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ebitt

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Everything posted by ebitt

  1. Not so much a bug as a script decision. The script reads: ;Set Canada to have a random/variable war entry #TRIGGER= 50 #ALIGNMENT= 2 #DATE= 1939/09/10 So with a 50% chance after 10 Sept 39 you might get a long delay if you are really unlucky. I think the script date should be set much earlier because Canada would have joined regardless of when the Germans invade Poland.
  2. The patch is still listed in the download section of www.gamershell.com
  3. On the full reply form there are instant ubb code buttons. Use the URL button to point to a site where you have saved the jpeg file. There a lot of sites which allow you to store jpeg files for public use.
  4. For a start it would be hard to beat the Guide posted by Terif on the Panzerliga site. See the sticky at the top of the forum page and navigate to it from there.
  5. Naval movement through the transition arrows is controlled by scripts. There is no script for Axis movement, but you can create one in the editor (just copy any script for the direction you want and change the country code).
  6. For France, sad but true. I was toying with an early cold war scenario (NATO vs Warsaw Pact) where we still had bases in France. I expect in the late 50's that France would be the unsinkable aircraft carrier that Britain became in the Great Patriotic War [ December 04, 2007, 08:15 AM: Message edited by: ebitt ]
  7. Thanks. In the map I was planning to construct there would be more than one tile, but probably not surrounded. And yes, Canada does come on line but I still don't know why it is tied to US activation. We need an invisible road to England
  8. I think Lars has hit an essential point. The Soviets had 35 Brigade sized units devoted to rail construction and reconstruction. They were distinct from the normal (Sapper or Combat Engineers)units already in the game. You'd end up with the board covered with engineer units and no room for anything else. These 35 brigades built (or rebuilt) 120,000 kilometers of railroad giving a historical rate of about 50 kilometers (one tile) per month. If you go down this route you need to extend scorched earth to rail resources, not just cities.
  9. I was attempting to modify the standard 1939 Fall Weis map to add the city of Belfast. I can add the city and as expected it has a value of 5. If I add the city as an Industrial Center it has a value of 10, but when a unit is placed there it can be upgraded but not reinforced. MPPs were available, so that was not the problem. It's hard to imagine that St.John's, Canada and Belfast were remote enough to justify the value of 5. It is also interesting that if you add St. John's as an Industrial Center its value remains as 5, but you can use it to place units from the Production Queue. I have a save file if that would be of any use.
  10. The film I have features Clark Gable in that role. Try the book and its sequel Dust on the Sea. Beach was a real submariner and wrote a great story.
  11. If you can afford a bomber and the LR tech, and you are lucky enough to get the Azores then you can pretty well shut down the German subs operating out of the Biscay ports. Is spotting made on a percentage basis? I thought that any unit within range is spotted.
  12. Yes it is! I have nearly as much fun playing with the editor as the game itself. Based on your observations and my limited tests, I don't think I can do what I want with Vichy France. I suppose a game engine change is necessary. Vichy should just dissolve and become part of France upon liberation. Any Vichy units and any Free French units should also rejoin France. Right now it is the worst of both worlds, as the Free French units can only upgrade based on French tech advances and the cost is borne by the UK. Looking at Free French units, they were mostly US equipment, so the cost (if not France) should be to the US. Also, if France pays the bill you need to move MPP's to both France and UK but you only have one convoy possibility. I'll probably have to wait for SC3.
  13. I beleive that a country can only have one convoy script active at any time, but I have no idea how it chooses which one to activate. The script may be fine but just not active.
  14. Bitte sehr! Now I've used all the German I learned over thirty years ago. I should mention that the above script is for WaW, but you can do something similar for vanilla SC2. [ November 19, 2007, 05:53 AM: Message edited by: ebitt ]
  15. I don't think it is that simple. If you edit the value for resources (say, change MPP value for cities, factories and oil) then all nations are affected, not just the Allies. In the editor you could simply eliminate some of the Russian Oil and Minor Cities. Another option, without using the editor, is to turn off the Urals script.
  16. Don't have access to a German version, but I bet the scripts don't differ (Over to Panzerliga). There is a seperate script for the Persian Gulf, but all you have to do is inspect the UK script and change the Country code. It won't work until you start a new game. [ November 18, 2007, 11:46 PM: Message edited by: ebitt ]
  17. I don't believe any warship was that short-legged, besides there is always underway replenishment (accompanying Oilers). You don't make the transit at 30 knots, but at some economical crusing speed. [ November 18, 2007, 11:48 PM: Message edited by: ebitt ]
  18. If the Axis controls Egypt then it seems that the Italians should be able to use the naval loop. There is no script to allow this in the default scenario, but you can add this script to do the job. (Add to naval_loop.txt in the Events folder inside the Scripts folder) ;Italy Suez to South Atlantic naval loop: { #NAME= Suez To South Atlantic (Italy) #POPUP= Naval Unit(s) Proceed To South Atlantic #IMAGE= #SOUND= #FLAG= 1 #TYPE= 2 #AI= 0 #COUNTRY_ID= 6 #TRIGGER= 100 #DELAY= 3 #FAILED_DELAY= 5 #START_POSITION= 118,42 #START_POSITION= 117,42 #START_POSITION= 119,42 #START_POSITION= 118,43 #START_POSITION= 119,43 #FINISH_POSITION= 40,36 #FINISH_POSITION= 41,36 #FINISH_POSITION= 42,36 #FINISH_POSITION= 43,36 #FINISH_POSITION= 44,36 }
  19. I constructed a simple test and I think I have found my problem. If Vichy France is not fully active, then they don't surrender. Makes sense, as if you are not at war how can you surrender. However, if Vichy France is fully active surrender occurs just fine. Thanks, I think I can work around this
  20. Thanks again. I wasn't sure at the time if Vichy would be fully active or not. I'm going to run another test soon with Vichy axis leaning but not fully active and one with Vichy active.
  21. This is the script that I tried. The intent was to dissolve Vichy France. There were no German units in Vichy France (Germany never did declare war). #NAME= Vichy France Surrenders after D-Day #POPUP= France Reunited - Vichy France Dissolved #IMAGE= #SOUND= italy_surrender.wav #FLAG= 1 #TYPE= 2 #AI= 0 #COUNTRY_ID= 44 #TRANSFER_ID= 2 #TRIGGER= 100 #DATE= 1941/11/01 ; Set variable conditions: ; 1st Line - France politically aligned with Allies and not surrendered ; 2nd Line - Vichy polically aligned with Axis and not surrendered #VARIABLE_CONDITION= 2 [2] [100] [0] #VARIABLE_CONDITION= 44 [1] [100] [0] ; 1st Line - No German units in Marseilles ; 2nd Line - Alles Hold Paris #CONDITION_POSITION= 70,27 [0,0] [1,1] [1] [5] #CONDITION_POSITION= 69,22 [0,0] [1,1] [2] [0] } I think the problem is the variable condition relating to Vichy France. They were Axis leaning, but not at 100. I'll try the setup again and if it doesn't work try to save all the turns around the event date. The early date is because it is unpredictable when you will be able to invade France after the 1940 surrender. Thank you for the help and excellent support. If some of the other games I liked had been supported this way they would still be around and on my machine
  22. Thanks for producing such a useful tool. One minor problem I have encountered is that the date parameter in not available for editing in Surrender #2 scripts.
  23. Thanks for the clarification. I made a quick test and #TYPE= 1 didn't work if the conditions were satisfied after the date in the script. Oh well, back to the drawing board.
  24. Thanks! I'll give it another try. Exactly what is the difference between a recurring check and a multiple check? They both seem to imply the same result (check til end of game).
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