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RE: 653N Mod - 12/12/2018 9:55:10 PM   
sPzAbt653


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Is it the same as seen in Post #8 here? :
http://www.matrixgames.com/forums/tm.asp?m=4479984

(in reply to Oxybeles)
Post #: 151
RE: 653N Mod - 12/12/2018 9:57:10 PM   
Oxybeles

 

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quote:

ORIGINAL: sPzAbt653

Is it the same as seen in Post #8 here? :
http://www.matrixgames.com/forums/tm.asp?m=4479984


Yes, that is the case.

(in reply to sPzAbt653)
Post #: 152
RE: 653N Mod - 12/12/2018 10:26:47 PM   
sPzAbt653


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I never came across what causes it to happen. Hopefully it is not too much of an inconvenience to you. If anyone knows what the cause is let me know and I'll fix it if I can.

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Post #: 153
RE: 653N Mod - 12/19/2018 4:02:33 PM   
JagdFlanker


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i don't know if it's because i'm using a crappy (new) laptop, but the graphics are not working properly with this mod. it's not showing me
what land i took so i can't tell what land is mine and what isn't

Edit: the graphics work fine in the normal campaigns, just not the mod




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< Message edited by JagdFlanker -- 12/19/2018 7:31:58 PM >

(in reply to sPzAbt653)
Post #: 154
RE: 653N Mod - 12/19/2018 5:28:42 PM   
JagdFlanker


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also the Soviets never asked for the other half of Poland - i took it 3rd turn






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< Message edited by JagdFlanker -- 12/19/2018 6:18:00 PM >

(in reply to sPzAbt653)
Post #: 155
RE: 653N Mod - 12/20/2018 12:51:01 PM   
JagdFlanker


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interestingly enough the 653H mod works fine so i'l just play that one - as you i much prefer corp sized units, as little navy as possible and i don't care for the arty/AT/etc units

thanks for the hard work!

(in reply to JagdFlanker)
Post #: 156
RE: 653N Mod - 12/20/2018 4:16:23 PM   
sPzAbt653


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Thanks for the report. The missing blue lines have been talked about previously, it apparently only happens in Poland [no idea why].

It seems that the scripts didn't compile properly for the last posting. To check this, while in the game go to the Options > Advanced > Scripts and see if any are there on the right side of the screen. In this case, there are none!




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(in reply to JagdFlanker)
Post #: 157
RE: 653N Mod - 12/20/2018 4:16:53 PM   
sPzAbt653


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It should look like this:




EDIT: The situation has been repaired and the file in post #1 has been replaced, so delete the 653N that you have and re-dl the file. You can delete the whole folder, everything is included in the new zip. Luckily that corrupted file was only up for a short time, so maybe few actually got it.

Attachment (1)

< Message edited by sPzAbt653 -- 12/21/2018 7:25:11 PM >

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Post #: 158
RE: 653N Mod - 12/20/2018 4:19:13 PM   
sPzAbt653


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In my biased opinion, 653N is far better than 653H, so personally I hope you can get back to N as I think it is a better experience!

I haven't been playing 653N as I've been working on something else, so thanks again for reporting the script error.

(in reply to JagdFlanker)
Post #: 159
RE: 653N Mod - 12/20/2018 8:14:58 PM   
JagdFlanker


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quote:

ORIGINAL: sPzAbt653

In my biased opinion, 653N is far better than 653H, so personally I hope you can get back to N as I think it is a better experience!

I haven't been playing 653N as I've been working on something else, so thanks again for reporting the script error.


ok, if it's only for Poland then that's cool - i thought it would be for the whole game. next restart i'l dive into 'N' - i much prefer dealing with less navy

gotta say though, playing my very first SC game as axis using the 'H' mod is a blast - the tech and units just make more sense to me compared to the base game. i'v got a few hundred hours playing 'time of fury' even though it was essentially an unfinished game, so SC is a big step up in quality!

< Message edited by JagdFlanker -- 12/20/2018 8:16:22 PM >

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Post #: 160
RE: 653N Mod - 12/21/2018 4:55:26 PM   
JagdFlanker


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ok, i see - there's no scripts for 'N' so it can't be played? any way to copy just the scripts from 'H' to 'N' to fill in for now? i'v got a copy of 'H' i can steal from

< Message edited by JagdFlanker -- 12/21/2018 4:56:51 PM >

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Post #: 161
RE: 653N Mod - 12/21/2018 5:08:01 PM   
sPzAbt653


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Delete 'N' and re-dl it from the link in Post #1.

(in reply to JagdFlanker)
Post #: 162
RE: 653N Mod - 12/21/2018 5:24:26 PM   
JagdFlanker


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perfect, it worked - phew!

thanks again!

(in reply to sPzAbt653)
Post #: 163
RE: 653N Mod - 1/16/2019 3:18:45 PM   
sPzAbt653


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One of the 'AI Helpers' that was added was an event to replace the DAK in Afrika if it is destroyed there [the AI would always replace a destroyed DAK, but would never send it back to Afrika]. I just played a full game and this event worked poorly, putting TWO DAK's in Libya EVERY turn no matter what the situation was. My bad, lol.
Some adjustments have been made and a new version is posted, but for prior versions and in case the adjustments fail to produce acceptable results, if you see this happen you can navigate to the in-game options screen seen below and uncheck the highlighted Event on Page 4 of the Unit Scripts.




Attachment (1)

(in reply to sPzAbt653)
Post #: 164
RE: 653N Mod - 1/24/2019 7:06:27 PM   
Curial

 

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I'm playing with the mod 653H which is very interesting for land operations.
BUT for maritime operations, I find it less interesting than the Vanilla version.
Playing on the Axis and having arrived in the year 1943, my submarines in the Atlantic did not have a single loss ... They are nevertheless positioned on the convoy roads.
The destroyers are missing and the submarine warfare and ASW is not well done.
Does mod 653N correct this?
If so, can we continue the campaign with this new mod?

(in reply to sPzAbt653)
Post #: 165
RE: 653N Mod - 1/24/2019 10:12:25 PM   
sPzAbt653


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Sorry but H and N are two different worlds so you can't switch in mid-game. The Naval Model for N is totally different from the stock version. See the Notes contained in the zip file for details.

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Post #: 166
RE: 653N Mod - 5/10/2019 11:31:59 AM   
Arthurius

 

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Hi sPzAbt653. Any chance for update to SCW 1.6 in near future?

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Post #: 167
RE: 653N Mod - 5/10/2019 10:50:33 PM   
sPzAbt653


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I don't see anything happening right now.

(in reply to Arthurius)
Post #: 168
RE: 653N Mod - 6/25/2019 6:33:16 PM   
marklv

 

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I downloaded from Dropbox, extracted everything in the correct Campaigns folder, but when I try to open the .cgn file in the editor it comes up with a little box stating 'file read error'. Why?? I'm running the latest version of the game, v1.16.02.



(in reply to Oxybeles)
Post #: 169
RE: 653N Mod - 6/25/2019 6:41:56 PM   
sPzAbt653


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Yeah I apologize about that, I should fix it. Hubert explains it all here, in Post #3:
http://www.matrixgames.com/forums/tm.asp?m=4639101

I've been discouraged by file changes and version changes and having to go thru extra work, here and in my other favorite [TOAW]. It is my responsibility though, I'll have to get myself motivated one day.

(in reply to marklv)
Post #: 170
RE: 653N Mod - 6/25/2019 7:29:42 PM   
marklv

 

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I've just used the conversion tool and now I can open the .cgn file in the editor but it doesn't appear on the list of scenarios when I try to play it.

(in reply to sPzAbt653)
Post #: 171
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