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open the mod manager of the game and make sure that PC1 remake is the lowest in the list(use arrows to move if necessary)
This should help, come again if not.
Das rules file das du da hast ist ur-alt und nicht mehr in der aktuellen version. Deabonier mal und abonier neu, dann sollte es weg sein.
Alles andere was du nennst ist in gebrauch.
AirfieldClass.csv
Airfields.csv
Campaigns.csv
PC1rules.json
TransportClass.csv
Units.csv
welche regel-files genau meinst du?
ich hab mir die Mod Dateien mal angeschaut und mit den Vanilla Daten verglichen, der Mod bringt ja sehr viele eigene Regel-Files mit. Dann hab ich mir Szenarien im Map-Editor vom Spiel angeschaut und dort stehen diese Regeln aber nicht als gesetzt drin. Es werden die Vanilla Files benutzt. 🤐
Jetzt bin ich mir nicht sicher ob das so sein soll oder ein Fehler ist. Weil, warum macht man eigene Regeln, die der eigene Mod dann gar nicht nutzt? 🤫
Grüße
Thx for reporting.
In line 319 of the East Africa LUA is 1 ")" too many causing this issue.
Fix will hit before the weekend, if u don´t know how to do this.
Be sure to keep a safe at the end of arabia.
"Lua script compilation error string 319 expected to close at line 317 near"
In Demyansk Pocket a new mechanic is in place. It is explained on map start in the tutorial message.
If anything is still unclear after reading the tutorial message, please ask again.
I do not accept donation in form of money to be 100% sure that i can use assets the way i want.
If u want to contribute, detailed feedback is the best way to do it.
44/45 are currently worked on but still in early stages. impossible to say when they will hit atm.
First of all, thank you so much for the great work that went into this mod!
And a question about Demyanks' Cauldron.
Maybe I'm just doing something completely wrong, but by turn 10 at the latest, I run out of ammunition for my army and get completely destroyed in the following turns.
My strategy was to clear the left wing as early as possible for the relief forces, but they always arrive too late.
Is it intentional that you don't get new ammunition from the supply flights?
Or what am I doing wrong?
By the way, I'd also like to donate a little for this great work!How to do it?
Will 1944-1945 be released at some point?
Ah, ic. u already had the game, but not on steam. that makes sense now :)
Thx, but how did u know about the mod without owning the game?^^
in the discussion area is an overview of new mechanics
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2410075863/3821910883985905977/
In an Ltd campaign u have limited ammunition, elite-replace and handcrafted limited stock
What u say is true for the early years only. once tanks get higher def stats small caliber AA can´t do anything to them.
I truly love your work, but as it stands, it makes the game a lot less enjoyable for me. Thanks in advance!
if u have a save from the training, thats 6 units. might help a bit.
there is no reward for not fielding them. u are not allowed to.
u can try but if i the script works as intended that will not help u.
if u play with slow modernization u need to start switching units to polish/russian equip earlier than taipale.
using this traits that heavily alter the game on a first playthrough is not advisable.
I guess u are referring to 1943NH africa path.
Did u freeshly start 1943NH or play all the way through from preludes?
at this point of the campaign u should be able to withstand such an onslaught.
Maybe u missed out on some of the gooddies u can get along the way like the 3 Me262 during voronezhk or the E-Series tanks u can get during the training missions.
The 1943NH campaign needs u to utilize all the general traits and heroes u got to the max, especially on higher difficulty settings.
If u are used to playing the AO-Dlcs on generallissimo i suggest totune it down to general for the mod to have an equal experience.
When i am done with the next update in july i´ll have a closer look at those scenarios. maybe some game-update vanadalized the scenario.
one last tipp. bodyblock the landingforce. if they don´t get feet on the ground they are sitting ducks.
thx, i´ll take a look before next update to make sure both versions are correct, seems something slipped in that was supposed to be changed already.
sers,
Thomas
: --function OnAirfield(action)
-- if IsItemInTable(build_airfields, action.unit) then return end
-- local captor = world:GetUnit(action.unit)
-- if (not IsItemInTable(airfield_positions, captor.position)) then return end
-- if (captor.native_type.name == "MobileAirfield") then
-- airfield_units = airfield_units + 1
-- local message_format = NSLOCTEXT("scenario_KampinosForest", "Airfield", "Airfield has been build.")
-- MessageBox("Intelligence Report", string.format(tostring(message_format)))
-- table.insert(build_airfields, action.unit)
-- end
function OnAirfield(action)
local captor = world:GetUnit(action.unit)
if (not IsItemInTable(airfield_positions, captor.position)) then return end
if (captor.native_type.name == "MobileAirfield") then
local message_format1 = NSLOCTEXT("scenario_Bydgoszc", "Airfield", "Airfield is being build.")
MessageBox("Intelligence report", string.format(tostring(message_format1)))
airfield_units = airfield_units +1
end
did u switch the baubattallion 2 times or just once? first switch turns it into a depo, 2nd switch turns that depo into a working airfield that support 7 planes, including strategics and jet-planes.
So it needs 4 switches, but for some reason a lot of people do not notice, so i might have to think about something to make that more clear.
main issue here seems to be that many do not realize that u have to switch the Bau-Batalions 2 rounds to make them fully functional.
After both are in place and working the script triggers. tested that several times and all is fine.
What version were u playing? normal or Ltd.
https://www.youtube.com/watch?v=taX7weofNJI&t=1327s
In this video u can see that there is only a dump and not a functional airfield and he doesn´t get the extra hero choice.
i´ll check again before July update, and maybe try to make it more clear.
Thx for reporting
sers,
Thomas
if u check the slitherine forums u will find a lot of info on what´s planned.
be sure to have the airfields build and not just in construction. those are big ones and they take 2 turns/switches to be fully operational.
the choice will show up after that.
u are not the first to ask and u get the same answer like all else. U are free to do whatever u like, as long as it doesn´t violate any of the official rules applied here.
IF u will ever get finished with it, let me know and i will put a link up top in the discription.
By counting the number of links in the discription, pointing to other languages, u can "guess" at the number of finished projects like this so far. :)
not sure what ur trying to ask.
If u want to fight against soviets be sure to choose 1941 after 1940, not Africa Core.
sers,
Thomas
Yes, unit changes are evrywhere when the mod is active,even in multiplayer-games that u opened.
When u are ingame open the modmanager of the game. there are arrows at the bottom that allow to move the mods in the list. the lowest mod is loaded last and will overwrite all other mods that are above it.
From my experience, combining mods is never a good idea and leads to unexpected results.
From testing it seems like putting the balancing mod on 1. and the PC1 remake at the bottom (5.) in the Workshop mod menu makes it load the balancing mod setting and not your PC1 settings (eg Flak 8.8 cannot switch to arty).
Is it sensible to play your PC1 campaign with those alternative balancing or would you recommend disabling the balancing overhaul when playing your campaign?
And regarding compatibility with other mods, what do you mean "make sure your mod is LOWEST in the modlist?" In steam modmanager should PC1 remake be low in the list (low priority), eg. nr. 5, or should it have a low number, i.e. be 1. for loading and thus at the top of the list?
Thanks :-)
try to start a campaign without importing a core. if that works it´s ur cores that are broken somewhow.