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Script Samples - 1939 Scenario


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Events > Units - Makes the Axis conquest of Gibraltar and sending the Italian Fleet to the Atlantic strategy less predictable - it rarely happens so when it does the Axis is surprised, really surprised. :eek:

5% USA Sends Pacific Fleet to Atlantic if Gibraltar Falls to Germany

{

#NAME= Peace With Japan

#POPUP= Empire of Japan to Withdraw from China, USA Lifts Trade Embargo

#FLAG= 1

#TYPE= 0

#COUNTRY_ID= 3

#TRIGGER= 5

#DATE= 1941/12/07

#DESTINATION_RESOURCE= 3,25

#DESTINATION_RESOURCE= 6,23

; Is Gibraltar Controlled by Axis?

#CONDITION_POSITION= 55,29 [1,1] [0,9] [1]

#UNIT= 9 [10] [0] [Arizona]

#UNIT= 9 [10] [0] [California]

#UNIT= 11 [10] [0] [Enterprise]

#UNIT= 11 [10] [0] [saratoga]

}

[ April 20, 2006, 08:32 PM: Message edited by: Edwin P. ]

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Events > Activation_1.

This script makes taking Spain less predictable as it could cause Turkey to favor the allies. It should be noted that there are two scripts for this event. One reflects the impact of politicians and the other the views of the Turkish military.

General Mustafa Fevzi Çakmak (also referred to as General Fevzi) was Chief of the General Staff during this time period.

The change may be small, or in some cases 6.25% - 1 in 20) may be about 40% to 50%.

; Axis Declare War on Spain resulting in an additional random 10-20% increase in Turkey activation towards Allies:

{

#NAME= Axis DoW On Spain (Turkey->Allies)

#POPUP= Turkish Leaders In Ankara Alarmed By Axis Assault On Spain

#FLAG= 1

#TYPE= 0

#COUNTRY_ID= 43

#TRIGGER= 25

;10-20% activation increase towards Allies

#ACTIVATION= [10,20] [2]

; Spain declared war on by Axis

#CONDITION= 38 [1] [1]

}

; Axis Declare War on Spain resulting in an additional random 20-30% increase in Turkey activation towards Allies:

{

#NAME= Axis DoW On Spain (Turkey->Allies)

#POPUP= General Mustafa Fevzi Çakmak Vows to Defend Turkish Independence

#FLAG= 1

#TYPE= 0

#COUNTRY_ID= 43

#TRIGGER= 25

;20-30% activation increase towards Allies

#ACTIVATION= [20,30] [2]

; Spain declared war on by Axis

#CONDITION= 38 [1] [1]

}

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Events > Partisans #1. This script reflects the sabotage and work stoppages that German occupiers would face after conquering Russia. These scripts don't create any new units, but they do add a bit of flavor to the German occupation of post surrender Russia.

; Russian Miners Stop Work

{

#NAME= Russian Miners Strike

#POPUP= Russian Coal Miners On Strike

#FLAG= 1

#TYPE= 2

#COUNTRY_ID= 4

#TRIGGER= 15

#PARTISAN_FLAG= 2

#ADD_UNIT= 0

#DISRUPTION_RANGE= 5

#MAP_POSITION= 111,17

#MAP_POSITION= 112,17

#MAP_POSITION= 136,2

}

; Russian Oil Workers Stop Work

{

#NAME= Russian Oil Workers Stop Work

#POPUP= Russian Oil Workers Stop Work

#FLAG= 1

#TYPE= 2

#COUNTRY_ID= 4

#TRIGGER= 15

#PARTISAN_FLAG= 2

#ADD_UNIT= 0

#DISRUPTION_RANGE= 5

#MAP_POSITION= 124,21

#MAP_POSITION= 132,22

#MAP_POSITION= 134,23

}

Events Partisans #2.

Added Post Surrender Partisans - 50% per turn for partisan units to appear on the map. This forces the Axis to maintain a large garrison in Russia after conquering it. Changed the other Russian partisan script to only trigger prior to surrender. This script adds several more locations where partisans can appear.

; Russians Resist German Occupation

{

#NAME= Russians Resist German Occupation

#POPUP= Russian Partisans Resist German Occupation

#FLAG= 1

#TYPE= 2

#COUNTRY_ID= 4

#TRIGGER= 50

#PARTISAN_FLAG= 2

#ADD_UNIT= 1

#DISRUPTION_RANGE= 5

#MAP_POSITION= 101,8

#MAP_POSITION= 101,9

#MAP_POSITION= 100,9

#MAP_POSITION= 102,10

#MAP_POSITION= 102,9

#MAP_POSITION= 103,8

#MAP_POSITION= 102,8

#MAP_POSITION= 104,8

#MAP_POSITION= 104,9

#MAP_POSITION= 105,8

#MAP_POSITION= 105,9

#MAP_POSITION= 102,14

#MAP_POSITION= 103,14

#MAP_POSITION= 102,15

#MAP_POSITION= 101,15

#MAP_POSITION= 101,14

#MAP_POSITION= 100,15

#MAP_POSITION= 99,15

#MAP_POSITION= 100,16

#MAP_POSITION= 99,14

#MAP_POSITION= 102,16

#MAP_POSITION= 103,15

#MAP_POSITION= 104,16

#MAP_POSITION= 104,15

#MAP_POSITION= 105,15

#MAP_POSITION= 107,9

#MAP_POSITION= 107,19

#MAP_POSITION= 107,12

#MAP_POSITION= 114,15

#MAP_POSITION= 112,10

#MAP_POSITION= 114,6

#MAP_POSITION= 116,10

#MAP_POSITION= 116,11

#MAP_POSITION= 119,18

#MAP_POSITION= 119,13

#MAP_POSITION= 119,8

#MAP_POSITION= 127,16

#MAP_POSITION= 128,9

#MAP_POSITION= 128,23

#MAP_POSITION= 129,21

#MAP_POSITION= 130,12

#MAP_POSITION= 132,22

#MAP_POSITION= 134,11

#MAP_POSITION= 132,22

#MAP_POSITION= 134,24

#MAP_POSITION= 135,5

#MAP_POSITION= 136,8

#MAP_POSITION= 111,1

#MAP_POSITION= 137,12

}

[ April 20, 2006, 09:05 PM: Message edited by: Edwin P. ]

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Here are my (very) early script to have the US invade North Africa and move on Algiers/Tunis. There are currently at least 2 problems with it so far, however. One is the big issue of US HQ's never leaving port, and the other is the lack of naval support which I have yet to script in.

I altered some of the US's production percentages as well to favor a little bit more on ground forces so they have enough for D-day as well, so not sure if the below scripts will still allow for both to occur without those production values edited. The scripts worked though for me and the US did land, took Casablanca and also landed at Algiers. Without an HQ though, it ain't gonna go anywhere.

; USA prepares to attack North Africa:

{

#NAME= USA Build Up Sea Transport - Algiers (Port for North Africa)

#POPUP=

#FLAG= 1

#TYPE= 1

#COUNTRY_ID= 3

#TRIGGER= 100

#LEVEL= 0

#PLAN_ID= 2

#SIZE= 3

#LENGTH= 0

; Casablanca

#GOAL_POSITION= 68,31

#DATE= 1943/01/01

#STEAL= 0

; Set friendly positions:

; 1st Line - New York

#FRIENDLY_POSITION= 5,22

; Set variable conditions:

; 1st Line - USA politically aligned with Allies and not surrendered

#VARIABLE_CONDITION= 3 [2] [100] [0]

; 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]

}

; USA Attacks North Africa:

{

#NAME= USA Build Up in Casablanca - (Port for North Africa)

#POPUP=

#FLAG= 1

#TYPE= 1

#COUNTRY_ID= 3

#TRIGGER= 100

#LEVEL= 0

#PLAN_ID= 3

#SIZE= 2

#LENGTH= 1

; Casablanca

#GOAL_POSITION= 67,30

#DATE= 1943/02/01

#STEAL= 0

; Set friendly positions:

; 1st Line - New York

#FRIENDLY_POSITION= 5,22

; Set variable conditions:

; 1st Line - USA politically aligned with Allies and not surrendered

#VARIABLE_CONDITION= 3 [2] [100] [0]

; 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]

}

; USA Attacks North Africa:

{

#NAME= USA Attacks Tunis - (North Africa)

#POPUP=

#FLAG= 1

#TYPE= 1

#COUNTRY_ID= 3

#TRIGGER= 100

#LEVEL= 0

#PLAN_ID= 1

#SIZE= 3

#LENGTH= 1

; Algiers

#GOAL_POSITION= 77,31

#DATE= 1943/03/01

#STEAL= 0

; Set friendly positions:

; 1st Line - New York

; 2nd Line - Algiers

#FRIENDLY_POSITION= 5,22

#FRIENDLY_POSITION= 68,31

; Set variable conditions:

; 1st Line - USA politically aligned with Allies and not surrendered

#VARIABLE_CONDITION= 3 [2] [100] [0]

; 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 is a script I wrote, to help out the Allied AI if Germany reaches Stalingrad in 1942.

If triggered (25%) McArthur arrives with the US Marines in Cairo. It was a most unwelcome surprise to my advancing Italian Army.

I playtested it and the US Marines move on Tobruk, unassisted by their fellow British units! I will have to add a command line canceling the UK garrison script if the US Marines arrive, and may add a line to give the Marines an air fleet. I will also extend the range out to 2 or 3 tiles, for if the Germans are this close the AI is in trouble.

;

; USA Lands Forces in Egypt

;

{

#NAME= Egyptian Invasion

#POPUP= American Forces Land in Egypt

; default event

#FLAG= 1

; A single check for this event.

#TYPE= 0

; Country is USA

#COUNTRY_ID= 3

; 25% for event to be triggered

#TRIGGER= 25

#DATE= 1942/06/01

; US Marines appear around Cairo, on the Red Sea

#DESTINATION_RESOURCE= 112,35

; If Axis Unit is within 1 tile of Stalingrad

#CONDITION_POSITION= 127,16 [1,1] [1,9] [1]

; The Following Units Appear

; Note: If McArthur is not in the HQ list the game assigns him a ranking of 3

#UNIT= 0 [10] [1] [McArthur]

; The 5th Marine Corps has 4 Bars of Experience

#UNIT= 1 [10] [4] [5th Marine]

#UNIT= 1 [10] [0] [6th Marine]

#UNIT= 6 [10] [0] [4th Armor]

[ April 24, 2006, 10:31 PM: Message edited by: Edwin P. ]

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Originally posted by Edwin P.:

Events > Units - Makes the Axis conquest of Gibraltar and sending the Italian Fleet to the Atlantic strategy less predictable - it rarely happens so when it does the Axis is surprised, really surprised. :eek:

5% USA Sends Pacific Fleet to Atlantic if Gibraltar Falls to Germany

{

#NAME= Peace With Japan

#POPUP= Empire of Japan to Withdraw from China, USA Lifts Trade Embargo

#FLAG= 1

#TYPE= 0

#COUNTRY_ID= 3

#TRIGGER= 5

#DATE= 1941/12/07

#DESTINATION_RESOURCE= 3,25

#DESTINATION_RESOURCE= 6,23

; Is Gibraltar Controlled by Axis?

#CONDITION_POSITION= 55,29 [1,1] [0,9] [1]

#UNIT= 9 [10] [0] [Arizona]

#UNIT= 9 [10] [0] [California]

#UNIT= 11 [10] [0] [Enterprise]

#UNIT= 11 [10] [0] [saratoga]

}

Just a question - do you think the US carriers should be somewhat larger? In comparison to European carriers (actual and planned) they had much larger airgroups, better planes, and a lot more experience conducting operations gained during the pre-war fleet exercises. Just a suggestion, but would two medals and starting strength of 12 be too much?
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