Spanish Civil War Mod & Campaign (v0.90)
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- Field Marshal - Elefant
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Re: Spanish Civil War Mod (v0.15)
Spanish Civil War Mod (v1.05)
The fourth scenario (University City) cannot be played solo (outside the campaign) ?
The fourth scenario (University City) cannot be played solo (outside the campaign) ?
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- Private First Class - Wehrmacht Inf
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Re: Spanish Civil War Mod (v0.15)
I am running OOB on Mac. Unfortunately the Civil War Mod does not run as it should, maybe it is my fault. It does not work neither in the custom content campaigns, nor if I copy the file to the mod folder. Has someone any idea how to get this running?
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- Lieutenant-General - Karl-Gerat 040
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Re: Spanish Civil War Mod (v0.15)
LNDavoust, I have the same problem.warbear2017 wrote: ↑Thu May 23, 2019 1:25 pm I am running OOB on Mac. Unfortunately the Civil War Mod does not run as it should, maybe it is my fault. It does not work neither in the custom content campaigns, nor if I copy the file to the mod folder. Has someone any idea how to get this running?
The mod itself runs okay, I guess, as I could play some of the stand-alone (test) scenarios, but I could not get the campaign started.
I'm no campaign (editor) expert, so I have no idea why it doesn't work.
Re: Spanish Civil War Mod (v0.15)
Well, that was quick, unfortunately :/
I deleted the mod from my PC to download it and reinstall it from scratch and I was able to launch the mod and the campaing correctly... Unfortunately I dont have a Mac (or another PC) to test it there too...
Gabe, do you use Mac? Could you be so kind to tell me which version of Order of Battle have you installed? (I have the 7.1.6 (64bit) version).
Also, could anyone confirm me if they were able to launch the campaign succesfully?
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Terminator, the scenarios are not (yet) correctly balanced to be played outside the campaign, but aside of credit abundance, they should work corrrectly also in that way. There is certainly a problem with the fourth one, I will look into it.
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Thanks to all for you feedback, I will try to fix this somehow, although this is not the kind of problem I was expecting...
I deleted the mod from my PC to download it and reinstall it from scratch and I was able to launch the mod and the campaing correctly... Unfortunately I dont have a Mac (or another PC) to test it there too...
Gabe, do you use Mac? Could you be so kind to tell me which version of Order of Battle have you installed? (I have the 7.1.6 (64bit) version).
Also, could anyone confirm me if they were able to launch the campaign succesfully?
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Terminator, the scenarios are not (yet) correctly balanced to be played outside the campaign, but aside of credit abundance, they should work corrrectly also in that way. There is certainly a problem with the fourth one, I will look into it.
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Thanks to all for you feedback, I will try to fix this somehow, although this is not the kind of problem I was expecting...
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- Lieutenant-General - Karl-Gerat 040
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Re: Spanish Civil War Mod (v0.15)
PC, Steam version, v716/64bit
If I click on "launch" campaign, it's stuck on the first loading screen and my OoB actually crashes. I don't even get to see a map or something.
So I guess it's something basic with the campaign itself. A missing file or wrong filenames or such. Did you use some "special" Spanish characters in the file names?
But yeah, can anyone else confirm?
Yeah...
But hey, I've played the first two scens as standalone and they were fun and fast. Played flawlessly, very good balance for middle difficulty IMO. There was a sec. obj. to exit five ships which obviously shoud've been six, but it's just a misleading counter (the popup said to save all (six) ships, so I guess it's okay).
After we can fix the campaign issue somehow, it's gonna be a fun mod.
Last edited by GabeKnight on Thu May 23, 2019 8:40 pm, edited 2 times in total.
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- Field Marshal - Elefant
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Re: Spanish Civil War Mod (v0.15)
Same problem on PC 7.1.6.GabeKnight wrote: ↑Thu May 23, 2019 5:55 pmLNDavoust, I have the same problem.warbear2017 wrote: ↑Thu May 23, 2019 1:25 pm I am running OOB on Mac. Unfortunately the Civil War Mod does not run as it should, maybe it is my fault. It does not work neither in the custom content campaigns, nor if I copy the file to the mod folder. Has someone any idea how to get this running?
The mod itself runs okay, I guess, as I could play some of the stand-alone (test) scenarios, but I could not get the campaign started.
I'm no campaign (editor) expert, so I have no idea why it doesn't work.
Re: Spanish Civil War Mod (v0.15)
Ok, let's try this. Could you edit the text_english.txt file (in the "The Spanish Civil War v0.15" folder), replacing the text there with the followingGabeKnight wrote: ↑Thu May 23, 2019 8:26 pm So I guess it's something basic with the campaign itself. A missing file or wrong filenames or such. Did you use some "special" Spanish characters in the file names?
...and then let me know if the campaign still doesn't work? Thanks// NAME
name = The Spanish Civil War
// DESCRIPTION
description = Asume the role of a Republican Commander in the early stages of the Spanish Civil War (1936-1939) , the prologue of WW2.
// CORE NAMES
core_core 1 = core_core 1
// MAP NAMES
maptext_3 = Madrid
maptext_9 = Strait of Gibraltar
maptext_12 = Barcelona
maptext_13 = Seville
maptext_14 = Zaragoza
maptext_17 = A Coruna
maptext_23 = Palma
maptext_26 = Valencia
// VARIABLES
tooltip_preserving_lifes_1 = Thanks to you meticulous commanding skills in the south of Spain, a lot of green privates saved their lives in the early stages of the war and will be disponible for the defense of Madrid.
tooltip_not_a_holiday_1 = Thanks to your actions in the Majorca Disembarkment, Balearic Islands are still in dispute and the Italians cannot use them easily as an air base for their bombers.
tooltip_nurturing_the_republic_1 = Your efficiency escorting convoys through the Mediterranean Sea has mantained high the moral in the rearguard and provided us with much-needed weapons, resources and technology.
// EVENTS
event_0_0_title = DEFEAT
event_0_0_text = We have been defeated. The rebel forces have overrun our defenses and their total victory is almost complete. The Axis have a new ally in western europe in the upcoming war...
event_1_0_title = Victory
event_1_0_text = The advance of the francoist forces towards the spanish capital, Madrid, has been stopped... for the moment. But this is only the first of many assaults, as this micro-campaing is just the begining of a total war
event_3_0_title = Civil War!
event_3_0_text = After months of political instability and violence in the country, right-wing forces and part of the Army have revolted against the legitimate government of the young Spanish Republic. We need to sufocate the uprising before it will became a full scale war.
event_4_0_title = German Air Bridge
event_4_0_text = The alliance between Germany and the rebels have allowed to the last ones to cross the Army of Africa to the peninsula, almost negating the effect of our naval blockade.
event_5_0_title = Franco
event_5_0_text = One of the rebel generals, Francisco Franco, has been elected "Caudillo" (head of state) by others commanders, in part thanks to his good relationship with Germany and Italy. With this new strong leadership, the nationalist forces are already known also as "francoist army".
event_6_0_title = The siege of Madrid
event_6_0_text = Despiste our best efforts, the bulk of the rebel army, well-commanded and better equiped than our troops, has arrived from the south to the outskirts of Madrd, the spanish capital. They are almost here...
Re: Spanish Civil War Mod (v0.15)
Thanks a lot for your comments, Gabe! The counters are my arch-nemesis, but I swear I will fix them in the next updates Regarding the difficulty, I was completely clueless if I was designing the scens too hard or too easy, so I appreciate a lot this kind of feedbackGabeKnight wrote: ↑Thu May 23, 2019 8:26 pm But hey, I've played the first two scens as standalone and they were fun and fast. Played flawlessly, very good balance for middle difficulty IMO. There was a sec. obj. to exit five ships which obviously shoud've been six, but it's just a misleading counter (the popup said to save all (six) ships, so I guess it's okay).
After we can fix the campaign issue somehow, it's gonna be a fun mod.
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- Lieutenant-General - Karl-Gerat 040
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Re: Spanish Civil War Mod (v0.15)
The textfile change did nothing, but I've got it to work after I've deleted most of the "obsolete" files in the campaign directory:
Now all you have to do is deal with the "usual" problems, like missing specs with the campaign (it's some kind of bug that Erik ran across, too), and missing pics for the difficulty settings.
It's good IMO. Similar to Duplex's scens: After you've survived the initial attacks, all's good.LNDavoust wrote: ↑Fri May 24, 2019 12:18 am Thanks a lot for your comments, Gabe! The counters are my arch-nemesis, but I swear I will fix them in the next updates Regarding the difficulty, I was completely clueless if I was designing the scens too hard or too easy, so I appreciate a lot this kind of feedback
Re: Spanish Civil War Mod (v0.15)
I see.
The mapX.png files shouldn't be at the folder (I forgot about them), although I don't think they were the problem. The tga files are there to create the overlays in the maps, and they work fine to me...
...but they are my main suspects at the moment of creating the problem. So, as a temporary solution, to anyone unable to play the campagin, try erasing them.
The mapX.png files shouldn't be at the folder (I forgot about them), although I don't think they were the problem. The tga files are there to create the overlays in the maps, and they work fine to me...
...but they are my main suspects at the moment of creating the problem. So, as a temporary solution, to anyone unable to play the campagin, try erasing them.
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- Lieutenant-General - Karl-Gerat 040
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Re: Spanish Civil War Mod (v0.15)
Agree. After I've tried to copy them Mask-TGA files back, it crashed again. Maybe you need to have some additional filters/plugins installed in Windows for it to work(?)
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- Lieutenant-General - Karl-Gerat 040
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Re: Spanish Civil War Mod (v0.15)
Yep, the campaign plays okay now. Started from scratch and played through all four of the missions. Knowing the first two scens, these played rather quickly, did not see any more "issues" than those reported before. Usually I don't lose on purpose, so I can judge the triggers on the winning side only here.
Some remarks/suggestions about scen three:
- cool, didn't know that the tender vehicle can repair ships, too - Kudos for using it in the scen like that.
- none of my Soviet "lend lease" planes could land on the tender, though. Intended? Just askin', I'm no historic unit expert, but those planes look small enough to be able to land on water. Although it was nice to see the Arado fighter plane to be of some use finally.
- you should add one more exit hex for the player on the western edge (if you won't change the tender stats)
- you should fail the "all merchant ships" sec. obj. as soon as one transport ship gets destroyed
- the "sink convoy" obj. won't validate - and I've sunk the transport with my subs only. I hope you haven't intended to sink the DD, too? Impossible with the vanilla subs.
- at scenario end: the "sink two subs" objective changed from checked to failed. You probably forgot to deactivate the trigger upon completion of the objective.
Some remarks/suggestions about scen four:
- none of my arty units had transports. I think you should add some.
- you could shorten the turn limit by five turns easily
- sorry, but while playing, I had no idea what you meant with the "self-organise" objective - there were no units or hexes linked to it. (It failed at some point, though ). I guessed it to be a similar mechanic as with the first scen of the Panzerkrieg DLC (=to have some units near some hex), but I didn't know which units or hexes...
Overall I'm glad that it seems that you know what you're doing...
The scens played okay, the balance was good, turn limit okay, RP income okay. The scens need a bit of "polishing", but play good otherwise. Fast AI execution and movement, never boring, always something happening somewhere on the map. Good work, thanks for that!
Some remarks/suggestions about scen three:
- cool, didn't know that the tender vehicle can repair ships, too - Kudos for using it in the scen like that.
- none of my Soviet "lend lease" planes could land on the tender, though. Intended? Just askin', I'm no historic unit expert, but those planes look small enough to be able to land on water. Although it was nice to see the Arado fighter plane to be of some use finally.
- you should add one more exit hex for the player on the western edge (if you won't change the tender stats)
- you should fail the "all merchant ships" sec. obj. as soon as one transport ship gets destroyed
- the "sink convoy" obj. won't validate - and I've sunk the transport with my subs only. I hope you haven't intended to sink the DD, too? Impossible with the vanilla subs.
- at scenario end: the "sink two subs" objective changed from checked to failed. You probably forgot to deactivate the trigger upon completion of the objective.
Some remarks/suggestions about scen four:
- none of my arty units had transports. I think you should add some.
- you could shorten the turn limit by five turns easily
- sorry, but while playing, I had no idea what you meant with the "self-organise" objective - there were no units or hexes linked to it. (It failed at some point, though ). I guessed it to be a similar mechanic as with the first scen of the Panzerkrieg DLC (=to have some units near some hex), but I didn't know which units or hexes...
Overall I'm glad that it seems that you know what you're doing...
The scens played okay, the balance was good, turn limit okay, RP income okay. The scens need a bit of "polishing", but play good otherwise. Fast AI execution and movement, never boring, always something happening somewhere on the map. Good work, thanks for that!
Re: Spanish Civil War Mod (v0.15)
These seaplane tenders could only maintain floatplanes and/or flying boats by using a crane lifting them from water next to them. Large combat ships also had such cranes for their seaplanes.
http://www.navypedia.org/ships/germany/ger_cv_greif.htm
http://www.navypedia.org/ships/germany/ ... ussard.htm
Supported OoB aircraft:
Greif: Ar196_A3 (fighter), Ar196 (recon)
Bussard: Ar196_A3 (fighter), Ar196 (recon), He59, Do18, BV_138
As mentioned in my link above, the Greif could also host the Do18 if someone wants to correct that. Navypedia is the best source of ship data.
While only the Bussard had a catapult to quickly launch aircraft, the Greif had to use its crane to lift the maintained planes back to the water first.
http://www.navypedia.org/ships/germany/ger_cv_greif.htm
http://www.navypedia.org/ships/germany/ ... ussard.htm
Supported OoB aircraft:
Greif: Ar196_A3 (fighter), Ar196 (recon)
Bussard: Ar196_A3 (fighter), Ar196 (recon), He59, Do18, BV_138
As mentioned in my link above, the Greif could also host the Do18 if someone wants to correct that. Navypedia is the best source of ship data.
While only the Bussard had a catapult to quickly launch aircraft, the Greif had to use its crane to lift the maintained planes back to the water first.
Re: Spanish Civil War Mod (v0.15)
The real spanish sea tender Dedalus was a former german WWI ship that the country got as part as the war payments because of the spanish mechants sunk in the conflict (http://www.navypedia.org/ships/spain/sp_cv_dedalo.htm // https://en.wikipedia.org/wiki/Spanish_s ... %C3%A9dalo). The spanish navy modified it heavily in the 20s to use it as a sea plane and ballon tender, and it was operationally used in the Desembarco de Alhucemas (https://en.wikipedia.org/wiki/Alhucemas_landing), an interwar conflict against the moroccan "rebels" of the north african colonial Spain. In the 30s, there were plans to modify it again to update it (it was obsolete at the moment), but the lack of budget left it in the port, and when the spanish civil war started the Dedalus was yet waiting for a final decision. In the real conflict it never left port, and was finally scrapped.Horst wrote: ↑Mon May 27, 2019 4:35 pm These seaplane tenders could only maintain floatplanes and/or flying boats by using a crane lifting them from water next to them. Large combat ships also had such cranes for their seaplanes.
http://www.navypedia.org/ships/germany/ger_cv_greif.htm
http://www.navypedia.org/ships/germany/ ... ussard.htm
Supported OoB aircraft:
Greif: Ar196_A3 (fighter), Ar196 (recon)
Bussard: Ar196_A3 (fighter), Ar196 (recon), He59, Do18, BV_138
As mentioned in my link above, the Greif could also host the Do18 if someone wants to correct that. Navypedia is the best source of ship data.
While only the Bussard had a catapult to quickly launch aircraft, the Greif had to use its crane to lift the maintained planes back to the water first.
My plan is to create a specialization in the campaign to reactivate the plan for the Dedalus as the closest thing the spanish republican navy could use at the moment as a seatender. The german arados in the current scen are just a placeholder until i found a more proper (historically correct) seaplane for this ficcional Dedalus (although I'm very happy Gabe found them useful in the context of the scen , that was the plan).
The biggest spanish ships in the conflict were the cruiser Canarias and Baleares, and the interwar dreaghnouts Jaime I and España (http://www.navypedia.org/ships/spain/sp_bb_espana.htm) that didn't have any sea plane attached, I'm afraid.
So, regarding the repair function of the Dedalus, I'm aware that usually the seaplane tenders weren't design to perform that kind of role in the fleet, but again, we are not talking here about the small german tenders (2000 ton) but an interwar large ship (13000 ton) transformed into a different beast. In terms of playability and game enjoyment i found useful to give the Dedalus both seaplane and repair functions, but i accept i am only fantasising. Although, you know, big ship, a lot of space and cranes, support personnel... the "repair" function is not THAT far-fetched in my mind. Anyway, i am open to discussing it And thanks a lot for the info regarding the german seaplanes and the data base of ships, Horst, very useful web indeed ^_^
Last edited by LNDavoust on Mon May 27, 2019 8:19 pm, edited 1 time in total.
Re: Spanish Civil War Mod (v0.15)
Great news! Thanks a lot for the testing, Gabe, I will add a warning in the first post next to the download link with the info regarding those treacherous, evil tga filesGabeKnight wrote: ↑Sun May 26, 2019 5:34 pm Yep, the campaign plays okay now. Started from scratch and played through all four of the missions.
Glad you like it!GabeKnight wrote: ↑Sun May 26, 2019 5:34 pm
Some remarks/suggestions about scen three:
- cool, didn't know that the tender vehicle can repair ships, too - Kudos for using it in the scen like that.
- none of my Soviet "lend lease" planes could land on the tender, though. Intended? Just askin', I'm no historic unit expert, but those planes look small enough to be able to land on water. Although it was nice to see the Arado fighter plane to be of some use finally.
- you should add one more exit hex for the player on the western edge (if you won't change the tender stats)
- you should fail the "all merchant ships" sec. obj. as soon as one transport ship gets destroyed
- the "sink convoy" obj. won't validate - and I've sunk the transport with my subs only. I hope you haven't intended to sink the DD, too? Impossible with the vanilla subs.
- at scenario end: the "sink two subs" objective changed from checked to failed. You probably forgot to deactivate the trigger upon completion of the objective.
- Yeah, the regular planes (even the tiny ones, i'm afraid) shouldn't be able to land in the sea tender, so that works as intended. There is an air field in one of the islands (north, Menorca) and you have also the west exit, which limits a lot the effectivity of your planes (again, as intendeed). But yeah, I suppose it's ridiculous just having one exit point at the west which can cause air loses without a proper reason. I will add an additional one
- I will look into the three objetives. The convoy one has worked before for me, but maybe i touched something in one of my final edits :/ And yeah, the objetive is just the mechant ship, not the destroyer. And I thought I have fixed the subs objetive... but again, probably i broke something in one of my last editions :/
The artys are annoyingly slow by design, but i will think about add a transport at least at one of them. And I also will consider quiting some turns, sure. Regarding the "self organize" objetives, there are two militia (soviet conscript units) that sould be linked to that. I will look into it, thanks. And yes, the mechanic is similar to the first Panzerkrieg scen, you are supposed to leave both units resting for the first turns to get a free updated infantry unit for your core, and an additional one for this mission.Some remarks/suggestions about scen four:
- none of my arty units had transports. I think you should add some.
- you could shorten the turn limit by five turns easily
- sorry, but while playing, I had no idea what you meant with the "self-organise" objective - there were no units or hexes linked to it. (It failed at some point, though ). I guessed it to be a similar mechanic as with the first scen of the Panzerkrieg DLC (=to have some units near some hex), but I didn't know which units or hexes...
Again, thanks a lot for your insights, Gabe! I'm very happy you think the mod is marching in the good direction, although there is still a lot of work to do (speak about "lack of polish" is very generous of you xD). I think that aside for correcting these bugs, my next step will be to create a true spanish rooster of units for the mod, insted of reusing others. I had a couple of hours today and failed miserably "creating" the 3d models for the new units (i thought it would be easy to just mix some of the infantry models of this unit and other one from that other unit and... voilá! ... ... Not so easy, it seems xD) but at least I am very happy with my new 2D militia image, those green, ill-disciplined, irregular bastards xD
So yep, we are still in business. Let's see where this path ends
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Re: Spanish Civil War Mod (v0.15)
Are the bugs for the Campaign corrected ?
Re: Spanish Civil War Mod (v0.15)
Hi terminator. The campaign can be (probably ) played at the moment erasing the tga files in the campaign folder if you still cannot launch it properly, as we discussed before in the thread.
Regarding the problems/bugs Gabe detected during the campaign, I haven't had time to fix them, but i will probably only look into the most problematic ones (sec objetives of scen 3) for the moment at some point during this week. The rest should wait until the next major update, I'm afraid,as they are "minor" ones. But as I said before, and as Gabe (graciously) confirmed, the campaign should be playable at its current state
Re: Spanish Civil War Mod (v0.15)
Ok, i need to ask cause I spent my free time today (instead of fixing bugs :/) trying to find (unsuccessfully) an answer in the forum. I'm trying to apply a new texture to a unit i recycled form the vanilla version of the game (the do18). It seems that i need a mdb 3d file in the mod in order to the texture to work, despite the model i use (the do18) already exists in the game... Am I right or i am losing some critical detail?
Thanks a lot, guys
Thanks a lot, guys
Re: Spanish Civil War Mod (v0.15)
Thanks to Gabe (well, thanks to a lot of contributors here in the forums, but Gabe give me the final clue) I was able to slowly building up the plane rooster for the campaign during this week. For some units it was very straightforward (i repainted the Bf 109 G with the colours of the Condor Legion for a nice Bf 109 B) for others, as I i dont plan at the moment to introduce new 3d models, i had to be more creative, repurpoising pre-existing units. But anyway, it was very fun and although it's not the perfect solution, i'm reasonably satisfied with the result
From left to right:
Nationalists: Bf 109 B, C.R. 32, He 51
Republicans: Do15/Do J Wal, Dewoitine D.372, Breguet 19, Polikarpov I-15
From left to right:
Nationalists: Bf 109 B, C.R. 32, He 51
Republicans: Do15/Do J Wal, Dewoitine D.372, Breguet 19, Polikarpov I-15
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Re: Spanish Civil War Mod (v0.15)
Beautiful models
The plane Bf 109 B with the black dot seemed strange to me but it is the real aspect :
The plane Bf 109 B with the black dot seemed strange to me but it is the real aspect :