Posts: 491
Joined: 12/4/2000 From: Woodland, CA USA Status: offline
For the developer of this MOD- I just downloaded it and used the suggested player settings. I played three turns, saved the last turn and quit for awhile.
I just tried to load my saved game and received two error messages:
cannot find directory_Fall Weiss II - V3.3. Saved game will be loaded without customization.
Failed(Initalize_national_tile_surface ): Segmentation violation. Then a CTD
Any Ideas?
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If you want to make GOD laugh, tell him your future plans
Posts: 491
Joined: 12/4/2000 From: Woodland, CA USA Status: offline
Thank you for the speedy reply. First download did not include all of the files. I tried your link in your reply to me and I receive more files. Everything working fine now. Thank You!!
_____________________________
If you want to make GOD laugh, tell him your future plans
OK thanks for letting me know. I'm not sure why I had such a hard time uploading the files this time! At least this is confirmation it's uploaded correctly this time.
Let me know if you have any questions, I'm constantly updating the notes to the decisions to offer more clarity.
Here's something I've encountered playing single player as Allies vs. Axis AI -- Norway is controlled by the Axis but it cannot be invaded by Allied forces loaded in amphibious transport. The Norwegian flag is still displayed over Oslo, but the Allies cannot declare war against Norway either. In other words, there is no way to invade, which doesn't seem right. I'm not sure about Denmark, but the same situation comes up with Axis occupied Tunisia -- it cannot be invaded or have a DOW by the Allies. Is there a reason for these situations, or is there a bug?
Here's something I've encountered playing single player as Allies vs. Axis AI -- Norway is controlled by the Axis but it cannot be invaded by Allied forces loaded in amphibious transport. The Norwegian flag is still displayed over Oslo, but the Allies cannot declare war against Norway either. In other words, there is no way to invade, which doesn't seem right. I'm not sure about Denmark, but the same situation comes up with Axis occupied Tunisia -- it cannot be invaded or have a DOW by the Allies. Is there a reason for these situations, or is there a bug?
I now see the same problem (or feature?) pertains to Vichy France at least when it's under German control.
Here's something I've encountered playing single player as Allies vs. Axis AI -- Norway is controlled by the Axis but it cannot be invaded by Allied forces loaded in amphibious transport. The Norwegian flag is still displayed over Oslo, but the Allies cannot declare war against Norway either. In other words, there is no way to invade, which doesn't seem right. I'm not sure about Denmark, but the same situation comes up with Axis occupied Tunisia -- it cannot be invaded or have a DOW by the Allies. Is there a reason for these situations, or is there a bug?
I now see the same problem (or feature?) pertains to Vichy France at least when it's under German control.
Excellent Mod. I did want to make a change to the units script, in particular to the value of a Garrison unit that that had a strength of 10. When I made that change, the update to the script locked up in the Verify at 110 point. If you look at the script and search for 1 [10] you will see the unit, but you have to ignore items such as 21 [10] etc.
Thanks in advance for looking into why the scrip fails during update.
Excellent Mod. I did want to make a change to the units script, in particular to the value of a Garrison unit that that had a strength of 10. When I made that change, the update to the script locked up in the Verify at 110 point. If you look at the script and search for 1 [10] you will see the unit, but you have to ignore items such as 21 [10] etc.
Thanks in advance for looking into why the scrip fails during update.
Thanks, appreciate it.
Also are you referring to the Yugoslavian Garrison units? They are the only 10 strength garrisons I see scripted and they are part of the default scripts.
The update fails whatever unit I change. I increased the strength of one German unit "#UNIT= 36 [5] [0] [Jean Bart]" to "#UNIT= 36 [10] [0] [Jean Bart]" for a test, and the update locked up at point 108 in the Verify cycle. I performed this on Version 5.0.
The update fails whatever unit I change. I increased the strength of one German unit "#UNIT= 36 [5] [0] [Jean Bart]" to "#UNIT= 36 [10] [0] [Jean Bart]" for a test, and the update locked up at point 108 in the Verify cycle. I performed this on Version 5.0.
I am not sure what the cause is. I updated Unit Script this morning with no problems? I've read of another user not being able to update AI scripts in 3.0 and it just hangs, maybe this is a bug in 3.0.
Posts: 491
Joined: 12/4/2000 From: Woodland, CA USA Status: offline
Hi, I deleted all of my saved games for FW 3.3 and getting ready to start FW 5.0. But I probably should have asked this question before I deleted everything, What changes did you make for FW 5.0?
_____________________________
If you want to make GOD laugh, tell him your future plans
Off the top of my head, more balance changes to naval game, gave the AI better diplomacy scripting, fixed some Allied decisions that were not popping up, there are other tweaks but I don't keep a change log only a master change list.
I found a bug with one of my Decision Event #813 "The Allies Intervene To Sway Sweden To End Convoys To Germany"
I am going to upload a new version with this fixed shortly. If you are playing an existing game it can still be fixed by going into the in game options > Advanced > Scripts > Mobilization 3 > and turn off the script after Sweden is allied leaning. Otherwise Sweden will slowly lean more and more Allied which is not intended if the Decision Event was triggered. Sorry for the inconvenience, I'm just posting this so Sweden doesn't join the Allies unexpectedly at some point in a game.
Posts: 1632
Joined: 9/21/2007 From: Melbourne, Australia Status: offline
Downloading and will try to give some meaningful feedback. at the very least, my heartfelt thanks for the countless hours and tweaks you have already made. Modding is often a thankless task.
Whenever I try to start your scenario, it gives me an error message'FAILED(select_campaign_dialog: draw_campaign_image_to_buffer): Could not load image file'. That message disappeared when I have picked out all of png files from _Fall Weiss II - V5.01 folder. It seems my computer don't recognize png files in Documents/My Games/Strategic Command - War in Europe/Campaigns folder for some reason. Is this campaign works without png files in interface and bitmaps folder?
The current version has no changes to any image file, it is the same as the default scenario. In other words all changes were made via SC3 Editor only.
The next step for my mod will be change the unit structure. The goal is to create a bit more continuous front lines, especially in USSR which could slow the German advance, which at this time may be too rapid, especially in 1942.
Infantry, Mechanized, and Tank units will be grouped into Division, Corps, and Army sized units (other specialty units - Special Forces, Engineer, Paratrooper, Shock Army etc. remain unchanged). The below unit bitmaps will be cleaned up a little before release but provides a preview of how I expect them to look. I also do not intend to flood the map with units, the game will remain a Corps/Army sized campaign with individual Divisions in supporting roles.
Very nice, Crispy! Have you tried to use the infantry units from the "zoom" sheet for the armored formations? In this way, you can keep your given number of units for the divisions, corps, and armies. The size ratio of tanks/mech to infantry would also be ok and presumably the counter overlaps could also be avoided. Just an idea...