check in R.E.D. WWII Edition (v 39).modinfo that import="0" at the GameSetup/RedEuro1940Setup.lua line.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 RedEuro1940Setup.lua instead of RedEuro1940.lua after scripts, after i renamed RedEuro1940Setup.lua to Euro1940Setup.lua (and made the fixes to get that load on its place) everything worked. I'm sure i'm not the only one having that problem after the mod goes out to public, i guess this line
include ("Red" .. g_Scenario_Name)
loads a file that begins with that name but it doesn't need to be exactly that name to be loaded (RedEuro1940Setup.lua vs RedEuro1940.lua)
the Panzer IV still have an upgrade (to ausf H) at 65I have been playing the beta 4 edition Europe 1939-45 as Germany. This mod is awesome! Thank you. I did notice that the Pnzr III upgradeto auf-j makes it have a strength of 60 while the Pnzr IV auf g is only at 62. I think the Pnzr III auf J should be less? maybe 54-56?
random crash, hard to trackOk, I reloaded and this time the Operation was done without crash so its something else.
<!-- Operation Weserübung (Norway / Denmark invasion) -->
<Projects>
<Row>
<Type>OPERATION_WESERUBUNG</Type>
<Description>TXT_KEY_OPERATION_WESERUBUNG</Description>
<Help>TXT_KEY_OPERATION_WESERUBUNG_DESC</Help>
<Civilopedia>TXT_KEY_OPERATION_WESERUBUNG_DESC</Civilopedia>
<Strategy>TXT_KEY_OPERATION_WESERUBUNG_DESC</Strategy>
<MaxGlobalInstances>-1</MaxGlobalInstances>
<MaxTeamInstances>1</MaxTeamInstances>
<Cost>465</Cost>
<IconAtlas>BW_ATLAS_1</IconAtlas>
<PortraitIndex>10</PortraitIndex>
</Row>
</Projects>
<Project_Flavors>
<Row>
<ProjectType>OPERATION_WESERUBUNG</ProjectType>
<FlavorType>FLAVOR_DEFENSE</FlavorType>
<Flavor>10</Flavor>
</Row>
<Row>
<ProjectType>OPERATION_WESERUBUNG</ProjectType>
<FlavorType>FLAVOR_OFFENSE</FlavorType>
<Flavor>75</Flavor>
</Row>
</Project_Flavors>
OPERATION_WESERUBUNG = GameInfo.Projects.OPERATION_WESERUBUNG.ID
[GERMANY] = {
PROJECT_PANZER_II_L, PROJECT_PANZER_III, PROJECT_PANZER_III_J, PROJECT_PANZER_IV, PROJECT_PANZER_IV_G, PROJECT_PANZER_IV_H,
PROJECT_PANZER_V, PROJECT_PANZER_VI, PROJECT_PANZER_VIB, PROJECT_PANZER_VIII,
PROJECT_MARDER_II, PROJECT_MARDER_II_D, PROJECT_MARDER_III, PROJECT_MARDER_III_H, PROJECT_MARDER_III_M,
PROJECT_HETZER, PROJECT_NASHORN, PROJECT_PZJ_IV, PROJECT_PZJ_IV_L70, PROJECT_JAGDPANTHER, PROJECT_FERDINAND, PROJECT_JAGDTIGER,
PROJECT_STUG_III, PROJECT_STUG_III_F, PROJECT_STUG_III_G, PROJECT_STUG_IV, PROJECT_BRUMMBAR, PROJECT_STURMTIGER,
PROJECT_FLK_PZI, PROJECT_FLK_PZ38, PROJECT_MOBELWAGEN, PROJECT_WIRBELWIND, PROJECT_OSTWIND, PROJECT_KUGELBLITZ, PROJECT_COELIAN,
PROJECT_BF109F, PROJECT_BF109G, PROJECT_FW190, PROJECT_ME262, PROJECT_BF110, PROJECT_BF110F4, PROJECT_HE219, -- PROJECT_BF109T,
PROJECT_JU88C, PROJECT_HE177, PROJECT_AR234, PROJECT_HO229, -- PROJECT_JU87T,
[B]OPERATION_WESERUBUNG[/B], OPERATION_SEELOWE, OPERATION_NORWAY, OPERATION_FALLGELB, OPERATION_SONNENBLUME, OPERATION_TWENTYFIVE, OPERATION_MARITA, },
[OPERATION_WESERUBUNG] = {
Buildings = {BASE},
Scenarios = {"Euro1940", },
Trigger = {Type = TRIGGER_DATE, Date = 19400101, ProbPerTurn = 33},
TopSecret = true,
},
------------------------------------------------------------------------------------
[GERMANY] = {
------------------------------------------------------------------------------------
[OPERATION_WESERUBUNG] = { -- projectID as index !
Name = "TXT_KEY_OPERATION_WESERUBUNG",
OrderOfBattle = {
{ Name = "Para Group 1", X = 44, Y = 52, Domain = "Land", CivID = GERMANY, -- spawn NW of Berlin
Group = { GE_PARATROOPER, GE_PARATROOPER, GE_PARATROOPER, },
UnitsXP = { 10, 15, },
InitialObjective = "51,85", -- Narvik
LaunchType = "ParaDrop",
LaunchX = 51, -- Destination plot
LaunchY = 83, -- (51,83) = Near Narvik
LaunchImprecision = 3, -- landing area
},
{ Name = "Para Group 2", X = 42, Y = 52, Domain = "Land", CivID = GERMANY, AI = true, -- spawn NW of Berlin
Group = { GE_PARATROOPER, GE_PARATROOPER, },
UnitsXP = { 10, 15, },
InitialObjective = "43,72", -- Trondheim
LaunchType = "ParaDrop",
LaunchX = 44, -- Destination plot
LaunchY = 74, -- (44,74) = Near Trondheim
LaunchImprecision = 3, -- landing area
},
{ Name = "Para Group 3", X = 40, Y = 52, Domain = "Land", CivID = GERMANY, AI = true, -- spawn NW of Berlin
Group = { GE_PARATROOPER, GE_PARATROOPER, },
UnitsXP = { 25, 30, },
InitialObjective = "43,72", -- Trondheim
LaunchType = "ParaDrop",
LaunchX = 45, -- Destination plot
LaunchY = 76, -- (45,76) = Near Trondheim
LaunchImprecision = 3, -- landing area
},
},
Condition = IsGermanyAtWarWithNorway, -- Must refer to a function, remove this line to use the default condition (always true)
},
function IsGermanyAtWarWithNorway()
local bDebug = false
if not AreAtWar( GetPlayerIDFromCivID(GERMANY, false), GetPlayerIDFromCivID(NORWAY, true)) then
Dprint(" - Germany is not at war with Norway...", bDebug)
return false
end
return true
end
no beta until all new features are added.This looks very good so far. When do you think it will be in beta?
the routes defines are in g_TroopsRoutes in the scenario script file.Where are reinforcement routes specified, again?
I think i've mentioned this before, but there must be a way to improve AI's trickle of 1's and 2's units crossing the channel to attack versus sending the whole farm all at once.
I want to start tinkering with the code a bit to see what happens, just point me in the right direction!