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Cantona66

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Everything posted by Cantona66

  1. Hello, now i have uploaded it again, but usually it takes to after the weekend for it to be visible at the repository!
  2. Hello, now i have uploaded it again, but usually it takes to after the weekend for it to be visible at the repository! And i do not think i will make and mods strating later in the war for now. I like most earlier versions.
  3. 1938 Calm Before the Storm (Breakthrough) v1.1 Switched flag for Anglo Egypt-Sudan Added some scripts for Baltic countries to be reactivated after Germany conquers them Added more pop-up scripts Added a few pictures Added and changed some strength scripts Added some unit scripts And more changes i forgotten about Replaced many USSR units with the new Special forces army unit (very strong combat target data) Removed some other countires units also (made other a bit stronger) Changed build limits for majors (mostly reduced for garrisons and divisions) Removed some units from the map Changed cost and production delay for USSR special forces Small updates on the media files also, you need to download and install the new files to now miss any media.
  4. 1939 Rising Storm (Breakthrough) v1.0 Now i have modified my 1938 Calm Before the Storm mod and this one starts 19390901. Most of the scripts are still there, i have removed the pre war ones except a few that i have changed dates on. I have tried to remove some garrison and division units to have a little less units on the map also. The starting OoB is as close to historical as possible for most countries. I have also made some strength scripts a little less strong. You can also download the two 1938 Media files and unzip the content into the Media catalouge.
  5. I have given it some thougt and maye i could change the USSR special forces to Armies and have armies, corps and some divisions for USSR. My mod is mostly designed to play as Axis some many Axis troops does not slow the AI as much as many Allies.
  6. Crispy, yes i know, but that would be difficult to remove half of all units, too much space and countries to cover, it would mean very open spaces if i had armies instead of corps, just to man the siegfried/maginot lines, so i do not think i will do that, but it would be very easy for any other modder to do it, feel free! :-)
  7. Thanksd for the info, and i also like the media to bring it to life so to speak. Strange about the Czech decision, so you chose go to war and not to annex it right? and that did not work?
  8. What kind of computer should i get to play SC-games? What is the most important to think about?
  9. 1938 Calm Before the Storm v1.0 Now i have moved my mod from Global Gold to WW1 Breakthrough, most of it is the same as before but i have made a few hundred changes. I have tried to remove some garrison and division units to have a little less units on the map also. This mod is actually not much alternate history, most of the decisions/actions is historically or at least they where planned but not executed and then there are a few that is fantasy altogether. It happened a lot the year before the war started. There also 2 more zip files to download and unzip the content into the Media catalouge. Please enjoy and give feedback for improvements!
  10. I guess it not possible for Annexed countries to start to exist again? I had the idea for baltic countries after Barbarossa to be activated again and side Germany.
  11. Have you checked the production queue also and deleted all ships there? I think they remain there even if you delete the names in the build limits.
  12. Thanks, i went well, but then i guess i manually has to edit the position to add [2] or [1] if it´s Allied or Axis controlled, is there a simple was to add [1] for all scripts since most of my scripts is Axis?
  13. Hello, anyone that can help me to change all my decision scripts text from #FRIENDLY_POSITION= to #ALIGNMENT_POSITION= It is about 500 scripts
  14. This will affect my mod big since when i studied all my decision scripts i found quite a few that had AI respone at zero!
  15. Thanks mcaryf1 for the tip that was the problem, i thought the DE script had fired since when i chose advanced during the game it had dissapeared i i believed that meant the script had fired but of course it meant that it had fired and the AI had chose NO! It´s always the simple things :-)
  16. One of my unit scripts in my mod 1938 Calm before.... is not firing. One decision script works fine but the matching unit script is not working, anyone that understands why? The UK units should appear in 100% Allied activated Anglo Egypt-Sudan. { #NAME= DE 342 - UK attack Libya #POPUP= UK attack Libya #IMAGE= #SOUND= #FLAG= 1 #TYPE= 1 #AI= 0 #LEVEL= 0 #GV= 1[1,100] #LINK= 0[0] #COUNTRY_ID= 1 #TRIGGER= 100 #DISPLAY_ORDER= 0 #DECISION= 342 #MPP_UPDOWN= 0 #MPP_TURNS= 0 #MPP_TEXT= #AI_RESPONSE= 0 #AI_RESPONSE_POPUP= UK launches Operation Compass #DATE= 1940/05/19 #TEXT_RGB= 0,0,0 #SHADOW_RGB= 194,186,186 #NATIONAL_MORALE_TRIGGER= 0 [0] ; Allies occupies #FRIENDLY_POSITION= 312,97 #VARIABLE_CONDITION= 7 [1] [100] [0] ; Dummy condition position (always satisfied) #CONDITION_POSITION= 0,4 [0,0] [0,0] [0] [0] } ; 7th Armour formed in Egypt { #NAME= 7th Armour Formed In Egypt #POPUP= 1th Armour Formed In Egypt #IMAGE= 7th.bmp #SOUND= tank_movement2.wav #FLAG= 1 #TYPE= 1 #AI= 2 #GV= 1[1,100] #LINK= 342[1] #LEVEL= 0 #COUNTRY_ID= 1 #TRIGGER= 100 #FULL_RESEARCH= 1 #DATE= 1940/05/26 #FAILSAFE_DATE= 1942/01/01 #DESTINATION_RESOURCE= 312,97 #VARIABLE_CONDITION= 1 [2] [100] [0] #CONDITION_POSITION= 0,2 [0,0] [0,0] [0] [0] #UNIT= 12 [15] [5] [7th Armour] #UNIT= 4 [15] [5] [11th Hussars] #UNIT= 0 [10] [0] [Wavell] #UNIT= 2 [15] [5] [support group] #UNIT= 7 [15] [5] [7th Armored Brig] #UNIT= 9 [15] [5] [3.Royal Horse] }
  17. I have been away from the game some time, now when using v1.02 of the game playing my mod, 1938 calm.. i can not purchase units before 1939 september 1st, why?, is there a way to change this?
  18. Sorry for the multiple uploads, they are the same version.
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