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RE: DCG's in V 1.04 beta

 
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RE: DCG's in V 1.04 beta - 8/30/2008 1:34:30 AM   
simovitch


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Big Ivan, If the "variable visibility" box is checked:

During Night scenarios, visibility (the range where you can fire at full FP) can change from 1 to 3 hexes. In Night scenarios there is also a "visibility range" set by the scenario designer of up to 20 hexes where gunflashes will be visible - this does not vary AFAIK. Note that there are no Night scenarios in DCG's.

During Daytime scenarios like the ones found in DCG's, only scenarios with initial visibility of 5-14 hexes will experience variable visibility.

Of course this is all different from the Day to Night - Night to Day setting, which can only occur if purposely set by the designer in new scenarios.

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simovitch


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RE: DCG's in V 1.04 beta - 8/30/2008 2:57:02 AM   
Borst50

 

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lol...good luck Rich....I havent got a clue either.

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Post #: 32
RE: DCG's in V 1.04 beta - 8/30/2008 9:19:25 AM   
Borst50

 

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Ok Rich....have restarted the campaign and have gotten the upgrades....I have also modified the files and corrected the Stab spelling....and it didnt make a difference. The same result occured. I went thru the campaign files associated with the DCG and cant seem to find any errors...But that really doesnt mean much since i dont know what I am looking at.

Let me know where you want the files sent and i will send them.

(in reply to simovitch)
Post #: 33
RE: DCG's in V 1.04 beta - 8/30/2008 6:02:22 PM   
Big Ivan


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Thanks simovitch, that clears up a lot!
Best always!

Big Ivan

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Post #: 34
RE: DCG's in V 1.04 beta - 9/1/2008 1:54:37 PM   
Borst50

 

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While poking around in my Platoon files, I ran across a platoon zip file....Platoon11.zip. Is that part of Huib's Geheime Kommandosache thingy? This was in the WF folder.

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Post #: 35
RE: DCG's in V 1.04 beta - 9/2/2008 1:30:22 AM   
Borst50

 

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Sayyy..Jason...could you tell me what compaines you changed in the OOB's to fix the transport problem? I went in there and changed the ones I can find....but I did miss some...the same thing happened after I modified my files. It would cut down my search time if you could let me know which ones you modified.

(in reply to Borst50)
Post #: 36
RE: DCG's in V 1.04 beta - 9/6/2008 9:38:16 AM   
Borst50

 

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I think I finally got all the Transport problems ironed out....some of the units were hard to find, and after awhile, my eyes crossed from staring at the screen. So far, no anomolies. As for the HQ Platoon upgrade, I am pretty sure I fixed the problem, I just modified my OOB's and cut out that one particular issue, and it seems to work fine. The HQ upgraded, and everything is copacetic.

I was however, curious about the illegally loaded transport problem. I added an 88 to my Tiger HQ Company, just playing around with it, and started a DCG. The Company came on pre-loaded on transport, and moved ok. But I couldnt seem to find my 88 anywhere....its transport unit came in....and was zipping around. After looking high and low...I found it...My Engineer unit came in loaded on my motorcycles....ok...thats cool....my motorcycle platoon came in loaded on my 88 transport unit....I can even live with that.....but....my 88 gun was actually loaded on my motorcycles???? . I didnt think that was even possible, and yet...there it was. I didnt even notice it until after I moved them into position and unloaded the motorcycles. Imagine my surprise when the 88's got off the bikes.

I assume this is a "hardwired" coding problem, something I cant fix myself.

(in reply to Borst50)
Post #: 37
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