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Game hung at Defensive HQ Support

Posted: Sat May 11, 2024 5:36 pm
by eouellet
Let's get this in its own thread.

Re: Convoys creation through merging - V7.0.0.0

Posted: Sun May 12, 2024 10:32 am
by Neilster
The game hung at Defensive HQ Support. The AIO didn't do it itself and I've no flashing green light. I tried doing it myself and that appeared to work but the game still won't progress.

Whilst this is a bit annoying, it's really good to be able to play against the AIO for a while after such a long wait. Thanks Steve :)

Re: Convoys creation through merging - V7.0.0.0

Posted: Sun May 12, 2024 4:39 pm
by paulderynck
What's worked for me in some of these instances is to edit the game file to convert it to solitaire, finish what's needed and then convert it back to AI.

Re: Convoys creation through merging - V7.0.0.0

Posted: Sun May 12, 2024 10:38 pm
by Neilster
paulderynck wrote: Sun May 12, 2024 4:39 pm What's worked for me in some of these instances is to edit the game file to convert it to solitaire, finish what's needed and then convert it back to AI.
Thanks. I'll try that.

Re: Convoys creation through merging - V7.0.0.0

Posted: Mon May 13, 2024 8:52 am
by Neilster
Neilster wrote: Sun May 12, 2024 10:38 pm
paulderynck wrote: Sun May 12, 2024 4:39 pm What's worked for me in some of these instances is to edit the game file to convert it to solitaire, finish what's needed and then convert it back to AI.
Thanks. I'll try that.
Quick question. How exactly do I do that? Alternatively, I might go back to a saved game and not attack a Soviet HQ, so as to avoid the Defensive HQ Support bit that seems to be the problem.

Edit: I did the latter and Barbarossa continues! I'd still like to know how to edit the saved game file. There's rather a lot of it. I'm guessing the relevant stuff is at the top?

Re: Convoys creation through merging - V7.0.0.0

Posted: Mon May 13, 2024 10:16 am
by Neilster
I can't provide a saved game at the relevant point but would I be correct in thinking overruns of air units doesn't work either? When I tried it I ended up with a similar situation to HQ Defensive Support above. The AIO didn't do it and I couldn't progress the game.

Re: Convoys creation through merging - V7.0.0.0

Posted: Mon May 13, 2024 2:46 pm
by Joseignacio
Neilster wrote: Mon May 13, 2024 8:52 am
Neilster wrote: Sun May 12, 2024 10:38 pm
paulderynck wrote: Sun May 12, 2024 4:39 pm What's worked for me in some of these instances is to edit the game file to convert it to solitaire, finish what's needed and then convert it back to AI.
Thanks. I'll try that.
Quick question. How exactly do I do that? Alternatively, I might go back to a saved game and not attack a Soviet HQ, so as to avoid the Defensive HQ Support bit that seems to be the problem.

Edit: I did the latter and Barbarossa continues! I'd still like to know how to edit the saved game file. There's rather a lot of it. I'm guessing the relevant stuff is at the top?
It is very simple.

First line of the save brings the name of the players. The last letter is a digit, 1 for Hotseat, 2 for Netplay. You change it for a 0 and it is a solitary game now.

When you save you have to follow RKR's instructions, though.

Re: Convoys creation through merging - V7.0.0.0

Posted: Mon May 13, 2024 2:51 pm
by Neilster
Joseignacio wrote: Mon May 13, 2024 2:46 pm
Neilster wrote: Mon May 13, 2024 8:52 am
Neilster wrote: Sun May 12, 2024 10:38 pm

Thanks. I'll try that.
Quick question. How exactly do I do that? Alternatively, I might go back to a saved game and not attack a Soviet HQ, so as to avoid the Defensive HQ Support bit that seems to be the problem.

Edit: I did the latter and Barbarossa continues! I'd still like to know how to edit the saved game file. There's rather a lot of it. I'm guessing the relevant stuff is at the top?
It is very simple.

First line of the save brings the name of the players. The last letter is a digit, 1 for Hotseat, 2 for Netplay. You change it for a 0 and it is a solitary game now.

When you save you have to follow RKR's instructions, though.
OK. The first bit I get. What are RKR's instructions?

Re: Convoys creation through merging - V7.0.0.0

Posted: Mon May 13, 2024 10:00 pm
by paulderynck
First off make a back-up copy of the game file.

Then open the file with a text editor. (I use Notepad.) First line is version number which may be followed by "(Debug)" then a comma then a zero, another comma then a 3.

To change from AIO mode to solitaire substitute a a zero for the 3. Save the file and make sure the file's name extension (after the dot) is "GAM" not "txt". This can be done in file explorer afterwards if you forget. After you progress the game as desired in solitaire mode, save the game and reverse the above process. (Last zero changes back to '3')

I'm not aware of any other requirements, RKR or otherwise.

Re: Convoys creation through merging - V7.0.0.0

Posted: Mon May 13, 2024 11:47 pm
by Joseignacio
Neilster wrote: Mon May 13, 2024 2:51 pm
Joseignacio wrote: Mon May 13, 2024 2:46 pm
Neilster wrote: Mon May 13, 2024 8:52 am

Quick question. How exactly do I do that? Alternatively, I might go back to a saved game and not attack a Soviet HQ, so as to avoid the Defensive HQ Support bit that seems to be the problem.

Edit: I did the latter and Barbarossa continues! I'd still like to know how to edit the saved game file. There's rather a lot of it. I'm guessing the relevant stuff is at the top?
It is very simple.

First line of the save brings the name of the players. The last letter is a digit, 1 for Hotseat, 2 for Netplay. You change it for a 0 and it is a solitary game now.

When you save you have to follow RKR's instructions, though.
OK. The first bit I get. What are RKR's instructions?
Here is the thread. Pretty arid for most, because of how the edits to the program are done, from a non-programmer point of view, still a great help.

https://www.matrixgames.com/forums/view ... 4&t=301200

The part I was referring to is
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