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Old 06-28-11, 02:49 AM   #565
Zedi
Sea Lord
 
Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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Thanks Obelix, much appreciated!


TDW, that software will not solve the compatibility problem. Lets take the names.cfg. The one used for this campaign its critical important, but I cannot merge it with yours, maybe only partially and then will have conflicts with other mods. And I just cannot work out several different names.cfg for every mod here that use this file. So your file should be compatible with the campaign one and best person to do this is only you, not a software.

Zones.cfg.. I still dont have an answer if this file is compatible with yours used in FX or whatever other mod use this file. My goal is to have this mod available for anybody and not force people to have a particular mod installed to make it work.


TDW, I have to ask you to have a look again on the mines. Not me, not any testers hit a mine so far. The only prove that a mine contact was made is a major drop in fps and a game crash on actually hitting a mine. Mostly when this is done with high TC. So what Im asking is this.. can you please make the crew report the surface floating mines? A simply "mine spotted" and a drop to TC1. We dont need to have them shown on map, but the crew should be able to spot and report them.

SteelViking did an excelent job with the zombie ships, those unit are not using any resources at all, no matter how much I use in one spot. Is not possible to remove the mines brains too and let only the explosion effect on? Is no need to have a "thinking" mine that will try to avoid or attack an enemy unit.. they just need to stay still and explode when hit.


@LordNeuro Weird as it sounds.. I dont play this campaign. My SH5 is a mess now and its crashing randomly. I dont have time to reinstall it, is why I asked few people to test it and report back the bugs. I know the campaign only through the editor. But there is not much to see, the biggest changes are not on visual but on detail and structure level.
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