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Hubert Cater

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Everything posted by Hubert Cater

  1. Thanks for the report, I'll be looking into this one for the second patch.
  2. Hi Joel, first patch will address this and should be out anytime now Hubert
  3. Hi John, thanks for the report. It looks like Kuniworth reported the same bug and unfortunately I just missed it for the first patch. Good news is that the second patch is already underway (some Editor enhancements that I decided to leave out until a later patch) and won't be as long in coming as this first one.
  4. Correct, Amphibious and Sea Transport plans would have to be scripted.
  5. If you place a copy of the localization.txt into your campaign subfolder you can then edit the country names to whatever you prefer. In this case you can actually remove all other text that has not changed and only keep the text that you want changed... this is the easiest way to go back to this file and know exactly what you have changed. Also you will need to edit the 'campaign.ini' file to allow for customized text. Set the bit value to 1 instead of 0 and it should work like a charm.
  6. Here are the revision notes to the ACTIVATION#2 scripts (full text). Note, the only change here is that you need to add a #VARIABLE_CONDITION line to each event. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ACTIVATION #2 (Based on unit positions) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ; USAGE: ; ; Basic structure for an activation event: ; { ; #NAME= Event name (this will be shown as a selectable event under an options menu within the game) ; #POPUP= Event popup text (this will be displayed when the event occurs) ; #FLAG= Will this be a default event for the campaign? (values range [0, 1]; True= 1; False= 0) ; #TYPE= With all other factors satisfied will this be a (values range [0, 2]): ; A) Single check regardless if trigger is satisfied= 0 ; Multiple check until trigger is satisfied= 1 ; C) Reoccuring check until end of game= 2 ; #COUNTRY_ID= Country ID associated with this event ; #TRIGGER= Trigger percentage that the event will occur (values range [0, 100]) ; #DATE= Date that must be satisfied (in game) for event to occur (format yyyy/mm/dd) ; #ACTIVATION= The activation percentage increase/decrease for this event for #COUNTRY_ID ; Format: [min%, max%] [political_direction] ; #VARIABLE_CONDITION= Under what variable conditions will this event occur ; Format: country_id [political_alignment] [activation%] [surrendered_flag] ; #CONDITION_POSITION= Map positions that will serve to trigger the event as well as distance and ; number of Axis/Allied unit ranges as specified by 'alignment' flag ; Format: x,y [min_range, max_range] [min_units, max_units] [alignment] [aligned_country_id] ; } ; ; EXAMPLES: ; ; Sample event #1 -> Allies abandon their land position on Gibraltar resulting in a ; 5-10% increase in Italian activation towards Axis: ; { ; #NAME= Allies Abandon Gibraltar (Italy) ; #POPUP= ; #FLAG= 1 ; #TYPE= 2 ; #COUNTRY_ID= 6 ; #TRIGGER= 100 ; #DATE= 1939/09/03 ; ; 5-10% activation increase towards Axis ; #ACTIVATION= [5,10] [1] ; ; Set variable conditions: ; 1st Line - UK politically aligned with Allies and not surrendered ; #VARIABLE_CONDITION= 1 [2] [100] [0] ; ; UK abandons it's land position on Gibraltar ; #CONDITION_POSITION= 53,29 [0,0] [0,0] [2] [0] ; } ; ; ; Sample event #2 -> Allies abandon their naval position at Gibraltar resulting in a ; 1-5% increase in Italian activation towards Axis: ; { ; #NAME= Allies Abandon Port At Gibraltar (Italy) ; #POPUP= ; #FLAG= 1 ; #TYPE= 2 ; #COUNTRY_ID= 6 ; #TRIGGER= 100 ; #DATE= 1939/09/03 ; ; 1-5% activation increase towards Axis ; #ACTIVATION= [1,5] [1] ; ; Set variable conditions: ; 1st Line - UK politically aligned with Allies and not surrendered ; #VARIABLE_CONDITION= 1 [2] [100] [0] ; ; UK abandons it's naval position at Gibraltar ; #CONDITION_POSITION= 54,30 [0,0] [0,0] [2] [0] ; } ; ; ; Sample event #3 -> Axis land units in England resulting in a ; 10-15% increase in Soviet activation towards Allies: ; { ; #NAME= Sealion (USSR) ; #POPUP= ; #FLAG= 1 ; #TYPE= 2 ; #COUNTRY_ID= 4 ; ; Limit event to a random 25% chance per turn ; have been satisfied ; #TRIGGER= 25 ; ; Limit event to happen only after 1940 ; #DATE= 1940/01/01 ; ; 10-15% activation increase towards Allies ; #ACTIVATION= [10,15] [2] ; ; Set variable conditions: ; 1st Line - UK politically aligned with Allies and not surrendered ; #VARIABLE_CONDITION= 1 [2] [100] [0] ; ; Axis land 2-3 units in the UK within 1-2 tiles of London ; #CONDITION_POSITION= 60,15 [1,2] [2,3] [1] [0] ; Axis land 1-2 units in the UK within 1 tile of Manchester ; #CONDITION_POSITION= 57,13 [1,1] [1,2] [1] [0] ; } ; ; NOTES: ; ; Each event must be preceded by a '{' and end with a '}' ; ; The #ACTIVATION value can be set to reflect a random range of potential increase or decrease ; towards either the Axis or Allies side. This is done by setting the 'political_direction' flag ; under #ACTIVATION as either Axis or Allied, i.e. [1] or [2]. For example if the US is currently ; leaning towards the Allies then you can set an #ACTIVATION event to decrease their current ; activation percentage by setting the 'political_direction' flag as Axis. ; ; Under #VARIABLE_CONDITION you can also list countries that have not yet fully entered the war. ; For example by listing an activation % less than 100% you are providing a check where the ; #VARIABLE_CONDITION country must meet a minimum activation % in order for the event to occur. ; ; More than one #CONDITION_POSITION can be set. Distance or range checks will be based on the ; specified x,y position. For example if the x,y position is a coastal tile then range checks will ; be made on sea tiles, otherwise if it is a land tile range checks will be made on land tiles only. ; If the 'aligned_country_id' flag is set to 0 then it will check for any Axis or Allied country as ; determined by the alignment flag. ; Each #CONDITION_POSITION line will be read using OR logic. ; ; Use the reference values provided for #COUNTRY_ID and not the country names ; Use the reference values provided for POLITICAL ALIGNMENT and not names ; Use the reference values provided for SURRENDER flags and not names ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; COUNTRY ID REFERENCE VALUES ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ; ANY_COUNTRY= 0 ; ; UK= 1 ; FRANCE= 2 ; USA= 3 ; USSR= 4 ; GERMANY= 5 ; ITALY= 6 ; ; ALBANIA= 8 ; ALGERIA= 9 ; AUSTRIA= 10 ; BALTIC_STATES= 11 ; BENELUX= 12 ; BULGARIA= 13 ; CANADA= 14 ; CZECHOSLOVAKIA= 15 ; DENMARK= 16 ; EGYPT= 17 ; ESTONIA= 18 ; FINLAND= 19 ; GREECE= 20 ; HUNGARY= 21 ; ICELAND= 22 ; IRAN= 23 ; IRAQ= 24 ; IRELAND= 25 ; JORDAN= 26 ; LIBYA= 27 ; LITHUANIA= 28 ; LUXEMBOURG= 29 ; MOROCCO= 30 ; NETHERLANDS= 31 ; NORWAY= 32 ; POLAND= 33 ; PORTUGAL= 34 ; REPUBLICAN_SPAIN= 35 ; ROMANIA= 36 ; SAUDI_ARABIA= 37 ; SPAIN= 38 ; SWEDEN= 39 ; SWITZERLAND= 40 ; SYRIA= 41 ; TUNISIA= 42 ; TURKEY= 43 ; VICHY_FRANCE= 44 ; YUGOSLAVIA= 45 ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; POLITICAL ALIGNMENT/DIRECTION REFERENCE VALUES ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ; AXIS= 1 ; ALLIED= 2 ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; SURRENDERED FLAG REFERENCE VALUES ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ; NOT_SURRENDERED= 0 ; SURRENDERED= 1 ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  7. Here are the revision notes (full text) for the PLAN script: ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; PLAN SCRIPT (Handle AI Planning) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ; USAGE: ; ; Basic structure of an AI planning event: ; { ; #NAME= Event name (this will be shown as a selectable event under an options menu within the game) ; #POPUP= Event popup text (this will be displayed when the event occurs) ; #FLAG= Will this be a default event for the campaign? (values range [0, 1]; True= 1; False= 0) ; #TYPE= With all other factors satisfied will this be a (values range [0, 2]): ; A) Single check regardless if trigger is satisfied= 0 ; Multiple check until trigger is satisfied= 1 ; C) Reoccuring check until end of game= 2 ; #COUNTRY_ID= Country ID associated with this event ; #TRIGGER= Trigger percentage that the event will occur (values range [0, 100]) ; #LEVEL= What minimum skill level with this event apply to? ; Values: [0, 4]; Green= 0; Novice= 1; Beginner= 2; Intermediate= 3; Advanced= 4 ; #PLAN_ID= What type of plan will this be? (See PLAN_ID_CONSTANTS below) ; #SIZE= How many units should be assigned to this plan? ; #LENGTH= How many game turns (Axis or Allied) should pass before the plan is finalized and/or cancelled? ; #GOAL_POSITION= What is the map position that is the object of this plan? ; #DATE= Date that must be satisfied (in game) for event to occur (format yyyy/mm/dd) ; #STEAL= Set priority by stealing units from other plans ; Values: [0, 3]; False= 0; Steal_Offensive= 1; Steal_Defensive= 2; Steal_Offensive_Or_Defensive= 3) ; #FRIENDLY_POSITION= Positions that must be under friendly control in order for event to occur ; #VARIABLE_CONDITION= Under what variable conditions will this event occur ; Format: country_id [political_alignment] [min_activation%] [surrendered_flag] ; #TACTICAL_CONDITION= Tactical map position (resource) that currently MUST NOT be threatened for event to ; occur, i.e. plan owner should have tactical advantage over this position ; Format: x,y [tactical_flag] ; #ACTIVATE_POSITION= Condition positions that will serve to ACTIVATE the event. ; Looks at distance as well as a selected number of Axis/Allied units as specified by 'alignment' flag ; Format: x,y [min_range, max_range] [min_units, max_units] [alignment] ; #CANCEL_POSITION= Condition positions that will serve to CANCEL the event. ; Looks at distance as well as a selected number of Axis/Allied units as specified by 'alignment' flag ; Format: x,y [min_range, max_range] [min_units, max_units] [alignment] ; } ; ; EXAMPLE: ; ; Sample event for Germany preparing to attack Benelux: ; { ; #NAME= Germany Prepares For War With Benelux ; #POPUP= ; #FLAG= 1 ; #TYPE= 2 ; #COUNTRY_ID= 5 ; #TRIGGER= 100 ; #LEVEL= 0 ; #PLAN_ID= 1 ; #SIZE= 8 ; #LENGTH= 2 ; Set goal position of Brussels ; #GOAL_POSITION= 70,16 ; #DATE= 1940/01/01 ; Set top priority for this plan and use any necessary units from other plans ; #STEAL= 1 ; ; Set friendly positions: ; 1st Line - Berlin ; 2nd Line - Frankfurt ; 3rd Line - Essen ; #FRIENDLY_POSITION= 84,16 ; #FRIENDLY_POSITION= 77,17 ; #FRIENDLY_POSITION= 76,16 ; ; Set variable conditions: ; 1st Line - Poland politically aligned with Allies and surrendered ; 2nd Line - Benelux politically aligned with Allies and not surrendered ; #VARIABLE_CONDITION= 33 [2] [100] [1] ; #VARIABLE_CONDITION= 12 [2] [0] [0] ; ; Set tactical conditions: ; 1st Line - Berlin not tactically threatened ; #TACTICAL_CONDITION= 84,16 [0] ; ; Set dummy activate position (no units at position 0,0) ; #ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0] ; ; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no ; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION ; #CANCEL_POSITION= 0,0 [0,0] [1,1] [0] ; } ; ; ; NOTES: ; ; Each event must be preceded by a '{' and end with a '}' ; ; Plan identity is determined by #COUNTRY_ID, #PLAN_ID, and #GOAL_POSITION. A country can only have a ; single plan based on this criteria and will be assigned the first valid plan regardless of duplicate ; script entries (even if the remaining control '#' values are different). ; Note: This will also allow you to set up a variety of plans with the same identity but different ; control '#' parameters where the first 'event' satisfied will be the fist plan assigned (for added variability). ; ; #LENGTH - How long do you want the plan to last? ; ; Once the number of turns passed has reached the #LENGTH value for any of the BUILD_UP plans they are ; automatically switched to an applicable OFFENSIVE, AMPHIBIOUS or SEA_TRANSPORT plan. For example, a ; BUILD_UP_AMPHIBIOUS plan that has a #LENGTH= 3 will (after 3 AI turns) automatically become an AMPHIBIOUS plan. ; Note: All successfully converted BUILD_UP plans are given a new #LENGTH value of 10 turns to complete their task. ; ; #SIZE - This value must be satisfied or the event will not occur. For example, a BUILD_UP_OFFENSIVE plan must be ; able to find enough units to satisfy the #SIZE requirement or it will not be added to the active plan list. ; ; All plan #SIZE values for BUILD_UP_OFFENSIVE and BUILD_UP_AMPHIBIOUS refer to the number of units assigned to a plan ; except for HQ, Rocket, Air Fleet and Bomber units. These units are added to the plan (closest available unit without ; a plan) after all other land units. Therefore, a plan set to #SIZE= 5 would infact end up being a plan with a size ; equal to 6 after the game engine includes an HQ and so on. Essentially, all this is saying is that in order to have ; the plan satisfy the #SIZE requirement keep in mind the original count does not include available HQ, Rockets, Air ; Fleet and Bombers as these are added in after the #SIZE value is satisfied. ; ; #GOAL_POSITION - This must be either a Port, City, Capital or Fortress unless it is a #PLAN_ID= GARRISON event. ; More than one #GOAL_POSITION can be set but only for GARRISON or BUILD_UP_SEA_TRANSPORT plans. If more than one ; #GOAL_POSITION is set for the alternative plans only the first one will be read. If secondary #GOAL_POSITION's are ; set for a BUILD_UP_SEA_TRANSPORT plan these will be considered WAYPOINTS with the top (first) #GOAL_POSITION still ; representing the final destination Port. For example, this is useful when using Naval Loops to send units to a specific ; WAYPOINT or NAVAL LOOP position before continuing to the final #GOAL_POSITION. ; ; #STEAL - Do we steal units available from other plans? ; Note: GARRISON plans cannot steal and this flag will only allow you to steal units from existing OFFENSIVE or ; DEFENSIVE plans. See STEAL ID REFERENCE VALUES for more details. ; ; #FRIENDLY_POSITION - This must refer to a land tile. Note, for #BUILD_UP_AMPHIBIOUS and #BUILD_UP_SEA_TRANSPORT the ; very first #FRIENDLY_POSITION listed will be used as a point of reference when assigning the nearest friendly units ; to the plan. For example, if you want to create a #BUILD_UP_AMPHIBIOUS plan to attack Brest, listing Manchester as the ; first #FRIENDLY_POSITION ensures only units located in England will be assigned to the plan. ; ; GARRISON - This plan does not consider #SIZE (always 1 unit). GARRISON plans are only cancelled either by ; condition failure or #LENGTH has been surpassed. ; Note: If you would like a repeating GARRISON plan you can always set it to be #TYPE= 2 with a #LENGTH= 1 and in ; this case it will be constantly reassigned so long as all control '#' parameters are satisfied ; ; BUILD_UP_AMPHIBIOUS, BUILD_UP_SEA_TRANSPORT, BUILD_UP_OFFENSIVE - These plans must have be able to satisfy the ; #SIZE requirement otherwise they will not be assigned. ; Note: BUILD_UP_OFFENSIVE, BUILD_UP_AMPHIBIOUS plans will only be assigned to fully activated countries. ; BUILD_UP_SEA_TRANSPORT must be between two fully active countries or between a non active major and ; its own territory, i.e. Italian mainland to Italian North Africa etc. ; BUILD_UP_AMPHIBIOUS plans will not have an HQ assigned to them, these will only be assigned to BUILD_UP_AMPHIBIOUS ; ; BUILD_UP_AMPHIBIOUS - AI will automatically declare war (as applicable) whenever at least 50% of their transports are ; within range of the ideal coastal unloading position ; ; BUILD_UP_AMPHIBIOUS, BUILD_UP_SEA_TRANSPORT - AI will now only load units onto transports only if their strength > 5. ; Automatic protection routines send transports with strength <= 5 back to the nearest port and this avoids potential issues, ; for example, like understrength units loading into transports in the USA and then subsequently being dropped off in Canada. ; Note, understrengthed units will still be assigned to these plans just not loaded onto transports until they have a strength > 5 ; ; BUILD_UP_OFFENSIVE - Once this plan is successfully converted to an OFFENSIVE plan the game engine will ; automatically declare war once if the goal position still refers to a currently inactive country. ; Note: This plan may also be cancelled (prematurely) and reassessed if the goal position refers ; to a recently activated country (i.e. through diplomacy, events, opponent's declaration of war etc.) ; ; Internally the game engine automatically assigns OFFENSIVE and DEFENSIVE plans depending on the current tactical ; situation. In this case the plan keeps track of several tactical ratios. A CANCEL_RATIO is assigned that is ; 1/2 of the plan's START_RATIO. If the CANCEL_RATIO is ever met then the plan is cancelled and reassessed. ; For example, a CANCEL_RATIO= 1 and a #PLAN_ID= OFFENSIVE would mean that the plan would be cancelled ; if we ever reached a tactical situation of 1-to-1. Meaning tactically the current offensive presence must ; remain greater than the current defensive presence of your opponent. For DEFENSIVE plans a lower CANCEL_RATIO ; value such as CANCEL_RATIO= .5 would mean that the plan's defensive presence is now 2-to-1 in comparison to the ; presence of enemy offensive units. Subsequently this plan would now be cancelled in favor of a new OFFENSIVE ; plan (automatically handled by the game engine). See CURRENT_RATIO formulas below for more details. ; ; The CURRENT_RATIO forumals: ; OFFENSIVE, BUILD_UP_OFFENSIVE, BUILD_UP_AMPHIBIOUS, BUILD_UP_SEA_TRANSPORT -> ; current ratio := tactical defense / tactical attack (threat) ; ; DEFENSIVE -> current ratio := tactical attack (threat) / tactical_defense ; ; A unit's tactical value is calculated as follows: ; LAND (ATTACK) = (SA + TA) / 2 * unit.readiness / 100 + unit.experience ; LAND (DEFENSE) = (SD + TD) / 2 * unit.readiness / 100 + unit.experience ; AIR (ATTACK) = (AA + BA) / 2 * unit.readiness / 100 + unit.experience ; AIR (DEFENSE) = (AD + BD) / 2 * unit.readiness / 100 + unit.experience ; NAVAL (ATTACK) = (NA + CA + UA) / 3 * unit.readiness / 100 + unit.experience ; NAVAL (DEFENSE) = (ND + CD + UD) / 3 * unit.readiness / 100 + unit.experience ; ; Mapwise, the tactical situation is assessed for each unit and resource based on each offensive/defensive unit ; within a 5 tile range (8 tiles for naval units) and by the tactical attack/tactical defense values divided by ; their distance. Note, air units are assessed if they are within general strike range of a unit or resource. ; 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! ; ; More than one #VARIABLE_CONDITION can be set. Under #VARIABLE_CONDITION you can also list countries ; that have not yet fully entered the war. For example by listing an activation % less than 100% you ; are providing a check where the #VARIABLE_CONDITION country must meet a minimum activation % (but is ; not yet at 100%) in order for the event to occur. To check for a fully activated country simply ; list the activation % at 100%. Each #VARIABLE_CONDITION line will be read using AND logic. ; ; More than one #FRIENDLY_POSITION can be set. #FRIENDLY_POSITION refers to the current side associated with ; this plan. Each #TACTICAL_CONDITION will be read using AND logic. ; ; More than one #TACTICAL_CONDITION can be set. #TACTICAL_CONDITION refers to the current side, i.e. ; country associated with this plan having tactical superiority over the specified map position. ; Tactical superiority can be fine tuned via the TACTICAL_ID flag. Each #TACTICAL_CONDITION line will ; be read using AND logic. ; Note: TACTICAL_ID= SEA implies that the port or city in question has an adjacent enemy unit in order for it ; to be threatened. For example a land locked city can never be threated by SEA so this can be used as a ; dummy position. ; ; More than one #ACTIVATE_POSITION can be set. Distance or range checks will be based on the ; specified x,y position. For example if the x,y position is a coastal tile then range checks will ; be made on sea tiles, otherwise if it is a land tile range checks will be made on land tiles only. ; Each #ACTIVATE_POSITION line will be read using OR logic. ; Note: Once a plan has been properly activated then all references to #ACTIAVATE_POSITION are removed ; from the plan as these conditions have been satisfied. Use #CANCEL_POSITION to set the CANCEL conditions ; based on unit positions for the event. ; ; More than one #CANCEL_POSITION can be set. Distance or range checks will be based on the ; specified x,y position. For example if the x,y position is a coastal tile then range checks will ; be made on sea tiles, otherwise if it is a land tile range checks will be made on land tiles only. ; Each #CANCEL_POSITION line will be read using OR logic. ; ; Use the reference values provided for #COUNTRY_ID and not the country names ; Use the reference values provided for #LEVEL and not the level names ; Use the reference values provided for #PLAN_ID and not plan names ; Use the reference values provided for TACTICAL_ID and not tactical names ; Use the reference values provided for POLITICAL ALIGNMENT and not names ; Use the reference values provided for SURRENDER flags and not names ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; COUNTRY ID REFERENCE VALUES ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ; UK= 1 ; FRANCE= 2 ; USA= 3 ; USSR= 4 ; GERMANY= 5 ; ITALY= 6 ; ; ALBANIA= 8 ; ALGERIA= 9 ; AUSTRIA= 10 ; BALTIC_STATES= 11 ; BENELUX= 12 ; BULGARIA= 13 ; CANADA= 14 ; CZECHOSLOVAKIA= 15 ; DENMARK= 16 ; EGYPT= 17 ; ESTONIA= 18 ; FINLAND= 19 ; GREECE= 20 ; HUNGARY= 21 ; ICELAND= 22 ; IRAN= 23 ; IRAQ= 24 ; IRELAND= 25 ; JORDAN= 26 ; LIBYA= 27 ; LITHUANIA= 28 ; LUXEMBOURG= 29 ; MOROCCO= 30 ; NETHERLANDS= 31 ; NORWAY= 32 ; POLAND= 33 ; PORTUGAL= 34 ; REPUBLICAN_SPAIN= 35 ; ROMANIA= 36 ; SAUDI_ARABIA= 37 ; SPAIN= 38 ; SWEDEN= 39 ; SWITZERLAND= 40 ; SYRIA= 41 ; TUNISIA= 42 ; TURKEY= 43 ; VICHY_FRANCE= 44 ; YUGOSLAVIA= 45 ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; LEVEL REFERENCE VALUES ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ; GREEN= 0 ; NOVICE= 1 ; BEGINNER= 2 ; INTERMEDIATE= 3 ; ADVANCED= 4 ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; PLAN ID REFERENCE VALUES ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ; GARRISON= 0 ; BUILD_UP_OFFENSIVE= 1 ; BUILD_UP_AMPHIBIOUS= 2 ; BUILD_UP_SEA_TRANSPORT= 3 ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; STEAL ID REFERENCE VALUES ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ; FALSE= 0 ; STEAL_OFFENSIVE= 1 ; STEAL_DEFENSIVE= 2 ; STEAL_OFFENSIVE_OR_DEFENSIVE= 3 ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; TACTICAL ID REFERENCE VALUES ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ; ANY= 0 ; LAND= 1 ; AIR= 2 ; NAVAL= 3 ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; POLITICAL ALIGNMENT REFERENCE VALUES ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ; NEUTRAL= 0 ; AXIS= 1 ; ALLIED= 2 ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; SURRENDERED FLAG REFERENCE VALUES ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ; NOT_SURRENDERED= 0 ; SURRENDERED= 1 ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  8. FYI, I'm amalgamating text provided by Bill and I in another thread. First, prior to installing a patch over your current files, use the Export Data feature to save all of your existing data for a custom campaign(s). You may want to also zip all of your custom files just in case so you can go back to them if necessary. And perhaps rename your cutom campaign as campaign_old or something. Also, you might want to rename the templates directory to templates_old so you can check for changes. Once you've followed the steps above apply the patch and then do the following: 1) Open a new campaign using File->New 2) Set the new campaign map size to match the map size of your previous pre patch campaign. 3) Select File->Import and select the folder for the campaign in which you would like to import data files from. If you do not have the correct map size the Editor will inform you and you can then repeat step 2) 4) At this point, select Save and select the name of the older campaign you wish to update. This assumes you still have the original 'Campaigns' folder intact with the pre patch campaigns and subfolders. For example, let's say you had a file called '1939 Fall Weiss Custom'. Simply select this file when you are going to save. WARNING: It will ask you if you would like to overwrite the scripts. Make sure you click "NO". NOTE: If you click "YES" it will overwrite the existing scripts with the Template scripts. If you click "NO" it will use the existing scripts which is essentially what you want here. 5) At this point you have fully updated your campaign to the latest version and if there have been any script changes making previous scripts invalid, those scripts will not have been saved so you will need to take a look at the scripts via the Event viewer under Campaigns->Edit AI Scripts and/or Campaigns->Edit Event Scripts. In this case a new #AI flag will have to be added to all EVENT scripts and if you look at the TEMPLATES\AI folder you will see the new format for all the older PLAN scripts, i.e. now broken down into separate script files for GARRISON, FLEET etc. Hubert [ November 22, 2006, 03:26 PM: Message edited by: Hubert Cater ]
  9. I think what you found is correct and this is still the behaviour with the first patch. I can re-consider this for the second patch and see what the limitations might be.
  10. This will be something I will be looking into for the second patch.
  11. John C, you can acheive this by simply de-activating the Victory scripts when you start a new game. If you are playing with the 'Allow Changes' option then these can be de-activated at any time. The scripts can be de-activated by accessing OPTIONS->ADVANCED->SCRIPTS [ June 01, 2006, 09:11 AM: Message edited by: Hubert Cater ]
  12. Once you save for the first time playing any multiplayer game it should automatically create the applicable folders.
  13. Thanks for the report, this has been fixed for the first patch. Moving this to the Tech Support Forum for future reference.
  14. Thanks for the report, this has been fixed for the first patch. Moving this to the Tech Support Forum for future reference.
  15. Glad to hear you are enjoying the game To be honest I'm not sure as this was done by my artist. Perhaps there is a texture option that creates this effect? Unfortunately I don't know much about Photoshop
  16. When they turn back to 0 is this after you might have adjusted the research level for the country in question. If so this is automatically handled by the editor as on map units cannot exceed the current research levels and so this would be the normal behaviour.
  17. For clarification, do you mean by physical upgrades to units or by manipulation of the artwork in the game using a 3rd party bitmap editor? Moving this to the Tech Support Forum.
  18. For clarification, do you mean by physical upgrades to units or by manipulation of the artwork in the game using a 3rd party bitmap editor? Moving this to the Tech Support Forum.
  19. One of the most common errors has to do with moving an Engineer that currently has the 'Fortify' option selected. If you deselect that option or choose to not move the Engineer unit until it has either fortified or after you deselect 'Fortify' it should be Ok. Let me know if this helps and if not send me the last turn with the segmentation error and I'll take a look. Note this bug has been fixed for the first patch. Moving this to the Tech forum as well for future reference.
  20. One of the most common errors has to do with moving an Engineer that currently has the 'Fortify' option selected. If you deselect that option or choose to not move the Engineer unit until it has either fortified or after you deselect 'Fortify' it should be Ok. Let me know if this helps and if not send me the last turn with the segmentation error and I'll take a look. Note this bug has been fixed for the first patch. Moving this to the Tech forum as well for future reference.
  21. This has been fixed and will be a part of the first patch which will be available soon.
  22. This is a known error but should only happen if you ALT-TAB etc. (let me know if this is not the case), as the game does not currently support the loss of focus, i.e. it should remain as the only application in focus while running, but as just mentioned above this is known and something I am working to correct.
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