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Bill101

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Everything posted by Bill101

  1. Hi Mike Yes, it does sound as those the Japanese AI must feel like it has aircraft aplenty in order to do that! Bill
  2. Hi Mathias I've found the Italian one now, at 105,93, and I think that should really be a few tiles to the west and under British control as South Georgia. I've also found the French one I think you're referring to, at 256,94, and that looks like it should be under Australian control as Heard Island. The 65th country is Yugoslavia.
  3. Yes thanks, and I am slowly returning to work. It's felt odd to be away for so long!!
  4. Hi You're right with the summary, and the scripts are just looking for 8-10 units, they stop counting once they've found that number and just trigger the script, so if 11 were there then the script would fire in the same way. With your last point, [0,2] means that the engine will pick a figure between 0 and 2, and use that for its checks that turn. So if it picked 1 and your units were 2 away, they wouldn't be counted. [2,2] literally means a check for units within 2 tiles, with no variability as mentioned in the paragraph above. The variability option can sometimes be useful when you don't want things to be too predictable, but in a situation like this it isn't really applicable.
  5. Hi Ancient Demon Sorry for the delay in replying but I've been out of action for a while. I've checked the 1914 Call to Arms campaign for Breakthrough and there are two Decision Events as there are different situations that can trigger the decision. The first is if the Germans sign the Treaty of Brest-Litovsk, and the second is if Russian National Morale has fallen below 1% (i.e. a treaty wasn't signed). I can see therefore that this decision wouldn't arise if Germany conquers Russia and forces it to surrender by capturing its capitals (which leads to the script mentioned below) but otherwise it should. Regarding the first point, the script for US mobilization to increase every turn by 1-2% if Russia surrenders, only has a 50% chance of happening every turn, so it will be fairly random in its application. I hope this makes sense and might explain things. Bill
  6. Hi Ancient Demon Anywhere connected by rail to Oslo, Narvik or Trondheim should be at 5, unless there are enemy held locations in between, or there has been any bombing? If this doesn't explain it, can you explain the exact situation in more detail as we'll need to investigate it further. Thanks Bill
  7. Interesting thoughts Mike, I like the way you're thinking about the issues and investigating potential solutions using the current engine, and it'll be good to hear more feedback on this.
  8. Hi Matthias I'm not sure on the question above, and would suggest it's probably better to keep it. I can see the French island, Kerguelen, but not an Italian one. Where is that? You're right, that's something for us to consider. It must have been an oversight not to add them, especially as Addu Attoll played a role in the Pacific war. Yes, you are right. Bill
  9. Hi Gustophus Apologies for the delay in replying, I'm now starting my return to work at long last! I'll discuss the GARRISON scripts with Hubert to see what the best solution might be, and I think when that's done it should solve your second question too. With regards to the Victory pop up, the best thing to do will be to add a Victory script for when France's National Morale reaches zero to trigger a Viet Minh Decisive Victory. It's this line in the script: #NATIONAL_MORALE_TRIGGER= 0 [0] [0] Bill
  10. Hi TaoJah! Sorry for the delay in replying, and thanks for posting the scripts here, it does help. Yes, they are cumulative, so what is happening is that the effect of leaving your eastern border empty increases over time. This is looking for Axis units within 5 tiles of Warsaw and Konigsberg, so while the previous scripts will fire if the locations themselves weren't garrisoned, this one kicks in if the area is empty of Axis units. This is because if someone were to just move a unit out of Warsaw, then the effect shouldn't be as great as if the whole region is empty. The aim is to prevent the Axis player from using their whole army to conquer other parts of Europe or Africa while ignoring the coming war in the east. Question 4. Are the units cumulative with Warshaw & Insterburg? So, if I got 4 units 'around' Warshaw plus another 4 units 'around' Insterburg (whatever 'around' means), does this event triggers? The reason why I ask this, is because I was playing nice with Russia, putting my units far away and all of a sudden, BOOM, they go from 86% to 102%, decalre war and attack my poor, innocent German soldiers! Germany had 8 troops exactly two hexes from Warshaw, so maybe that triggered it.
  11. Hi Mike They do go by the weather zones in the pop up, but the image shown should be in the right place, i.e. much nearer Japan than the UK hopefully! Bill
  12. Hi Von Lourens You'll need to prepare an invasion force and declare war, so it's best to only do this once you're fully prepared for a campaign in North West Africa, using Gibraltar as the launching pad. Bill
  13. Hi Aryaman This would be possible if Germany only has 1 chit invested while Italy has two, or if there are some other factors involved. There is an in depth explanation of the research system in this thread from our WWI forum: http://www.battlefront.com/community/showthread.php?t=107356&page=6 It may be that Italy is being lucky, and randomness can appear to follow a pattern, but if you think that what's happening in your game is definitely beyond the bounds of the variability as described in this thread, then please let us know. Thanks Bill
  14. Hi Tom Yes, the language is contained with the relevant campaign's localization.txt folder, and I suspect that if you're playing a German language mod (as we don't have an official German version) hen simply removing that localization.txt file from the relevant campaign's folder will fix it for you. Perhaps keep a copy elsewhere just in case you want to backtrack. Bill
  15. Hi CMC For the latest changes etc, you will need to buy the original Global Conflict and then choose either the Gold version (i.e. the Global Conflict Bundle) if you want to get the best version of that campaign at that scale. Or, but the original Global Conflict with Assault on Democracy (AoD) if you want both the latest engine changes and the bigger scale of AoD's campaign. The engine with AoD is the most up to date, including more unit types, so judging from your comments above I suspect that this might be the package for you. But it also depends on your tastes, as Assault on Communism also uses the most up to date engine. Bill
  16. The French cannot stop our assault, and half of Nancy is now in our hands! Belfort is our next objective, and it will be very surprising if that can hold out for long.
  17. Agreed, there's certainly no harm in asking, but sometimes these things take a little longer than originally expected.
  18. Hi Amatoro Yes, that is correct, both will be installed to separate folders. Breakthrough is an expansion which requires you to have The Great War installed to play it, and you will need to patch them both. Yes, there should be a key for each. If you log-in on the Battlefront site you should be able to find your key numbers, if they weren't within any email you received when you ordered the game. I've pasted below some information from Battlefront's Knowledgebase that hopefully helps you find them. Bill For download versions (including "Download&Mail" delivery as well as "Preorders"), this is the same code that you used to download your game. You will find your license key saved in your online account at www.battlefront.com/store. After logging in, click on the “My Account” link from the top menu. If you forgot your login, go to www.battlefront.com/lostpw to retrieve a new random password as well as your username in the same email. The username is called “user account” in the email (it is limited to 25 characters). For mail delivery only versions, the license key is printed on the product itself, usually on the back of the case or the game manual, sometimes inside the case or manual cover, depending on the product. Do not lose this label because we may not be able to retrieve your license key for you if you do!
  19. Hi Try these instead with the Flag= 1. If the Flag line is set to zero then the script won't fire unless it is turned on in the Options when starting the game. The reason for this switch is so that people can switch off the variable dates we might have some events fire, and switch on their historical equivalents should they wish to. Regarding the Editor's tests, I've been running the scripts from the campaign you sent me recently and the first Territory script is complaining because there are some sea tiles included in it, e.g. 78,81 and 88,77. There may be more, and may be the case with the Annexation scripts too? Hopefully changing the Flag and removing all the sea tiles will be enough to get these working. If not, you can send me through updated script and cgn files for the campaign (I won't need the images again) and I'll take a more in depth look. Thanks Bill { #NAME= Remove DE LATTRE LINE #POPUP= de Lattre Line Engineers Return To Metropolitan France #IMAGE= #SOUND= troops2.wav #FLAG= 1 #TYPE= 1 #AI= 0 #GV= 1[1,100] #LINK= 113[1] #LEVEL= 0 #COUNTRY_ID= 10 #TRANSFER_ID= 58 #ARMISTICE= 0 #TRIGGER= 100 #DATE= 1951/12/15 ; Set variable conditions: ; France politically aligned with French Union and not surrendered #VARIABLE_CONDITION= 1 [2] [100] [0] ; Dummy condition position (always satisfied) #CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0] } This is the first Annexation script that it questions: { #NAME= Chinese Civil Ends #POPUP= Communist China Defeats Nationalist China in Chinese Civil War. Nationalists Flee to Taiwan. #IMAGE= #SOUND= troops1.wav #FLAG= 1 #TYPE= 1 #AI= 0 #GV= 1[1,100] #LINK= 0[0] #LEVEL= 0 #COUNTRY_ID= 5 #TRANSFER_ID= 8 #TRIGGER= 100 #DATE= 1949/10/01 }
  20. Hi Mike The Anti-Tank units do have a few different images depending on the research level they are upgraded with. As to the upgrades themselves, I'm afraid that for Anti-Tank they are engine driven rather than being one of the editable options. Bill
  21. Hi Aryaman It may well be correct, depending firstly on when the research chits were invested, as progress will vary each turn, and secondly on how many chits have been invested. Also, once a threshold (currently 30% I believe in the version you are using) has been passed, there is a small % chance each turn of a research breakthrough, thus in the example above, it is possible that Germany could develop level 1 before Italy. The original research system from SC1 and earlier in SC2 relied on luck alone, whereas the system introduced with SC WWI and imported into our more recent WWII releases works on a combination of progression per turn with an element of luck. Some tweaks to this are quite likely in future to tone down the luck element a little.
  22. Can you post an example of each script type here so we can take a look? Thanks Bill
  23. Hi Gustophus What the editor is saying here is that in Line 707 of the document, where an } should be, instead it is finding an {. These have to be correct as they denote the start and finish of each particular script. Bill
  24. Glad to hear it, and I hope the game works fine for you!
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