Yes, it was what i was reading too and thought it would be kind of like you are suggesting if they have a promotion that they are weaker. Also i think they are over mobile, it looks like big battleships had a top speed of 28-30 knots while destroyers 35-38 knots... the difference in game is 4...
lol forgot it, i had a question... how about waypoints? is units capable of moving to next waypoint if it's very far? because it would require a lot of computing i think to make waypoints all the way on long routes... i guess one is required anyway so they doesn't go on disembark mode directly...
Hello Gedemon, i'm currently working on strategic AI for the mod, trying to get at least dynamic routes so troops can be redacted where ever they are needed and bombers and battleships involved in that. Got dynamic routes running but there is much to think when making rules for them so there...
Thanks, yes i know those. i just thought it's the only way to help it as long as there is no ignore ZOC to limit mobility... it basically only need 2 destroyers to make it not possible for the sub to escape. and it certainly makes a difference if it's 12 instead of 16 moves on ocean tiles if...
i was thinking about that too but later in game it would be too easy to be a sub i think. it looks like the main problem is that destroyers are too mobile, they come all the way from Australia to hunt your subs in a couple of turns in earth map and that is not very realistic
Hello Gedemon
It's just my personal opinion but i think subs has too difficult time surviving at the beginning of the game. It's more like it was later in war when they didn't have much chance
So i made a scenario promotion for subs and cruisers which will be applied earlier in the game
on...
I think i managed to correct that bug in naval counter-attack code that made units with logistics promotion to attack 3 times. sent a pull request on git
i agree, it would be much more fun to have a more recent version of earth map to play with but yes, i can think it's a lots of work...
Thanks Gedemon, there wasn't that import=0 on setup file's line on modinfo, i guess it does the trick :)
corrected a couple of bugs on earth1936 map, convoys from Luleå started on dry land advanced to Narvik and german Africa corps landed on coast of China. Not sure if 36 maps are on...
Hello Gedemon
i tried with a fresh install of windows plus a fresh install of the game (.144 version) just to be sure that it's not anything in my environment that's causing the problem. i still got same errors on lua log and scripted events didn't load
it seems to be that RedMain loads...
i tried once again to download a zip from github and build it
here is what i get
first lua error
[78748.180] REDModsMenu: - Initializing WWII background...
[78748.180] REDModsMenu: - Set texture to Background_3.dds
[78748.195] REDModsMenu: -------------------------------------...
iI know it doesn't show up there but i didn't see it even in lua log. it's weird it behaves differently on different computers... i'm using win7 64 bit and tested it with both .70 and .144 version of the game. and every version before that has worked normally too
trying to figure out why i...
Hey Gedemon, i have downloaded a latest versions of the mod here and it looks like scripted events aren't working now?
Poland doesn't get vilnius at the start and it doesn't fall when Warsaw is captured
on lua log it seems all normal, it call for CityCaptured serial event but i can't see the mod...
yes i thought warnings were not not so crucial
it just looked like projects weren't launching if that warning showed up but looks like it was my own mess, i had too many versions of mod lol
deleted those and downloaded on new from github and now it's fine again
Sorry haven't seen this before now. i was playing as germany in that game but it was easy to see there was something wrong because all the projects became available.
how ever it looks like i get that same msg
" WARNING: project (ID=11) is not defined in g_ProjectsTable" again.
not sure how the...
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