Unit availability date issue

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FOARP
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Joined: Sun Dec 23, 2012 10:05 pm

Unit availability date issue

Post by FOARP »

I set the start-date of the scenario I'm working on to 20 April 1915 to test some events triggered at the time, and have now re-set the start date back to 28 July 1914. However, the scenario now shows all units as not being available until 20 April 1915 when I try to play. I can't seem to find a way of resetting this date - any help on this would be gratefully received.
American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.
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BillRunacre
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RE: Unit availability date issue

Post by BillRunacre »

I wonder if the easiest thing to do would be to copy your event files to a safe place.

Then recreate the modded campaign by opening up the official campaign you created it from, hitting File -> Save As, and then once it has saved, pasting your own event files over that new campaign's.

You will then need to update the Events in the Editor, but as long as you only changed any Events, everything should be good to go from there.
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FOARP
Posts: 712
Joined: Sun Dec 23, 2012 10:05 pm

RE: Unit availability date issue

Post by FOARP »

ORIGINAL: BillRunacre

I wonder if the easiest thing to do would be to copy your event files to a safe place.

Then recreate the modded campaign by opening up the official campaign you created it from, hitting File -> Save As, and then once it has saved, pasting your own event files over that new campaign's.

You will then need to update the Events in the Editor, but as long as you only changed any Events, everything should be good to go from there.

Hi Bill,

Unfortunately this isn't based on an official campaign - everything was written from scratch.

EDIT: I tried to recreate this in a different way by backing up the existing script files and then over-writing them with blank one and saving in the editor, but when I loaded up the scenario with the blanked scripts the units still weren't available until 20 April 1915. I don't know where this switch making units not available to build until this date is.

My last clean back up was before I started scripting the event files and doing some more work on the map so that's a lot of work wasted if I can't fix it.
American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.
FOARP
Posts: 712
Joined: Sun Dec 23, 2012 10:05 pm

RE: Unit availability date issue

Post by FOARP »

I think I've finally managed to clear this issue by:

1) Exporting data from the corrupted campaign.

2) Importing part of the data (checking the map data boxes and a few others related to changed unit stats etc. but leaving all the general data unchecked) into the clean back-up.

3) Copying and pasting the script folder from the corrupted campaign into the clean back-up.

Whilst I did this with a clean back-up folder I think it probably would have worked with a blank campaign folder as well.
American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.
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BillRunacre
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RE: Unit availability date issue

Post by BillRunacre »

Good to hear you've got it resolved. [:)]
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