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ebitt

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Posts posted by ebitt

  1. The RN definition is that a 'boat' is any vessel capable of being carried aboard another vessel. If it's too big for someone else to carry aboard, it's a ship.

    Conversely, it wouldn't surprise me if some of the larger container ships I've seen could carry one of the smaller frigates, which are described as ships of course.

    I think even the Royal Navy would classify the USS Cole as a ship.:)

    bluemarlin.jpg

  2. The following was clipped from the notes for the Offensive Script (AI):

    ; For AI units the planning and tactical assessments can be determined by selecting an AI unit and then pressing

    ; the tilde ('~') key. General AI info can be also accessed at any time by pressing the tilde key when nothing

    ; else is selected.

    ;

    ; Format for General Plan Information:

    ; - Country -

    ; GOAL_POSITION [PLAN_ID]: SIZE START_RATIO CANCEL_RATIO CURRENT_RATIO LENGTH TURNS_PASSED

    ;

    ; Note: This can also be viewed during FoW so don't check unless you really want to know what the AI is up to!

    I have tried pressing the tilde key and nothing seems to be reported. Is the information stored in a log file or displayed directly to the screen?

    (Version 1.02 installed)

  3. Look in the main game folder and you will find a file named: localization.txt

    I open the file with Notepad (the simple word processor that came with XP) and you can find a a section like this:

    ; Country IDs

    #SEA= Sea

    #UK= UK

    #FRANCE= France

    #USA= USA

    ...

    Just change the names to anything you like and save the file. Remember that it has to be a text file (extension is .txt).

  4. If you are still compiling things for the first patch.

    In the following script (Storm of Steel)

    #NAME= Treaty of Moscow and the Soviet-Finnish Winter War

    the map positions listed already start the scenario as tiles controlled by the USSR

    #MAP_POSITION= 133,3

    #MAP_POSITION= 135,9

    #MAP_POSITION= 134,11

  5. Thank you, that should do the trick. In both the US and Canadian scripts (1939 Storm of Steel)the trigger is 0 and the remark for the Condition_Position says it is always true (copy of the CA script below)

    #NAME= Canadian Industry Mobilizes For Total War

    #POPUP= Canadian Industry Mobilizes For Total War

    #IMAGE=

    #SOUND= troops2.wav, industry.wav

    #FLAG= 1

    #TYPE= 1

    #AI= 0

    #LEVEL= 0

    #COUNTRY_ID= 14

    #TRIGGER= 0

    #GV= 1[1,100]

    #LINK= 0[0]

    ; Failsafe Activation Date on Surrender of Japan

    #DATE= 1945/08/10

    #RESOURCE= 10,22

    #RESOURCE= 27,24

    ; Dummy Condition Position, always satisfied

    #CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]

  6. I was attempting to add resources to a country useing the technique of the existing script. In every case it passed the failsafe date and did not execute. I made a simple test by altering the existing script as shown below. In every test the script will not execute at the specified date. Am I missing some essential condition?

    {

    #NAME= USA Victory in the Pacific

    #POPUP= Japan Surrenders, US Industry Mobilizes For Total War In Europe

    #IMAGE= american_industry.bmp

    #SOUND= industry.wav

    #FLAG= 1

    #TYPE= 1

    #AI= 0

    #LEVEL= 0

    #COUNTRY_ID= 3

    #TRIGGER= 0

    #GV= 1[1,100]

    #LINK= 0[0]

    ; Failsafe Activation Date on Surrender of Japan

    #DATE= 1939/05/01

    #RESOURCE= 1,26

    ; Dummy condition, always satisfied

    #CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]

    }

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