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Script Error - Malta Invasion less =2 Tiles from Shore


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When I attempt to script an Amphibious invasion of Malta I get an error message that says the Goal Position (85,30) must be less than 2 Tiles from Shore.

Malta is a one tile island. It has no shore!.

This appears to be a bug.

PS: The same script works fine handling the Gibraltar invasion.

[ June 09, 2006, 12:19 AM: Message edited by: Edwin P. ]

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Interesting. I am going to try that out. BTW, Hubert gave me an excellent idea on fixing the Brussels amphib staging problem, will get back to you if it works. It may even allow for multiple embarkation points for a single goal.

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Yep, I get the same error. here are the scripts I used.

Since Malta is pretty much the only one-tile island on the map with amphib plans made for it, I wonder if this has anything to do with it?

; Italy prepares to attack Malta:

{

#NAME= Italy Amphib Build-Up: Malta

#POPUP=

#FLAG= 1

#TYPE= 2

#COUNTRY_ID= 6

#TRIGGER= 100

#LEVEL= 0

#PLAN_ID= 2

#SIZE= 1

#LENGTH= 1

; Malta

#GOAL_POSITION= 85,30

#DATE= 1940/01/01

#STEAL= 3

; Set friendly positions:

; 1st Line - Sicily

#FRIENDLY_POSITION= 84,28

; Set variable conditions:

; 1st Line - Italy politically aligned with Axis and not surrendered

#VARIABLE_CONDITION= 6 [1] [100] [0]

; Set tactical conditions:

; 1st Line - Rome not tactically threatened

#TACTICAL_CONDITION= 83,24 [1]

; Set activate position:

; 1st Line - No Allied units left in Malta

#ACTIVATE_POSITION= 85,30 [0,0] [0,0] [2]

; Canceled if Axis units already in Malta

#CANCEL_POSITION= 85,30 [0,0] [1,1] [1]

}

; Malta Garrison

{

#NAME= Malta Garrison

#POPUP=

#FLAG= 1

#TYPE= 2

#COUNTRY_ID= 6

#TRIGGER= 100

#LEVEL= 0

#PLAN_ID= 0

#SIZE= 0

#LENGTH= 1

; Malta

#GOAL_POSITION= 85,30

#DATE= 1939/09/03

#STEAL= 3

; Set friendly positions:

; 1st Line - Malta

#FRIENDLY_POSITION= 85,30

; Set variable conditions:

; 1st Line - Italy politically aligned with Axis and not surrendered

#VARIABLE_CONDITION= 6 [1] [100] [0]

; Set tactical conditions:

; 1st Line - Berlin not tactically threatened

#TACTICAL_CONDITION= 84,16 [1]

; Axis unit in Malta

#ACTIVATE_POSITION= 85,30 [0,0] [1,1] [1]

; Allied unit in Malta

#CANCEL_POSITION= 85,30 [0,0] [1,1] [2]

}

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You are correct, the script you used will work with Gibraltar, no problem. This is bug that HC needs to address.

One change you may wish to make is to make sure that Salerno (and Gibraltar especially) has no allied naval units close to it (i.e. Cancel_Condition).

PS: I am working on German > Vichy France > Spain > Gibraltar Scripts.

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I am having problems with the Gibraltor scripts actually. The Italian AI assignes 2-3 units to it, even after I have specified 1, the plan is always active even if there is an Allied unit in Gibraltor, and half of the units land in Sardinia! : :eek:

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Here is the script I am using, the AI always sends 1 unit.

{

#NAME= EF01 - Italy Takes Gibraltar in Surprise Attack

#POPUP=

#FLAG= 1

#TYPE= 1

#COUNTRY_ID= 6

#TRIGGER= 50

#LEVEL= 0

#PLAN_ID= 2

#SIZE= 1

#LENGTH= 1

; Malta

#GOAL_POSITION= 55,29

#DATE= 1939/10/01

#STEAL= 3

; Set friendly positions:

; 1st Line - Bari

#FRIENDLY_POSITION= 89,25

; Set variable conditions:

; 1st Line - Italy politically aligned with Axis

; 2nd Line - Germany politically aligned with Axis and not surrendered

#VARIABLE_CONDITION= 6 [1] [100] [0]

#VARIABLE_CONDITION= 5 [1] [100] [0]

; Set tactical conditions:

; 1st Line - Washington D.C. not tactically threatened (dummy condition)

#TACTICAL_CONDITION= 2,23 [1]

; Set dummy activate position (no units at position 55,29

#ACTIVATE_POSITION= 55,29 [0,0] [0,0] [0]

; Set cancel position:

; 1st Line - 2 or more Allied units within 4 sea tile range of Malta OR

; 2nd Line - 1 or more Allied units within 4 sea tile range of Bari OR

; 3rd Line - 1 or more Allied units within 4 land tile range of Bari

; 4th Line - 1 or more Allied Units within 7 sea title range of Gibraltar

#CANCEL_POSITION= 86,31 [4,4] [1,1] [2]

#CANCEL_POSITION= 90,26 [4,4] [1,1] [2]

#CANCEL_POSITION= 89,25 [4,4] [1,1] [2]

#CANCEL_POSITION= 56,30 [7,7] [1,1] [2]

}

-----------------

My German conquest of Vichy France works fine, but my Invasion of Spain executes Horribly, The Germans Advance and then retreat, advance and then retreat. Ugh. More work to Do.

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My goal is to execute a conquest of Vichy/Spain/Gibraltar and then take Portugal after USSR is at war for the Morale Bonus.

Then followup up with conquests of Vichy Morocco and Vichy Algeria for more Morale Bonus's against the Russians.

So far - Vichy France falls in 2 turns.

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After I get the Scripts working optimally, my thoughts are:

Vichy Invasion 20% (1 in 5 games) - if so then 50% (1 in 10 games) > Conquer Spain > Gibraltar > Wait for USSR to be at War then Conquer Portugal > Tunisia > Algeria

Likewise in the North

Norwegian Invasion 20% (1 in 5 games) - If so then 50% Conquer Sweden (1 in 10 games) and following the Conquest of Sweden move forces to Russian Front.

Now, my primary focus is getting the German and Italians. (thus I have to add a cancel condition to the Italian Greece invasion)

[ June 09, 2006, 12:20 AM: Message edited by: Edwin P. ]

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I have the Italians putting a good stiff fight by themselves in Africa now, provided the AI buys the right units. But I am having a problem in that the Italian fleet seems to prefer to sit in port instead of helping. Is there any way to influence the navies?

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Normal Dude - Will do, the testing is the time consuming part.

Hubert - many thanks for looking into the Malta Issue, and for the advance notice on the v1.03 naval units logic. That said, the naval units AI is much improved over SC1, especially for submarines. I really like what the initial sub does in the Atlantic - strikes Canadian route, then Egypytian, then back to Canadian.

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