Panama 4.34 lite
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Converted for 4.34 … uses default kto dB .
Added redux into same theater since there are now 6 campaign slots.http://www.mediafire.com/file/4qzu2h64vganq66/Panama_LITE.rar/file
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again Superb job!
FYI eddropper has fixed lots 4.33 bugs like broken obj-linking and name issue. the broken obj-linking bug dated back to SP or FF era.
my quick test shows first campaign stops on Day 2 0530, blue GUs do not reach obj David and the war ends without news report. it seems to be tri file issue.
the second campaign is a two-faced one, target obj located at east and west ends of map. Blue GUs fail to determine their offensive target as ground AI swings offensive target between Panama city and David. Simmers have to control GUs to win.now this mod deserves help from serious campaign makers.
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But, anyway it might be, well done eddropper!
This way all the other contributors - there will be more than some, I wish - can make a true warm start.
With best compliments and regards.
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I changed first post to include buttons made by Obi1.
They were dark so I just didn’t use them. But with some whitening, I think main screen looks more original with them in.
I added these art/resource/files to the theater in first post. -
Thanks buddy! Great work!
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though this conversion does not touch campaign fix, i want to post my test results…
cam 1, two-face war, blue GU cannot reach targets at east and west ends of map. player has to control GU to capture David and Panama city.
cam 2, GU can be controlled. ground war is minimal. the end point is capturing La Chorrera.
cam 3, GU controllable. end point is capturing El Valle.
cam 4, GU cannot be controlled. no GU offensive move at all. all static.
cam 5, GU can be controlled. ground war interaction is good and very intensive. surprisingly the end point is capturing La Chorrera, not Panama city.
cam 6, minimal GU movement. GUs don’t obey player control. almost static.
Summary - ALL campaigns need players move GU to win (if GU can be controlled).