Grand Campaign 1939-1945 (Custom Campaign)

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Grondel
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Grondel »

88Flak wrote: Sun Dec 04, 2022 4:17 pm Also going through the 43NH content. I finish the Gorky raid and hit continue and it drops me to the main menu. Looks like Moscow is supposed to be next. Have I reached the end of the current content?
u are using an old savegame. ur savegame path does not know that anything past gorky exist. if u want to reach those maps u will have to start the 1943NH campaign from the beginning.

sers,
Thomas
Grondel
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Grondel »

88Flak wrote: Sun Dec 04, 2022 4:14 pm I've been playing the Afrika Korps NH for the first time in a very long time. I gotta say the polishing has really made this a better game. The rebuilt maps are wonderful and I find it a lot more fun to play. Very, very well done.

I got to the East Afrika battle and my system crashes every time the AI does its turn. Here's the error code. Fixable? Thanks.

LoginId:af85230747e9b2f263b18cb3fd81accf
EpicAccountId:ed3fc50fbb6f427aa0c1f5166cd7572b

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008

PanzerCorps2_Win64_Shipping!GameWorld::Validate() [C:\Projects\PanzerCorps2\SVN\trunk\Source\GameCore\GameWorld.cpp:2732]
PanzerCorps2_Win64_Shipping!AI::ThinkThread::GetNodes() [C:\Projects\PanzerCorps2\SVN\trunk\Source\GameCore\AI.cpp:691]
PanzerCorps2_Win64_Shipping!AI::ThinkThread::Expand() [C:\Projects\PanzerCorps2\SVN\trunk\Source\GameCore\AI.cpp:485]
PanzerCorps2_Win64_Shipping!`AI::ThinkThread::ThinkThread'::`2'::<lambda_1>::operator()() [C:\Projects\PanzerCorps2\SVN\trunk\Source\GameCore\AI.cpp:160]
PanzerCorps2_Win64_Shipping!std::thread::_Invoke<std::tuple<`AI::ThinkThread::ThinkThread'::`2'::<lambda_1> >,0>() [C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133\INCLUDE\thread:56]
ucrtbase
kernel32
ntdll
I can confirm the crash. Will take some time to find the source. I didn't change anything lately, so probs happened with the patch.

sers,
Thomas
Sequester Grundleplith, MD
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Sequester Grundleplith, MD »

Sicily notes: the e-75 & e-100 seem like they can't be embarked at all, is that right? If it's hard coded in that game, it would help to have a reminder about that in the briefing

All the commendations worked, but the text for keeping the paratroops alive is the "you sunk all 4 battleships" from the Avalanche scenario
Grondel
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Grondel »

Sequester Grundleplith, MD wrote: Sun Dec 04, 2022 4:57 pm Sicily notes: the e-75 & e-100 seem like they can't be embarked at all, is that right? If it's hard coded in that game, it would help to have a reminder about that in the briefing

All the commendations worked, but the text for keeping the paratroops alive is the "you sunk all 4 battleships" from the Avalanche scenario
e-75 and e-100 are both superheavies, they can't be transported, but yes i could hint at that in the briefing.

thx for the wrong text info, will have it changed.

concerning the error in AfricaEast. It is a problem with an AI setting i suspect the Hunter setting to be the cause. will be fixed with next update.

If u know how to use the editor here is how to quickfix it:
open scenario->Edit:units->select:all units->command:Holdposition(active)

This will prevent the scenario from crashing but change the way it plays. i will redo the AI settings before the next update.

sers,
Thomas
Sequester Grundleplith, MD
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Sequester Grundleplith, MD »

Southern France: when I hit the "recruit volz" button, I got a red script error null value "createvolz"
I'm using the media fire link you just posted

Edit: I see what th problem is, I think: the function is createvolz, but the definition is crearearturvolz
Grondel
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Grondel »

Sequester Grundleplith, MD wrote: Sun Dec 04, 2022 5:05 pm Southern France: when I hit the "recruit volz" button, I got a red script error null value "createvolz"
I'm using the media fire link you just posted

Edit: I see what th problem is, I think: the function is createvolz, but the definition is crearearturvolz
yes alrdy fixed that, but was not in the latest update.

Did it work after changes the function? didn't have time to test yet.

sers,
Thomas
Nexus
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Nexus »

Small typos in Beyond the Kalmuk
screen.png
screen.png (338.3 KiB) Viewed 795 times
Sequester Grundleplith, MD
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Sequester Grundleplith, MD »

Grondel wrote: Sun Dec 04, 2022 5:21 pm
Sequester Grundleplith, MD wrote: Sun Dec 04, 2022 5:05 pm Southern France: when I hit the "recruit volz" button, I got a red script error null value "createvolz"
I'm using the media fire link you just posted

Edit: I see what th problem is, I think: the function is createvolz, but the definition is crearearturvolz
yes alrdy fixed that, but was not in the latest update.

Did it work after changes the function? didn't have time to test yet.

sers,
Thomas
Yeah, it worked fine after I edited it
Grondel
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Grondel »

Sequester Grundleplith, MD wrote: Sun Dec 04, 2022 5:38 pm
Grondel wrote: Sun Dec 04, 2022 5:21 pm
Sequester Grundleplith, MD wrote: Sun Dec 04, 2022 5:05 pm Southern France: when I hit the "recruit volz" button, I got a red script error null value "createvolz"
I'm using the media fire link you just posted

Edit: I see what th problem is, I think: the function is createvolz, but the definition is crearearturvolz
yes alrdy fixed that, but was not in the latest update.

Did it work after changes the function? didn't have time to test yet.

sers,
Thomas
Yeah, it worked fine after I edited it
i hope u came from AC and don't have 2 volz now? no? ;)

sers,
Thomas
Grondel
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Grondel »

Nexus wrote: Sun Dec 04, 2022 5:28 pm Small typos in Beyond the Kalmuk

screen.png
corrected with next update, thx.

sers,
Thomas
Sequester Grundleplith, MD
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Sequester Grundleplith, MD »

Grondel wrote: Sun Dec 04, 2022 5:51 pm

i hope u came from AC and don't have 2 volz now? no? ;)

sers,
Thomas
No, I always stay in Stalingrad bc the fight is so fun, so I don't have any 1942 cores from Europe. So I don't know if the other award (double strike pilot) works
88Flak
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by 88Flak »

Thanks Grondel,

I'll restart 43NH. Looking forward to it.
88Flak
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by 88Flak »

Since I'm thinking of it, I did come across another issue that is causing a crash. The Cheat NewHero works sometimes, while other times it causes this error. I can't figure out a specific cause, just that it will sometimes crash the game.

LoginId:af85230747e9b2f263b18cb3fd81accf
EpicAccountId:ed3fc50fbb6f427aa0c1f5166cd7572b

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x000000da000000e3

PanzerCorps2_Win64_Shipping!FText::operator=()
PanzerCorps2_Win64_Shipping!Hero::Generate() [C:\Projects\PanzerCorps2\SVN\trunk\Source\GameCore\Hero.cpp:252]
PanzerCorps2_Win64_Shipping!GameWorld::Translate() [C:\Projects\PanzerCorps2\SVN\trunk\Source\GameCore\GameWorld.cpp:1651]
PanzerCorps2_Win64_Shipping!GameEngine::Execute() [C:\Projects\PanzerCorps2\SVN\trunk\Source\PanzerCorps2\GameEngine.cpp:387]
PanzerCorps2_Win64_Shipping!Controller::SendCommand() [C:\Projects\PanzerCorps2\SVN\trunk\Source\PanzerCorps2\Controller.cpp:20]
PanzerCorps2_Win64_Shipping!`UGameplayUI::SetupChat'::`2'::<lambda_8>::operator()() [C:\Projects\PanzerCorps2\SVN\trunk\Source\Gui\GameplayUI.cpp:2349]
PanzerCorps2_Win64_Shipping!std::_Func_impl_no_alloc<`UGameplayUI::SetupChat'::`2'::<lambda_8>,void,int,FString>::_Do_call() [C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133\INCLUDE\functional:921]
PanzerCorps2_Win64_Shipping!delegate<void __cdecl(int,FString)>::operator()() [C:\Projects\PanzerCorps2\SVN\trunk\Source\Common\Delegate.h:84]
PanzerCorps2_Win64_Shipping!`UChat::Send'::`2'::<lambda_1>::operator()() [C:\Projects\PanzerCorps2\SVN\trunk\Source\Gui\Chat.cpp:262]
PanzerCorps2_Win64_Shipping!UChat::ChatMessageChanged() [C:\Projects\PanzerCorps2\SVN\trunk\Source\Gui\Chat.cpp:323]
PanzerCorps2_Win64_Shipping!UChat::execChatMessageChanged() [C:\Projects\PanzerCorps2\SVN\trunk\Intermediate\Build\Win64\UE4\Inc\Gui\Chat.gen.cpp:32]
PanzerCorps2_Win64_Shipping!UFunction::Invoke()
PanzerCorps2_Win64_Shipping!UObject::ProcessEvent()
PanzerCorps2_Win64_Shipping!TMulticastScriptDelegate<FWeakObjectPtr>::ProcessMulticastDelegate<UObject>() [C:\Program Files\Epic Games\UE_4.26\Engine\Source\Runtime\Core\Public\UObject\ScriptDelegates.h:488]
PanzerCorps2_Win64_Shipping!UMultiLineEditableTextBox::HandleOnTextChanged()
PanzerCorps2_Win64_Shipping!TBaseUObjectMethodDelegateInstance<0,AGameMode,void __cdecl(FUniqueNetIdRepl const & __ptr64),FDefaultDelegateUserPolicy>::ExecuteIfSafe()
PanzerCorps2_Win64_Shipping!FSlateEditableTextLayout::EndEditTransaction()
PanzerCorps2_Win64_Shipping!FSlateEditableTextLayout::HandleKeyDown()
PanzerCorps2_Win64_Shipping!SMultiLineEditableText::OnKeyDown()
PanzerCorps2_Win64_Shipping!SButton::FArguments::OnClicked<SWindowTitleBar>()
PanzerCorps2_Win64_Shipping!FSlateApplication::ProcessKeyDownEvent()
PanzerCorps2_Win64_Shipping!FSlateApplication::OnKeyDown()
PanzerCorps2_Win64_Shipping!FWindowsApplication::ProcessDeferredMessage()
PanzerCorps2_Win64_Shipping!FWindowsApplication::DeferMessage()
PanzerCorps2_Win64_Shipping!FWindowsApplication::ProcessMessage()
PanzerCorps2_Win64_Shipping!FWindowsApplication::AppWndProc()
user32
user32
PanzerCorps2_Win64_Shipping!FWindowsPlatformApplicationMisc::PumpMessages()
PanzerCorps2_Win64_Shipping!FEngineLoop::Tick()
PanzerCorps2_Win64_Shipping!GuardedMain()
PanzerCorps2_Win64_Shipping!GuardedMainWrapper()
PanzerCorps2_Win64_Shipping!WinMain()
PanzerCorps2_Win64_Shipping!__scrt_common_main_seh() [d:\a01\_work\12\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
Grondel
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Grondel »

88Flak wrote: Sun Dec 04, 2022 8:31 pm Since I'm thinking of it, I did come across another issue that is causing a crash. The Cheat NewHero works sometimes, while other times it causes this error. I can't figure out a specific cause, just that it will sometimes crash the game.
not 100% sure but this looks like the firstname/surname issue that was fixed via hotfix some time after the last game update with AO1944. might be related, nothing i can do anything about though.

sers,
Thomas
robman
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by robman »

Grondel wrote: Sat Dec 03, 2022 12:43 pm I have added limited ammo/fuel/elite replacements to the preludes campaign.
please let me know how u like that and if updating the whole mod with this is a welcome addition.
Hint: when u board a sea transport it takes 100 fuel from ur pool and returns whatever is left when u disembark it.
This can lead to temporary shortages when u have lots of sea transports out.

If u run into a shortage but want to keep goin u can use setany fuel/ammo/elites xxx to add whatever number to ur pool. fuel is x/10. be sure to have no unit selected or the fuel/ammo will go to the unit, not the pool.
I just finished most of the preludes campaign. I really like the limits on elite replacements, but I thought that the fuel pool broke the amphibious landing scenario, since it essentially reduces naval transports available for the second landing from 10 to 3 or 4, forcing the player to commit forces piecemeal. I got tired of being mauled and bailed at that point. I didn't run afoul of the ammo cap. If these were options, I think I would play with elite replacement pool "on" and the other two "off."

I loved Feldwebel Schulz's new hero portrait! Thanks again for all the hard work you have put into this amazing mod.
Sequester Grundleplith, MD
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Sequester Grundleplith, MD »

Normandy notes: is the scenario unfinished? There seemed to be a lack of allied beach defenses in the VP towns and ships providing support fire

Also, despite destroying the 82nd Airborne in Sicily, they stuck around to cause problems in Normandy

The panzer/grenadiers seem cool, but one weird thing about them is that if you start the turn in infantry mode, and switch to tank mode, you lose all your movement, while that doesn't happen if you start as a tank and switch to infantry
Grondel
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Grondel »

Sequester Grundleplith, MD wrote: Mon Dec 05, 2022 4:37 pm Normandy notes: is the scenario unfinished? There seemed to be a lack of allied beach defenses in the VP towns and ships providing support fire
yes i am currently unhappy with the 2 normandy scenarios and not sure what i will do about it. let's call it a creative low i am in atm. ;)
Sequester Grundleplith, MD wrote: Mon Dec 05, 2022 4:37 pm Also, despite destroying the 82nd Airborne in Sicily, they stuck around to cause problems in Normandy
They shouldn't be and last time i checked they were not^^ will take a closer look, thx for the info.
Edit:didn't u say there was some issue with the objectives in operation avalanche not generating points? if so thats probs the reason why.
Sequester Grundleplith, MD wrote: Mon Dec 05, 2022 4:37 pm The panzer/grenadiers seem cool, but one weird thing about them is that if you start the turn in infantry mode, and switch to tank mode, you lose all your movement, while that doesn't happen if you start as a tank and switch to infantry
thats a weird behavior, will look into it, thx for the info.

sers,
Thomas
Sequester Grundleplith, MD
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Sequester Grundleplith, MD »

Grondel wrote: Mon Dec 05, 2022 4:42 pm
Sequester Grundleplith, MD wrote: Mon Dec 05, 2022 4:37 pm Normandy notes: is the scenario unfinished? There seemed to be a lack of allied beach defenses in the VP towns and ships providing support fire
yes i am currently unhappy with the 2 normandy scenarios and not sure what i will do about it. let's call it a creative low i am in atm. ;)
Sequester Grundleplith, MD wrote: Mon Dec 05, 2022 4:37 pm Also, despite destroying the 82nd Airborne in Sicily, they stuck around to cause problems in Normandy
They shouldn't be and last time i checked they were not^^ will take a closer look, thx for the info.
Sequester Grundleplith, MD wrote: Mon Dec 05, 2022 4:37 pm The panzer/grenadiers seem cool, but one weird thing about them is that if you start the turn in infantry mode, and switch to tank mode, you lose all your movement, while that doesn't happen if you start as a tank and switch to infantry
thats a weird behavior, will look into it, thx for the info.

sers,
Thomas

In terms of creativity, I think you've done an amazing job with the AfrikaKorps and 1943 Non-historical scenarios so far!
One suggestion: sort of like the Moscow scenario, you could have waves of troops and planes appear until you destroy a few "command ships" which are themselves guarded by other ships or something

Technical note: obviously the second Normandy scenario is a work in progress, but when I loaded in, I picked up a "HQ" hero and an ambushed hero, sort of like the "survivor, ferocious defense, first aid" hero that snuck in a few scenarios earlier
Grondel
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Grondel »

Sequester Grundleplith, MD wrote: Mon Dec 05, 2022 4:49 pm Technical note: obviously the second Normandy scenario is a work in progress, but when I loaded in, I picked up a "HQ" hero and an ambushed hero, sort of like the "survivor, ferocious defense, first aid" hero that snuck in a few scenarios earlier
will take a look thx.

sers,
Thomas
Nexus
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Nexus »

Lua error on Stalingrad NH right after killing last Partisan unit.
screen2.png
screen2.png (92.45 KiB) Viewed 627 times
Edit: fixed it as follows
Screenshot_3.png
Screenshot_3.png (32.99 KiB) Viewed 624 times
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