Revised Campaign Mod

OG_Sempai
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Re: Revised Campaign Mod

Postby OG_Sempai » Wed 21 Jun 2017 06:00

Ahhh bummer, i guess we shall be more patient then :)

Guggy
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Re: Revised Campaign Mod

Postby Guggy » Fri 23 Jun 2017 01:35

Hmm did you use the BGM tool to do the entire mod, AC130?

Some things will cause a crash without question despite properly compiling if you use that tool alone. Changing pawns is a surefire crash because of the BGM tool pointing to outdated instances.

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thatAC130
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Re: Revised Campaign Mod

Postby thatAC130 » Fri 23 Jun 2017 03:43

Guggy wrote:Hmm did you use the BGM tool to do the entire mod, AC130?

Some things will cause a crash without question despite properly compiling if you use that tool alone. Changing pawns is a surefire crash because of the BGM tool pointing to outdated instances.


Yeah, that's what I did, just wanted to do a quick and easy fix, turns out that its not always better that way lol

Turns out that I wasn't the only one working on fixing it, for someone else messaged me and told me that they redid it as well (Just waiting to see if he's going to post it himself, as I dont wanna take credit for his work, and I'm too burnt out from work to fix it myself)
Me: Wait, what? You mean to tell me that an AC-130 got shot down by a Strella-2? That's some real Bull-
Friend: NOOOOOOO

freebirdcjb
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Re: Revised Campaign Mod

Postby freebirdcjb » Sun 9 Jul 2017 19:03

Im not getting crashes, but there is a bug with the US armored battalion. After the first battle against those NK T72ms, the only option I am given when that BG is engaged is to avoid battle. Really fucks up the whole campaign. Did i install incorrectly?

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Re: Revised Campaign Mod

Postby Guggy » Sun 9 Jul 2017 21:54

freebirdcjb wrote:Im not getting crashes, but there is a bug with the US armored battalion. After the first battle against those NK T72ms, the only option I am given when that BG is engaged is to avoid battle. Really fucks up the whole campaign. Did i install incorrectly?


That doesn't sound like an installation issue. Does the BG have action points available? For some reason in vanilla alot of the battlegroups have only two AP so can't initiate combat in the first phase of a turn. They can only resolve at the end.

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Re: Revised Campaign Mod

Postby freebirdcjb » Sun 9 Jul 2017 22:52

Guggy wrote:
freebirdcjb wrote:Im not getting crashes, but there is a bug with the US armored battalion. After the first battle against those NK T72ms, the only option I am given when that BG is engaged is to avoid battle. Really fucks up the whole campaign. Did i install incorrectly?


That doesn't sound like an installation issue. Does the BG have action points available? For some reason in vanilla alot of the battlegroups have only two AP so can't initiate combat in the first phase of a turn. They can only resolve at the end.


No initiative is a full two for the armor battalion. Cant figure it out. Great campaign though much more fun and interesting than the original. I even tried removing all other battle groups from the region to see if I could figure out which unit was causing the issue. Seems to be the US Armor.

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Re: Revised Campaign Mod

Postby Zomba69 » Thu 13 Jul 2017 00:42

freebirdcjb wrote:
Guggy wrote:
freebirdcjb wrote:Im not getting crashes, but there is a bug with the US armored battalion. After the first battle against those NK T72ms, the only option I am given when that BG is engaged is to avoid battle. Really fucks up the whole campaign. Did i install incorrectly?


That doesn't sound like an installation issue. Does the BG have action points available? For some reason in vanilla alot of the battlegroups have only two AP so can't initiate combat in the first phase of a turn. They can only resolve at the end.


No initiative is a full two for the armor battalion. Cant figure it out. Great campaign though much more fun and interesting than the original. I even tried removing all other battle groups from the region to see if I could figure out which unit was causing the issue. Seems to be the US Armor.


It may because that BG (1-72 AR?) has 2 action points and is really low on cohesion.

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Re: Revised Campaign Mod

Postby freebirdcjb » Sun 16 Jul 2017 14:19

[/quote]It may because that BG (1-72 AR?) has 2 action points and is really low on cohesion.[/quote]

I think it was, I had done some changes regarding morale/Cohesion, and probably messed that up myself choosing the wrong values. Thanks for the help Zomba!

On a side note. I have been working on revising this mod, basically ended up starting from scratch. I wanted to keep it challenging but at the same time adding some nicer units. I've noticed how easily a campaign can be made into a cake walk and how much time is needed for balance testing. I would like to put this campaign up when I feel I'm in a good place. Once I feel I am there, do I just export the campaign in the BGM? How do I bring the files together for others to take a look at and give a try?

The other thing I'm struggling with is the division/BG icons. If I change one of the Korean division to say, a US armored cavalry regiment, how do i change the division icon to a US one? That doesn't seem to be changing. I've changed the country from ROK to US, changed the division name, changed the icon for the division, but the ROK flag still remains. The BG's all have icons for the US. All the other changes are represented in the campaign except that? I also end up with some BG's that have the WIP Campaign icon, I tinker with it but can't seem to get it right. Is there a reference for which icons are which anywhere?

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Re: Revised Campaign Mod

Postby Zomba69 » Sun 16 Jul 2017 17:11

freebirdcjb wrote:It may because that BG (1-72 AR?) has 2 action points and is really low on cohesion.

I think it was, I had done some changes regarding morale/Cohesion, and probably messed that up myself choosing the wrong values. Thanks for the help Zomba!

On a side note. I have been working on revising this mod, basically ended up starting from scratch. I wanted to keep it challenging but at the same time adding some nicer units. I've noticed how easily a campaign can be made into a cake walk and how much time is needed for balance testing. I would like to put this campaign up when I feel I'm in a good place. Once I feel I am there, do I just export the campaign in the BGM? How do I bring the files together for others to take a look at and give a try?

The other thing I'm struggling with is the division/BG icons. If I change one of the Korean division to say, a US armored cavalry regiment, how do i change the division icon to a US one? That doesn't seem to be changing. I've changed the country from ROK to US, changed the division name, changed the icon for the division, but the ROK flag still remains. The BG's all have icons for the US. All the other changes are represented in the campaign except that? I also end up with some BG's that have the WIP Campaign icon, I tinker with it but can't seem to get it right. Is there a reference for which icons are which anywhere?


If you mean how to publish your mod, it is explained in guides.

For the second, you have to right-click on the name of division and change the country. Some of the divisions are linked, so if you change one battlegroup from ROK to US, all bgs of the same division will become US. But for most of bgs you can change division flag.

Also, when you unload marine or para bgs they will get back their vanilla icon and flag. To change that you have to unselect Battle groups only. List of bgs will expand. Each unloaded bg has its own ID (and InitID 0), so you have to find right match and make same changes!

For the difficulty, I had one idea that I never tried - to cancel refit option and I think it can be done with modding suite.

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Re: Revised Campaign Mod

Postby LightningWar » Wed 19 Jul 2017 10:54

Hey AC130 if you're still working on the mod

I was overjoyed when I saw somebody had decided to take up the torch. I downloaded your file and installed it using both Guggy's and your instructions and I got no noticeable change in the Korean War 2 campaign, everything was identical to vanilla. I got a crash first time I tried to start it up but it's been fine the other times, what have I done wrong?

Thanks for everyone who's trying to keep this mod alive, I want to play it desperately.

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