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geofighter

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Everything posted by geofighter

  1. Hello, I have been happily playing the game. Haven't done any mods or installed the patch until it is finished but here are some things I noticed over the last two days of game play: 1. The U.S. is still neutral. It isn't at war with either Japan or Germany. However, that didn't stop two U.S. armies from invading a Japanese controlled Papua New Guinea. That's a glitch. :eek: 2. Coastal Hexes. If a Japanese or German navel vessel parks of a coastal hex (part land/part sea) controlled by the U.S. than it can be attacked. Doesn't spark a war but it's open to be struck at. This happened both off the coast of the Philippines and the Eastern U.S. Seaboard. The vice versa is also true. An American sub parked off a coastal hex of Japanese Controlled Brunei. I blew it out of the water. Nice. Hmmm. I'm not sure this is an actually a glitch and is kinda historical once you know it can happen. Example: Japanese mini-sub was attacked by U.S. off Hawaiian coast before Pearl Harbor attack. Also, didn't the Japanese attacked a U.S. Ship near Nanking when they were invading China and called it an "oops" later?:cool: 3. I mentioned before that U.S. forces could cross or be built on the Canadian side of the border near Seattle and Boston. I found another place. The tile just south of Winnipeg. 4. I read in an earlier post about the U.S. Navy should be restricted to inside the Monroe Doctrine lines. I have come to agree with that assessment as the U.S. navy was really disruptive and practically infusing itself into Japanese U.K. battles. This happened when the Japanese invaded Australia. there must of been a dozen U.S. transports off the Australian coast and it made it difficult for Japanese to land their forces. Also, when the Japanese went to finish off the British Indian navy near Madras the Placement of U.S. ships made them difficult for the Japanese to attack.:mad: 5. No Surrender! When Churchill said the British wouldn't surrender he meant it. The Italians have conquered South Africa. However, two South African Corps outside of Rhodesia fought on until the end. Also, British India was conquered by Japan but the British Indian navy stayed in play and had to be destroyed in combat. Hmmm, I'm not sure that's unhistorical or unrealistic either?:confused:
  2. Hi Bill101 and Hubert, Bill, the this is the only mod I have attempted to make at this time. I haven't made any others to know if they would work or not yet. However, I do notice that I'll have to add another mod for this to work. I noticed that this mod doesn't transfer any territory to the Germans. It's just a "trigger" mod for an annexation to go through from what I can make of this. I'm going to do what Hubert suggests and uninstall/reinstall the game outside the program files on the C drive and see if that will allow me to make mods. I'm just going to finish my scenario first as I'm enjoying it. Cheers and thanks to you both. Geofighter.
  3. Okay, I've been fiddle faddling with this script I made all weekend. I just can't get it to show up in my "event scripts." window. This is frustrating me. I was really hoping that I was buying a game I could modify and it won't let me.
  4. Hi fellow warriors, I have attempted to make my first mod to my variation scenario. It is a Decision Event and I copied and edited the Ribbontrop script giving Germany the option of giving the Soviet Union Eastern Poland. What I am attempting to create is a similar option for the Japanese. The government of the United Kingdom moved to Sydney when Operation Sealion was a German success. The Krauts hold every inch of the British Islands. However, who get's credit for conquering the United Kingdom? The Japanese because they capture Sydney, then Canberra, then Melbourne (no place left for the Tommies to run after that). So, I decided this would be my first mod. I wrote a decision event giving the Japanese the option to give the British Islands to the Germans. Here is what I have come up with: ; Event for Japanese Conquest of the United Kingdom ; What if event should the Japanese conquer the United Kingdom in Australia. { #NAME= DE 604 - Japan: Shall we give the United Kingdom to Germany? (AI - 99% Yes) #POPUP= Minister of War %NLieutenant General Hideki Tojo %N%NFollowing the surrender of the United Kingdom's government-in-exile to Imperial Japan we have acquired the Island of Great Britian. The British Islands are very remote from our location and could be better managed by our German Ally.%N%NShould we allow the Germans to annex the British Islands? #IMAGE= #SOUND= teletype_1.wav, teletype_2.wav #FLAG= 1 #TYPE= 0 #AI= 0 #LEVEL= 0 ;Set global variable condition to always trigger (dummy value) #GV= 1[1,100] ;Set link value to always trigger (dummy value) #LINK= 0[0] #COUNTRY_ID= 6 #TRIGGER= 100 #DISPLAY_ORDER= 0 ; Set decision value #DECISION= 604 #MPP_UPDOWN= 0 #MPP_TURNS= 0 #MPP_TEXT= ; Set AI acceptance % (AI will accept 99% of the time) #AI_RESPONSE= 99 #AI_RESPONSE_POPUP= Japan allows Germany to annex the British Islands. #DATE= 1939/09/03 ;Set Friendly Position (Tokyo) #FRIENDLY_POSITION= 177,22 ; Set variable conditions: ; 1st Line - United Kingdom politically aligned with Allies and surrendered #VARIABLE_CONDITION= 1 [2] [100] [1] ; Dummy condition position (always satisfied) #CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0] } Did I do right by you expert modders? Does everything look okay? Now, for the next issue I have. I went to the game editor opened my Variation scenario and attempted to put my mod in it. I went to Campaigns>Edit Scripts>Edit Event Scripts. A window pops open with "Select Scripts" on one side and "Event Scripts" on the other. I selected Decision scripts and "Open/Edit." Next, I pasted my new script right after DE 603 leaving a single, empty line before and after my new script. I then saved it, went back to and selected "Update." However, DE 604 does not show in the list of Event Scripts. I saved the game and double checked, still not there. Closed and opened the game editor and it's still not on the list. I went back to "Open/Edit" and see that the change I made is still on the notepad file with all the other scripts. The game just isn't recognizing it. It's not even giving asterix pointing out that there is an error. Can someone tell me what I'm doing wrong in activating this script?:confused:
  5. Thanks again, Hubert. Also, the glitch happens in Seattle too. Airborne was built on Canadian side of border.
  6. I found out where the SAV files are. I had to click show compatiblitiy files at the top of the window to reveal them. Anyways, how do I upload this attachment for you to look at. It is a 4400 KB file and it isn't compatiable when I try to attach it to this posting. How do I send this to you?:confused: I stand corrected. I noticed some damaged American ships this past turn due to storms. Thanks for educating me.
  7. Hi Hubert, Can you tell me how to get to the saved games file?
  8. When I say 3 rough seas incidents I'm not saying 3 single ships. I'm talking 3 turns where multiple ships were affected and plenty of U.S. ships were in sight to know it wasn't happening to them.
  9. Hi Hubert, I noticed a two glitches in the AI. Situation: The U.S.A and Germany are not at war. Neither is the U.S.A. and Japan. The Germans have just invaded Canada and the German/Spanish/Italian navy is squared off with the U.S. fleet at see, although not fighting. Here is what I noticed. 1. The U.S. built fighter aircraft in Boston that is on the Canadian side of the border. Shouldn't this not be possible as the Commonwealth and U.S. are not a war with the same enemy yet? 2. Rough seas. It only affects the human player and not the AI player. The Germans were hit hard by 3 rough seas incidents but not a single allied ship in view was hurt. Cheers, Geofighter. P.S. not a Kung-Fu modder yet.
  10. Hi Hubert, I truly enjoy this game (maybe too much, gotta care for wife and kids and all. Don't want them to get jelous). I have been playing the 1939 World at War Scenario as the Axis. I modded this to a variation scenario giving the Axis up until 1950 to win and fixed gave a small chunk of Ireland to the UK so that the Belfast port can be taken. I love how I can mod this game and control scripts. Playing the Axis the first time around I felt like the defaults made it impossible for the Axis to win. Yet, then again, maybe I'm just lousy at playing the game.:confused: You can really make this game as easy or as difficult as you like. Perhaps, I made the scenario I'm playing now too easy for the Axis. I don't fell like the U.S. or USSR would have preempted the war with the Axis so I shut down their belligerance. Now, Sealion was a success and China is all but done in for. Now were building up for a joint U.S. invasion. Japan from the East and Germany from the West. It's very interesting and I can't wait to post some of the new scripts I'll write after I finish this scenario. Question. I noticed that mods to the map don't effect scenario's in play. Is it possible to open a saved game file and mod the save? If so, how? Thanks for a wonderful toy. Geofighter:)
  11. Hi, I figured out how to edit this bug out in the game editor. It's really easy. Open the campaign you wish to modify the editor. Use the top toolbar and click on the icon that looks like a hollow diamond tile and then move your mouse over the land hex in Ireland next to Belfast harbor. It will then ask you what country you want the tile to go to and simply change it to UK. The border and everything changes. No need to wait on the patch. Enjoy Geofighter:)
  12. Okay, I managed to get the 1939 World at War files renamed. I can start modding it in the future. It was very similar to pzngdr's advice. I went to the program files > Battlefront > Strategic Command... > Campaigns. Inside the Campaigns folder I copied the 1939 World at War cgn file and data files. I then went to the desktop and pasted them there and renamed them each "variation" (That's just the name I chose for my files. You may decide to name yours something different, just remember that both the cgn and data files must have the exact same name and to add the _ in front of the data folder). Next, I returned to the Campaigns folder and repasted the new renamed files. It asked for administrator permission to put them in the campaigns folder so you must have administrator privilages set to put them back. I started my game and sure enough Variation shows as a new, playable campaign. Thanks Hubert and pzngdr for your help. Yes, this is Windows 7 issue that prevented the game from being created in the game editor.
  13. Hey pzgndr, Don't forget he needs to print those out on rice paper.
  14. Hi, Well, I have decided I want to make my own variation for the 1939 World at War Scenario. I opened the 1939 World at War scenario in the Game Editor and my first instinct was to do a "save as" and call it "variation". That way any changes I make will be to my variation and not the original scenario. So far, It's worked. I have a new a new "variation.cgn" file it seems ready to work with. I now went the toolbar > Edit AI Scripts > Garrisons. Under the first garrison script "UK Garrison Homeland (Presoviet Union 1939) I click "Open/Edit." The message I get is "The system cannot find the path specified." I then opened the editor and "export files" from the 1939 World at War campaign but I can figure out how to get the export the 1939 campaign to my variation. Can anyone tell me what I'm doing wrong? Cheers, Geofighter
  15. Thanks again for your reply, Hubert. I highly recommend that in the next patch you make it an script option for the U.S. to attack DEI/Brunei and any other pacific neutral that can be checked Yes or No to allow war to be declared. I say this because: 1. It gives the AI for the U.S. a "Loophole" around an unchecked belligerence option for the the U.S. to declare war on Japan. 2. It will avoid someone like me who is not a "techie" going into the scripts and trying to mess with them to get the option on wants. Cheers, Geofighter
  16. Hmm, Sorry Hubert, I don't think I've found it. I went into my C: > Battlefront > Global Conflict > 1939 world at war folder > Scripts > AI > Amphibious (and Amphibious minor). The closest thing I found were three scripts that say "Allies Librarate the Dutch East Indies." When I looked at the 3rd script it did not put any stipulation on allignment/surrender status for the Dutch East Indies. However, the DEI is an unaligned neutral when attacked. Is this the script I'm looking for? Cheers and thanks to you and Bill101 for responding. Geofighter
  17. Are you sure on the scripts? I turned off the "Italians go to war on Greece" during the gane and it didn't happen. I should also add that the Solomons mobilized then prepared for war so perhaps I need to look for a Soloman's script. I wouldn't say I'm playing the Japanese passively, Just finishing what they started. By 1944 they have conquered China, even with an oil embargo, have a bunch of research developments and have a army groups poised to strike at Russian cities along the Manchurian border and Central Asia. The Japanese Navy is in excellent shape. After the first turn of war with the allies we took out 3 U.S. Carriers and a battle ship, all coastal Russian cities and only one border city is left to take. The Japanese have 4 armys with HQ pourring into Central Asia and it has forced the Russians to pull away from the Eastern front so the Germans have gotten a much needed break! Cheers, Geofighter
  18. Hello, I have been playing the Axis in the 1939 campaign. I have restarted the campaign several times as I kept getting my butt kicked but each time I get a little better and a little wiser. Experience is a good teacher. However, I'm getting the feeling this scenario is really biased to the allies a bit much but this may just be my "poor players gripe." Here's what's aching me. It's early 1944. As Japan I have conquered China and have kept the U.S./U.K. from jumping into the war with me by just not taking Chunking until the very end (Oh, and Vietnam after the fall of France). Otherwise, I leave them alone and they leave me alone as I get ready to jump into Russia which I figure will also bring in the U.S./U.K. as they are allies. However, the U.S. Attacks the Dutch East Indies and all of a sudden they are at war with Japan. I even went back a saved turn before they declared war and turned off the belligerance script that would allow the U.S. to declare war on Japan. Yet, the U.S. still declares war on the Dutch East Indies and that also becomes war on Japan just the same. It's a "loophole" around the belligerance script. What I can't find is a script that I can deactivate for the U.S. or U.K. to not declare war on the DEI. Is there such a script? If so, where? If not, then how can avoid a U.S./U.K. war until Japan attacks them or one of their allies? :confused:This has me very miffed!:mad: Help welcome.
  19. I agree but I also like the point that was commented in an previous reply that Stalin could have changed his mind. What I would like to see is a degree of randomness to Russian/American entry. Perhaps in one game the Russian's and American's sit out until attacked. Then in another game perhaps only one of them joins in, finally, in another game both join the war. Anyways I have been becoming more familiar with the advanced scripts. I didn't like how the Italians with just a single corp on Greeces border would declare war on it. I new Mussolini to be an idiot but not that big of an idiot I'd think. Anyhow, by going to the scripts I found I could "uncheck" that option so that the Italians couldn't declare war on the Greeks. Gives me more control. Perhaps you can go and uncheck all the variables that effect Russian entry so that it would work more the way you would expect it to. I've found that using artillery before attacking with infantry/armor does a good job of softening the target and I cause greater casualties to the enemy than when I attack without artillery. See if you notice a difference when you play. Same as with artillery I find it softens the target before ground assault. Also, Tactical bombers do the job on troops. High altitude bombers were not designed to destroy enemy units but to knock out industry and infrastructure. Tactical bombers were designed to get in closer and take out enemy units and targets. I agree, I think a headquarters would be one of the cheapest units available. Yet, you can sack a commander for a better one at a fraction of the cost.
  20. Hello, I don't know if this is a glitch or not. When I buy a chit for developement does that chit ever go away when an upgrade is made?:confused: I think sometimes it does and sometimes it doesn't. I can verify this too if need be as I have saved each turn of the game. Let me know. Geofighter
  21. Curious Question, Why are the Phillippines a minor power in this game? If I were designing this, I would treat the Phillppines as U.S. territory with it's military represented by U.S. troops. The Phillppines was not granted independence until 1948. Anyways, that's just me. Cheers, Geofighter:)
  22. Hello, Boy I'm really getting motivated to play as the allies when I get home. I'm in an area with a presentation going on with an actor who plays Otto Frank (relative of Anne Frank). He is giving a powerful presentation on the Holocaust and the suffering that people went through the war. I can't do much work now, just blog here as he talks every period. However, he is quite good. Cheers, Geofighter:)
  23. So let me ask another question about the Diplomacy Interface. I know it's where I can by "chits" to influence a country but what does the little military symbol mean next to a country? (i.e. Spain has an Iron Cross next to it). Does it just mean it leans towards Germany? I say this because I notice that even though there is an Iron Cross next to Spain, Spain is not an active minor ally of Germany. Just need clarification. Cheers, Geofighter
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