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ebitt

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Posts posted by ebitt

  1. If the scale of the game map was larger in size and the turns shorter in time, I'd say it makes a lot of sense. But as is, there's already a railroad for pretty much everywhere you want to go
    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.
  2. 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.

  3. Isn't this fun?
    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. smile.gif
  4. 2. I tried to write a script for a convoy from New York to Brest with Mr.Hawk's editor and I did not succeed...followed all the steps.. but nothing...
    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.
  5. Ed, it won't matter that I have the German version, will it?

    And I can use the same script to move my ships to the Persian Gulf just by altering the "Finish Position" to the correct tiles, right?

    And one last: It will only work when I start a new game, not in the one I'm currently running?

    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 ]

  6. The ships of the Italian Navy were indeed very short-legged (thanks MGY), and to make such a trip would have to refuel about 3 times minimum.
    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 ]

  7. 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

    }

  8. 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

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