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Honch

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Everything posted by Honch

  1. I figured out the Czechoslovakia problem, in order to make it a 100% surrendered nation I first had to make it a 100% activated to UK and then tag it as surrendered. As for Albania, Algeria, Libya, Tunisia, Syria and Morocco. I simply wanted to flesh out the game in 1939 by making these actual countries with capitals, 100% annexed by the controlling nation but as I said, it will not let me put units of the controlling country on any of the tiles after I do that. Hubert, is there a reason for this? All I can think is that they are overseas from the other countries designated as annexed. (Austria which I created, Baltic States in 1940 etc.)
  2. I did set up territory for Czechoslovakia and tried to have it as a 100% surrendered nation controlled by Germany but it would only allow UK or France as a controller.
  3. I have tried to do the following without success in the editor for campaign 1939: 1. Change Albania and Libya to 100% annexed nations controlled by Italy but it will not allow Italian units to be placed there. 2. Add Algeria, Tunisia and Morocco as 100% annexed nations controlled by France but again it will not allow French units to be placed there. 3. Change Syria to 100% annexed nation controlled by France but it will not allow French units to be placed there. 4. Add Czechoslovakia as a 100% surrendered nation controlled by Germany but it will not allow Germany as a controlling power. Anyone else tried something similar?
  4. Use the editor and add a couple of mines to the US. Also start the US at 1 for each of industrial tech, production tech and infrastructure and put one chit in each as well. By 1942 production is way up and much more realistic. After all, the whole war was whether the Axis could win before the US industrial monster took over.
  5. Some other things I have discovered about status of nations using the editor: 1. I tried to change Libya and Albania to 100% annexed nations controlled by Italy but discovered that you then cannot put Italian units on such tiles. I had to leave them as 100% Italian tiles. 2. I tried to add Czechoslovakia as a 100% surrended nation but it will not allow you to designate Germany as the controlling power. I had to, therefore, add it as a 100% annexed nation to Germany.
  6. Its unrealistic then. By adding these scripts I have given Germany until January 1, 1947 to win the game with reduced MPPs and damaged resources after the US gets the bomb. If they can survive until then, the game will end with a ceasefire (everyone has the bomb) and a winner determined. These are the supply scripts to add: ; USA Drops Atomic Bomb on Hamburg { #NAME= USA Drops Atomic Bomb on Hamburg #POPUP= USA Drops Atomic Bomb on Hamburg, Hamburg Destroyed #FLAG= 1 #TYPE= 0 #COUNTRY_ID= 3 #TRIGGER= 100 #SEASON_FLAG= 0 #DATE= 1946/03/01 #SOURCE_POSITION= 64,15 [8] #DESTINATION_RESOURCE= 78,15 [10,10] } ; USA Drops Atomic Bomb on Kiel { #NAME= USA Drops Atomic Bomb on Kiel #POPUP= USA drops Atomic Bomb on Kiel, Kiel Destroyed #FLAG= 1 #TYPE= 0 #COUNTRY_ID= 3 #TRIGGER= 100 #SEASON_FLAG= 0 #DATE= 1946/06/01 #SOURCE_POSITION= 64,15 [8] #DESTINATION_RESOURCE= 79,13 [10,10] } ; USA Drops Atomic Bomb on Munich { #NAME= USA Drops Atomic Bomb on Munich #POPUP= USA Drops Atomic Bomb on Munich, Munich Destroyed #FLAG= 1 #TYPE= 0 #COUNTRY_ID= 3 #TRIGGER= 100 #SEASON_FLAG= 0 #DATE= 1946/09/01 #SOURCE_POSITION= 64,15 [8] #DESTINATION_RESOURCE= 81,18 [10,10] } I would still like to somehow damage any units in those tiles at those times.
  7. Hubert, my script above for transferring UK forces to Egypt is triggering immediately on the first Allied turn in my 1939 scenario, what is going wrong? I want it to check the trigger only on the failsafe date.
  8. What about a script deleting the contents of a tile on a specific date?
  9. When I play on my laptop, some of the units on the screen come up as static (almost like small television screens with static) This only happens when I use 3-D graphics. Anyone else have this problem? I have updated my graphics driver.
  10. I have decided to take a crack at having the atomic bomb incorporated into the game by use of a series of event scripts added to the popup script: { #NAME= US Demonstrates the Atomic Bomb in North Africa #POPUP= US Demonstrates the Atomic Bomb in North Africa #FLAG= 1 #TYPE= 0 #COUNTRY_ID= 3 #TRIGGER= 100 #DATE= 1946/01/01 } { #NAME= US Drops Atomic Bomb 0n Hamburg #POPUP= US Drops an Atomic Bomb on Hamburg #FLAG= 1 #TYPE= 0 #COUNTRY_ID= 3 #TRIGGER= 100 #DATE= 1946/03/01 } { #NAME= US Drops Atomic Bomb On Kiel #POPUP= US Drops an Atomic Bomb on Kiel #FLAG= 1 #TYPE= 0 #COUNTRY_ID= 3 #TRIGGER= 100 #DATE= 1946/06/01 } { #NAME= US Drops Atomic Bomb on Munich #POPUP= US Drops an Atomic Bomb on Munich #FLAG= 1 #TYPE= 0 #COUNTRY_ID= 3 #TRIGGER= 100 #DATE= 1946/09/01 } { #NAME= Hitler Demands an Atomic Bomb #POPUP= Hitler Demands an Atomic Bomb from his Scientists #FLAG= 1 #TYPE= 0 #COUNTRY_ID= 5 #TRIGGER= 100 #DATE= 1945/11/01 } { #NAME= Germany Tests the Atomic Bomb #POPUP= Germany Succesfully Tests an Atomic Bomb, Allies Agree to a Ceasfire #FLAG= 1 #TYPE= 0 #COUNTRY_ID= 5 #TRIGGER= 100 #DATE= 1947/01/01 } { #NAME= US Threatens Berlin with the Atomic Bomb #POPUP= US Threatens Berlin with the Atomic Bomb #FLAG= 1 #TYPE= 0 #COUNTRY_ID= 3 #TRIGGER= 100 #DATE= 1946/12/01 } These will all pop up accordingly but I need help designing scripts as follows to interact with the above: 1. A script to reduce Germany's MPPs by 50% from the date that Hitler Demands the Bomb script takes effect. (Cost of transferring resources to the program) 2. A script that will change the contents of a map tile when each of the US Drops the Bomb scripts takes effect. 3. A script giving a chance for an outright Italian, Romanian, Bulgarian or Hungarian surrender once US demonstrates the bomb. Anyone help?
  11. These scripts will announce the Defeat of Japan and dropping of Atomic Bomb when added to the Popup Script: { #NAME= Atomic Bomb and Japanese Surrender #POPUP= USA Drops the Atomic Bomb on Japan, Japan Surrenders #FLAG= 1 #TYPE= 0 #COUNTRY_ID= 3 #TRIGGER= 100 #DATE= 1945/09/15 } { #NAME= US Threatens the Axis with the Atomic Bomb #POPUP= USA Threatens the Axis with the Atomic Bomb #FLAG= 1 #TYPE= 0 #COUNTRY_ID= 3 #TRIGGER= 100 #DATE= 1945/12/01 } The following scripts added to the Unit Script will transfer British and US forces to Europe following the surrender of Japan: { #NAME= UK Transfers Pacific Forces To Egypt #POPUP= UK Transfers Pacific Reserves To Eygpt #FLAG= 1 #TYPE= 1 #COUNTRY_ID= 1 #TRIGGER= 50 #DESTINATION_RESOURCE= 112,35 #DATE= 1945/10/01 #CONDITION_POSITION= 0,0 [0,0] [0,0] [0] #UNIT= 0 [10] [5] [] #UNIT= 1 [10] [5] #UNIT= 1 [10] [5] [iI] #UNIT= 2 [10] [5] [1st] #UNIT= 6 [10] [5] [] } { #NAME= UK Transfers Pacific Fleet To Egypt #POPUP= UK Transfers Pacific Fleet To Eygpt #FLAG= 1 #TYPE= 1 #COUNTRY_ID= 1 #TRIGGER= 50 #DESTINATION_RESOURCE= 113,34 #DATE= 1945/10/01 #CONDITION_POSITION= 0,0 [0,0] [0,0] [0] #UNIT= 9 [10] [5] [] #UNIT= 10 [10] [5] [] } { #NAME= US Transfers Pacific Forces To USA #POPUP= US Transfers Pacific Reserves To USA #FLAG= 1 #TYPE= 1 #COUNTRY_ID= 3 #TRIGGER= 50 #DESTINATION_RESOURCE= 5,22 #DATE= 1945/10/01 #CONDITION_POSITION= 0,0 [0,0] [0,0] [0] #UNIT= 0 [10] [5] [MacArthur] #UNIT= 1 [10] [5] [1st Marine] #UNIT= 1 [10] [5] [2nd Marine] #UNIT= 2 [10] [5] [big Red One] } { #NAME= US Transfers Pacific Fleet To USA #POPUP= US Transfers Pacific Fleet To USA #FLAG= 1 #TYPE= 1 #COUNTRY_ID= 3 #TRIGGER= 50 #DESTINATION_RESOURCE= 3,25 #DESTINATION_RESOURCE= 6,23 #DATE= 1945/10/01 #CONDITION_POSITION= 0,0 [0,0] [0,0] [0] #UNIT= 9 [10] [5] [Oregon] #UNIT= 10 [10] [5] [California] #UNIT= 10 [10] [5] [Arizona] #UNIT= 11 [10] [5] [saratoga] } News scripts to allow Polish,Greek and Dutch Free Units (If using my scenario of a separated Netherlands and Belgium, otherwise ignore the Dutch script) { #NAME= Free Polish Units #POPUP= Free Polish Units Fight On #FLAG= 1 #TYPE= 0 #COUNTRY_ID= 33 #TRANSFER_ID= 1 #TRIGGER= 100 #LAND_PERCENTAGE= 10 #NAVAL_PERCENTAGE= 20 } { #NAME= Free Dutch Units #POPUP= Free Dutch Units Fight On #FLAG= 1 #TYPE= 0 #COUNTRY_ID= 31 #TRANSFER_ID= 1 #TRIGGER= 100 #LAND_PERCENTAGE= 10 #NAVAL_PERCENTAGE= 25 } { #NAME= Free Greek Units #POPUP= Free Greek Units Fight On #FLAG= 1 #TYPE= 0 #COUNTRY_ID= 20 #TRANSFER_ID= 1 #TRIGGER= 100 #LAND_PERCENTAGE= 25 #NAVAL_PERCENTAGE= 25 } This script will transfer the UK East Africa corps to Cairo upon defeat of Italy in Abyssinia: ; East Africa Corps Arrives in Egypt { #NAME= UK East Africa Corps Transferred to Egypt #POPUP= Italy Surrenders in East Africa, UK East Africa Corps Transferred to Egypt #FLAG= 1 #TYPE= 0 #COUNTRY_ID= 1 #TRIGGER= 50 #DATE=1940/04/01 #DESTINATION_RESOURCE= 112,35 #CONDITION_POSITION= 0,0 [0,0] [0,0] [0] #UNIT= 1 [10] [0] [East Africa Corps] } These are the Naval Loop scripts for Murmansk-North Atlantic, Persian Gulf-Suez and Persian Gulf-South Atlantic. The appropriate arrows need to be added to the map. { #NAME= Murmansk to North Atlantic (USSR) #POPUP= Naval Unit(s) Proceed To North Atlantic #FLAG= 1 #TYPE= 2 #COUNTRY_ID= 4 #TRIGGER= 100 #DELAY= 2 #FAILED_DELAY= 3 #START_POSITION= 107,0 #START_POSITION= 108,0 #START_POSITION= 109,0 #START_POSITION= 110,0 #FINISH_POSITION= 77,0 #FINISH_POSITION= 79,0 #FINISH_POSITION= 81,0 #FINISH_POSITION= 83,0 } { #NAME= North Atlantic to Murmansk (USSR) #POPUP= Naval Unit(s) Proceed To Murmansk #FLAG= 1 #TYPE= 2 #COUNTRY_ID= 4 #TRIGGER= 100 #DELAY= 2 #FAILED_DELAY= 3 #START_POSITION= 77,0 #START_POSITION= 79,0 #START_POSITION= 81,0 #START_POSITION= 83,0 #FINISH_POSITION= 107,0 #FINISH_POSITION= 108,0 #FINISH_POSITION= 109,0 #FINISH_POSITION= 110,0 } { #NAME= Murmansk to North Atlantic (UK) #POPUP= Naval Unit(s) Proceed To North Atlantic #FLAG= 1 #TYPE= 2 #COUNTRY_ID= 1 #TRIGGER= 100 #DELAY= 2 #FAILED_DELAY= 3 #START_POSITION= 107,0 #START_POSITION= 108,0 #START_POSITION= 109,0 #START_POSITION= 110,0 #FINISH_POSITION= 77,0 #FINISH_POSITION= 79,0 #FINISH_POSITION= 81,0 #FINISH_POSITION= 83,0 } { #NAME= North Atlantic to Murmansk (UK) #POPUP= Naval Unit(s) Proceed To Murmansk #FLAG= 1 #TYPE= 2 #COUNTRY_ID= 1 #TRIGGER= 100 #DELAY= 2 #FAILED_DELAY= 3 #START_POSITION= 77,0 #START_POSITION= 79,0 #START_POSITION= 81,0 #START_POSITION= 83,0 #FINISH_POSITION= 107,0 #FINISH_POSITION= 108,0 #FINISH_POSITION= 109,0 #FINISH_POSITION= 110,0 } { #NAME= Persian Gulf to Suez (UK) #POPUP= Naval Unit(s) Proceed Around Arabia To Suez #FLAG= 1 #TYPE= 2 #COUNTRY_ID= 1 #TRIGGER= 100 #DELAY= 1 #FAILED_DELAY= 2 #START_POSITION= 138,36 #FINISH_POSITION= 118,37 } { #NAME= Suez to Persian Gulf (UK) #POPUP= Naval Unit(s) Proceed Around Arabia To Persian Gulf #FLAG= 1 #TYPE= 2 #COUNTRY_ID= 1 #TRIGGER= 100 #DELAY= 2 #FAILED_DELAY= 3 #START_POSITION= 118,37 #FINISH_POSITION= 138,36 } { #NAME= Persian Gulf to South Atlantic (UK) #POPUP= Naval Unit(s) Proceed Around Cape of Good Hope To North Atlantic #FLAG= 1 #TYPE= 2 #COUNTRY_ID= 1 #TRIGGER= 100 #DELAY= 2 #FAILED_DELAY= 3 #START_POSITION= 139,35 #START_POSITION= 139,36 #FINISH_POSITION= 32,35 #FINISH_POSITION= 33,35 } { #NAME= South Atlantic to Persian Gulf (UK) #POPUP= Naval Unit(s) Proceed Around Cape of Good Hope To Persian Gulf #FLAG= 1 #TYPE= 2 #COUNTRY_ID= 1 #TRIGGER= 100 #DELAY= 2 #FAILED_DELAY= 3 #START_POSITION= 32,35 #START_POSITION= 33,35 #FINISH_POSITION= 139,35 #FINISH_POSITION= 139,36 }
  12. Just a historical note for the designers. The UK Government would have transferred to Canada, NOT Alexandria. In fact, in mid 1940, there were tentative plans drawn up for the transfer of the government and the home fleet to Canada.
  13. You need to put the files in the same folders "from whence they came". Some in the campaigns folder, others in the subfolders.
  14. Its an 8 point corps, not an army. Easy to take out with a couple of air fleets and then an armour. The problem is the marshy terrain. If you attack in anything other than summer, it will take you two tunrs instead of one.
  15. If I want to edit the unit transfer scripts to accomodate a transfer of US , UK and USSR units to Europe upon the surrender of Japan. (Fixed at October 1, 1945), how do I change the conditions precedent line to just do the transfer on the failsafe date? I tried deleting the conditions precedent and it gave me an error.
  16. I am in the process as we speak of uploading my scenario "Honch Custom Scenario One" to CMMods. Once again for those of you who love long posts, the final changes I have made...... Additions and Modifications as of April 20, 2006 2:36 PM PST Scenario added to CMMods under Honch Custom Scenario One Germany: Added Vienna and Stuttgart Moved Franfurt and mining region East and North Port of Rostok 4pt BB in South Atlantic (Graf Spee) 5pt Bomber near Essen 4pt Corps in each of the forts along Siegfried Line 1 experience point to AF near Poland to represent Condor Legion experience Gave tile 78,19 to Switzerland Created Czechoslovakia and Austria as 100% annexed nations allowing creation of units after liberation Rommel and Kleist as 1pt HQs to arrive May 1940 CV to arrive in April 1945 (Graf Zeppelin) Upgraded Corps to arrive in January 1940 (1st SS) Added some extra forest for the Black Forest UK: Deleted cities of Halifax and St. Johns Added Montreal, Toronto and Jerusalem Cdn oil on western edge of map 4pt Cdn corps in Ottawa representing Cdn Army Cdn engineers to arrive in June 1944 Added Birmingham and Glasgow Added Channel Islands Extra 8pt AF in UK (RAF was too weak in initial OOB) Added ports of Belfast, Haifa, Cardiff, Southhampton and Portsmouth Added fort on North African coast to represent El Alamein CA to Haifa, CA to Suez (initial scenario UK med fleet was too weak) 5pt Corps to Jerusalem to represent Palestine corps Separated Jordan and Palestine (Palestine/Trans-Jordan) from Egypt as 100% Allied nation Added Jordan River between Jerusalem and Amman Montgomery HQ to arrive in 1944 Added Persian Gulf to Suez and Persian Gulf to South Atlantic Naval Loops (UK only) Added script to transfer East Africa corps to Cairo following defeat of Italy in 1940 USA: Deleted city of Portsmouth. Added cities of Philadelphia and Buffalo. Added 5pt BB and CA to ports to represent US Atlantic Fleet Added 4 pt SS Added 5pt AF Added paratroops to arrive in 1944 (82nd airborne) Added Patton and Eisenhower HQs to arrive in 1943 Italy: Deleted city of Bari Added City and port of Naples 5pt Corps in Venice 2 pt HQ in Naples 5pt armour near Tobruk Added city of Benghazi Changed Torino corps to 10pt USSR: 5pt CA in Archangel Added Murmansk to North Atlantic Naval Loop for UK and USSR units only 5 pt Corps in Baku and Archangel Baltic States: Added port of Riga Yugolsavia: Added port of Dubrovnik HQ to arrive in 1945 (Tito) France: Added city of Damascus Added ports of Cherbourg, St. Nazaire, Calais-Dunkirk and Oran Norway: 1pt CA Increased both corps to 4pts (I don’t like odd numbers other than 5) Denmark: Reduced corps to 2pt 1 pt CA Benelux/Netherlands: Separated Netherlands from Benelux and renamed Belgium Added port of Rotterdam and city of Amsterdam 8pt corps to Amsterdam 4 pt CA to Rotterdam 2 pt CA to Antwerp 4pt corps East of Brussels Added sections to scripts to deal with these changes. Netherlands Free Unit option. Romania: Added Black Sea port. 2 pt CA 2nd Corps to arrive in 1942 2pt armour to arrive in 1941 Turkey: 2 pt CA Hungary: 2nd Army to arrive in 1942 Spain: Deleted cities of Bilbao and Valencia Added city and port of Barcelona Added mine north of Madrid Moved armour South of Madrid Greece: Free units option 1 pt AF Poland: Added Cracow Port of Danzig Free unit option HQ and another army to arrive in 1940 (if not conquered) 1 pt CA Moved corps to Cracow I also tweaked the costs of building infantry units slightly downwards for USSR, naval units downwards for UK, France and USA and tanks, rockets and subs downwards for Germany. Tweaked the tech levels to give more economic punch to USA and better rocket tech to Germany. Adjusted amphib action points to leave them at sea longer. Added post-USSR conquered scripts from Edwin.
  17. Thats exactly what I am looking for. If we could basically split each tile into four (doubling map size) then something like your suggestion would be needed to update the scripts. However, I really do not have the time to undertake the map enlargement. I am just hoping that by enough of us asking for it, Hubert may look at the option soon. I would even pay more for an update like this!! (Maybe I shouldn't have said that)
  18. You need to scan a map of europe in and overlay the tiles that are available in the game directory. However, even if you create a great map, all of the scripts need to be re-done to line up with the new locations of cities, ports, convoy routes etc. I think we all have to wait for the Big Cheese to do this for us.
  19. You do realize that 80% of the scripts are tile specific to the current map and will have to be re-done? I thought about doing a full size map as well but the script work would be very time consuming.
  20. Thanks Hubert, I checked. I can definately add my new .wav to the directory and my new .bmp for the mushroom cloud, but how do I tell the game to start using these as soon as heavy bombers (atomic bomb) is reached? I want to use the regular sounds and explosion until that point. Also, how do I change the attack values on my bombers when atomic bomb is reached?
  21. Ahhhh, but I can't change the increased attack values that a heavy bomber (atomic bomb) upgrade gives a bomber.
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