World War Three 1946

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Hairog
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RE: World War Three 1946

Post by Hairog »

Thanks Bill.

I could run the scenario in game mode for some reason but not the editor because of the "missing" script. I decided to save the game and lo and behold the rotten script decided to cooperate. All is well.

Thanks again.
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Hairog
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RE: World War Three 1946

Post by Hairog »

Come to a roadblock. The game has always crashed with this error from the day I started modding.


The crash happened about every 10th turn and only when you were around Baku. Now it happens all the time around the Gulf of Finland and just recently Ploesti. These little numbers appear at times then disappear.

Any suggestions on where to start?

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Hairog
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RE: World War Three 1946

Post by Hairog »

Numbers please...



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freeboy
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RE: World War Three 1946

Post by freeboy »

I thought you would like this imagination,
I was thinking of a 50s era post ww2 different timeline fantasy where US doesnt get top Germans and loses the race to missile adding missile CA and subs ok maybe 60s but its a fantasy timeline...
"Tanks forward"
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freeboy
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RE: World War Three 1946

Post by freeboy »

the USSR declares war on western forces and uses upgrade German / USSR fleets against Brits and USA
"Tanks forward"
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Hairog
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RE: World War Three 1946

Post by Hairog »

ORIGINAL: freeboy

the USSR declares war on western forces and uses upgrade German / USSR fleets against Brits and USA

I like it!
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Hairog
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RE: World War Three 1946

Post by Hairog »

The new build brought a new crash site. Every time I would get near Ploesti in game or the editor I would get the previous error (Segmentation violation yada yada) and the game would crash. Just once in the editor I got past the crash site and quickly changed the oil resource hexes from Number 60 to 58 and 57. I also changed the MMPs per turn from 20 to 15.

No more crashes!

Don't know which fix did it but I'm one happy camper again. More testing to make sure.
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Hairog
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RE: World War Three 1946

Post by Hairog »

I'm going to have to add some units to mimic the storyline in the Alternate History books.

The Dreadnaught has now become the Seehund Mini-sub
The anti-air has become the Wasserfall and anti-air.This unit can be upgraded with the VT or Proximity fuse and radar.
(on a side note) the VT fuse was the third most costly weapons system of World War Two behind the B-29 and the Atomic bomb.
Speaking of atomic bombs, the Americans will have four so use them wisely.
Artillery will be augmented by first the VT/Proximity fuse and then radar direction.

Here are the unit markers.





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Hairog
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RE: World War Three 1946

Post by Hairog »

Tearing my hair out trying to add a 5th Major Power that starts out as rebels.

1. Created a capital then a bunch of towns or settlements or cities or major cities and they all come up as 3 supply unless I make them an industrial center.

2.Can't place new units unless it's 5 supply or more

I don't want a bunch of industrial centers around especially with their labels getting in the way.

How do I increase the towns, settlements, cities etc. to more than 3 or change the spawn limit to 3? Even tried liking them with roads and railroads and still stuck on 3 supply. [:@]
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crispy131313
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RE: World War Three 1946

Post by crispy131313 »

Can you post a screenshot of the capital and surrounding area in question?
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Hairog
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RE: World War Three 1946

Post by Hairog »

Yes I can. Thanks

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RE: World War Three 1946

Post by crispy131313 »

You will have to join these towns to the capital by tile ownership to achieve your required results. Perhaps make that entire forest area the rebel state as it would look clean.
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Hairog
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RE: World War Three 1946

Post by Hairog »

Thanks the worked but look horrible with border turned on. Oh well it works.

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Hairog
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RE: World War Three 1946

Post by Hairog »

I need some text to show he picture.

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Hairog
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RE: World War Three 1946

Post by Hairog »

More text to show more picture





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BillRunacre
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RE: World War Three 1946

Post by BillRunacre »

If you make them all Secondary Supply Centers then they will have a strength of 5.

Alternatively, if you want the possibility that units can be built at them, you can make them Industrial Centers (you can always change the name of this, but it would apply to all Industrial Centers). This doesn't have to mean that they will be at strength 10 because the maximum strength of resources is editable.

A third option if you want them to have supply levels higher than 5 but without the ability to build units there, is to make them Primary Supply Centers. Again, the maximum resource strength doesn't have to be 10.
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Hairog
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RE: World War Three 1946

Post by Hairog »

Anyway to get rid of the "Industrial Center" label?
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BillRunacre
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RE: World War Three 1946

Post by BillRunacre »

You can either call it something else, or turn off the display of Key Resources in the Options screen.
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Hairog
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RE: World War Three 1946

Post by Hairog »

How do you call it something else? I tried to rename and nothing happens after a save. I tried in properties to rename and nothing happened. I "Replicated Text Names to Resource Layer" and "Replicated Resource layer to Text Layer" and nothing happened. Redrew bitmaps...Redrew text...

The little buggers won't go away.
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BillRunacre
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RE: World War Three 1946

Post by BillRunacre »

If you go to page 144 of the Manual, under 3.3.2. Customize Your Campaign it explains how to use custom localization, which is effectively the ability to rename just about anything in the game. [:)]

While you do that I'm going to see how many more of your British units I can beat up in Egypt! [;)]
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