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Cantona66

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Everything posted by Cantona66

  1. Hmm, i´m sorry but i do not understand, what should it match? In the first script, Croatia is neutral when it is created after Yugoslavia is surrendered and the other three (BENELUX) is also all neutral, so countries need to be aligned to Axis or Allies for War Entry scripts to be able to fire?
  2. Any idea why these scripts do not fire? It used to work in earlier versions on my mod and AoC. Yugoslavia has surrendered and date date is 1941 ; Croatian War Entry { #NAME= Croatia #POPUP= Croatia joins Axis alliance #IMAGE= #SOUND= #FLAG= 1 #TYPE= 1 #AI= 0 #LEVEL= 0 #GV= 1[1,100] #LINK= 0[0] #COUNTRY_ID= 58 #TRIGGER= 100 #ALIGNMENT= 1 #DATE= 1939/03/27 ;Set variable conditions: ;1st Line - Yugoslavia politically aligned with Allies and surrendered #VARIABLE_CONDITION= 49 [2] [100] [1] } DE 45 fires as planned, but not the War Entry scripts ; Germany Invades Low countries: { #NAME= Germany Invades BENELUX (DE 45 - Yes) #POPUP= Germany Invades #IMAGE= #SOUND= war2.wav #FLAG= 1 #TYPE= 1 #AI= 0 #GV= 1[1,100] #LINK= 45[1] #LEVEL= 0 #COUNTRY_ID= 13 ;Set BENELUX war entry #TRIGGER= 100 #ALIGNMENT= 2 #DATE= 1940/05/01 ;1st Line - Germany politically aligned with Axis and not surrendered #VARIABLE_CONDITION= 6 [1] [100] [0] } ; Germany Invades Low countries: { #NAME= Germany Invades BENELUX (DE 45 - Yes) #POPUP= Germany Invades Netherlands #IMAGE= #SOUND= war2.wav #FLAG= 1 #TYPE= 1 #AI= 0 #GV= 1[1,100] #LINK= 45[1] #LEVEL= 0 #COUNTRY_ID= 33 ;Set BENELUX war entry #TRIGGER= 100 #ALIGNMENT= 2 #DATE= 1940/05/01 ;1st Line - Germany politically aligned with Axis and not surrendered #VARIABLE_CONDITION= 6 [1] [100] [0] } ; Germany Invades Low countries: { #NAME= Germany Invades BENELUX (DE 45 - Yes) #POPUP= Germany Invades Luxembourg #IMAGE= #SOUND= war2.wav #FLAG= 1 #TYPE= 1 #AI= 0 #GV= 1[1,100] #LINK= 45[1] #LEVEL= 0 #COUNTRY_ID= 61 ;Set BENELUX war entry #TRIGGER= 100 #ALIGNMENT= 2 #DATE= 1940/05/01 ;1st Line - Germany politically aligned with Axis and not surrendered #VARIABLE_CONDITION= 6 [1] [100] [0] }
  3. I just uploaded updated version, details Belov. 1938 Calm Before The Storm v1.2 -------------------------------------- Increased build limits with one more tank for USSR and Germany Lowered cost of German panzerzugs decision scripts Lowered trigger of 1 US Mobilization_3 script from 100 to 50% Added 2 garrison units to Germanys build limits (Thanks Quiritus) Lowered the cost of garrison units to 150MPP (Thanks Quiritus) Small changes to Italian unit scripts Added Italian decision to invade Abyssinia and related NM and Mobilization_3 scripts Added Italian Axis AI unit script in Benghazi Added light tank to French Algeria unit script and increased experience for Foreign legion special forces in unit script Added light tank to lebanon unit script Added German decision to send MPPs to Italy Lowered cost for 2 German decision scripts for mines in Portugal and Spain Changed combat target data for Free Polish paratroopers, added them to build limits and production queue Changed dates and condition positions in a few German decisions and unit scripts Increased German build limits to 12 HQs Added German HQ Mansten to production queue for may 41 Added USSR decision script costs for moving industry east Added Switzerland pop-up Fixed and added naval loops Changed Japan to Canada and all things that comes with this Changed 2 unit scripts from UK to Trans-jordan Removed UK script to shift convoy routes Added French partisan script for only supply Added French decision script linked to partisan script and set date to 410901 Increased one Italian Axis AI unit script Added 2 German artillery units to unit scripts Reduced some USSR unit scripts Added Stalingrad industrial center to the map Lowered cost for German decision events to repair destroyed Soviet resources Lowered strength on Italian navy Increased MPP incoome for Italian decision event for Jimma mines Changed Allies offensive script to attack Bussels trigger from 25% to 5% (thanks Bill and Quiritus) Increased strength and entrenchment of UKs Malta and Gibraltar garrisons Fixed problem with double Swedish railguns and increased strength on the remaining one Added a few tiles rail Fixed spelling in decision script Added Free Polish supply script to attack in Narvik Added Spanish railgun to production queue Added German super heavy railgun Dora to unit script Changed date on German artillery unit Karl in unit script Added rocket artillery to Reichskommisariat Ukrainian and Ostland unit scripts Added rocket artillery decision and unit scripts for Finland and Romania Changed German Sturmtiger from engineer to Rocket artillery and its combat target date and also build limits and production queue Replaced 1 German. engineer with one German and also changed combat target data and build limits Removed German rail gun from the map Added Slovakian rail gun to unit script Increased loss evasion for rocket artillery Added 1 German AA research chit Removed 1 Spanish sea plane carrier Dedalo (there was double units of it) Lowered strength on USSR Sevastopol artillery and 1 more artillery unit Strenghtend Combat target data for Finnish troops
  4. Hello Quiritus and thanks for your findings/poposals, here comes some answers. 1. Romania needs to DOW on a country for example Egypt for Germany to be able to move freely in Romania 2. Not checked yet 3. Script it ok, should work but the trigger is 75% so it does not fire all the time 4. US usually enters fall 41 for me when playing somewhat historical and no Sealion 5. I add 1 or 2 garrison units and lower the cost a bit, but the tip is to use allies units to garrison. 6. I designed this mod for my personal interest and has put it into the repository since a few people seems to like it, i usually plays like Axis against Allied AI hence the Axis AI is not good at all, but i have added 2 new Italian unit scripts in Libya. Thanks again! :-)
  5. I want to make sure i got this right: When creating convoy scripts using loops, should i have one way-point for when the loop starts and one for the end?
  6. Been thinking about a bit, i will re-add Canada into the game.
  7. I want Italy weak, but if you use all Italian money to strengthen North africa and invest in industrian research and maybe send a few german troops Before 1941, you may have a chance for some time at least. But i have incerased the MPP income for Italian decision regarding Jimma mines in Abyssinia.
  8. 3. have changed the offensive scripts trigger to 5% 4. Yes it is intended, check my explanation in the beginning of the thread 5. Abyssinia was already defeated (1936) when the mod starts 6. Yes, in this version Canada is part of UK so convoy is not possible
  9. 1. strange, i will check. 2. i will not update breakthrough version anymore but not intended. 3. this happens to me also, not intended, no script from me, i Believe it is the Engine that causes this.
  10. As Crispy told you, that localization file is correct, in my mod the countries is as listed. IS the flags correct then? I will try to convert it.
  11. Crispy: no i do not Think i will convert it to AOD, by the way what is the difference between AOC and AOD? IS it simple to change or... Steel32: on my end all flags is ok, strange, are there wrong flags or strange looking ones?
  12. No problem, but you need to add all countries that could be Axis and should be affected....
  13. So you can for axample add a line for each Axis country that should be affected, Germany, Italy, Romania, Hungary etc but not Finland.
  14. Yes wlape3 is correct: ; #MAP_POSITION= Map positions that will be the source of strength loss for enemy units in range ; Format: x,y [min_range, max_range] [min_strength_loss, max_strength_loss] [alignment] [aligned_country_id]
  15. Just a Quick heads up, the mod is crashing some times with out any message, for me usually efter the fall of France 1940 and summer ofc 1942, i Believe it has something to do with the media files, i have tried to remove the media folder out of the mod and then it works again and put it back after i have passed these dates. I have not been able to find the 2 BMPs that is causing the problem.
  16. And more decision events, i guess there are more than 500 now. I have tried to come up with a few for new majors Finland and Romania,and i stole a few from you crispy.
  17. Strange problem, i have just checked and the Campaign.ini is there and it is correct. Crispy, the map is as i recall quite like it used to be in last version as i remember but i excluded the Southern part and then south american countries and east africa etc is gone, instead i added a few other countries and used 1 slot as an extra Germany with special units like weak Luftwaffe units, Maus Tiger II tanks, V3 gun, and more
  18. No you are correct but now the file with CGN is uploaded, sorry for your trouble
  19. There are 3 media files to download an put the content into the media folder.
  20. 1938 Calm Before The Storm II (AOC) I have been converting my mod to AOC and also added many many things. I also have tried to make the game a bit faster to play, hence i have removed the southern part of the map where not much action happened (Abbysinia, French West Africa, Belgian Africa, French Equatorial Africa, Madagascar, Cuba, Uruguay, Argentina, Brasil etc.) New countries is Japan, Luxembourg, Free Greece, Free Belgium, Free Czechoslovakia, Free Netherlands I also replaced Commonwealth and Spain with Finland and Romania as Majors and splitted Palestine-Transjordan up to two individual countries. For this purpose i have added armies into the game and removed many divisions, corps and also some ships. But there are quite a few divisions and garrisons on the map at the start but the build limits are low for these so they will not reappear after destruction I have seen a significant speed-up of the game. Thanks for to Xenon141 for unit bitmaps Thanks to Crispy131313 for the tip to have Finland and Romania as Majors ( i have also used some of your scripts) Thanks mcaryf1 for the idea to have lend lease unit scripts for certain USSR cities USSR have mostly light tanks at the beginning USSRs cavalry is corps, oher nations cavalry is divisions and weaker I have as in previous versions both Germany (Upgradeble) and Germany. (Minor, Not upgradeble) to have multiple unit types, here comes a little explanation what Germany. units differ from Germanys: Germany (No.6)/Germany. (No.15) 0#HQs Ordinary/(Himmler) 1#GARRISON= Garrison/- 2#DIVISION= Division Wehrmacht/volkssturm and weaker 3#CORPS= Corps Wehrmacht/Luftwaffe/Kriegsmarine 4#ARMY= Army Wehrmacht/Late war armies 5#MECHANIZED= Mechanized Light divisions panzergrenadiers/- 6#COMMANDO= Special Forces Grossdeutschland/1,2,3,5 SS divisions/Gebirgsjaeger 7#ENGINEERS= Engineers Sturmtiger/Wehrmacht 8#PARATROOPS= Paratroops Ordinary/weak 9#CAVALRY= Cavalry Ordinary/weak 10#ANTI_TANK= Anti-Tank Ordinary/Jagdpanthers, Jagdtigers 11#ANTI_AIR= Anti-Air Ordinary/weak 12#ROCKET_ARTILLERY= Rocket Artillery Nebelwerfers/- 13#ARTILLERY= Artillery Ordinary/super heavy artillery Karl 14#RAIL_GUN= Rail Gun Super heavy Schwerer Gustav/Long range artillery K5 and K12 15#COASTAL_GUN= Coastal Gun/v3 16#ARMORED_TRAIN= Armored Trains/? 17#ROCKETS= Rockets V2/V1 18#LIGHT_TANK= Light Tank Tiger II/Captured french/Czech 19#TANK_GROUP= Tank Group Ordinary Panzer corps/Super heavy tank Maus 20#AIRSHIPS= Airships -/- 21#FIGHTERS= Fighters Ordinary/weaker captured polish, czech, french or soviet planes 22#TACTICAL_BOMBERS= Tactical Bombers Ordinary/weaker captured polish, czech, french or soviet planes 23#MEDIUM_BOMBERS= Medium Bombers Ordinary/weaker captured polish, czech, french or soviet planes 24#STRATEGIC_BOMBERS= Bombers Amerika bombers/Long range condors for naval warfare/raiding 25#BATTLESHIP= Battleship Bismarck, Gneisenau etc./Older Schleswig-Holstein, Schlesien 26#CRUISER= Cruiser Heavy cruisers, Panzerschiffs/Light cruisers 27#DESTROYER= Destroyer Ordinary/Older 28#LIGHT_CARRIER= Light Carrier Graf Zeppelin/Seaplane tender 29#CARRIER= Carrier Europa/- I have also playing around with my mod, testing what the best focus should be: The map i used earlier for ww1 with more of Africa (French West Africa, Equatorial Africa, Belgian Africa, Kenya, Abyssinia, Italian East Africa), South American countries, India, New Zealand and Australia. Or skip these parts and concentrate of the traditional map (but a bit bigger than regular ww1), this is the one i have developed most and is playtesting now as described above. OR a mix of these (no South America or New Zealand, Australia but keep Abyssinia and parts connected. Any thoughts?
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