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Egyptian convoys not re-routing
Posted: Sun Dec 10, 2017 1:44 pm
by sillyflower
Playing double-header vs Manstein63 and we both said 'yes' to the UK convoy re-routing option, but the Egyptian route remained in the Med. despite the rest moving.
We are playing the official version of FWII mod but this problem occured before the latest patch.
RE: Egyptian convoys not re-routing
Posted: Mon Dec 11, 2017 1:36 pm
by Hubert Cater
This is a game engine issue that will be corrected in the next official update.
RE: Egyptian convoys not re-routing
Posted: Tue Dec 12, 2017 2:12 pm
by Christolos
Is this something that could happen with the latest Beta (v1.10.02) as well? [&:]
C
RE: Egyptian convoys not re-routing
Posted: Tue Dec 12, 2017 3:58 pm
by Hubert Cater
No, a fresh game from 1.10.02 is supposed to fix this issue... but a game already in progress might not have it fixed under 1.10.02
RE: Egyptian convoys not re-routing
Posted: Tue Dec 12, 2017 4:37 pm
by Christolos
Thanks Hubert!
C
RE: Egyptian convoys not re-routing
Posted: Tue Dec 12, 2017 10:50 pm
by Hubert Cater
Apologies as I did find an error I unfortunately introduced with the v1.10.02 Beta package. We updated the Convoy scripts to reflect a few fixes that the GAME ENGINE included, but I forgot to recompile the scripts into the campaigns also included in the v1.10.02 Beta package.
I've fixed this on my end and the easiest way to have this also fixed for the Beta, if starting a new campaign using v1.10.02, is to open the desired campaign in the Editor and then go to Campaign->Edit EVENT scripts and then selecting 'Update *'
Then saving the campaign as a custom campaign with this correction in place and playing the custom version instead of the default.
This will work against the AI, and if you want to try a fresh Beta PBEM++ then both you and your opponent will have to do this with the desired campaign and I think you'll also have to save with the same name as well. For example '1939 Storm over Europe FIXED' or similar.
RE: Egyptian convoys not re-routing
Posted: Wed Dec 13, 2017 2:13 pm
by Christolos
Hi Hubert,
So if I understand correctly, this fix will only work if starting a new campaign using the v1.10.02 Beta build, and so nothing can be done to correct the issue in a v1.10.02 Beta game already in progress, right?
Will there be a v1.10.02 Beta hotfix released soon to correct this? I would rather wait for an official fix.
Thanks,
C