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Everything posted by Bill101
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Process Speed
Bill101 replied to bmisc53's topic in Strategic Command - World War 1: The Great War 1914-1918
Hi There are a few things in the Options screen that you can try: Untick the Show Moves/Combat option, and tick the Quick Logic one which is further to the right. You could also untick the Messages (AI turn) box. This should hopefully make for noticeably faster turns. Bill -
Hi Jaja Are you referring to the version on the website? If so, once you've installed the game there is a pdf version of the manual in the Game's folder that you should be able to read (and enlarge if necessary). Bill
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Hi Kevwad In the game's Bitmaps folder there are six files for the unit graphics: unit_sprites_3d.bmp unit_sprites_3d_zoom.bmp unit_sprites_3d_mirrored.bmp unit_sprites_3d_mirrored_zoom.bmp unit_sprites_military.bmp unit_sprites_military_zoom.bmp Copy these files and place them in a new folder (which you'll need to call Bitmaps) within your new campaign's folder. Then you can amend these without affecting the originals. Bill
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Russian Activation
Bill101 replied to Fintilgin's topic in Strategic Command - World War 1: The Great War 1914-1918
Hi Here's the answer: If you did honor the Molotov-Ribbentrop Pact this will be triggered by having 6-8 units within 3 tiles of Tilsit, or 8-10 within 4 tiles of Siedlice. If you didn't honor the Molotov-Ribbentrop Pact this will be triggered by having 6-8 units within 3 tiles of Tilsit, or 8-10 within 5 tiles of Wilno. If you annexed Lithuania then having 6-8 units within 4 tiles of Siauliai will also lead to increased Soviet mobilization. Bill -
Hi Thanks, I'm glad you like it! In answer to your question, Warsaw and Konigsberg need to have units in them. For the other locations, placing units or either in or immediately adjacent to them will do. In fact, even having units within 2 tiles will always be enough. Make sure that you don't have too many units in the east before you're ready to launch Barbarossa, because that will also upset Stalin. If you did honor the Molotov-Ribbentrop Pact this will be triggered by having 6-8 units within 3 tiles of Tilsit, or 8-10 within 4 tiles of Siedlice. If you didn't honor the Molotov-Ribbentrop Pact this will be triggered by having 6-8 units within 3 tiles of Tilsit, or 8-10 within 5 tiles of Wilno. If you annexed Lithuania then having 6-8 units within 4 tiles of Siauliai will also lead to increased Soviet mobilization. I hope this helps! Bill
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Axis Raider Bug
Bill101 replied to Baron's topic in Strategic Command - World War 1: The Great War 1914-1918
Hi Baron I've just checked the script and the raiding will affect the city of Halifax and also the economic output of the Springhill mines further north. It doesn't affect the value of the Halifax port itself, so it is probably the case that it is affecting the enemy's income but due to Fog of War it may not look like it is doing so. Perhaps having it affect the port might be a change to make, I'll think about this as it would make it more transparent and also probably more realistic too (i.e. shipping clogs up the port because it fears to put to sea). It's great to hear you're loving the game, and please feel free to spread the word! Bill -
Help an old dog try a new trick
Bill101 replied to Marshall Ney's topic in Strategic Command 2 Scenario and Mods Forum
Hola Intentaré contestar. El método de crear nuevos países es de cambiar los nombres de los países existentes. Quasi todas las campañas tienen un archivo que se llama localization.txt. Eso es para cambiar los detalles del juego, y para hacer la Guerra de Chaco usted necesite crear un archivo que se llama localization.txt, y dentro de este archivo puede meter los nombres de los países originales, y a la derecha, los nombres que necesitan. Por ejemplo: ; Country IDs #UK= Bolivia #FRANCE= Paraguay Ese archivo tiene que ir dentro de un carpeta para la campaña Guerra de Chaco. Espero que eso es claro, pero si no, tenga una mirada en las otras campañas y usted verá los mecanismos usados para cambiar los nombres de países y otros detalles. Bill -
1939 Storm over Europe - AAR
Bill101 replied to Bill101's topic in Strategic Command - World War 1: The Great War 1914-1918
Hi Ev No, we don't have more tech levels but this AAR game uses the new research model. Based on the feedback from this game and also others being played out by the beta team we've made a few adjustments since. So seeing level 4 or 5 tanks in 1942 should be a bit rarer! Bill -
1939 Storm over Europe - AAR
Bill101 replied to Bill101's topic in Strategic Command - World War 1: The Great War 1914-1918
All air units can now fly recon missions to spot for enemy units in 1939 Storm over Europe, though in WWI games it is only Recon Bombers and Seaplane Carriers that can do this. This gives an extra reason for maintaining air superiority and using your air force to try to discover where the enemy's reserves, or weak spots are. -
1939 Storm over Europe - AAR
Bill101 replied to Bill101's topic in Strategic Command - World War 1: The Great War 1914-1918
Hi Units have a much lower chance of retreating if they are defending a city, capital or fortress, so they will be much more likely to fight to the death there. But units in the open that are low on strength and aren't entrenched are five times more likely to retreat. The retreat itself is due to being in a bad situation so it isn't optional - they are fleeing for their lives whether we wish them to or not! Bill -
1939 Storm over Europe - AAR
Bill101 replied to Bill101's topic in Strategic Command - World War 1: The Great War 1914-1918
Hi Agreed, though with the new tech system that comes with this patch luck is much less of a factor than before. Since this AAR game began we've also made a few changes which should make the research progression proceed at a more realistic pace, though it will retain some variability too. Bill -
1939 Storm over Europe - AAR
Bill101 replied to Bill101's topic in Strategic Command - World War 1: The Great War 1914-1918
Hi Ivanov I totally agree, and because of this we have implemented a number of decision events to allow for the formation of Polish units in Britain, France, the Middle East and the USSR. Their contribution to the allied victory certainly deserves to be acknowledged. In fact, the first decision event the Allies are likely to see in the game will be a Polish one. Bill -
Help an old dog try a new trick
Bill101 replied to Marshall Ney's topic in Strategic Command 2 Scenario and Mods Forum
Hi The best thing to do would be to open up the editor, and then open one of the campaigns in there. Then (and this is very important) click on File->Save As and save this campaign with a new name, e.g. 1914 Call to Arms TEST MOD. Now, in this copy I would suggest testing out all the buttons in the editor to see what they do. There is a Help file in it too, which should explain pretty much everything, but you could probably learn a great deal within a few minutes by just playing, and then dip into the Help file when you get stuck or want to know a bit more. Once you've got a grasp of the basic functions, if you have any specific questions feel free to ask on here. Bill -
Is it possible to disband minor units?
Bill101 replied to scottsmm's topic in Strategic Command - GLOBAL CONFLICT
No, it's to stop gamey moves whereby someone disbands their minors' units to get MPPs. -
AI Report
Bill101 replied to Hyazinth von Strachwitz's topic in Strategic Command - World War 1: The Great War 1914-1918
Thanks for this excellent report. It's a superb piece of work! Bill -
Hi Rayfer If you are in the process of moving a unit but then want to undo its move, providing your movement hasn't disclosed any new enemy information then an icon will appear in the top right of the screen with a white arrow going in a circle. Click on that and it will undo your move. Note that the undo icon doesn't appear if you have uncovered any new enemy information. Bill
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1939 Storm over Europe - AAR
Bill101 replied to Bill101's topic in Strategic Command - World War 1: The Great War 1914-1918
The Soviet campaign shows the risks of using Forced March too much in the wrong place. It really can be very useful, but if troops get over extended and neglect their flanks and supply lines, then it can all go horribly wrong! -
1914 Triple Alliance Q
Bill101 replied to LampCord's topic in Strategic Command - World War 1: The Great War 1914-1918
Hi There is an offsetting factor, in that the USA doesn't like the balance of power in Europe being upset so she will join the Entente significantly earlier. The good thing about this is that we get to see the USA in the game much more. I played this through in PBEM recently with Happycat and we had a great game, it was close to the wire right to the end. Give it a try!