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benCG

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Everything posted by benCG

  1. Can you send me a copy please? mail to ben_cg AT ntlworld.com (replace ' AT ' with @)
  2. There's no question that the computer language sc is coded in can cope with a higher number, the issue is the game engine. Sounds like the current number is hardcoded so extra/expandable slots will probably have to wait for sc3
  3. 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 majors a defensive boost vs minors, and makes major vs major (or where defense=2) bloodier. I think I prefer it with SD/TD = 2 across the board for armies, just make armies costlier to attack for everyone.
  4. 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!)
  5. 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.
  6. 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.
  7. 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.
  8. 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
  9. I am looking forward to this If you want the help I will offer to work on some AI scripts for this scenario... If you know what you want the ai to do I can translate that into scripts pretty well, let me know.
  10. 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 port at alexandria down to screw up their supply if you want or just wear them down with your superior numbers and good units.
  11. Deploying sounds good, another idea to reduce transport mm-ing would be allowing multiple turn orders. ie. a 'go here' command that orders a unit to make its way over land/sea to the destination point over subsequent turns.
  12. 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?
  13. 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
  14. Thx Kyboche HC - I mailed you at support@furysoftware.com
  15. 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
  16. 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.
  17. and this one really does add the blank paramters correctly SCScriptEditor0.92.zip
  18. 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
  19. 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.zip readme.txt --------------------------------------- as for the amphibious warfare tech parameter, I just copied it straight from the list in the txt file without paying it any mind - so at some point HC was at least considering AW tech... [ May 13, 2006, 02:25 PM: Message edited by: benCG ]
  20. 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.
  21. 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 log) This utility makes it more convinient to edit scripts, but be warned it will not prevent you from entering invalid/game-breaking values. I highly reccomend copying the game campaigns and editing the copies instead of the originals. Tips: Double-click on a parameter to bring up the edit parameter dialog Right-click on the scripts tree or the Parameter list to show available actions File Menu: - Load prompts for a campaign folder and loads all the scripts into the utility - Save saves the modified scripts back to the same folder loaded from - Save As prompts for a new campaign folder and saves modified scripts to there Edit Menu: (scripts) - Add Script - Add $ScriptName Add a new script to the appropriate file - Delete Script Delete the selected script - Move Script Up - Move Script Down Change selected script's order in ScriptFile - Move Script To - Clone script Copy selected script to the end of the scriptfile (parameters) - Add Parameter - Add $ParameterName Add a new parameter to this script - Edit Parameter Bring up the Edit Dialog to edit the selected Parameter - Delete Parameter Delete the selected Parameter - Move Parameter Up - Move Parameter Down Change selected paramater's order in Script - Move Parameter To - Copy Parameter(s) Copy selected paramater(s) to clipboard - Paste Parameter(s) Paste paramater(s) from clipboard to current script if possible note: You can now select more than one parameter from a script at once to enable copying/pasting of multiple parameters. For all other operations the action will only affect the first selected parameter. change log: ----------------------------------------------------------------- v1.01 changes Updated code to reflect changes in SC 1.1 patch; added amphibious research tech back (ie. un-commented 2 lines) added steal enumeration and changed steal variable (from generic boolean value to specific enumerated value) added variable_condition to activation2 scripts added aligned_country_id variable to condition_position parameter in activation2 scripts fixed bug with destination_resource in unit scripts ----------------------------------------------------------------- v0.95 changes Added clone script command. Copys the selected script to the end of the scriptfile (changes the name but all other parameters are copied exactly) Added copy/paste commands for paramaters. You can now select 1 or multiple parameters and copy their values to a clipboard from which you can paste them into different scripts. The utility will prompt you to replace or add paramaters as appropriate - paramaters that are not valid for the script they are being pasted into will simply be ignored. ----------------------------------------------------------------- v0.92 changes new scripts now add default blank parameters as they should be written to file, ie. it should now compile them as is. really! ----------------------------------------------------------------- v0.91 changes fixed silly bug that saved blank string-only parameters with a space in them made it so the scriptfile treeview updates when you edit a #name or #country_id parameter (changes label or 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 [ June 04, 2006, 08:42 AM: Message edited by: benCG ]
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