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Campaign Teams, who vs who?

Posted: 2007-05-05 10:36:37
by Snake Man
Campaign Teams... the engine has these teams set now:

0 XX
1 US
2 ROK
3 Japan
4 CIS
5 PRC
6 DPRK
7 Gorn

So basically we have like 8 teams, but if I'm correct the 0 team (in my order) is not usable, default SP4.2 korea campaign doctrine0.txt file says:

Code: Select all

#there is no country zero :-(
#define COUN_NONE				0
#define COUN_US					1
#define COUN_SOUTH_KOREA		2
#define COUN_JAPAN				3
#define COUN_RUSSIA				4
#define COUN_CHINA				5
#define COUN_NORTH_KOREA		6
#define COUN_GORN				7

#Country 0 (???)
So apparently there might be something wrong with the team zero, I have not tested so I dont know.

In the recent Europe theater development I tried to use the teams little differently. I "activated" team 1 from tacedit (so its not allied with team 2) and made it relations "at war" against team 6, the results were that they did not fight. In Afghanistan campaign I made team 2 vs team 6 / team 7 which worked okay, so at least team 7 is usable.

Has anyone else experimented with the teams, how many teams we really can use actively against each other?

The team relations is following, I'm also wondering why there is so many different like whats the difference of friendly and neutral, I dont get it.

// <rel> according to tacedit teams page relations
// 0 = none. Used or not? :)
// 1 = Allied
// 2 = Friendly
// 3 = Neutral
// 4 = Hostile
// 5 = At War

Feel free to post if you have any information about campaign teams.

Posted: 2007-05-05 18:37:44
by Sherlock
Don't know if this is relavent or not but I am currently using 7 teams (1-7) for Iran and haven't experienced any problems yet. Testing is not done though.

Posted: 2007-12-12 08:27:38
by Snake Man
About teams in RedViper. Today I was fixing a instant campaign CTD on RV on our Afghanistan theater. The crashlog was this:

Code: Select all

RedViper.exe caused a EXCEPTION_ACCESS_VIOLATION in module RedViper.exe at 001B:0056B400, GroundTaskingManagerClass::BuildObjectiveLists()+256 byte(s), c:\falconsource\redcobra.1.0.0.4\campaign\camptask\gtm.cpp, line 558+7 byte(s)
Exception handler called in Campaign Thread.
Read from location 0000000c caused an access violation.
Code: 0f bf 54 48 08 0f b6 87 b8 00 00 00 83 c4 04 89 
Stack dump:
Stack: 001B:0056B400 (0x00000000 0x0056C4A1 0x00000BFF 0x00000008) RedViper.exe, GroundTaskingManagerClass::BuildObjectiveLists()+256 byte(s), c:\falconsource\redcobra.1.0.0.4\campaign\camptask\gtm.cpp, line 558+7 byte(s)
Stack: 001B:0076C89E (0x00000000 0x0056C926 0x00000BFF 0x00000006) RedViper.exe, HeliBrain::GroundCheck()+18910 byte(s)
Stack: 001B:0076C868 (0x0077D420 0x00000000 0x07A0FFEC 0x7C80B683) RedViper.exe, HeliBrain::GroundCheck()+18856 byte(s)
Stack: 001B:00410B37 (0x7C80B690 0x00000000 0x00000000 0x00000000) RedViper.exe, _NLG_Dispatch()+14 byte(s)
Stack: 001B:7C839A10 (0x00000000 0x00000000 0x00000000 0x00000000) kernel32.dll, ValidateLocale()+688 byte(s)
EAX=00000000  EBX=0970DD10  ECX=00000002  EDX=00001582  ESI=0957CAF0
EDI=0970D9B0  EBP=FFFFFFFF  ESP=00000007  EIP=00000000  FLG=00010246
CS=001B   DS=0023  SS=0023  ES=0023   FS=003B  GS=0000
Error occurred at 12/12/2007 14:49:10.
D:\games\f4\RedViper.exe, run by blabla.
1 processor(s), type 586.
1024 MBytes physical memory.
OS: 5.1 build 2600 platform 2 Service Pack 2
Version: Falcon 4.0 - Version 1.13.1.20422
Card: DXContext::Init - DriverInfo - "ati2dvag.dll" - "RADEON 9800 SERIES", Vendor: 4098, Device: 20040, SubSys: 1076237400, Rev: 0, Product: 0, Version: 0, SubVersion: 0, Build: 0

Game is Campaign type Local
DX Model ID : 0
Texture ID  : 0
Important part would be the GroundTaskingManagerClass::BuildObjectiveLists()... so our ground tasking manager is crashing, why?

Well I went sort of all kinds of trials removing all ground units; works, naturally. only air defense units, CTD. only basic ground units, CTD... etc. Then I was eliminating problems by looking the two other campaigns in the theater, both of them which worked... both of them which had ground units, hmm interesting.

So I then started to compare if one campaign works with ground units, another is not, what can be the issue... well teams, how the countries/forces in the theater fight or are allied to each other. So I brought back my CTD campaigns team status as close to possible with the working campaign and quess what... problem solved.

Strange thing is in AF the CTD campaign works ok, in RV it doesnt... wonder what the LP boys changed to make their version more ground warfware / teams friendlier.

RV Teams and Campaigns

Posted: 2007-12-12 12:27:23
by ranger822
Snakeman,

You probably need to chat with Stefan Biker - he should be able to answer your questions. He is reworking ITO2 campaigns to work better with RV. Yes, there seem to be some differences.

Re: Campaign Teams, who vs who?

Posted: 2010-09-11 08:36:25
by ccc
Just reviewed this thread...phew, i should have read it. the team setting is hard-coded..so, US always be Team 1. first Red opponet should use Team 6, then the rest of Red opponents use Team 4, 5.
0 XX
1 US
2 ROK
3 Japan
4 CIS
5 PRC
6 DPRK
7 Gorn
Dunno if we set teams as those in default korea help the campaign.. at least the force ratio stripes and force level diagrams could show properly.

Take [ Kurile ] for example, US-1 Japan-2, CIS could be 6.
Take [ Georgia ] for example, US-1, Georgia-2, CIS-4, separaist states-6, the rest # for other nations.
Take [ Taiwan ] for example, US-1, Taiwan-2, Japan-3, PRC-6?
Take [ Vietnam ] for example, US-1, south Vnam-2, North-Vnam-6, PRC-5.

Re: Campaign Teams, who vs who?

Posted: 2010-10-21 16:07:09
by Ed_1
I think the relationship changes how supply/fuel and general forces are added to each side . If you didn't have them set allied the resources i don't think would be combined until this changes .Same for other side, if you set each team on in force graphs china for example will graph and once china enters the graph stops and you see a jump in DPRK .