Matrix Games Forums

Pandora: Eclipse of Nashira Announced! Deal of the Week: Command Ops goes half price!New Fronts are opening up for Commander: The Great WarCharacters of World War 1Sign of for the Pike and Shot Beta!More Games are Coming to Steam! Return to the Moon on October 31st! Commander: The Great War iPad Wallpapers Generals of the Great WarDeal of the Week Panzer Corps
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

GC 44 West problems

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Panzer Corps >> Tech Support >> GC 44 West problems Page: [1]
Login
Message << Older Topic   Newer Topic >>
GC 44 West problems - 12/6/2012 11:53:54 PM   
lwbloomer

 

Posts: 9
Joined: 9/22/2012
Status: offline
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?
Post #: 1
RE: GC 44 West problems - 12/7/2012 11:14:51 AM   
Falke

 

Posts: 54
Joined: 8/13/2004
Status: offline
Hi,
Do you have any mods active? They could be causing this. I had no issues with this scenario.

(in reply to lwbloomer)
Post #: 2
RE: GC 44 West problems - 12/7/2012 3:49:27 PM   
lwbloomer

 

Posts: 9
Joined: 9/22/2012
Status: offline
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.

(in reply to Falke)
Post #: 3
RE: GC 44 West problems - 12/7/2012 9:29:15 PM   
lwbloomer

 

Posts: 9
Joined: 9/22/2012
Status: offline
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!

(in reply to lwbloomer)
Post #: 4
RE: GC 44 West problems - 12/8/2012 12:35:27 AM   
dsawan

 

Posts: 168
Joined: 3/31/2007
Status: offline
Noticed the infantry on d-day too. But theybare labeled as machine gun nests not infantry. seems intentional.

(in reply to lwbloomer)
Post #: 5
RE: GC 44 West problems - 12/8/2012 10:59:09 AM   
Falke

 

Posts: 54
Joined: 8/13/2004
Status: offline

quote:

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.

(in reply to lwbloomer)
Post #: 6
RE: GC 44 West problems - 12/8/2012 3:56:38 PM   
lwbloomer

 

Posts: 9
Joined: 9/22/2012
Status: offline
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.

(in reply to Falke)
Post #: 7
RE: GC 44 West problems - 12/8/2012 4:28:14 PM   
lwbloomer

 

Posts: 9
Joined: 9/22/2012
Status: offline
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??

(in reply to lwbloomer)
Post #: 8
RE: GC 44 West problems - 12/8/2012 10:08:36 PM   
lwbloomer

 

Posts: 9
Joined: 9/22/2012
Status: offline
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.

(in reply to lwbloomer)
Post #: 9
RE: GC 44 West problems - 12/9/2012 4:45:36 PM   
lwbloomer

 

Posts: 9
Joined: 9/22/2012
Status: offline
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.


(in reply to lwbloomer)
Post #: 10
RE: GC 44 West problems - 12/9/2012 5:08:19 PM   
VPaulus

 

Posts: 1238
Joined: 6/23/2011
From: Portugal
Status: offline
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/viewtopic.php?f=147&t=27158

(in reply to lwbloomer)
Post #: 11
RE: GC 44 West problems - 12/9/2012 10:21:24 PM   
lwbloomer

 

Posts: 9
Joined: 9/22/2012
Status: offline
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.

(in reply to VPaulus)
Post #: 12
RE: GC 44 West problems - 12/9/2012 11:17:01 PM   
VPaulus

 

Posts: 1238
Joined: 6/23/2011
From: Portugal
Status: offline
GME is quite easy to use once you understand its principle.
If you've any doubt in following that tutorial please ask.

(in reply to lwbloomer)
Post #: 13
RE: GC 44 West problems - 12/10/2012 11:31:00 PM   
lwbloomer

 

Posts: 9
Joined: 9/22/2012
Status: offline

quote:

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

(in reply to VPaulus)
Post #: 14
RE: GC 44 West problems - 12/11/2012 12:04:30 AM   
VPaulus

 

Posts: 1238
Joined: 6/23/2011
From: Portugal
Status: offline

quote:

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.



(in reply to lwbloomer)
Post #: 15
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Panzer Corps >> Tech Support >> GC 44 West problems Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.102