Campaign.txt

Based on Atomic Games’ award-winning Close Combat series, Close Combat: The Longest Day brings together the classic top-down tactical gameplay from the original series and plenty of new features, expansions, and improvements! The Longest Day remake comes with a brand new Grand Campaign that covers all the airborne and beach landings, expanded map sizes, new hand-drawn historical maps, illumination during night battles and much more!
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mooxe
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Campaign.txt

Post by mooxe »

Does it only control "the Longest Day" GC? Or can I have separate/multiple campaign.txt files for other GCs?
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Tejszd
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RE: Campaign.txt

Post by Tejszd »

Campaig.txt is used for all campaigns/operations....
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Andrew Williams
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RE: Campaign.txt

Post by Andrew Williams »

you can create your own and enable it with the /D switch see the Locked Bg's campaign available here:

http://closecombat.matrixgames.com/Long ... Dmods.html
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mooxe
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RE: Campaign.txt

Post by mooxe »

Heres a couple ideas for Campaign.txt.

Make it so that when you create a GC, the game takes the input from campaign.txt and inputs it into the save file. Having the campaigns always read the one file makes for a bunch of unneccesary steps.

You can make custom GCs without having to make a "mod" of it and use the /D switch. All you'd have to do is modify your campaign.txt to what you want, and make the GC, and its done.

The other idea is to make a separate campaign.txt file for each GC. You'd then be able to go in after the GC has been played through and edit more settings. Also removes the need to ``mod`` in a GC.
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berndn
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RE: Campaign.txt

Post by berndn »

The advantage of the current system is that your save games are storred in the 'mod' directory. At least IMO :)
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mooxe
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RE: Campaign.txt

Post by mooxe »

ORIGINAL: berndn

The advantage of the current system is that your save games are storred in the 'mod' directory. At least IMO :)

I dont think its an advantage. Its the ONLY WAY to use the specific campaign.txt functions for separate GCs.

I mean.. lets make things as easy as possible here. I am sure many people dont want to edit the campaign.txt file to begin with. Then do the whole /D thing with making folders, maybe using the app you made and finally revert your main campign.txt file back to its original state. Honestly its pretty complicated.
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berndn
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RE: Campaign.txt

Post by berndn »

It wouldn't be to complicated if you would have a starting tool which would let you create a new 'mod' or choose an existing one and in case you make a new 'mod' ask if you want to copy existing stuff like campaign.txt from the base installation.

But yes, making things easier should be the main goal [:)]
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