GC 44 West problems

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lwbloomer
Posts: 9
Joined: Sat Sep 22, 2012 8:06 pm

GC 44 West problems

Post by lwbloomer »

So far, two problems. In the ANZIO scenario, there are supposed to be Supply Depots to protect. I never saw any!

If you save enough depots, which I did even thought I couldn't actually see any, you get mines to use in the next scenario. But you are supposed to left-click on them to put them into your Reserve forces ... and that's not possible because I didn't see any mines, either.

Therefore, in the second scenario, Cassino, I couldn't lay down any mines because I don't seem to have any.

This is pretty frustrating. Any idea what's going wrong?
Falke
Posts: 179
Joined: Fri Aug 13, 2004 10:11 am

RE: GC 44 West problems

Post by Falke »

Hi,
Do you have any mods active? They could be causing this. I had no issues with this scenario.
lwbloomer
Posts: 9
Joined: Sat Sep 22, 2012 8:06 pm

RE: GC 44 West problems

Post by lwbloomer »

I have Ostfront and Winterkrieg from DMP. Otherwise, nothing.

All of the other Panzer Corps campaigns have been installed and work fine.

In fact, this one works fine too, except that I could never find any trace of either the supply depots or the mines.

I will say this: the campaign looks like all the others, whereas they talk about it including changes made for Afrika Korps, which I also have and which works fine. If there are elements of Afrika Korps in this campaign, I don't know what they are. Looks exactly like all the other Panzer Corps Wehrmacht GC campaigns that I have.
lwbloomer
Posts: 9
Joined: Sat Sep 22, 2012 8:06 pm

RE: GC 44 West problems

Post by lwbloomer »

Update: Another oddity in 44 West.

In the Cassino (2nd) scenario there are several artillery pieces (Nebels) around Cassino. These cannot be moved! They have the usual green arrows and all, but no matter what you do they can't be moved.

Similarly, in the Beaches of Normandy scenario there are numerous units (mostly infantry but not all) that are stationed near the beaches and cannot be moved.

Is this intentional? Makes no sense to me in the real world, infantry that can't move!
dsawan
Posts: 196
Joined: Sat Mar 31, 2007 1:51 pm

RE: GC 44 West problems

Post by dsawan »

Noticed the infantry on d-day too. But theybare labeled as machine gun nests not infantry. seems intentional.
Falke
Posts: 179
Joined: Fri Aug 13, 2004 10:11 am

RE: GC 44 West problems

Post by Falke »

ORIGINAL: lwbloomer

Update: Another oddity in 44 West.

In the Cassino (2nd) scenario there are several artillery pieces (Nebels) around Cassino. These cannot be moved! They have the usual green arrows and all, but no matter what you do they can't be moved.

Similarly, in the Beaches of Normandy scenario there are numerous units (mostly infantry but not all) that are stationed near the beaches and cannot be moved.

Is this intentional? Makes no sense to me in the real world, infantry that can't move!

It is intentional , if you check the units "Heroes", you will see that they have -2 Move.
I have mentioned this poor implementation in the main forum.
lwbloomer
Posts: 9
Joined: Sat Sep 22, 2012 8:06 pm

RE: GC 44 West problems

Post by lwbloomer »

It was pointed out to me at the Slitherine forum that the unmoveable units on the D-Day beaches are labelled "machine gun nest."

I suppose this makes sense, although even the inhabitants of a machine gun nest are known to take a hike if the going gets too hot!

It seems a little tacky to me; infantry units, even those in nests, are not much use if they can't move.
lwbloomer
Posts: 9
Joined: Sat Sep 22, 2012 8:06 pm

RE: GC 44 West problems

Post by lwbloomer »

Meanwhile, there's the serious issue of the Supply Depots (and related Mines) in the ANZIO scenario.

I was told at Slitherine that you should be able to see these right from the start; they are not hidden like the ones in Africa Korps. Also, they should show up in the unit list.

So I restarted the ANZIO scenario and there is not sign of any Supply Depots on the map OR in the unit list. In fact, the unit list at the beginning is totally empty. Nothing in the Reserve unit list, either.

This makes me wonder if there's a glitch in my install of the campaign. Would reinstalling the campaign be a good idea to try, or a bad idea??
lwbloomer
Posts: 9
Joined: Sat Sep 22, 2012 8:06 pm

RE: GC 44 West problems

Post by lwbloomer »

Never mind, I uninstalled it, redownloaded it, reinstalled it, and still can't see any Supply Depots or Minefields. Weird.

Any geniuses out there have any idea what I can try next?? I'm fresh out of ideas!

All help deeply appreciated.
lwbloomer
Posts: 9
Joined: Sat Sep 22, 2012 8:06 pm

RE: GC 44 West problems

Post by lwbloomer »

The problem has been solved. There was something wrong with my equipment file, probably caused by my fiddling with MODS some weeks ago.
Luckily I had made a backup copy of my pre-MOD equipment file.
When I replaced my current file with the backup, everything worked fine and the Supply Depots were visible!

So that's the solution, in case anybody else runs into this problem.

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VPaulus
Posts: 3681
Joined: Thu Jun 23, 2011 2:02 pm
Location: Portugal

RE: GC 44 West problems

Post by VPaulus »

Glad to see that everything is running fine with you, now.
Remember the best way to install mods without messing the original PzC installation is by using GME.
http://www.slitherine.com/forum/viewtop ... 47&t=27158
lwbloomer
Posts: 9
Joined: Sat Sep 22, 2012 8:06 pm

RE: GC 44 West problems

Post by lwbloomer »

VPaulus:

I will definitely do that. I have been looking at GME, and basically I don't have any problems with that.
But the instructions and various sets of files that some people post for their Mods are often confusing.
This makes it difficult to know for sure which files go where if you're not an expert.
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VPaulus
Posts: 3681
Joined: Thu Jun 23, 2011 2:02 pm
Location: Portugal

RE: GC 44 West problems

Post by VPaulus »

GME is quite easy to use once you understand its principle.
If you've any doubt in following that tutorial please ask.
lwbloomer
Posts: 9
Joined: Sat Sep 22, 2012 8:06 pm

RE: GC 44 West problems

Post by lwbloomer »

ORIGINAL: VPaulus

GME is quite easy to use once you understand its principle.
If you've any doubt in following that tutorial please ask.

Thank you. Generally, I like and appreciate the functions of the GME and just now used it successfully to install and custom mod from these forums. I discovered that regular scenarios (like '44 West) don't look or work right with some custom mods installed - I guess in part they mess up the regular equipment list and maps. But if it's all done properly you can deactivate the custom mod with GME and then the regular ones work fine. Sound right?

My problems with custom mods has been that the authors often do not give clear instructions about where the various files they provide need to be placed to operate properly, yet not interfere with your standard Panzer Corps setup. That is, so that GME can be used properly to handle these mods without losing your basic setup in the process. Not all of us understand the detailed ins-and-outs of Panzer Corps operation and setup the way developers do, so clarity of instructions for the files for custom mods is a must!

All that said, I love the Panzer Corps series of products, and the campaigns are a terrific value for the very low cost of a download. I'm slugging my through '44 West and - despite the glitch with my bad equipment file - having a fine time.

Thank you and everyone here on the Matrix forums for the help you all gave me, I appreciate every word.

Larry
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VPaulus
Posts: 3681
Joined: Thu Jun 23, 2011 2:02 pm
Location: Portugal

RE: GC 44 West problems

Post by VPaulus »

ORIGINAL: lwbloomer
Thank you. Generally, I like and appreciate the functions of the GME and just now used it successfully to install and custom mod from these forums. I discovered that regular scenarios (like '44 West) don't look or work right with some custom mods installed - I guess in part they mess up the regular equipment list and maps. But if it's all done properly you can deactivate the custom mod with GME and then the regular ones work fine. Sound right?
Right.
If you've any difficulty in understanding how to install a mod ask in the mod thread, I'm sure that at least the mod author will help you.


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