Edwin P.
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Posts posted by Edwin P.
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3. Yes, it was adjacent to Madrid and the HQ Adjacent to it.
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Will do,
Note: I added scripts for transporting 4 and 3 USA units to Lisbon to maximize the Buildup in Lisbon and remove a problem I ran into when there were 3 units, Effectively the 1 script would activate and then the simultanous acitivation of the 2 script would cancel it.
Now I have 4 scripts with Steal= 0, Length= 1, and Script Order: Size=4, Size=3, Size=2, Size= 1. This ensures that if 3 units are in USA they will all be transported to Lisbon ASAP, as the first Transport script will grab all available units leaving none for the following scripts.
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Many thanks HC.
I noticed one more issue with the Amphibious scripts re: HQs
1. In my Iberian Liberation mod - a USA HQ is sent to Lisbon and disembarks. Then the USA HQ proceeds to continously embark the next turn and then disembark in Lisbon again.
It might have something to do with the Four Transport scripts that I have to ensure that the US Buildup in Lisbon is rapid, but I am unsure. Each script is the same (Steal=0) but of a declining size (Size=4, Size=3, Size=2, Size=1) and all of Length=1. This ensures that the US sends any units in the USA (whether there be 1, 2, 3 or 4) immediately to Lisbon.
I assume that the Amphibous buildups only uses the the first Friendly_Position location to select disembarktion points on the same landmass where the First Friendly position is located. Am I correct? Or does it look at all Friendly positions listed?
2. I saw the same thing happen with Normal Dude's North Africa script. A HQ sent to North Africa would continously embark and disembark in the same port.
3. Additionally, in my Iberian Liberation Mod, when the USA attacked Spain a corps knocked the Franco HQ down to 1, but an adjacent USA Friendly Army followed up with an attack on Madrid, instead of attacking and destroying the adjacent Franco HQ unit.
[ June 13, 2006, 12:35 PM: Message edited by: Edwin P. ]
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Thought:
Research Infrastructure Tech - Increases Tech Cap by 125 MPP per tech level (Max 2).
Cost: 125 MPP per Tech Level
Benefit to USA: Low, Benefit to Germany: High
Pros: Raises Tech Cap for Germany, Soaks up MPPs, unpredictable
USA and USSR start with Research Infrastructure (2) and their tech cap would not increase. Germany, Italy and GB can research and increase their Tech MPP limit if successful.
[ June 13, 2006, 12:41 PM: Message edited by: Edwin P. ]
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What did you find caused the problem?
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HC, if its really easy, could you consider adding Operate Air Unit Plan(s) to the next patch?
Plan ID= 4 (Air Fleets)
Plan ID= 5 (Bomber Fleets)
Why?
1.So Air Units don't wait to be eliminated in isolated cities as the enemy approaches (example: Egypt, Jordan). If triggered they can be scripted to operate elsewhere.
2. So I can reinforce my American Iberian liberation force with Air Units after they have taken Portugal. (example: USA conquers Portgual, DOW Spain and Operates in American Air Units from UK or USA to support attack on Madrid).
3. So modders can assign a German bomber/air fleet to the Eastern or Western Front.
4. So modders can assign a UK bomber/air fleet to Egypt or the Uk via scripting.
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Good idea, I will send you my Iberia script full set tomorrow (after I test it some more). I am still having a problem with the Initial invasion and as the Human player I can defeat a size 7 Invasion Force Against Spain simpbly by Reinforcing Spanish units, but this drains my resources on the Western Front, as the AI does not focus on destroying one unit at a time.
Yet, my backup script with a Size 10 force tends to work a lot better. As it is now the AI starts with a size 7 attack force and when 3 additional units are available it throws them into the battle (thats why the Size 7 has Steal= 0 and the Size 10 script has Steal= 3)
I also added a script to seize Valencia if the Axis leave it unguarded to defend Madrid. Devious, aren't I.
NOTE: I still have not figured out how to transfer USA Air units to Portugal/Spain. Any ideas, there are no Operate Air Units scripts that I can see.
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I saw the same thing with my scripts. It appears as if the AI is grabbing all Axis units, without regard to nationality. Any comments HC?
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If the USA invasion of Portugal is successful then the USA changes its Production plan, to prepare for an Invasion of Spain.
{
#NAME= USA (1939 - 1943) (Post-Entry, Conquered Portugal)
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 3
#TRIGGER= 100
#LEVEL= 0
#HQ= 10 [1]
#CORPS= 25 [1]
#ARMY= 25 [3]
#ENGINEERS= 0 [0]
#PARATROOPS= 0 [0]
#ROCKETS= 0 [0]
#TANK_GROUP= 10 [1]
#AIR_FLEET= 10 [2]
#BOMBERS= 10 [1]
#BATTLESHIP= 0 [0]
#CRUISER= 0 [0]
#CARRIER= 0 [0]
#SUB= 0 [0]
#DATE= 1939/09/03
; Set friendly positions:
; 1st Line - Washington D.C.
#FRIENDLY_POSITION= 2,23
#FRIENDLY_POSITION= 51,26
; Set variable conditions:
; 1st Line - USA politically aligned with Allies and not surrendered
; 2nd Line - Portugal aligned with Axis and surrendered
#VARIABLE_CONDITION= 3 [2] [100] [0]
#VARIABLE_CONDITION= 34 [1] [100] [1]
; Set tactical conditions:
; 1st Line - Washington D.C. not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 2,23 [3]
; 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]
}
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Here are a series of scripts I am working on to have the USA invade Portugal. I am testing it using a copy of the Fall Blau Scenario with all units in Russia and North Africa removed.
Basically;
1. USA Invades Portugal
2. Then USA Garrisons Lisbon
3. New Production Script is activated to build units for combat and Diplomacy Script is activate to counter rise in Spanish influence until Invasion force is ready to invade Spain.
3. Then USA reinforces with 2 scripts - one for 1 unit and 1 for 2 units. This ensures that all possible reinforcements are sent to Lisbon ASAP.
4. Then USA launches Offensive to Take Madrid with 7 units (Steal= 0), if 10 units are available it uses 10 units in the offensive (Steal= 3)
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; USA prepares to attack Portugal:
{
#NAME= EF_PORTUGAL USA Build Up Amphibious - USA (Liberate Portugal)
#POPUP=
#FLAG= 1
#TYPE= 1
#COUNTRY_ID= 3
#TRIGGER= 100
#LEVEL= 0
#PLAN_ID= 2
#SIZE= 4
#LENGTH= 1
; Lisbon
#GOAL_POSITION= 51,26
#DATE= 1941/01/01
#STEAL= 0
; Set friendly positions:
; 1st Line - NYC
; 2nd Line - Washington D.C.
#FRIENDLY_POSITION= 5,22
#FRIENDLY_POSITION= 2,23
; Set variable conditions:
; 1st Line - USA politically aligned with Allies and not surrendered AND
; 2nd Line - France politically aligned with Allies and surrendered
#VARIABLE_CONDITION= 3 [2] [100] [0]
#VARIABLE_CONDITION= 2 [2] [100] [1]
; Set tactical conditions:
; 1st Line - Washington D.C. not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 2,23 [1]
; Set activate position:
; 1st Line - 5 Allied units in USA
#ACTIVATE_POSITION= 5,22 [7,7] [5,5] [2]
; Canceled if Allied Unit in Portugal
#CANCEL_POSITION= 51,26 [0,0] [1,1] [2]
}
;
; USA Garrisons Portugal:
{
#NAME= EF_PORTUGAL USA Lisbon Garrison
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 3
#TRIGGER= 100
#LEVEL= 0
#PLAN_ID= 0
#SIZE= 0
#LENGTH= 1
; Lisbon
#GOAL_POSITION= 51,26
#DATE= 1941/01/01
#STEAL= 0
; Set friendly positions:
; 1st Line - NYC
; 2nd Line - Washington D.C.
#FRIENDLY_POSITION= 51,26
#FRIENDLY_POSITION= 2,23
; Set variable conditions:
; 1st Line - USA politically aligned with Allies and not surrendered AND
; 2nd Line - France politically aligned with Allies and surrendered
#VARIABLE_CONDITION= 3 [2] [100] [0]
#VARIABLE_CONDITION= 2 [2] [100] [1]
; Set tactical conditions:
; 1st Line - Washington D.C. not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 2,23 [1]
; Set activate position:
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Canceled
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}
; USA Garrisons Bilbao
{
#NAME= EF_PORTUGAL USA Bilbao Garrison
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 3
#TRIGGER= 100
#LEVEL= 0
#PLAN_ID= 0
#SIZE= 0
#LENGTH= 1
; Lisbon
#GOAL_POSITION= 58,23
#DATE= 1941/01/01
#STEAL= 0
; Set friendly positions:
; 1st Line - NYC
#FRIENDLY_POSITION= 51,26
#FRIENDLY_POSITION= 58,23
; Set variable conditions:
; 1st Line - USA politically aligned with Allies and not surrendered AND
; 2nd Line - France politically aligned with Allies and surrendered
#VARIABLE_CONDITION= 3 [2] [100] [0]
#VARIABLE_CONDITION= 2 [2] [100] [1]
; Set tactical conditions:
; 1st Line - Washington D.C. not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 2,23 [1]
; Set activate position:
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Canceled
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}
; USA Garrisons Valencia
{
#NAME= EF_PORTUGAL USA Valencia Garrison
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 3
#TRIGGER= 100
#LEVEL= 0
#PLAN_ID= 0
#SIZE= 0
#LENGTH= 1
; Valencia
#GOAL_POSITION= 61,27
#DATE= 1941/01/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Valencia
#FRIENDLY_POSITION= 61,27
; Set variable conditions:
; 1st Line - USA politically aligned with Allies and not surrendered AND
; 2nd Line - France politically aligned with Allies and surrendered
#VARIABLE_CONDITION= 3 [2] [100] [0]
#VARIABLE_CONDITION= 2 [2] [100] [1]
; Set tactical conditions:
; 1st Line - Washington D.C. not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 2,23 [1]
; Set activate position:
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Canceled
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}
; USA Reinforces Lisbon Beachhead:
{
#NAME= EF_PORTUGAL USA Build Up Sea Transport Size 2
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 3
#TRIGGER= 100
#LEVEL= 0
#PLAN_ID= 3
#SIZE= 2
#LENGTH= 1
; Lisbon Port
#GOAL_POSITION= 50,27
#DATE= 1941/01/01
#STEAL= 0
; Set friendly positions:
; 1st Line - NYC
#FRIENDLY_POSITION= 5,22
; Set variable conditions:
; 1st Line - Portugal politically aligned with Axis and surrendered
#VARIABLE_CONDITION= 34 [1] [100] [1]
; Set tactical conditions:
; 1st Line - London not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 64,15 [3]
; 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]
}
; USA Reinforces Lisbon Beachhead:
{
#NAME= EF_PORTUGAL USA Build Up Sea Transport Size 1
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 3
#TRIGGER= 100
#LEVEL= 0
#PLAN_ID= 3
#SIZE= 1
#LENGTH= 1
; Lisbon Port
#GOAL_POSITION= 50,27
#DATE= 1941/01/01
#STEAL= 0
; Set friendly positions:
; 1st Line - NYC
#FRIENDLY_POSITION= 5,22
; Set variable conditions:
; 1st Line - Portugal politically aligned with Axis and surrendered
#VARIABLE_CONDITION= 34 [1] [100] [1]
; Set tactical conditions:
; 1st Line - London not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 64,15 [3]
; 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]
}
;
{
#NAME= EF_PORTUGAL USA Offensive - Madrid Large
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 3
#TRIGGER= 100
#LEVEL= 0
#PLAN_ID= 1
#SIZE= 10
#LENGTH= 0
; Madrid
#GOAL_POSITION= 57,25
#DATE= 1941/01/01
#STEAL= 3
; Set friendly positions:
; 1st Line - Lisbon
#FRIENDLY_POSITION= 51,26
; Set variable conditions:
; 1st Line - USA politically aligned with Allies and not surrendered AND
; 2nd Line - France politically aligned with Allies and surrendered AND
#VARIABLE_CONDITION= 3 [2] [100] [0]
#VARIABLE_CONDITION= 2 [2] [100] [1]
; Set tactical conditions:
; 1st Line - Washington D.C. not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 2,23 [1]
; Set activate position:
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Canceled if Allied Unit in Madrid
#CANCEL_POSITION= 57,25 [0,0] [1,1] [2]
}
{
#NAME= EF_PORTUGAL USA Offensive - Madrid
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 3
#TRIGGER= 100
#LEVEL= 0
#PLAN_ID= 1
#SIZE= 7
#LENGTH= 0
; Madrid
#GOAL_POSITION= 57,25
#DATE= 1941/01/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Lisbon
#FRIENDLY_POSITION= 51,26
; Set variable conditions:
; 1st Line - USA politically aligned with Allies and not surrendered AND
; 2nd Line - France politically aligned with Allies and surrendered AND
#VARIABLE_CONDITION= 3 [2] [100] [0]
#VARIABLE_CONDITION= 2 [2] [100] [1]
; Set tactical conditions:
; 1st Line - Washington D.C. not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 2,23 [1]
; Set activate position:
; 1st Line - 5 Allied units in Portugal
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Canceled if Allied Unit in Madrid
#CANCEL_POSITION= 57,25 [0,0] [1,1] [2]
}
{
#NAME= EF_PORTUGAL USA Offensive - Valencia
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 3
#TRIGGER= 100
#LEVEL= 0
#PLAN_ID= 1
#SIZE= 1
#LENGTH= 0
; Madrid
#GOAL_POSITION= 61,27
#DATE= 1941/01/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Lisbon
#FRIENDLY_POSITION= 51,26
; Set variable conditions:
; 1st Line - USA politically aligned with Allies and not surrendered AND
; 2nd Line - France politically aligned with Allies and surrendered AND
; 3rd Line - Spain aligne with Axis and Not Surrendered
#VARIABLE_CONDITION= 3 [2] [100] [0]
#VARIABLE_CONDITION= 2 [2] [100] [1]
#VARIABLE_CONDITION= 38 [1] [100] [0]
; Set tactical conditions:
; 1st Line - Washington D.C. not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 2,23 [1]
; Set activate position:
; No Axis units in Valencia or surrounding tiles
#ACTIVATE_POSITION= 61,27 [1,1] [0,0] [1]
#ACTIVATE_POSITION= 61,27 [0,0] [0,0] [1]
; Canceled if Allied or Axis Unit in Valencia
#CANCEL_POSITION= 61,27 [0,0] [1,1] [2]
#CANCEL_POSITION= 61,27 [0,0] [1,1] [1]
}
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HERE UK Presses Spain if USA occupies Portugal and Spain is at least 60% Pro-Axis
{
#NAME= UK Presses Spain if US occupies Portugal (1940 - )
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 1
#TRIGGER= 100
#LEVEL= 0
#DIPLOMATIC_ID= 38
#DATE= 1940/01/01
; Set friendly positions:
; 1st Line - London
#FRIENDLY_POSITION= 64,15
; Set variable conditions:
; 1st Line - UK politically aligned with Allies and not surrendered
; 2nd Line - Spain politically aligned with Axis and not surrendered
; 3rd Line - Portugal aligned with Axis and surrendered
#VARIABLE_CONDITION= 1 [2] [100] [0]
#VARIABLE_CONDITION= 38 [1] [60] [0]
#VARIABLE_CONDITION= 34 [1] [100] [1]
; Set tactical conditions:
; 1st Line - London not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 64,15 [3]
; 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]
}
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{
#NAME= USA Presses Spain if Portugal Surrendered(1940 - )
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 3
#TRIGGER= 50
#LEVEL= 0
#DIPLOMATIC_ID= 38
#DATE= 1940/01/01
; Set friendly positions:
; 1st Line - London
#FRIENDLY_POSITION= 64,15
; Set variable conditions:
; 1st Line - UK politically aligned with Allies and not surrendered
; 2nd Line - Spain politically aligned with Axis and not surrendered
; 3rd Line - Portugal aligned with Axis and surrendered
#VARIABLE_CONDITION= 1 [2] [100] [0]
#VARIABLE_CONDITION= 38 [1] [60] [0]
#VARIABLE_CONDITION= 34 [1] [100] [1]
; Set tactical conditions:
; 1st Line - London not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 64,15 [3]
; 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]
}
[ June 12, 2006, 11:28 PM: Message edited by: Edwin P. ]
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Yes, I have, even though it has an activation check in it. HC, what say you?
Also, I have my Spanish scripts just about right (one for Axis and one for Allied).
For the Allied one my 4 fleet amphibious invasion force (sounds impressive) approaches Portugal, but when two are in range only one lands the first turn.
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From my reading of HC's comment, 0% means NOT 100%.
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HC, many thanks for the answer.
Question: I want UK to Invade Ireland after USA entry into War, but not if Swedish or Spanish activation percentage is above 70% so as not to trigger their entry into the war on the Axis side.
Any insight on how I can achieve this?
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Correct, don't have more than 4 units garrisoned in the tiles adjacent to each of those two cities. (i.e. DO NOT exceeed 4 adjacent to Warsaw and 4 adjacent to Königsberg)
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Thanks for the trick - using prolonged build-up periods to ensure that units are not eventually stolen from one plane if needed by another.
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Does the Steal Parameter steal from units assigned to an Offensive_Buildup plan or an Offensive plan or both?
I.e. Does it steal only from a plan during its buildup phase (Offensive_Buildup/Transport_Buildup,Amphibious_Build up) or does it steal from it during its activation phase (Offensive/Transport/Amphibious) too.
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Am I correct in assuming that a variable_condition with an activation percentage in the range of 0 to 99, will cancel when the activation percentage reaches is 100% or falls below the activatage percentage.
Example:
Will a garrison script set to activate at [50] automatically cancel once a country is activated [i.e. 100] or the activation percentage falls below 50.
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Would a steal priority level parameter help in scripting?
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What I would like to see is a parameter where you can only steal units from scripts rated lower than yours. The [script priority] sets the rank of a script
Example:
#Steal=3 [2] - with a default of zero. This means that this steal script will steal from any script ranked under 2 - i.e. 1 or 0.
#Steal=1 [0] - means that this script can't steal from any other scripts.
#Steal= 5 [0]- means that this script can steal units from any script ranked 4 or less.
Example:
Greece Script
#SIZE= 3
#STEAL= 3 [1]
Gibraltar Script
#SIZE= 3
#STEAL= 3 [2]
German Invasion of Russia Script
#SIZE= 20
#STEAL= [5]
Since the Gibraltar script is ranked higher than the Greece script, it can steal units from the Greece script while the Greece script can't steal units from the Gibraltar script. The German invasion script will steal from all other scripts.
[ June 12, 2006, 09:37 AM: Message edited by: Edwin P. ]
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To ensure that Italian AI purchases HQ;
Set beginning research and diplomacy to zero and focus all production on HQ purchase. My guess is that this will have to last for about 10 turns.
I ran into same problem with AI taking stealing units so I - 1. Set Length to zero and 2. Moved script to front of line. I believe, and may be wrong but AI only steals from Offensive Build-ups not from plans in action - PS: When I did this instead of the Greece and Yugoslavia scripts stealing units from Spain, the Spanish scripts stole units from Bulgaria, Romania and Italy.
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What I would like to see is a parameter where you can only steal units from scripts rated lower than yours. The [script priority] sets the rank of a script
Example:
#Steal=3 [2] - with a default of zero. This means that this steal script will steal from any script ranked under 2 - i.e. 1 or 0.
#Steal=1 [0] - means that this script can't steal from any other scripts.
#Steal= 5 [0]- means that this script can steal units from any script ranked 4 or less.
[ June 11, 2006, 11:17 PM: Message edited by: Edwin P. ]
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Just a note, I am adding few scripts to your Mod and will seem them along after I finish testing them.
Basically,
1. IF SPAIN Joins Axis
2. Germany/Spain Takes Gibraltar
3. Then Spain Garrison's Spain until Russia at War
4. When Russia Fully Active then Spanish Troops Conquer Portugal (this gives Russia Morale Penalty) and return to Garrison duties.
5. After Portugal falls to Axis then Germany takes Vichy France (50%) before USA at War or wait until USA is at War (100%) for another Morale Bonus for Germans.
I am trying to time the fall of the minors to give maximum benefit to the Axis in the war against Russia.
My initial problem was that other offensive scripts were constantly stealing units from the Spanish offensive scripts, so I set the Length to 0. This appears to work.
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I don't see anything wrong with the scripts.
I would try changing the Tactical conditions. Make the land tiles subject to a Naval Attack. This ensures that the script will always trigger. Tactical ID = 3 Naval Threat.
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Will send you turn.
Germsn let Russians DOW, so they had basically 2 3 turns of now German action to prepae, and as all German action was in the north, they could shift forces north to stop the German push and elimiante German units one by one.
Yes, I saw Italians being sent to the Eastern front.
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I would like to see a line graph that shows how your production has changed over time.
Thus you would see that USA production was 60 MPP in 1939 and 300 in 1944.
Amphib problem w/ Exploitation Scripts
in Strategic Command 2 Scenario and Mods Forum
Posted
Many thanks for the update, looking forward to hearing what you find out.
In the case of the Army not attacking the HQ, it was a USA Strength 9 Army unit adjacent to a 1 Str HQ and a 10 Str Unit in Madrid (a corps or Army, I forget which one).