First of all, thanks for the great (and voluntary) work everyone has done in producing this mod. It's great fun to play and gets me much more involved than the original campaign.
My first game is with the USA on N/N and the Japanese were giving me quite a hard time when I started the furious AI script
They pushed me as far east as Pearl Harbour and by that time it was already 1943, so I gave up and started over. Now, I'm playing on N/N without starting the script, and I already feel sorry for the Japanese empire. We also have a bit of a problem with the USSR which has already turned Romania and Bulgaria on its side and is advancing into Poland. (that's in February 1943).
A technical note, which I believe is rather important: I've discovered that if the player has a Cyrillic language defined in the "Language for non-Unicode programs" (in my case, Bulgarian is defined) in Regional and Language Settings in Control Panel, the game will CTD as soon as the player causes a tool tip to appear over a unit that has in its name any of the symbols: èóôüáàäèö (...etc.)
I have confirmed the ü, the others are assumptions. My guess is that the modding team has saved the txt files it has modified in unicode encoding, whereas the HoI.exe doesn't use unicode fonts. This causes it to try to "convert" the unicode "ü" into something and checks the Regional and Language settings in order to see what to convert it to. Then the .exe finds it should convert the unicode "ü" into the ansi "ь", a symbol which doesn't exit in Hoi.exe's fonts, and the game CTDs as a result. I'm quite sure I have seen such symbols display normally in the original game, and it could be because of the txt files' original (ANSI) encoding.
I had a particularly interesting problem with the English AI switch (the file is ai\ENG_Weserubung.ai) where I was getting an error that the .ai file can't be found when the shift was to happen. I opened the directory and the AI file, where (obviously because of encoding problems) the name "Weserubüng" was displayed as "Weserubьng" ("ь" is a Cyrillic symbol). I changed it to "u" in both places (file contents and file name), restared the game from the nearest autosave and the problem was fixed. Anyway, I wouldn't suggest using special Latin symbos unless it can't be avoided.
I'll write more impressions later, stay tuned
My first game is with the USA on N/N and the Japanese were giving me quite a hard time when I started the furious AI script
A technical note, which I believe is rather important: I've discovered that if the player has a Cyrillic language defined in the "Language for non-Unicode programs" (in my case, Bulgarian is defined) in Regional and Language Settings in Control Panel, the game will CTD as soon as the player causes a tool tip to appear over a unit that has in its name any of the symbols: èóôüáàäèö (...etc.)
I have confirmed the ü, the others are assumptions. My guess is that the modding team has saved the txt files it has modified in unicode encoding, whereas the HoI.exe doesn't use unicode fonts. This causes it to try to "convert" the unicode "ü" into something and checks the Regional and Language settings in order to see what to convert it to. Then the .exe finds it should convert the unicode "ü" into the ansi "ь", a symbol which doesn't exit in Hoi.exe's fonts, and the game CTDs as a result. I'm quite sure I have seen such symbols display normally in the original game, and it could be because of the txt files' original (ANSI) encoding.
I had a particularly interesting problem with the English AI switch (the file is ai\ENG_Weserubung.ai) where I was getting an error that the .ai file can't be found when the shift was to happen. I opened the directory and the AI file, where (obviously because of encoding problems) the name "Weserubüng" was displayed as "Weserubьng" ("ь" is a Cyrillic symbol). I changed it to "u" in both places (file contents and file name), restared the game from the nearest autosave and the problem was fixed. Anyway, I wouldn't suggest using special Latin symbos unless it can't be avoided.
I'll write more impressions later, stay tuned
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