653N Mod
RE: 653N Mod
Ah cool, thanks Bill. So to cover the other possibility I think I should add a mirror event that is '115 [2] [100] [0]', because either one or the other will fire, not both.
- BillRunacre
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RE: 653N Mod
Yes, that'll be best. It wouldn't work with most script types, but it will with a CONVOY script that is TYPE= 2. [:)]
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RE: 653N Mod
Oops, I didn't realize the type of event would matter. It is a decision event I have in 653N about the US supporting Free France. YES allows the Free French units to be eligible to arrive. I always take it, the computer seems to never take it, so I was trying to track down why [it is set to AI = 100%]. If I continue to have trouble with it, I will get back to you. Thanks [&o]
RE: 653N Mod
Hi SPzAbt653,
i just load your MOD (653N)
but i think i have a issue : because i had just one sort about naval unit....(submarine) for each country and i think it is not possible...
just see below

thanks a lot for your answer
Rodim
i just load your MOD (653N)
but i think i have a issue : because i had just one sort about naval unit....(submarine) for each country and i think it is not possible...
just see below

thanks a lot for your answer
Rodim
"l'audace encore de l'audace toujours de l'audace" Danton devant l'assemblée nationale 20 septembre 1792.
RE: 653N Mod
Hi Rodimstev - see the 653ModDNotes document for lots of important stuff, like:
Naval game:
Most of the Naval units from the stock game are not in this scenario. Both sides have Subs and a few Destroyers.
Naval game:
Most of the Naval units from the stock game are not in this scenario. Both sides have Subs and a few Destroyers.
RE: 653N Mod
hi sPzAbt653,
thanks a lot
the next time i will read this notes document before to quote....
Rodim
thanks a lot
the next time i will read this notes document before to quote....
Rodim
"l'audace encore de l'audace toujours de l'audace" Danton devant l'assemblée nationale 20 septembre 1792.
RE: 653N Mod
It's ok, I think most of us don't like to have to read a whole lot, and tend to lose interest if we do. Unfortunately, the next version will have even more notes, and may even include a few passages re-written from the manual. But hopefully, the notes are overkill and players can still play and then only have to refer to the notes when a question arises. Or ask here [:)]
RE: 653N Mod
ORIGINAL: sPzAbt653
the next version will have even more notes, and may even include a few passages re-written from the manual.
Any expected release date on that new version, and some info on what your changing? Pretty please?
RE: 653N Mod
Well, I've been tinkering with Supply and Resource Values, and focused MPP's more on Mines and Oil, and added in some more historic options that didn't happen historically but could be an option under certain circumstances. I've been considering possibly doing an AAR type thread here in the Design Forum showing some of this stuff, thereby having it open for possible discussion and comments.
I've got to get it to where the major things work properly before I do that, otherwise it is a waste of time for anyone who is interested.
Edit: My current game just ended so I think I talked myself into doing that AAR, in a separate thread.
I've got to get it to where the major things work properly before I do that, otherwise it is a waste of time for anyone who is interested.
Edit: My current game just ended so I think I talked myself into doing that AAR, in a separate thread.
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RE: 653N Mod
Why is the map so ... green?
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RE: 653N Mod
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RE: 653N Mod
You guys are European I would guess, and it has been pointed out to me that Europeans would not be fond of this particular Map Mod. I certainly hope that it isn't as repulsive as the Lord of Plague's work !
RE: 653N Mod
Updated Post #1 to include v1.7
It looks like DropBox has rearranged its page since last I was there, but you still click the Download button at the upper right, and then skip the sign-in if you want by clicking at the bottom of that window, then continue to download the zip.
It looks like DropBox has rearranged its page since last I was there, but you still click the Download button at the upper right, and then skip the sign-in if you want by clicking at the bottom of that window, then continue to download the zip.
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RE: 653N Mod
Sorry if I just missed something here but when I copy the 653N files into \campaigns I don't get any .cgn or .dat files under campaigns. is that why it doesn't show up in my 'load campaign' menu? Thanks.


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- BillRunacre
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RE: 653N Mod
Hi GungaDin16
Is the cgn file included anywhere in the download? Only that is essential for play.
If not perhaps take another look at the Dropbox page as hopefully you'll find it there.
Bill
Is the cgn file included anywhere in the download? Only that is essential for play.
If not perhaps take another look at the Dropbox page as hopefully you'll find it there.
Bill
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RE: 653N Mod
Thanks Bill - I did find the cgn file and put it in place but the scenario is still not listing. Do I need a .dat file as well?
RE: 653N Mod
The cgn file is included in the dropbox file. I see you found it, very good.
The dat file is not needed - it is generated the first time you run the mod.
Looking at the file path at the top of your screenshot, you have placed 653N in a 'backup' folder, which may be why it is not showing in your Campaigns list.
The dat file is not needed - it is generated the first time you run the mod.
Looking at the file path at the top of your screenshot, you have placed 653N in a 'backup' folder, which may be why it is not showing in your Campaigns list.
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RE: 653N Mod
You're right sPzAbt653, the cgn file will need to be in the Campaigns folder
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RE: 653N Mod
What's happening is that each time the game launches it creates a new folder and names it 'Backup Campaign' and sticks the new mod in there and changes the campaign folder to 'read only'. I tried changing everything to 'not read only' but the game keeps switching it back.
Any idea why this is happening?
Any idea why this is happening?