Search found 33 matches

by anonymous1
Fri Mar 22, 2013 7:13 am
Forum: Mods and Scenarios
Topic: Is this possible to paradrop HQ?
Replies: 4
Views: 146

RE: Is this possible to paradrop HQ?

Try transfer enough transporters into the HQ, then move it into the city you've just conquered.
Not sure whether it works in all situations.
by anonymous1
Sun Mar 10, 2013 2:11 am
Forum: Mods and Scenarios
Topic: The Enhanced Mod Suite
Replies: 56
Views: 2603

RE: Enhanced Resource Mod

<t> A level 1 mine can only produce 6t (20/3t in reality) raw in high production cost mode.<br/>
If you use all transport on oil, transport lack will cause -20t raw (should divide by 3).<br/>
So, each turn i get -14t raw, even if i only produce pp and supply.<br/>
<br/>
And when i check the ...
by anonymous1
Sat Mar 09, 2013 1:25 pm
Forum: Mods and Scenarios
Topic: The Enhanced Mod Suite
Replies: 56
Views: 2603

RE: Enhanced Resource Mod

I found it is not compatible with high production cost option, oil and ore may become negative.

And the reports only refer to the mines and wells, without synthetic oil and recycle ore.
by anonymous1
Mon Jan 07, 2013 3:07 am
Forum: Advanced Tactics Series
Topic: v2.13 coming up
Replies: 10
Views: 167

RE: v2.13 coming up

Create a non-leader HQ, and open leader pool page.
When mouse click the text on the left, unhandled exception occurred.

I think it should be unclickable when there is no leader, is it right?
by anonymous1
Wed Oct 17, 2012 1:01 pm
Forum: Mods and Scenarios
Topic: Editor: Area
Replies: 11
Views: 268

RE: Editor: Area

<r>
<QUOTE><s>[quote]</s>ORIGINAL: LiquidSky<br/>
<br/>
<br/>
<br/>
Wow..reading the event code, it looks like every hex can be affected differently by weather. And it uses Area slot#4 to store that value. But this begs the question..<br/>
<br/>
If every hex has Slot# 0-9 that I can assign ...
by anonymous1
Fri Oct 12, 2012 6:24 am
Forum: Mods and Scenarios
Topic: Editor: Area
Replies: 11
Views: 268

RE: Editor: Area

<t> You may do something on area with the value is x in slot y.<br/>
<br/>
You can mark the weather of an area with slot 1, value 0 is fair, value 2 is rain, value 3 is blizzard, value 4 is... etc.<br/>
<br/>
And make slot 2 to distinguish the different district.<br/>
<br/>
In a word, a slot ...
by anonymous1
Wed Oct 03, 2012 4:39 pm
Forum: Tech Support
Topic: Airplane in the HQ
Replies: 4
Views: 150

RE: Airplane in the HQ

if the HQ's effect aircombat in any way, in the same way they affect land units?
no, it is clear in combat details.
but, maybe you can train recently reinforcing staff by aircombat.
They are all in OKH/STAVKA.
by anonymous1
Mon Sep 24, 2012 10:18 am
Forum: Mods and Scenarios
Topic: request for set all to true button for item
Replies: 11
Views: 146

RE: request for set all to true button for item

<t> In event A, set tempvar 950 to 23, then call event B.<br/>
In event B, tempvar 950 is 23, change it to 10, and end event B, return to event A.<br/>
In event A, tempvar 950 is 10.<br/>
<br/>
But in event C, the unused tempvar 950 is 0 all the time.<br/>
<br/>
Now, you can get information ...
by anonymous1
Wed Sep 05, 2012 11:59 pm
Forum: Mods and Scenarios
Topic: Roads and Rail Lines
Replies: 6
Views: 293

RE: Roads and Rail Lines

Check the value of Road --> Details --> FirstOtherRoad&nbsp; which means when you draw this type of road, another type of road with specific value is also drown.
by anonymous1
Mon Sep 03, 2012 3:13 am
Forum: Mods and Scenarios
Topic: Editor Q&A
Replies: 73
Views: 4111

RE: Editor Q&A

The move cost can be changed in Land.

Maybe you could import it after add group name manually, but i am not sure.
by anonymous1
Sun Sep 02, 2012 12:42 pm
Forum: Mods and Scenarios
Topic: Editor Q&A
Replies: 73
Views: 4111

RE: Editor Q&A

They are in the Setng, Import & Other Settings.
To avoid crash, you'd better import stuff which doesn't depend on other things first.
by anonymous1
Sun Sep 02, 2012 10:24 am
Forum: Mods and Scenarios
Topic: Editor Q&A
Replies: 73
Views: 4111

RE: Editor Q&A

@aspqrz
You've forgotten to set the regime and shortname when the history unit is created.
Regime 0 means it is an axis history unit, and GfxPeopleUse of NKVD should be 14.

Compare it with the 85th history unit, ID #188, 8th NKVD Rifle Division.
by anonymous1
Wed Aug 29, 2012 3:02 pm
Forum: Decisive Campaigns: Case Blue
Topic: Initiative Score of an officer?
Replies: 7
Views: 139

RE: Initiative Score of an officer?

Pay attention to the colors of the cards and abilities.
by anonymous1
Fri Aug 24, 2012 5:24 pm
Forum: Tech Support
Topic: Bugs in 1st PzA Campaigns and Editor
Replies: 0
Views: 129

Bugs in 1st PzA Campaigns and Editor

<r> 1. In 1st Pz Army Campaigns, the regime card "Supply" doesn't set Gameslot_OKH X and Gameslot_OKH Y to correct value. So, this card only goes into effect after another replacement card.<br/>
<br/>
2. And in editor, I've found something strange.<br/>
<br/>
Not all units, but some of them ...
by anonymous1
Sat Aug 18, 2012 11:33 pm
Forum: Tech Support
Topic: Historical Unit weirdness
Replies: 7
Views: 156

RE: Historical Unit weirdness

<t> It seems impossible to set different HQs for units belong to the same historical unit.[:-]<br/>
<br/>
Instead the Corps unit's HQ will be set to itself automatically when trying to set HQ for other subparts of the same historical unit in event. [&:]<br/>
And the cycle may cause freezing in ...
by anonymous1
Fri Aug 17, 2012 1:01 pm
Forum: Tech Support
Topic: Double listed units in the troop statistics
Replies: 2
Views: 120

RE: Double listed units in the troop statistics

They are trucks of soviet and trucks of german.
So as Infantry.
by anonymous1
Thu Aug 16, 2012 11:42 pm
Forum: Tech Support
Topic: Transport Corps or Kampgeschwader. Bug
Replies: 9
Views: 175

RE: More surprises

<r> @Templer
<QUOTE><s>[quote]</s>More surprises. JU 52 and JU 88A in the same corps / Geschwader?<e>[/quote]</e></QUOTE>
Yes, its OOB is a KG B, now. JU88A will replace in it, and JU52 will return to 1st Pz Army HQ. 5 per round for each of them. <br/>
In the five airforce units, JG, KG A, StG ...
by anonymous1
Thu Aug 16, 2012 1:26 pm
Forum: Tech Support
Topic: Transport Corps or Kampgeschwader. Bug
Replies: 9
Views: 175

RE: More confusing

<t> @Templer <br/>
You mean you didn't create a TRANSPORT CORPS in 2nd campaign?<br/>
I have opened you file, and i see a JU-52 is return back to 1st Pz Army HQ, that is similar with what i've met several days ago.<br/>
I have create two corps, one division with two regiment, and an engineer at ...
by anonymous1
Thu Aug 16, 2012 6:41 am
Forum: Decisive Campaigns: Case Blue
Topic: No staff for Romanian Army HQ
Replies: 7
Views: 172

RE: No staff for Romanian Army HQ

You can try to assign a Romanian corps to it, and check the HQ Bonus of divisions under the corps, if it doesn't change, then it works.

I remember i have seen staff transferred from Italy and Hungry army HQ without direct battle units to corps HQ.
by anonymous1
Thu Aug 16, 2012 6:23 am
Forum: Tech Support
Topic: Transport Corps or Kampgeschwader. Bug
Replies: 9
Views: 175

RE: Transport Corps or Kampgeschwader. Bug

<t> Maybe you could try to set the PRL to disband(0), and create a new TC?<br/>
I think it's an easy emergency method. [;)] <br/>
But be careful, I don't know whether the RPL of the TURE KG in the same hex will be changed. [X(] <br/>
<br/>
Did you create the unit in 2nd campaign? [&:] <br/>
<br ...

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