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?
Trapped Merchant Convoys
Moderators: Slitherine Core, The Lordz
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- Corporal - Strongpoint
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- Joined: Thu Aug 09, 2012 9:16 pm
Trapped Merchant Convoys
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Re: Trapped Merchant Convoys
Are you running the latest update which is V1.6.6?

Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
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- Corporal - Strongpoint
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Re: Trapped Merchant Convoys
Yes I am.Robotron wrote:Are you running the latest update which is V1.6.6?
Re: Trapped Merchant Convoys
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.
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.
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constructions.zip
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Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
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- Corporal - Strongpoint
- Posts: 56
- Joined: Thu Aug 09, 2012 9:16 pm
Re: Trapped Merchant Convoys
Thank you! I'll have to try this.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.
Don't worry, I still won that campaign despite the handicap.

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- Corporal - Strongpoint
- Posts: 56
- Joined: Thu Aug 09, 2012 9:16 pm
Re: Trapped Merchant Convoys
Sorry for the double post - this also happened to me in the 1917 campaign.
Re: Trapped Merchant Convoys
Both methods I posted will also work for the 1917 scenario.

Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610