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I'm honestly not sure how to fix the random crashes. when I uploaded 4.3 that was something that I could play on Windows XP for hours at a time with no crashes at all. the only crashes that I recall happening consistently are because of a large volume of capital warships bombarding at the same time (this causes the game to max out on memory, for some reason). the other one is if you have a bunker that is bombarding and attempt to pack that bunker up and move it to another location. buildings can't have the pack/unpack state at the same time as a combat... so that will cause the game to crash.
since the mod is quite large it might simply be a matter of the game running out of memory resources. at one point I had so many new SP maps that when I loaded the random skirmish map entries the game crashed. then, when I removed the skirmish maps to just the ones I was actively editing the game worked just fine.
it sounds kinda strange... but if you have a lot of custom maps that can use up memory resources too. you could try leaving your custom maps folder empty and storing those maps elsewhere.
I'm also getting rid of the intro video, streamlining a bunch of buildings and factions. my hope is that if I can cut out at least 700 megs of memory that the game will become more stable.
eh, it's pretty big too... um, maybe eight-to-ten hours. I haven't really added the main objectives and trigger elements yet, though.
the hardest part was adding in the railroad line, which functionally extends the supply lines from one city to the next. if you can capture and hold the railroad it's a great way to extend your supply network as you fight your way across the map.
typically when I work on a map I try to find three-to-five historical references and try to make it as close as I can.
I really wanted to add in those hills and ridges, because in some cases they had fairly sharp escarpments and could really give the defenders a big advantage.
the hill top flags featured here are the same as the new village flags - except that they don't generate money and have negligible supply range. what they do offer, in exchange, is a very high detection range that isn't really matched by any other capturable building in the game.
thanks for your interest. right now, creating brand new maps for updating the single-player campaign is probably the best thing.
if you were to make new maps that are based on Uncommon Valor 4.3 that would be wonderful. I've sent you a private message that goes into a bit more detail.
I only ask that the maps have a feeling and quality that is similar to the original SP Campaigns. they don't have to possess cut-scenes or voice-over speeches. but they do need to have a description in the loading menu, mission objectives, some roads, doodads, and details that show the maps weren't randomly generated and created inside of 15 minutes!
when you've finished a bundle of map (or series of maps) that you like... that is based on Uncommon Valor 4.3 you can post them here as a patch in the "Maps" category as a "Single Player Map" upload.
unfortunately, the mod is very large. there's roughly 50,000 files in it. so it's hard to make it load quickly. on my old XP tower it took 15-to-20 minutes to even start the game! I'm in the process of consolidating and reducing the mod files right now. one of the common problems is that most modders would create completely new factions down to every last bunker and infantry unit. in some cases this meant creating duplicates of the original buildings when this was not necessary.
for example: if Finland, Sweden, Bulgaria, Croatia, Romania, Spain, and Hungary all use identical artillery bunker models to the original German one. I can just get rid of new building models and skins and just change the code for the TGI files. I can update the alpha channel (which shows the team color assignment for that building)... and then players can tell which building belongs to which team.
I've actually been able to get rid of roughly 500 megs of memory by doing this sort of thing.
not really, that just looks like a summary from the rmp or the tgi file. you would need to run a session in the editor to test things out. I didn't include the original missions because there would be a lot of new units and regiments available for each side that would essentially BREAK the game play balance. the Stalingrad map wouldn't be too difficult because I don't think any of the stock regiments employed were changed so drastically it would cause the game to crash. if the existing regiment layout doesn't match the original exactly it will cause the game to crash when you click on the HQ tent that it has been attached to. as a precaution, you should consider deleting any HQ tents and replacing them with new buildings. that way if phantom regiments that exist in the original map are still in the code - you won't get a hard game crash when you click on the HQ tent and the game can't find the attached regiment. been working a lot - so I didn't notice this earlier.
I removed the single player campaigns somewhere around 4.2 because there were too many conflicts and changes. some of the missions would simply crash without a large number of changes. I will add new SP player campaign maps in the next upload.
is this an English version of A&A?
the Data folder should be in the same folder as the AA.exe file. this should also be a clean install of the game. if you have another mod in the Documents/A&A folder that might be over-writing it.
that's all I can think of at the moment.
that problem sounds like it's rooted in the map triggers - and it SHOULD be something that could be altered by any user simply tweaking things in the map editor.
however, the original maps won't work in their unaltered form on any Gizmotron associated mod. maps that worked for an older version of the mod will most likely not work on a newer version.
that's why I disabled the SP campaign awhile back... because there were some problems that couldn't be overcome at that time.
I was also trying to upgrade these maps to make use of a lot of the new features. I'm starting to think I shouldn't change the original maps all that much - and just leave them as unchanged as possible. people are going back to them for the familiarity, anyways, right? and it would be a lot easier to update a few unit restrictions and get rid of some phantom regiments than to try and integrate all of the new features.
if you have a legal English language version of the game you past the folders inside of the main game folder to replace the existing Data folder and other items already there. It's simply a matter of pasting it into the right spot.
do you have a legal copy of the original English version of the game? I did include install instructions in the read-me. if you're using a non-English version of the game this mod probably won't work.
ehhhh, it's been a long time. I think all I had to do was create new sides for the template_rmc_aa.tgi file in the TEMPLATE folder. then there was the problem of adding in new colors for the kingdom_colors.tgi file in the GAME folder. after that... I don't really remember. it's been something like five years since I made those changes. I couldn't get more than 16 sides working at a time, though. that's why the WW2 map is limited to 15 specific nations and 1 generic nation with dozens of defensive armies of different types.
I guess I should have added that this is a 1152x1152 map currently rigged for 8 vs 8. historical generals will be added based roughly on actual areas of operation.
right now players can use anything on it. so it's only 'good' for random skirmish mode right now. after I test it a couple of times I'll see if it is stable enough for an SP campaign. after which time I will probably add in restrictions that prevent army generals from deploying airfields and paratroopers. air force generals will also be prevented from deploying much of anything else.
1152x1152 is the largest map I've ever been able to successfully finish playing through. any larger than that and the game crashes in less than an hour.
maybe ever 45 minutes players will be sent a message "look! Guderian is ignoring orders and doing what he wants... again!" ;-)
yeah, the heavy artillery units were getting so powerful that they could wipe out multiple elite infantry regiments with over 1000 experience points instantly with a single salvo.
100 pound shell = 100 blast damage + 155 gunfire bonus vs infantry based on shell diameter... that means that a newly recruited artillery regiment could wipe out even the most elite infantry regiments even if they were enchanted with Banzai Charge, Infantry Assault, and Resist at the same time. I felt like that was getting TOO powerful.
I like that artillery can really demoralize, and wipe out infantry... but it got to the point where I would rather have vanilla infantry bum rush Russian heavy tanks than deal with French or American heavy artillery!
this is literally the paved road with a new texture. after reading up on Operation Typhoon, and how timbered roads were used to help move supplies, I figured it would be a good addition. it was also something that got used extensively by all sides during WWI at the height of the rainy season in Flanders and Northern France.
this was a test shot of my first map that used timbered roads. the road itself is placed on top of generic dirt terrain while it is surrounded by mud. so if vehicles or infantry step off that little road, they can expect to get immediately bogged down.
it's still going - but only when I have time to do it. I've got a lot of responsibilities in the real world... and I don't always get as much time to work on modding.
I'm slowly going through and double checking the... er, roughly 3000 units, 2000 regiments, and 1000 buildings looking for missing skins, icons, and stuff like that. I've also been drafting new maps, looking at new historical unit restrictions to apply to the original SP campaign maps.
I still work on this mod at least a couple of hours every week. however, since I'm the only one working on it - it takes a long time to uncover everything and fix it up.
I want the next upload to be a significant improvement over the last upload. I also want the changes to be noticeable. one of the biggest differences will be that I've created more in-game counters for artillery. I will also be reducing the power of medium and heavy artillery. initially, I liked the idea of heavy artillery being able to wipe out an entire group of infantry with one or two salvos... but what this does is make infantry less effective in the later parts of the game. so I've been looking at ways to create counters that can allow every major nation to stand a fighting chance. (some of the minor nations, realistically, will have no hope of beating the larger ones if they can get to the mech and armor stages)
just last night I was working on updating Romanian airpower and looking at making an Odessa campaign map.
I haven't been visiting online that much because I've been busy at work... however
here's a patch that changes those items, and nothing else.
after reading through some of the code for this nice looking mod I wouldn't recommend using this on the Gizmotron or Uncommon Valor mod.
it's not the changes to the AI recruiting and attack behavior that is the problem. I would expect that this AI is probably better than what I had in the Gizmotron Mod. (this looks less aggressive but more intelligent)
the larger problem is that it would make the AI generals incapable of using any of the new special operations (like the Artillery Barrage, or the new Allied version of the Blitzkrieg).
so, I finally figured out who the city centers were getting captured but not the surrounding buildings. the key is to NOT use the default "enemies" faction to create cities. this faction is hard-coded to only look at the randomly generated city actors. so this means that if you use this default faction to build cities from scratch you will always have this problem: you can capture the city center building but NONE of the buildings you added around it will change sides along with the city center.
I thought this might have been a glitch with my mod-- but it's actually a glitch built into the original game as well. I found this problem with custom-made maps in the default game as well.
I updated this map by changing the designated side from "enemies" to a new scratch-built "cities" faction and then the entire city changed sides when the city center building was captured.
I should also point out that, although Singapore is included on this map for the sake of thoroughness. there is also an additional map that focuses specifically on the fall of Singapore.
it's a minor detail - but I changed the small village building component so that it's no longer a blocking structure. this means that you can plant it in the middle of tightly packed village buildings or plant doodads right on top of the flag now. I still can't get the village flag to be directly targeted by the AI and players. but if they get close enough to it - it can be captured just like a regular city center.
I've made some updates to the Tengxian map I posted pictures of earlier. There are two different versions. the first version has the player taking on the role of Japan - where they have to smash through Chinese defenses. the second version is heavily influenced by the original "Bastogne" SP Campaign map. the player will take on the role of China. they'll need to fight off eight different attacks featuring infantry, artillery, tanks, and air strikes. These will come from the north, east, and south. Finally, in desperation the Japanese player will launch an all-out attack to capture the city. if the player can survive for one hour they automatically win.
honestly, I don't know. I never got it to work on any of my previous laptops because they didn't have enough RAM to complete loading the mod. I can't promise anything... but in theory a 2 GHz processor and 8GB of RAM should be barely enough. I currently use 3.6 GHz 16GB because that is the current 'standard' for general high-end gameplay. I don't know anybody who's gotten this mod to work on a laptop though.
I have the mod working on Windows 10 right now... but it's glitchy and more prone to crashes than it was with Windows XP. I could play the mod for hours and hours on XP. without having made a single major change to the mod I still find that I'm lucky to make it past 90 minutes or so on Win10. there were maps I've played dozens of times over without a single snag or problem in XP that crash pretty regularly on Win10. all I can say is that you should shave your games often. I wish I had better answers for you. but that's all I've got right now.
I tried solving the red box for the French flamethrower tank... but Windows 10 has a horrible search function that doesn't really work on file content (just file names). so I have yet to find the original problem file. so I just made a new alternate version of the flamethrower tank and changed the regiment. it now shows up okay. some of these models might not be fixable... our primary modeller is not actively working on the mod anymore. I'm more of the nuts-and-bolts code worker.
I've tried three or four times to make those units work - and I couldn't. so I've simply gotten rid of some of them. I don't remember which ones are gone right this second... but I cut out the Italian units that were causing regiments to freeze.
was this a clean install of the game? if so then I'll have to see what I can iron out. I did revise a bunch of the bombers last month or so. I don't have any errors connected to that on my install. and I don't remember that being an issue when i created the upload.
you could try removing the installation and any other versions of the patch. then try installing it again fresh. if there are lingering files from a previous version of the mod that will create problems.
although I've got to warn you that this mod was created to be installed on the C:/ drive. so you'll probably find a lot of missing skins. (things will be pink or rainbow colored)
there are literally thousands and thousands of files in this mod. I decided it was better to simply have the mod installed in the one drive every computer should have.
then my problem becomes... if I do everything to look right on the D:/ drive somebody will want it on C:/ or F:/ etc.
after six years I'm also getting a little bit worn out on this one.
as far as game crashes are concerned:
this is a really old game that wasn't written with Windows 10 in mind. I used to be able to play this mod for hours at a time on Windows XP with no problems at all.
however, once I switched over to Windows 10 the game crashes happened a lot more often - and were typically unpredictable. I think it's because the game is running out of memory resources. save your games fairly often.
typically, even after a big crash, I can go back to where I saved the game and finish the map without too much trouble.
Windows 10 doesn't print the error message at the time of the crash. it also doesn't keep error logs. this makes it extremely difficult to try and fix or prevent game crashes. I don't know how to change these settings because I'm not a programmer - I'm just an amateur who works on this part-time when I get the chance.
as far as 'the color bug'. this mod needs to be installed on a clean, unaltered install of the A&A English version of the game. it also needs to be located on drive C. if you install it on any other drive there are going to be lots and lots of missing skins. things with missing skins show up as solid pink shapes.
since I can't predict where people will install the game and mod - using the default C drive for install made the most sense. there are so many files in this mod that trying to manually update everything to look correct for a D drive install might not even solve your problem. if you have it installed on an external hard-drive then the name could change every other time you plug in your device.
fighters now have an attack bonus against artillery units - so this has given fighters some usefulness even if your adversaries don't have bombers. even biplanes with a pair of light mgs can create trouble for artillery if they're not defended by friendly machine guns or AA mechs. I'm also adding a new sub-component to fighter attacks so that when fighters are strafing ground units the enemy units being hit will suffer morale loss.
I agree that many of the boats are too cheap. they were supposed to be $500 to $800 for a battleship. but I never got around to checking out all the boats. I'll be trying to balance out the prices and increase the time between barrage volleys.
honestly, I don't have a firm date for the next upload other than... before 2019.
as usual, real life responsibilities have gotten in the way of mod progress. but I'm getting there.
your suggestions are reassuring because I've already started working on some of those proposals.
I've been trying to make a paratrooper focused version of Market Garden work... and it's been pretty tough. I wanted to do a British version and an American version. the paratrooper American version is proving difficult to get to work.
Bastogne got overhauled earlier because it was impossible to win since I upgraded all of the tank stats. but now that I've made even more changes I'll have to make some more updates.
I have an alternate version of Bastogne that I'm testing out. it won't have the waves of German bombers darting all over the place... but it will have more ground forces. I'll plug that into some of the new SP campaign interfaces. it will have McAuliffe, Middleton, and Patton vs Brandenberger, Dietrich, and Manteuffel. lots of trees, winding dirt roads, and the Allies will actually have anti-tank guns, tanks, and artillery bunkers to help them hold off the Germans.
I think the primary cause of game crashes is that the game is running out of memory resources. I've had maps that I could play for literally hours over and over again on XP crash inside of 40 minutes on Windows 10. literally everything was the same as it was on XP but now the game crashes more often. I've had games crash 5 minutes after I saved a game in progress... and when I launch that mission up again to replay it the game might continue without a hitch or a problem.
it's frustrating - because Win 10 doesn't seem to keep error logs for this game the way XP and Vista did... so it's hard to troubleshoot much of anything.
I'll have a look at the V2 bunker truck. I think you have to do some tech research and have all of your tech brigades unpacked before you can recruit them. you should still be able to build them with an engineer regiment, though.
I disabled the SP campaigns because the gameplay balance was totally off. there are a lot of tech and unit restrictions that need to be added to make those maps play out properly.
as a reminder, this mod needs to be installed on the C drive. if you install it on another drive many of the building and unit skins will be missing.
I uploaded this patch awhile ago. the only thing this patch does is change the building limit and the regiment limit. if you open up these files with a text editor you should be able to see the location where these changes are made. paste this into your Axis and Allies folder and it should over-write the default data.