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RE: New version of Bombur mod is out

 
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RE: New version of Bombur mod is out - 5/12/2017 1:34:19 AM   
Bombur

 

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Two Tribes, to fix the Sdkfz2501/1 bug, you must go to the SFT Sdkfz251 (SFT#552) and change its reinforcement number back to 552, it was set to 802 by mistake.
bobarossa, I´m absolutely unable to understand how the climate is implemented, I need help. I will contact ernie, he must be able to translate the ATG event code.

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Post #: 121
RE: New version of Bombur mod is out - 5/12/2017 2:13:53 AM   
ernieschwitz

 

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So I was right :)

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Post #: 122
RE: New version of Bombur mod is out - 5/12/2017 3:22:17 AM   
Twotribes


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Why would an old sft have a new sfts number?

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Post #: 123
RE: New version of Bombur mod is out - 5/12/2017 1:42:47 PM   
Bombur

 

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Designer´s mistake

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Post #: 124
RE: New version of Bombur mod is out - 5/13/2017 2:10:56 AM   
bobarossa

 

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quote:

ORIGINAL: Bombur

Two Tribes, to fix the Sdkfz2501/1 bug, you must go to the SFT Sdkfz251 (SFT#552) and change its reinforcement number back to 552, it was set to 802 by mistake.
bobarossa, I´m absolutely unable to understand how the climate is implemented, I need help. I will contact ernie, he must be able to translate the ATG event code.

I have attempted to bring some of my dormant programming brain cells out of hibernation and looked at the weather code.

A quick glance tells me there appear to be two events (3 and 11) that relate to weather. They seem to point to 5 stringlists under the string section of the editor. Four of the strings (#9 thru #12) appear to be used to convert terrain graphics for the different weather zones according to the weather in effect. The events appear to look up these strings for each hex on the map.

There is only one string (#13) that appears to show the normal weather for each month of the year for each weather zone. I don't know how it decides if this should be used because the weather is not always the same. I noticed that this stringlist has only 12 entries, one for each month. I'm guessing that if we want to use 2 turns per month we need to either divide the turn number by 2 before looking it up or create a separate list for 24 turn years. I may give changing it a shot and see if ATG explodes.

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Post #: 125
RE: New version of Bombur mod is out - 5/13/2017 4:07:33 AM   
ernieschwitz

 

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Sounds about right.

At least that is one way to do it :)

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Post #: 126
RE: New version of Bombur mod is out - 5/13/2017 5:17:31 PM   
Bombur

 

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It will help, but it still result in some incoordination because one year equals 25,33x15 days. We still have troubles in a long game.

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Post #: 127
RE: New version of Bombur mod is out - 5/13/2017 5:25:08 PM   
Bombur

 

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I think another modder has found a fix, who created Four seasons?

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Post #: 128
RE: New version of Bombur mod is out - 5/13/2017 6:43:00 PM   
Bombur

 

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It´s not so easy.....

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Post #: 129
RE: New version of Bombur mod is out - 5/13/2017 8:37:10 PM   
bobarossa

 

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Based on a 1.5 year test, it was way easier than it seemed. For some reason, the original designer (Vic?) set up the weather to run on a separate counter than the months. May have been so you could do rounds or months. Anyway, I just added a CheckMonth() call and used it to index the weather table instead of the GameSlot that was used previously. I think my weather is changing a half month off of intended, possibly the date gets updated after the weather update event occurs.

The lines I added are to event 11 and consist of 2 lines inserted after line 17.

18 SETVAR TempVar7 = checkMonth()
19 SETVAR TempVar7 - 1
I then modified the new line 20 to use TempVar7 instead of the GameSlot_Empty(#0). I did the subtraction in Line 19 because the weather table rows start at 0 instead of 1. You should also note that the original newdawn code sets the starting month to May but sets the weather index to 3 into the weather table (4th row; makes weather occur a month later than I would like to see). The only way to fix this is to do gyrations with the month or to rotate everything in the weather table down one row.

Test results: Mud went from Dec 30 to Jan14, snow from Jan 29 to March 15, mud on March 30
next year mud went from Dec 25 to Jan 9, snow from Jan 24 to March 10.

edit: and because I'm using GetMonth(), it shouldn't matter how many days we use in a turn.

Strange coding decision of the week: the randomness in the weather appears to be based on the number of regimes in the game (see line 1 of event 11)


< Message edited by bobarossa -- 5/13/2017 8:38:28 PM >

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Post #: 130
RE: New version of Bombur mod is out - 5/13/2017 8:51:14 PM   
Bombur

 

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I reached the same conclusion, in the event#11 there is a line that adds one month each round. However, I was unable to find a fix. I will try yours.

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Post #: 131
RE: New version of Bombur mod is out - 5/13/2017 9:05:30 PM   
Bombur

 

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It worked well, I´m going to upload v1.31. Thank you a lot.

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Post #: 132
RE: New version of Bombur mod is out - 5/13/2017 9:18:36 PM   
bobarossa

 

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wow you test fast. It took me over an hour to play 1.5 years. Of course I couldn't resist the occasional attack against the approaching Confederates.

edit: and you're welcome. I was glad to be of assistance. Those summer snow storms were annoying.

< Message edited by bobarossa -- 5/13/2017 9:20:31 PM >

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Post #: 133
RE: New version of Bombur mod is out - 5/13/2017 9:38:09 PM   
Bombur

 

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I didn´t play, I only hit the end turn key for one and half year.

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Post #: 134
RE: New version of Bombur mod is out - 5/13/2017 9:38:46 PM   
Bombur

 

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V131 ready for download in the community site

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Post #: 135
RE: New version of Bombur mod is out - 5/28/2017 3:20:34 AM   
Blond_Knight


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When I try to load this scenario I get an error message about it being made with version 225 and Im on version 221s. But thats the latest patch on the Matrixgames ftp site. Is it a steam-only version?

Nevermind, I found it in the Members section.

< Message edited by Blond_Knight -- 5/28/2017 3:27:42 AM >

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Post #: 136
RE: New version of Bombur mod is out - 6/4/2017 8:51:06 PM   
Twotribes


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The T-28E does not appear in april 1940 the T-28 IS blocked but for some reason I do not have the T-28E for build options. I checked the entry it looks good both in Iem and SFT. Not sure why it does not appear.

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Post #: 137
RE: New version of Bombur mod is out - 6/4/2017 10:13:44 PM   
Bombur

 

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It´s the KV-1 m.1939, it blocks the T-28E. I fixed it in v1.32. Actually, there is no sense in building the T-28E, since the KV-1 is already being produced by 1940, the idea is to have it as a cheap upgrade for the T-28. Anyway, I made a mistake. Thank you again.

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Post #: 138
RE: New version of Bombur mod is out - 6/5/2017 12:41:04 AM   
Twotribes


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No problem that's what I did I build KV1's )

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Post #: 139
RE: New version of Bombur mod is out - 6/24/2017 1:53:34 PM   
bobarossa

 

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Bombur, what was the rationale for not allowing airplanes to upgrade for the Germans (not sure about other countries)? Ok, I think the Bf 109E can upgrade but it requires the unit to be at 100XP.

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Post #: 140
RE: New version of Bombur mod is out - 6/28/2017 1:26:41 AM   
Twotribes


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Russian 1939 AA unit is wrongly assigned to USA.

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Post #: 141
RE: New version of Bombur mod is out - 6/29/2017 10:49:21 AM   
Bombur

 

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bobarossa: upgrade for SFT is still being worked, but I will check it
Two Tribes: tank you again, it wil be fixed.

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Post #: 142
RE: New version of Bombur mod is out - 6/30/2017 3:06:12 AM   
Ormand


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I'm not sure why, but when I try to load v1.31 into the editor, I get the error message for missing file ../graphics/atnato/Airsymbol.png. Same for Deep battle.

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Post #: 143
RE: New version of Bombur mod is out - 6/30/2017 11:25:47 AM   
Bombur

 

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quote:

ORIGINAL: Ormand

I'm not sure why, but when I try to load v1.31 into the editor, I get the error message for missing file ../graphics/atnato/Airsymbol.png. Same for Deep battle.



My mistake, there is a single SFT that has its graphic in a different folder. I thought this folder was already in the vanilla game, so I deleted from it in my atzip version. It shouldn´t impact gameplay, but tell me if you´re having any troubles with in game graphics. I will fix it in v1.32.

< Message edited by Bombur -- 6/30/2017 11:26:10 AM >

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Post #: 144
RE: New version of Bombur mod is out - 7/25/2017 5:19:53 PM   
Twotribes


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USA 60 mm mortar is not appearing in inventory. It says it is being produced but none appear.

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Post #: 145
RE: New version of Bombur mod is out - 7/26/2017 7:34:12 PM   
bobarossa

 

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I've had that happen when I was producing something and then it went obsolete due to a new item being available. Something caused the factory not to upgrade to the new item but it kept saying the old item was being build but none would show up. Not sure what in the master file causes this.

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Post #: 146
RE: New version of Bombur mod is out - 7/26/2017 7:37:55 PM   
Twotribes


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Figured it out it is producing the Brandt version not the M2 version of the 60 mm mortar

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Post #: 147
RE: New version of Bombur mod is out - 7/27/2017 2:32:44 PM   
Bombur

 

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Ok, I´m going to see it, not sure if it was deliberate, I must check the file.

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Post #: 148
RE: New version of Bombur mod is out - 7/27/2017 2:50:54 PM   
Twotribes


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There is an M2 version and it is a little better then the Brandt has same attack but has better defense. French version has 20 hitpoints American version has 50.

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Post #: 149
RE: New version of Bombur mod is out - 7/27/2017 11:00:05 PM   
Twotribes


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The German PZIIIN does not produce it makes PZIIIL and does not allow upgrade from L to N

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Post #: 150
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