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Guest pfunkmusik

Eureka!

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Guest pfunkmusik

OK, for those of us having those problems with campaigns doing that one-mission-and-it's-over problem, I want you to try something.

 

I have discovered I was able to stop this from happening if I avoided a multi-front conflict.

 

Here's what happened:

 

I have a Black Sea terrain in the works and two campaigns to go along with it. The first campaign_data.ini structure had the Brits and the Ukrainians fighting the Russians in the Crimean Peninsula while the American and Turkish forces were battling in the south.

 

They were separated by the Black Sea.

 

OK, so if I removed one part of the conflict and just had the Russians facing EITHER the American and Turk forces OR the British and Ukrainians, it stopped ending the campaigns after one mission.

 

Look at your campaigns and see if they're physically separated by a water barrier or something. That may solve your problems.

 

pfunk

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Interesting. . .

 

For Philippines 41/42 Campaign, I set up a multi-front set of strategic nodes, to represent the initial Japanese landings in North Luzon, followed by "flanking" landings in the southern islands (as happened historically), although these were separated in time, so that the northern landings were well under way before the southern ones, again to represent what happened historically.

 

As a result, the two-front campaign seemed to work fine - certainly throughout such playtesting as I was able to do, which consists of flying each side and deliberately "losing" each mission to ensure that enemy ground forces advance and capture each new node as they should, to the end of the campaign. Worked fine for both sides, although my main concern was to avoid the "ground unit disappears after capturing enemy node" bug which has been discussed on these boards on a number of occasions.

 

The American base node was fixed at Corregidor, at the centre of a "double-front" envelopment from North Luzon and the southern islands, so admittedly there was no clear water barrier, although the node routes crossed a number of waterways over the islands.

 

In the main, I have found that relatively straight node routes, and many, many frontline points (as defined in MOVEMENT.INI) near to contested nodes, helps keep the campaign running right. But, I have also found that, there is no hard and fast rule - set everything up, test it, and if it works - it works - bonus!

 

If not - change something, and start again.

 

(That's partly why my old, old WW2 North Africa campaign ain't released yet - frontline won't behave, units disappear, WTF???)

 

But, it will be fixed, oh yes :yes: :good:

Edited by Baltika

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