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RE: 653N Mod

Posted: Wed Feb 21, 2018 6:02 pm
by sPzAbt653
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.

RE: 653N Mod

Posted: Fri Feb 23, 2018 5:16 pm
by BillRunacre
Yes, that'll be best. It wouldn't work with most script types, but it will with a CONVOY script that is TYPE= 2. [:)]

RE: 653N Mod

Posted: Fri Feb 23, 2018 10:47 pm
by sPzAbt653
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

Posted: Thu May 10, 2018 10:57 am
by Rodimstev
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
Image

thanks a lot for your answer
Rodim

RE: 653N Mod

Posted: Thu May 10, 2018 11:55 am
by sPzAbt653
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.

RE: 653N Mod

Posted: Thu May 10, 2018 1:39 pm
by Rodimstev
hi sPzAbt653,

thanks a lot

the next time i will read this notes document before to quote....

Rodim

RE: 653N Mod

Posted: Thu May 10, 2018 8:57 pm
by sPzAbt653
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

Posted: Mon May 14, 2018 1:28 am
by gwgardner
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

Posted: Mon May 14, 2018 4:13 am
by sPzAbt653
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.

RE: 653N Mod

Posted: Wed May 23, 2018 2:44 pm
by ReinerAllen
Why is the map so ... green?

RE: 653N Mod

Posted: Wed May 23, 2018 6:24 pm
by Cataphract88
Nurgle's Rot?

RE: 653N Mod

Posted: Wed May 23, 2018 6:36 pm
by sPzAbt653
As seen here:
tm.asp?m=4333665

[:D][:D][:D]

Image

RE: 653N Mod

Posted: Wed May 23, 2018 6:38 pm
by sPzAbt653
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

Posted: Mon Jun 18, 2018 4:37 pm
by sPzAbt653
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.

RE: 653N Mod

Posted: Tue Aug 07, 2018 10:18 pm
by GungaDin16
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.

Image

RE: 653N Mod

Posted: Wed Aug 08, 2018 4:42 pm
by BillRunacre
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

RE: 653N Mod

Posted: Thu Aug 09, 2018 11:40 am
by GungaDin16
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

Posted: Fri Aug 10, 2018 5:03 pm
by sPzAbt653
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.

RE: 653N Mod

Posted: Sat Aug 11, 2018 5:27 pm
by BillRunacre
You're right sPzAbt653, the cgn file will need to be in the Campaigns folder

RE: 653N Mod

Posted: Mon Aug 13, 2018 11:22 am
by GungaDin16
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?