
benCG
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Everything posted by benCG
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Normal Dude's Decision Scripts
benCG replied to Edwin P.'s topic in Strategic Command 2 Scenario and Mods Forum
thanks for posting these -
Ok whats your opinion of the patch?
benCG replied to Sombra's topic in Strategic Command 2 Blitzkrieg and Weapons and Warfare
One interesting point about the new defence for Armies is that its not across the board, some nations get it and some don't! ------ Army SD/TD = 2 UK USA USSR Germany Finalnd Spain Sweden Switzerland ------ Army SD/TD = 1 France Italy Canada Poland + all other minors ------ I am surprised by this, afaik it's the first stat that is different by nation. Seems a little cruel on France and Italy too... and a little generous to Finland/Spain/Sweden/Switzerland perhaps? As the defense boost essentially makes attacking against it costlier in casaulties it gives the maj -
AI Sealion and Norway Scripting Woes
benCG replied to ChrisND's topic in Strategic Command 2 Scenario and Mods Forum
Presuming all the co-ordinates are correct the scripts look okay to me, although STEAL=2 (defensive only) might not give the first plan priority? but im a little hazy on the mechanics of that. this comment: makes me wonder if either you were playing the right campaign or whether you had properly recompiled the scripts into the campaign file in the Editor? Thats about the only reasons I can figure you wouldn't see the changes. To help you test AI scripts its an idea to put a message in the popup parameter, then you can see when/if the plan is activated by the AI. (remove for playing!) -
Ok whats your opinion of the patch?
benCG replied to Sombra's topic in Strategic Command 2 Blitzkrieg and Weapons and Warfare
Lots of significant changes to gameplay (most surprising and welcome to me is army defense). I think its still a bit early yet to say it so definitively but I agree Axis have a harder time now. Time will tell how much harder. -
updated for SC 1.1 I also added copy and pasting of multiple parameters between scripts and cloning of scripts for quickly adding new stuff. SCScriptEditor1.01.zip readme.txt See the first post for a change-log.
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Adding Convoy routes
benCG replied to Honch's topic in Strategic Command 2 Blitzkrieg and Weapons and Warfare
I think the argument for a basra-atlantic convoy route isn't whether it was used historically but whether it *could* have been used in a what-if situation. The most obvious example being evacuating allied troops from basra via the atlantic loop when rommel pushes through egypt etc. -
ATTENTION MODDERS!!!
benCG replied to Hubert Cater's topic in Strategic Command 2 Scenario and Mods Forum
Hmmm, intrigue! My bet is also Amphibious tech I have updated the ScriptEditor ready for 1.1 with the 2 changes here (thanks Hubert for the info you posted here - I only wish all developers were so forthcoming). I should have a release ready about 1/2 hr after we get the patch -
ETA for patch 1.01?
benCG replied to Chris G's topic in Strategic Command 2 Blitzkrieg and Weapons and Warfare
thats almost a promise here's hoping -
Need help with egypt...
benCG replied to Xanos's topic in Strategic Command 2 Blitzkrieg and Weapons and Warfare
One way is to have an Italian force approaching from Tobruk (drawing the 8th armour + corp towards them) then get a german hq + 3 good units loaded into amphibs, use an amphib italian corp (from tobruk or even albania/greece depending on things) to take suez, and use your german force to land at cairo and take it asap. hopefully there is just 1 corp in the city but sometimes they have 2 down there, italian navy can be very useful in reducing entrenchment here. Once you have the port your german units have supply and you have the uk in/around alexandria pretty much surrounded. You can bombard -
The RN useless
benCG replied to Agamemnon's topic in Strategic Command 2 Blitzkrieg and Weapons and Warfare
Good idea re: lowering subs attack and upping diving, I also like the idea of surface ships doing convoy raiding... seems it could be implemented the same as sub raiding - but its hard to know what these changes would do to game balance ?? btw - anyone else read the book 'Atlantis' about a disguised german commerce raider? can we get those too? -
CTD when using '?' in savegame name
benCG replied to benCG's topic in Strategic Command Tech Support Forum
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A minor untrapped error: I was foolish enough to use a question mark in the savegame name and got a ctd with this error msg: Failed(Store): Invalid Argument
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Thx Kyboche HC - I mailed you at support@furysoftware.com
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HC: Thanks, high praise indeed I think those are some great ideas - how could I refuse? I had even been vaugely thinking about 'cracking' the .cgn format to extract city/port/resource locations... who knows what we can come up with
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Gorgin: You should see an 'Add' or 'Save' button to the right of the edit parameter window, if its not there please detail exactly what campaign/script/variable you are editing.
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and this one really does add the blank paramters correctly SCScriptEditor0.92.zip
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I should have mentioned before that you need .NET 1.1 installed on your system in order to run the utility, dunno if thats the issue but hopefully thats all it is. get .NET 1.1 install from m$ www
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thx for the bug reports & feedback and er, sorry about the popup bug - because I found and killed that one before... not sure how I put it back in :| 0.91 changes ------------ fixed the popup bug (no more 'one space' lines) made it so the scriptfile treeview updates when you edit the name or country_id parameters (changes label or flag-icon in the treeview) new scripts now add default blank parameters as they should be written to file, ie. it should now compile them as is. removed unused amphibious warfare tech parameter from new research scripts SCScriptEditor0.91.
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Thx, you should be a good tester I think. I am lazy and irritable when I have to scroll back and forth and remember what numbers means what, and I can turn out little tools like this pretty quick in .net... I even reused some previous code of mine so it seemed obvious. The 'out->' tab shows you exactly the text as it will be written to the file, so you can double-check that Garrison really is being written as #PLAN_ID= 0 for reassurance.
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I have made a little utility to help with editing/organising script files. It makes it more convinient to edit scripts, but it will not prevent you from entering invalid/game-breaking values. Basically you still need to work out what goes and what dosen't, it just means you dont have to remember what the number for x is or cut and paste etc. back-up your files and use at your own risk! [EDIT: 4th June 06] ------------------------ updated for SC 1.1 SCScriptEditor1.01.zip readme.txt SC Script Editor v1.01 --------------------- ben CG (see notes at end for change