Trapped Merchant Convoys

Commander - The Great War: Tech Support

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JLChamberlain
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 55
Joined: Thu Aug 09, 2012 9:16 pm

Trapped Merchant Convoys

Post by JLChamberlain » Tue Mar 07, 2017 4:00 pm

I'm playing the CP 1916 scenario and once I broke the British blockade, merchant convoys started spawning up by Trondheim. Unfortunately, they can't get past Trondheim. Now I have three of them up there, all unable to move. See the attached screenshot.
Is there any way to fix this? Are y'all aware of the issue?
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20170306235933_1-cropped.jpg
20170306235933_1-cropped.jpg (71.55 KiB) Viewed 3166 times

Robotron
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1516
Joined: Tue Nov 23, 2010 3:35 pm

Re: Trapped Merchant Convoys

Post by Robotron » Tue Mar 07, 2017 5:00 pm

Are you running the latest update which is V1.6.6?
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Slitherine's Commander the Great War on steroids: POTZBLITZ mod!
Find it here: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610

JLChamberlain
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 55
Joined: Thu Aug 09, 2012 9:16 pm

Re: Trapped Merchant Convoys

Post by JLChamberlain » Thu Mar 09, 2017 3:21 am

Robotron wrote:Are you running the latest update which is V1.6.6?
Yes I am.

Robotron
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1516
Joined: Tue Nov 23, 2010 3:35 pm

Re: Trapped Merchant Convoys

Post by Robotron » Thu Mar 09, 2017 1:52 pm

Sadly your current 1916 game can not be rescued any more due to an error in the 1916 mapfile: the hex above the port is defined as "land" thus blocking access to the North Sea since hexes with neutral ports count as being blocked too.

To get the 1916 scenario playable again in the future open the attached archive and copy the contained file constructions.lua into the following folder (overwriting the old one):

CTGW/DATA/Scripts


Alternatively you can use any text editor (I recommend the freeware editor NotePad+) and delete lines 1783 to 1787 in constructions.lua, then save the changes made.


Both methods will remove the blocking port near Trondheim, opening access to the North Sea again.
Attachments
constructions.zip
(4.06 KiB) Downloaded 144 times
Image
Slitherine's Commander the Great War on steroids: POTZBLITZ mod!
Find it here: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610

JLChamberlain
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 55
Joined: Thu Aug 09, 2012 9:16 pm

Re: Trapped Merchant Convoys

Post by JLChamberlain » Mon Mar 13, 2017 3:41 am

Robotron wrote:Sadly your current 1916 game can not be rescued any more due to an error in the 1916 mapfile: the hex above the port is defined as "land" thus blocking access to the North Sea since hexes with neutral ports count as being blocked too.

To get the 1916 scenario playable again in the future open the attached archive and copy the contained file constructions.lua into the following folder (overwriting the old one):

CTGW/DATA/Scripts


Alternatively you can use any text editor (I recommend the freeware editor NotePad+) and delete lines 1783 to 1787 in constructions.lua, then save the changes made.


Both methods will remove the blocking port near Trondheim, opening access to the North Sea again.
Thank you! I'll have to try this.

Don't worry, I still won that campaign despite the handicap. :D

JLChamberlain
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 55
Joined: Thu Aug 09, 2012 9:16 pm

Re: Trapped Merchant Convoys

Post by JLChamberlain » Mon Mar 13, 2017 8:42 pm

Sorry for the double post - this also happened to me in the 1917 campaign.

Robotron
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1516
Joined: Tue Nov 23, 2010 3:35 pm

Re: Trapped Merchant Convoys

Post by Robotron » Tue Mar 14, 2017 9:44 pm

Both methods I posted will also work for the 1917 scenario.
Image
Slitherine's Commander the Great War on steroids: POTZBLITZ mod!
Find it here: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610

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