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Problems with intergration of a new faction

  1. #1
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    Problems with intergration of a new faction

    Hallo alltogether.

    I tried to integrate a new faction (a french one) into my CoH (v2.502, vCoH, OF, ToV), following this tutorial.

    So now I can start the game with the new faction but 5 seconds after the game started the "You loose" window pops up. It's even possible to build units in this time. Additionally no starting unit appears at the beginning.

    The whole mod is in the attachment.

    In hope for help


    Greetz Slay
    Attached Files

  2. #2
    Member Angelic's Avatar
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    how did you get past the locked faction thing
    When the rich wage war, it's the poor who die.
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  3. #3
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    I didn't set a new sub_race_type like allies_french, but kept the original allies one. So the games licensing system thinks it's part of the license and accessable.

    I'm quite sure atm that the problem is somewhere in the scar files.
    Last edited by Slayerknecht; 6th May 09 at 4:08 AM.

  4. Modding Senior Member  #4
    I guess that not changing the sub_race_type will end with you playing the "original race" having this sub_race_type. AFAIK the SCAR-script looks up the sub_race_type - and you didn't change it, so be sure that the sub_race_type (e.g. "allies") has you starting building listed in the SCAR-table for the annihilate script.
    "When life gives you lemons, make lemonade. Then use the profits to buy an assault rifle. See if life makes the same mistake twice."
    When to report?

  5. #5
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    I added the French buildings to the allies in the wcutil.scar and it worked in a quick test. Thanx Cope.

  6. #6
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    Ok now I noticed, that the US are alike the new faction even though they should not.

  7. Modding Senior Member  #7
    Just as I said it would be . You can't just fix this, it's kinda complicated to fix.

  8. #8
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    Too complicated for me in any case.

  9. #9
    if the eastern front guys are able to shed any light on this it would be awesome, it looks like in their videos they've got new factions working in ToV

  10. #10
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    Copernicus pmed me how they got it working.

    You would have to crack some parts the RelicCoH.exe, deactivate parts of relic's copy protection, to make new sub_races possible, which will work ingame. These are currently blocked and and that's the problem.
    Last edited by Slayerknecht; 8th May 09 at 2:01 PM.

  11. #11
    I believe there's a good reason why Copernicus opted to reserve that information to a PM.

  12. #12
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    Yeah it's probably illegal, so you have to use 2.301 for new factions, as this technique of copy protection isn't integrated in that version.

  13. Modding Senior Member  #13
    @Khorney:
    Guess who fixed it for the Eastern Front .
    Slayerknecht, it was meant as a PM which means PRIVATE MESSAGE. I still don't think anyone here would give it a try anyway.

  14. #14
    Member Angelic's Avatar
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    Well, i dont think its worth being banned.

  15. #15
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    @Cope: I only repeated what you already said publically.

  16. #16
    So anyway, I tried to put in new factions about a year ago and didn't meet with much success. At one point I'd gotten the fatal SCAR errors out of the way but I couldn't get team selection to work properly and some factions' HQs wouldn't spawn. Has there now been found a way to do this new faction thing properly?

    If so, someone should put up a guide post haste.

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