get to destroy troops when on offence and defence.
  19. I will put it on the list.
  20. I'm guessing that the code that spawns armor at Supply_Depot locations fails to check to see if the armor is available.
  21. If the campaign starts in the summer use the summer map. Otherwise start with the winter map. When the campaign hits the right date, it will switch automatically. (This assumes I put Slovakia into code.)
  22. Some sun, mostly storm watching on the Pacific...and beer.
  23. For those of you wondering why I've been silent for the last more than few weeks, I've been on holidays. Back now so should be able to monitor the forum more regularly. Cheers!
  24. That is odd. Thanks for reporting it.
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