Results 21 to 30 of 155
Thread: Bug reports
-
25-07-2009 #21
Re: Bug reports
Yes suggestions would have been a better place for the questions, and the reinforcements being held back I have worked out a solution to that problem, I also agree that it is a problem that if you want to use german equipment your best option is to man them with russians. or having a large force of gemans riding into battle in kv-1s, kv-2s, But since we don't have control over all things in the game Playing with one hand behind your back for now is all we have, but think of it this way, This is a single player game, so when you "cheat" or go against the spirit of what you would like to play, then you are only cheating against yourself, It is a game and should be fun, but it can be even as it stands, Just think of an unspoken commander setting rules down, what ever that may be, limit yourself to 2-3 captured units or none change up how many you can command in the settings to compenstate for that, I run 4 starting and topping out at 19, that way as the game goes and better uints come out I have the option to compose my force as I wish with out having so many problems, Think of it this way 2-4 combat units the rest support units, trucks, engineers, arty, and such, that way my options are wider, and my choices are more flexable. It looks like that is what you are wanting as well.
-
26-07-2009 #22Member Level 5
- Join Date
- Jun 2009
- Posts
- 161
- Rep Points
- 1
- Rep Power
- 4
Re: Bug reports
Great idea sherpa, that would definently fix that problem. Even just a sub menu in the DCG reinforcement screen, have 3 windows instead of 2. 'Reserves', 'Deployment', and 'Availiable'. The advantage of capturing equipment would be that you can use it when you need, rather than tripling your force size.
I do understand that I could simply not capture the units, or limit myself. But I personally find the fun in the challenge of the campaign. I want to actually be challenged, rather than handicap myself to have a challenge. I find that being resourceful, having to use every unconventional tactic I can think of just to win is fun and what drives me on.
While in the games current state, it is FAIR to not take any oppertunitys you see, and to go in mission after mission with only purchased units and no captured equipment/weapons. Though it is much more FUN when you are rewarded for your work (luring then ambushing a tank with almost nothing so you can capture it, etc).
Personally I think that Sherpas idea of having a reserve and deployment pool seperate would make me 80% more satisfied with the game
-
29-07-2009 #23Member Level 1
- Join Date
- Feb 2009
- Posts
- 10
- Rep Points
- 0
- Rep Power
- 5
Re: Bug reports
it seems like no matter how many units I select for the player to have...the max number of units always stays at 3, and when I try to purchase more it says that max number of units has been reached.
I set the unit number to 4 or 5 in the operation editor. And even when I check the xml file for the operation, the values are of correct value. How come then it does not let me purchase more then 3 units?
please help
thanks
-
29-07-2009 #24Member Level 10
- Join Date
- Nov 2008
- Location
- Glued to the keyboard
- Posts
- 605
- Rep Points
- 4
- Rep Power
- 5
Re: Bug reports
From the "Frequently asked questions" thread
viewtopic.php?f=138&t=3602)
How can I control more units than three?
(Zeke Wolff)
"You earn a new unit to command when and if you manages to capture the enemy "base" map, which is marked with a black and white circle (this is what we mean when we say "Completed a whole operation")."
Also, with version 2.2, some operations might require you to kill every single enemy division/unit on the main operation map.
If you feel brave, you can have a go at modifying the settings.xml file: (but backup the file, and don't come crying if something gets messed up )
What does the values in the settings.xml file mean?
<unitsbasemin>3</unitsbasemin> = The number of units you can control at the start of your first operation.
Also, the base number of enemy AI units.
<unitsbasemax>7</unitsbasemax> = The maximum number of units, after you have won a number of operations. (4 in this case)
<unitsrandomcomputerbonus> = Simply adds random amount of AI units from zero up to this number to standard random amount
<unitsmaxcomputertrendbonus> = Add random amount of extra computer units when player is winning (this setting is the max - it starts at zero and increases by one for each battle the player wins up to this setting)
<unitsreservecomputerbonus> = Adds random amount of AI units from zero up to this number as reserve forces which don't engage unless the player is winning the battleDCG Infantry monkey. Mod link: viewforum.php?f=138
-
29-07-2009 #25Member Level 1
- Join Date
- Feb 2009
- Posts
- 10
- Rep Points
- 0
- Rep Power
- 5
Re: Bug reports
thank you Kohlrabi!
-
11-08-2009 #26Member Level 6
- Join Date
- Jul 2009
- Posts
- 223
- Rep Points
- 0
- Rep Power
- 4
Re: Bug reports
DCG seems to not like backpack-type items. I added a custom soldier with a backpack and the carryover script seemed to ignore his filled backpack (in fact, it did not just ignore the contents of the backpack, it ignored the whole backpack, next mission my poor soldier had nothing on his back!). This seems to be primarily because the backpack, when filled, carries a unique ID script that likely confuses the program.
A normal item just has a line, like so:
A backpack, on the other hand, carries a unique ID, shown below:{item "mauzer3" filled {cell 0 0}{user "hand_right"}}
This unique ID linkes to a entity, shown here:{item 0x801d {cell 0 0}}
Also linked is the inventory of the backpack:{Entity "backpack" 0x801d
{Examined 1}
}
It would be cool if DCG, if it detects a 0x suffix in any inventory it saved, automatically hunted down and grabbed the item/inventory it linked to. Hmmm, wonder if it could be coded to detect boxes inside boxes...{Inventory 0x801d
{box
{clear}
{item "bandage" 20 {cell 0 0}}
}
}
-
11-08-2009 #27Member Level 10
- Join Date
- Apr 2007
- Posts
- 641
- Rep Points
- 16
- Rep Power
- 7
Re: Bug reports
I didn't even know there were backpacks. It could be done for sure, but it's probably not the highest priority right now...
Originally Posted by Nanaki
-
11-08-2009 #28Member Level 6
- Join Date
- Jul 2009
- Posts
- 223
- Rep Points
- 0
- Rep Power
- 4
Re: Bug reports
Would it be possible for me to code a 'Do-it-yourself' fix? I really would like to have the backpack mod I made to be compatable with this mod.
-
12-08-2009 #29
Re: Bug reports
Originally Posted by Nanaki
your hex number of the backpack is set for that item the first time that item shows up, if you add another backpack to the game it will have a new hex number. so the problem is first making sure that it is a mission, item, and second when you save does it show up as a mission item, Not reload, but save, put something in the backpack, save, check the mission.scn file and the map file, find the hex number, link with the box and check to be sure that all the information shows up in the mission file. let us know what you find.
-
12-08-2009 #30Member Level 6
- Join Date
- Jul 2009
- Posts
- 223
- Rep Points
- 0
- Rep Power
- 4
Re: Bug reports
Trog, I already went through that when trying to get my backpack mod to work with the Store_Units script used by Best Way, which it now works perfectly with. I even modified about 3-4 singleplayer missions to use store_units and load_units and every time my backpack has saved and loaded perfectly. Yes, my backpack does save and load as mission items consistantly.
The thing is, though, DCG uses its own proprietary script to extract mission data instead of using Best Way's store_units script. DCG's script seems to only extract all objects tagged with {Player 1}, and ignores entities that are linked to objects tagged {Player 1}, by comparison, Store_Units does extract entities linked to objects tagged {Player 1}, but, it will revert the entities back to default (removing unique tag, replacing the hex code with the default item) unless they are directly linked to a 'bone' of the entity whose inventory they are in, they must be physically on the map at the time store_units is runned to have their unqiue IDs (and therefore inventories) saved by store_units.
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)





Reply With Quote
Bookmarks