FPools.txt questions
Posted: Sun Sep 24, 2023 10:13 am
Hi Steve,
During playtesting of a new grand campaign for my Radzymin'44 mod i messed up the save game file by changing quantities in the FPools.txt during an ongoing campaign.
I'm at turn 15 (3 turns per day), about halfway into the campaign playing soviets Vs germans single player.
When i make moves (or don't make moves) the game crashes to desktop once i hit execute.
I had increased quantity of reinforce units that had already arrived in turn 7 (FPools.txt), presumably this is the cause of the crash.
Can you confirm that changing quantities of reinforce units mid-campaign would interfere with an ongoing saved game?
Some more questions about the FPools:
from the workbook:
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Change Record Count (0+)
EACH CHANGE RECORD: Force Pool change records allow you to add or remove teams on a specific turn of the campaign. The turns are counted with 0 being the first possible turn, through the normal number of turns per day, including night turns if applicable.
Change Turn Required Supply (0 = none, 2 = full) Retry (0/1) Team Class (as above) Quantity (negative to remove, positive to add) Team Class Quantity Team Class Quantity Team Class Quantity Team Class Quantity Team Class Quantity Team Class Quantity Team Class Quantity
Reserved (0)
-----------------------------------------------
What does the retry(0/1) do?
What does the Reserved(0) do?
Thanks in advance
Aetius
During playtesting of a new grand campaign for my Radzymin'44 mod i messed up the save game file by changing quantities in the FPools.txt during an ongoing campaign.
I'm at turn 15 (3 turns per day), about halfway into the campaign playing soviets Vs germans single player.
When i make moves (or don't make moves) the game crashes to desktop once i hit execute.
I had increased quantity of reinforce units that had already arrived in turn 7 (FPools.txt), presumably this is the cause of the crash.
Can you confirm that changing quantities of reinforce units mid-campaign would interfere with an ongoing saved game?
Some more questions about the FPools:
from the workbook:
------------------------------------------
Change Record Count (0+)
EACH CHANGE RECORD: Force Pool change records allow you to add or remove teams on a specific turn of the campaign. The turns are counted with 0 being the first possible turn, through the normal number of turns per day, including night turns if applicable.
Change Turn Required Supply (0 = none, 2 = full) Retry (0/1) Team Class (as above) Quantity (negative to remove, positive to add) Team Class Quantity Team Class Quantity Team Class Quantity Team Class Quantity Team Class Quantity Team Class Quantity Team Class Quantity
Reserved (0)
-----------------------------------------------
What does the retry(0/1) do?
What does the Reserved(0) do?
Thanks in advance
Aetius