Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Bugs and scripting events struggle

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command: World War I >> MODS and Scenarios >> RE: Bugs and scripting events struggle Page: <<   < prev  1 2 [3] 4 5   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Bugs and scripting events struggle - 1/15/2021 12:46:28 PM   
BillRunacre

 

Posts: 4945
Joined: 7/22/2013
Status: offline
quote:

ORIGINAL: Jazon

1 Units deployed on the map by UNIT script, when I choose they should be upgraded up to time, does it mean they are upgraded in all aspects? Ex. For infantry: infantry weapons, mobility, anti aircraft, or only main one – infantry weapons? This is a problem because I want to make HQs and some artillery units more mobile ( Red Calvary Army artillery and Gai-Chan corps). So my concern is how to deploy Units on map, using the DECISION, but only upgraded in weapons not anti aircraft or mobility.


Hi Jazon

Units will arrive via script either with no research, or with all the available research upgrades possible.

Maybe you could disable the ability of these units to upgrade at all with anti-aircraft or mobility?

quote:

ORIGINAL: Jazon

2. Other thing is that I made a pop-up communicate, but i want only soviets should see it. How to do it? Also how to implement more text in Pop-up window as well with text? For example this one, text in message actually fits with this foto, but problem is it is seen by Polish player too:( Also in other Pop-ups I would like to place more text then two sentences. Best would be text and photo matched together nicely. There are some events that I want to explain with Pop-ups but I can't manage to edit photo and text together in a aesthetic way.


I strongly recommend looking at the events in POP UP scripts file for the default 1914 Call to Arms campaign, because they include ones (strategic advice) that are set to only show on either the Entente or Central Powers turn.

They also include examples that have a significant amount of text. Here's one example:

{
#NAME= Strategic Advice To Austria-Hungary (1) - Immediate Priorities
#POPUP= <<TAG_1>>
#MESSAGE= <<TAG_3>>
#IMAGE= communication.png
#SOUND= report.wav
#FLAG= 1
#TYPE= 0
#AI= 4
#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= 8
#TRIGGER= 100
#PRIVATE= 1
#DISPLAY_ORDER= 1
#DISPLAY_TURN= 1
#DISPLAY_STYLE= 1
#MESSAGE_STYLE= 2

#DATE= 1914/08/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
#MAP_POSITION= 187,94
#ALIGNMENT_POSITION=
;Set variable conditions:
; Austria-Hungary politically aligned with the Central Powers and not surrendered
#VARIABLE_CONDITION= 8 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

In the above, I've made bold the sections of the script that are relevant to your question.

I hope this helps, and good luck with this very interesting project!

Bill

< Message edited by BillRunacre -- 1/15/2021 12:50:08 PM >


_____________________________

Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/

(in reply to Jazon)
Post #: 61
RE: Bugs and scripting events struggle - 2/3/2021 8:41:22 AM   
Jazon


Posts: 121
Joined: 8/18/2020
Status: offline
Hi everyone,
For past few weeks I didn’t have much time to carry on, but finally I managed to make some order in the project. According to previous post, using data from Tukhachevsky memoirs I set whole North to Kiev piece of front ordre de bataille. [ Look at the screen] Now I need to adjust the southern front according to data I can find. I use following calculation: unit for calculation is “bayonet” (front troop in division, not including the rear soldiers), I use this because it is in most of the sources. So 200 “bayonets” or 200 “sabers” I count as 1 strength point. 10 guns = 1 Artillery strength point. Poles have 120 tanks so I think 5 tanks is one strength point in tanks ( 5 tanks in this era had comparative firepower to a company of infantry). 10 planes is 1 strength point for air units. There are also Armored Trains for both sides, they weren’t independent units so I put them in one unit per front (Poles and Soviets had similar amount of them – so soviets have two, Poles have two units). There are also armored cars Units in both sides.
I added also some garrison units for both sides to express the rear units – 3 for each side.

Other thing is scripts - believe me or not this is the most boring part - yesterday i was fixing bugs in them- i run “dry game” in hot-seat like ten times until I eliminated all the bugs. They seem easy, but it starts to get complicated when there are more sophisticated. I think now I am more confident with them, and I hope players for this scenario will have more fun because most of the historical events they will be able to choose for themselves how to act instead just acknowledging the fact. Big Thanks for Bill Runcare for explaining me scripts issues!

Anyway plan for this week:
1.Finish the southern part of the front - researching about units and put them into the game.
2.Soviet reinforcements script - first make a list of what and when historically arrived into the area, then, make a decision for soviet player where to put them. - historically most of the reinforcements went to the Northern, Belorussian front, but lets say Soviet player can spend resources and time to put them to the Ukraine. That would cost MPPS and delay them maybe by week [ railroad network was in very poor condition, so soviets needed to make detours etc.]
3.Propaganda script - Soviets, once a month will be able to spend MPPs to either boost their own morale or increase efforts to revolt Poles - decreasing their morale, let’s say -/+ 1000 NM. Poles didn’t pay so much attention to propaganda efforts till July, when they created special department for it in Ministry of Defence. They will only be able to boost themselves.
4.Partisans - Bulak Balachowicz troops in Belarus - this white russian officer was fighting reds along with Poles - he was famous for his bold actions both front line and behind enemy lines. I want Polish player have a choose whether to use those troops as partisans or a front-line Unit.
5.Decision - Soviets after capturing Vilnus / Wilno can cede it to Lithuania, but I need to think it over how to implement it into game; what would be the gain and loss for this decision.

I got a question: how to make your own units? I want to make tachankas for Budionny’s KonArmia and cavalry artillery also for Budionny. For Poles I wanted to make extra kind of cavalry – Uhlans. Anybody can give me a hint how to do it? I guess I need to establish mode and then can do it...anybody can give me a hint how to bite this issue?

Thanks for reading
Cheers everyone!
Jakub






Attachment (1)

(in reply to BillRunacre)
Post #: 62
RE: Bugs and scripting events struggle - 2/3/2021 10:24:33 AM   
BillRunacre

 

Posts: 4945
Joined: 7/22/2013
Status: offline

quote:

ORIGINAL: Jazon

I got a question: how to make your own units? I want to make tachankas for Budionny’s KonArmia and cavalry artillery also for Budionny. For Poles I wanted to make extra kind of cavalry – Uhlans. Anybody can give me a hint how to do it? I guess I need to establish mode and then can do it...anybody can give me a hint how to bite this issue?


Hi Jazon

I think there are two options:

1) Have these represented as upgrades to Cavalry units, using any spare research slots for them (if any are spare of course). This might be the easiest option.

2) Using any spare unit types to represent these, e.g. the game comes with three Cavalry unit types, but others can be used as such if necessary. They might just have the wrong sound associated with them, but otherwise any infantry, Marine or Pillbox unit types could work as Cavalry.

For the Artillery, you will have to use an Artillery unit type, and just change its Combat Target Statistics to reflect their new role.

_____________________________

Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/

(in reply to Jazon)
Post #: 63
RE: Bugs and scripting events struggle - 2/7/2021 9:19:56 AM   
OldCrowBalthazor


Posts: 1108
Joined: 7/2/2020
From: Republic of Cascadia
Status: offline
Jazon,

This work you have done so far is mightly impressive. The map image with the units displayed is beautiful to behold. This thing is coming to life!

I'm also impressed with the help and advise that's been given by the developers of this wonderful game and your other collaborators. Stockwellpete in particular knows his stuff, and I have gone round about with him on many other issues and ideas to enhance SC-WW1.

Thanks and can't wait to play this in the future!

(in reply to BillRunacre)
Post #: 64
RE: Bugs and scripting events struggle - 3/5/2021 9:54:13 AM   
Jazon


Posts: 121
Joined: 8/18/2020
Status: offline
Hi,
thanks all for support and encouragement! I haven't done anything on this Scenario since mid February when I was trying to play it on hotseat with my russian friend. To be honest we played a little, but I realised gameplay is little unbalanced so we stopped then. Later I went for holidays with my girlfriend(games are not everything:), but now I am back! I think I will run the game with AI, and see how it goes, maybe post some battle report. Most of the Scripts are done, so basically it is playable. This developing phase is most boring I guess I just need to play, find bug, fix, play etc.
Anyway I am gonna do some battle report for you guys.
Cheers everyone!
Jazon

(in reply to OldCrowBalthazor)
Post #: 65
RE: Bugs and scripting events struggle - 3/9/2021 1:49:48 PM   
Jazon


Posts: 121
Joined: 8/18/2020
Status: offline
Hi,
I started to play as Soviets against Poland AI, and just while playing I realized I didn't set NM objectives in deep of polish territory.So as I assume AI was doing anything to "hold the line" in the East. Effect is that Soviets, whose have initial force advantage quickly pushed forward. I will continue to play just to see how it goes and look for bugs. So far I need to correct few terrain features, because some spots on the map are blocked.
PS
Anybody could help me with replacing the USSR flag with Russian Socialist Federation[flag of Soviet state in 1920) I remember FOARP put my attention to.
PS 2 Enkoy the screen from Budionny's Advance:




Attachment (1)

(in reply to Jazon)
Post #: 66
Final steps for creating scenario - 3/17/2021 5:20:15 AM   
Jazon


Posts: 121
Joined: 8/18/2020
Status: offline
Hi!
I finished my first trial game with AI played by computer, I played for Soviets and crushed Polish AI in end of August 1920. I guess it is OK, because AI wasn't pretty smart and stubbornly were trying to hold the front line in the East, loosing dozens of Units in first stage of the scenario. However i met several features I haven't thought about before.

1. Supply - It turned out both sizes will have a big issue with supply chain, especially in eastern part of the map, where rail and road network is poor, also there is not many towns and cities. This actually force Soviets to use main roads for their advance, although flank maneuver is possible, after few turns some troops which advance rapidly will suffer attrition. Historically actually it is accurate, but I don't know how it will affect the game-play between human opponents. So far I don't know how to crack this nut, maybe after some Tier games with human players I will find appropriate solution.

2. Changing the USSR flag to Soviet Russia flag in game. I guess I need to remove the sprites in original files, but there are plenty of those, actually 6 files altogether... I guess I can just change those using paint, but i am afraid I can do it wrongly. Which file is responsible for main country flag? This that is in left top corner of the game screen?

3. Wilno/Vilnus case - In 1920 as Soviets advanced they ceded territory around Wilno/Vilnus to Lithuania. Lithuanians seized the territory and also fought against those polish units that entered their zone of interest.However Lithuanians didn't formally declared war to Poland, and didint advance to Warsaw along with Soviets. Soviets used this territory to transfer their supply and troops, but formally in this time it was part of Lithuania. How to reflect it into game? Later on, when Soviets were retreating Poles violated this zone few times to transfer troops, but they didn't seize Vilnus/ Wilno. I want to make a decision for Soviets if they would like to cede this territory to Lithuanians and also decision for Poles to declare war on Lithuania. Any ideas?
4 Anybody was creating special unit? I guess I can use empty slot in editor, but how to change its graphic? Anybody got any hints with this issue?
5 How to change USSR name into Soviet Russia? If I change it in main game files will it affect the scripts?

Thanks for reading and support
Jazon

PS
below there is a screen from situation at Smolensk gate at the beginning of the scenario.




Attachment (1)

(in reply to Jazon)
Post #: 67
RE: Final steps for creating scenario - 3/17/2021 10:07:20 AM   
BillRunacre

 

Posts: 4945
Joined: 7/22/2013
Status: offline
Hi Jazon

1. You could always increase the strength of resources above 10 as this will increase their supply values too.
Another option would be to reduce scorched earth effects.

2. Make copies of the files that contain flags and place the copies within your own campaign's subfolders (you may need to create new folders, giving them the same name as where you found the flags, e.g. Bitmaps).

Then you can amend these copies, pasting the correct design over the ones you want to replace.

3. If the area is to be moved through then it will need to be active, i.e. in the war, and it might therefore be best to keep it as part of Poland or Soviet Russia.

4. This can be done in the same way as 2, just amending the Unit sprites for the relevant Major.

5. If you search the Manual for localization it should help you with this. If you get stuck then just ask.



_____________________________

Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/

(in reply to Jazon)
Post #: 68
RE: Final steps for creating scenario - 3/17/2021 10:08:14 AM   
BillRunacre

 

Posts: 4945
Joined: 7/22/2013
Status: offline
PS Good to see some action, and probably by adding some UNIT and GUARD scripts for the AI you'll make it fight better. Feel free to copy some out of the main campaigns.

_____________________________

Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/

(in reply to BillRunacre)
Post #: 69
RE: Final steps for creating scenario - 3/20/2021 3:09:24 AM   
OldCrowBalthazor


Posts: 1108
Joined: 7/2/2020
From: Republic of Cascadia
Status: offline
Jazon...this is looking great. I would be willing to play test this vs human (MP) sometime in the future when it is ready for that.. I know quite a few people that are Matrix members that would be interested in doing this too, including some that are very skilled with operational scale campaigns like this one you have created :)




Attachment (1)

< Message edited by OldCrowBalthazor -- 3/20/2021 4:26:02 AM >

(in reply to BillRunacre)
Post #: 70
RE: Final steps for creating scenario - 3/20/2021 8:38:38 AM   
stockwellpete

 

Posts: 582
Joined: 12/20/2012
Status: offline
Apparently the Reds had access to that huge Russian bomber we were talking about in the other thread. Has that been included in their air force roster?

(in reply to OldCrowBalthazor)
Post #: 71
RE: Final steps for creating scenario - 3/21/2021 6:37:30 AM   
Jazon


Posts: 121
Joined: 8/18/2020
Status: offline

Hi,
at first let me thank you all who are following this project and support it. Making a scenario is sometimes very hard for an amateur like me. Without hints and advises from you guys it would be impossible to go on.
I will write in points to make clear what is going on right now:

1. I've changed USSR flag to Russian Soviet Federated Socialist Republic (RSFSR) in sprites. Its maybe a detail, but details is what makes game juicy. I did as Bill Runcare suggested, made a "Bitmaps" folder and put in in My Documents/My Games/Strategic Command WWI/Campaigns folder. But it didn't replace the USSR flag. I must have done something wrong. So all my work is a scenario not a MOD, so maybe I should establish a MOD? To be honest Its a little blur for me how to establish it in Editor. I would rather avoid that - because I am afraid I will get lost in data again. Question is where I should put the modified sprites ( altogether 5 files)?

2. Does anybody created your own unit? I am thinking to use "cavalry corps" slot to create special cavlary Unit for Poles - Uhlans* (greater soft attack and demoralization effect than ordinary Cavalry) and Tachanka** for Soviets [I would like to make it as artillery Unit that can move and shoot at the same turn, but don't know if it would be possible, if artillery unit are not hard coded, that they can't shoot if they already moved]. I know how to edit data for unit - but if I do so will it change it only for this scenario or also for my original game? I've seen that I can put Bitmaps for those units, just like Designers did in Race to Paris scenario. I would try to do it this way. I already did prototype for Tachanka - wasn't that hard and looks good. I just took the photo of tachanka, removed the background and colored it. Next I shrink it, and it looks quite nice.

3. I need also check manual for changing names from infantry division to infantry regiment,and maybe some other names as well.

4. I need to check this hint with increasing resource level above ten to get more supply value. Especially in East Poland low infrastructure with lots of units to supply can make game unplayable - units quickly lost morale to 1%. This variant need to be tested in game play.

5. Old Crow Balthazar - first beta games will be with human players - because I will need feedback to improve the scenario and remove remaining bugs. I am also willing to play it so much with experienced player!

6. Stockwellpete - I need to disappoint you - in campaign of 1920 Red Air force was scarce. Most of the equipment was destroyed or lost during Revolution and turmoil period. According to sources I got Soviets had less than 100 planes in this campaign, and they were used as recon planes. Soviets have two reconnaissance planes, with staring strength 5.

I also need to write strategic advice for both sides. For Poles main advantages were “hi-tech" ones ( hi tech as we talk about 1920 )

- radio intelligence, based on cadres from Polish mathematicians who broke soviet code, and provided precious info about location of Soviet troops - Poland starts with Intelligence developed at 4th chit. Later in the battle, in August 1920 Poles used to disturb soviets radio comm by constantly broadcasting The Holy Bible, chapter by chapter using Morse Code - what a better metaphor in fighting against Communists - I got to admit they had sense of humor those days.

- Tanks - Poland had 4th in Europe Tank Army in 1920 - 120 french tanks wich came together with Haller's Blue Army from France in 1919. I would like to change them a bit, in a way that they can't move far from railroad ( In those days tanks were having many techical faults and needed to be bring by trains for longer distances - basically they could do 20-30 km a day and needed technical check)

- airforce - again provided mostly by French, also captured during Poznan Uprising German planes, Poles had hundreds of them formed in 7 Squadrons. They played key role in reconnaissance and slowing Budionny's advance by bombing The Reds. Exeptional unit were international "American" Kosciuszko Squadron formed from experienced american pilots - including future "King Kong" director - Merian C. Cooper. Poland have 1 bomber unit, 4 recon and 1 fighter

- foreign supply aid - French, British and Hungarian - in game convoys for Poland through Romania and Danzig/Gdansk

- Volunteer Army - I mentioned there is decision for it - by changing government from conservative to more left-winged and promise of social and agrarian reforms,Poland convinced its peasants folk to join the ranks

*[cavalry equipped with Lances - by 1920 in West nobody charged with cavalry anymore, however in vast spaces in the east, where front line wasn't so densely covered cavalry charges was still an option in combat. Uhlans in polish army in 1920 where mostly recruited from the gentry, new recruits were obligated to bring their own horse and equipment. Those units will have slightly more action points due to better horses than ordinary cavalary. Service in Uhlans was also seen as very prestigious in polish society. ]
** [mobile machine guns Unit - Soviets in Kuybyshev confiscated local taxi wagons and put MG on it, it turned out to be a simple and great fighting tool, in this way those mobile machine guns could quickly and rapidly suppress enemy infantry and cover advancing cavalry units. In many memoirs of polish combatants, they mention tachankas as a total surprise for them.]

_____________________________


(in reply to stockwellpete)
Post #: 72
RE: Final steps for creating scenario - 3/21/2021 6:58:21 AM   
Jazon


Posts: 121
Joined: 8/18/2020
Status: offline
One more thing? Does anybody know how to put a photo to my forum profile? I uploaded it (this 290x290), it looks like loaded, but it didn't display. :(

(in reply to Jazon)
Post #: 73
RE: Final steps for creating scenario - 3/21/2021 7:34:26 AM   
Dazo


Posts: 102
Joined: 9/28/2018
Status: offline
quote:

ORIGINAL: Jazon

One more thing? Does anybody know how to put a photo to my forum profile? I uploaded it (this 290x290), it looks like loaded, but it didn't display. :(


If it's the one in your profile (the live russian red soldier) I can see it.

If it's the forum avatar, it's too big: 145x145 and 750 kb max ^^ .

You can try to check by logging out then coming to the forum as guest and clicking on your forum name on one of your message.
You should be able to see it.

< Message edited by Dazo -- 3/21/2021 7:45:00 AM >

(in reply to Jazon)
Post #: 74
RE: Final steps for creating scenario - 3/21/2021 9:22:37 AM   
Jazon


Posts: 121
Joined: 8/18/2020
Status: offline
Great, I figured out my previous file was too big, hence it didn't load. That's me actually on the photo, although I am older now:) I am not in reenacting, I just had a role as an extra in Polish war movie about Warsaw Battle, they send me to Reds,
just by chance. The film itself is horrible, although It was great fun firing blanks from mosin rifle and "storming" polish trenches :)
Cheers

(in reply to Dazo)
Post #: 75
RE: Final steps for creating scenario - 3/22/2021 10:20:30 AM   
BillRunacre

 

Posts: 4945
Joined: 7/22/2013
Status: offline

quote:

ORIGINAL: Jazon

1. I've changed USSR flag to Russian Soviet Federated Socialist Republic (RSFSR) in sprites. Its maybe a detail, but details is what makes game juicy. I did as Bill Runcare suggested, made a "Bitmaps" folder and put in in My Documents/My Games/Strategic Command WWI/Campaigns folder. But it didn't replace the USSR flag. I must have done something wrong. So all my work is a scenario not a MOD, so maybe I should establish a MOD? To be honest Its a little blur for me how to establish it in Editor. I would rather avoid that - because I am afraid I will get lost in data again. Question is where I should put the modified sprites ( altogether 5 files)?



Hi Jazon

Have you changed the campaign.ini file for your campaign so that:

#CUSTOM_BITMAPS= 1
#CUSTOM_INTERFACE= 1
#CUSTOM_SOUND= 0
#CUSTOM_MUSIC= 0
#CUSTOM_FONTS= 0
#CUSTOM_LOCALIZATION= 1

If you want to add your own sound, music or even fonts then set those to 1 too.

_____________________________

Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/

(in reply to Jazon)
Post #: 76
RE: Final steps for creating scenario - 3/23/2021 3:36:32 AM   
Dazo


Posts: 102
Joined: 9/28/2018
Status: offline

quote:

ORIGINAL: Jazon

Great, I figured out my previous file was too big, hence it didn't load. That's me actually on the photo, although I am older now:) I am not in reenacting, I just had a role as an extra in Polish war movie about Warsaw Battle, they send me to Reds,
just by chance. The film itself is horrible, although It was great fun firing blanks from mosin rifle and "storming" polish trenches :)
Cheers


Was that movie 1920 Bitwa Warszawska from 2011 ?
I saw it but I guess it'll be hard to find you in there since it's quite messy indeed . Anyway, glad you enjoyed it !

(in reply to Jazon)
Post #: 77
RE: Final steps for creating scenario - 3/24/2021 6:20:23 AM   
Jazon


Posts: 121
Joined: 8/18/2020
Status: offline
Hi!
Thank you Bill for reminding me I need to allow custom sprites and names in game.ini file. It turned out so easy to change names from division into regiment and USSR to Soviet Russia.
However I met new problems:
1. I modified the USSR flag Unit counter without problem, but after choosing custom flags - in Units (not NATO) view under polish, and Ukrainian HQ there are NO national flags:/
2. Also I still don't know where to find file that I can modify flag from the main view (left top corner with National Flag). I still have the USSR flag there,anybody know whats the file name for that?
Dazo: Yes It was that movie, which was pretty ok shot, but the scenario is so corny that it killed it.
3. As for graphic mods - I know I am not good at it so I just want to do the minimum: 1 special unit for each side; National Flags and one very important stuff - polish army sign in game is actually polish air force badge- It should be silver metallic eagle with a crown. That's it, no more because I want to test the game with human player ASAP and go to another level with this.
Cheers everyone!

(in reply to Dazo)
Post #: 78
RE: Final steps for creating scenario - 3/24/2021 11:07:11 AM   
BillRunacre

 

Posts: 4945
Joined: 7/22/2013
Status: offline
Hi Jazon

There are a number of flag files in the game's Interface folder, have you copied these over to your own campaign's (potentially new) Interface folder and amended them there if necessary?

I would do the same for all the flag files in the game's Bitmaps folder too.

_____________________________

Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/

(in reply to Jazon)
Post #: 79
RE: Final steps for creating scenario - 3/26/2021 6:33:27 AM   
Jazon


Posts: 121
Joined: 8/18/2020
Status: offline
Hi,
I modified the flags for game menu, it looks OK. I also changed polish units activation sprite, from red-white board (which actually is Polish Air Force symbol) to white eagle - it's simple, but I think it looks better.
However still didn't figure out where is the sprite for Unit counter - Polish and Ukrainian HQ's are without national flag now.
Check out the picture below and let me know what you think guys.

Cheers

Jazon




Attachment (1)

(in reply to BillRunacre)
Post #: 80
RE: Final steps for creating scenario - 3/26/2021 6:48:31 AM   
OldCrowBalthazor


Posts: 1108
Joined: 7/2/2020
From: Republic of Cascadia
Status: offline
Very nice touch with the eagle for national emblem. :)

question, I use NATO counters alot too, depending on mood :) ...how will they look?

Ahhh..its close! Red Star White Eagle time soon!

< Message edited by OldCrowBalthazor -- 3/26/2021 6:50:52 AM >

(in reply to Jazon)
Post #: 81
RE: Final steps for creating scenario - 3/26/2021 9:23:18 AM   
stockwellpete

 

Posts: 582
Joined: 12/20/2012
Status: offline
It looks very good.

(in reply to OldCrowBalthazor)
Post #: 82
RE: Final steps for creating scenario - 4/1/2021 12:41:20 PM   
Jazon


Posts: 121
Joined: 8/18/2020
Status: offline
Hi,
1. I almost finished playing against AI by soviets and noting last bugs for this side. After I fix them, I will play by Poles against the AI, and check for bugs too. After that I will compress the scenario file and start looking for human beta player.
2. I made extra units for Soviets and Poles. I run again as Soviets vs AI (Poland). I made some slightly modifications. Main units are Rifle / Cavalry Divisions (Named as regiments, because they represent those). I slightly improved their killing potential by increasing soft and hard attack by 0.5. I used Cavalry Corps to create Tachanka units for soviets and Uhlans for Poles. Right now I am testing their combat values. Any ideas how strong should they be? Basically Uhlans should be just little faster and little better in attack against soft targets. Tachanka is a problem. So far i tested to do them as strong in attack, with 10 demoralization and 10 evasion loss. They also have two attacks. This will reflect their role in quick blitz attack with overwhelming firepower. What do you think? Any ideas for Uhlans and tachanka stats?

(in reply to stockwellpete)
Post #: 83
RE: Final steps for creating scenario - 4/1/2021 4:40:03 PM   
BillRunacre

 

Posts: 4945
Joined: 7/22/2013
Status: offline
That's a good question Jazon.

Maybe if Tachanka's have 2 attacks, make it so that neither attack is too strong?

Plus possibly a high retreat % if attacked?

_____________________________

Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/

(in reply to Jazon)
Post #: 84
RE: Final steps for creating scenario - 4/3/2021 1:32:26 PM   
Jazon


Posts: 121
Joined: 8/18/2020
Status: offline
Hi!
recently i got little sick and spend last two days home. When I recovered a bit I literally spent whole day on completing this scenario. Last trial game with AI in front of me; Poland vs. Soviet AI. I need to look through Polish player if the scripts are loading correctly, if the fonts in Pop-ups are correct etc. After last check I want to play this beta Version with human player.
Anyone interested?
And which site, or online cloud I can use to share? I need to emphasize I can't use google though :(
Campaign folder weights 112 MB before zipping.
I guess It shouldn't be a problem to play multiplayer If on both computers there will be the same campaign...Unless anybody got different experience with that.
Anyway, who Is willing to try let me know. Main purpose for human testing is:
1. To catch final mistakes - I've been doing this for so long that I guess I might overlooked some issues, you can't see the forest when you are standing in the trees. I need somebody's fresh look on this scenario.
2. I want to find the balance between sides, for human players, and that require human testing. After that I can share with everyone, and be sure I am giving something completed and tested.
3.Human tester should make notes about technical issues, ex. graphic bugs ; game play impression, and aesthetic impression. Good feedback can only help to polish this scenario, so it can shine.

Cheers all,
check out the screen:)





Attachment (1)

(in reply to BillRunacre)
Post #: 85
RE: Final steps for creating scenario - 4/5/2021 6:38:56 AM   
Jazon


Posts: 121
Joined: 8/18/2020
Status: offline
Happy Easter Everyone!
I finished my test game with Soviet AI. Of course because there was no scripts for AI it didn't play well, however it took me loads of time to break the Reds, till 8th of September - when i was playing against Polish AI I broke polish resistance before August. I don't know what does it say about sides balance - for that I need to test game with human player. Both tests I played were on intermediate difficulty level.
While playing Poland unfortunately I've found and noted 13 bugs :( I am almost certain I can fix them myself, so it is only a matter of time. But....

There is one question I am struggling with. Right now I can't edit research for both sides. I set it long time ago, and now I discovered I can't change the Infantry weapons research level:( I want both sides have it on level three.
So I in editor I go to Campaigns>>Edit country data >> Soviet Russia >> Edit research >> Soviet Russia >> switch Infantry Weapons on level 3 >> apply data >> Soviet Russia >> Infantry weapons >> OK . And guess what? No effect :( Nor In game or in editor itself I can't upgrade unit for Infantry weapons level 3. Anybody knows why?

Second thing: Does anyone know how to import text background (bright one) into Pop-up? Thing is I wrote strategical advise for both sides but when they appear their black font is little unclear on the default green-khaki-metallic background. Anybody knows how to change it? Should I do it using TAGs?

Cheers everyone!

< Message edited by Jazon -- 4/5/2021 6:45:53 AM >

(in reply to Jazon)
Post #: 86
RE: Final steps for creating scenario - 4/6/2021 12:26:57 PM   
BillRunacre

 

Posts: 4945
Joined: 7/22/2013
Status: offline
quote:

ORIGINAL: Jazon
There is one question I am struggling with. Right now I can't edit research for both sides. I set it long time ago, and now I discovered I can't change the Infantry weapons research level:( I want both sides have it on level three.
So I in editor I go to Campaigns>>Edit country data >> Soviet Russia >> Edit research >> Soviet Russia >> switch Infantry Weapons on level 3 >> apply data >> Soviet Russia >> Infantry weapons >> OK . And guess what? No effect :( Nor In game or in editor itself I can't upgrade unit for Infantry weapons level 3. Anybody knows why?



Hi Jazon

For the units to be able to upgrade to level 3 you will need to go to:

Campaigns>>Edit country data >> Soviet Russia >> Edit research >> Advanced >> Upgrades and set the Max Level against all relevant unit types.

quote:

Second thing: Does anyone know how to import text background (bright one) into Pop-up? Thing is I wrote strategical advise for both sides but when they appear their black font is little unclear on the default green-khaki-metallic background. Anybody knows how to change it? Should I do it using TAGs?

Cheers everyone!


Try experimenting with the numbers in these two fields, and you'll find examples in the official campaigns Pop Up files that may provide inspiration too:

#TEXT_RGB=
#SHADOW_RGB=

By the way, I sent you an email some days ago, if you haven't seen it please check your spam folder in case it's gone in there.

_____________________________

Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/

(in reply to Jazon)
Post #: 87
RE: Final steps for creating scenario - 4/6/2021 2:58:42 PM   
Jazon


Posts: 121
Joined: 8/18/2020
Status: offline
Hi!
Thanks Bill for fast reply!
Research aspect I will try one more time later, possibly I choose wrong options while designing.
For strategic advice window solution turned out to be simpler then I thought : I just copied the communication.png picture to the media folder and use it in the PoP-up script as IMAGE. I've sent you the zipped scenario by WeTransfer, feel free to share with anyone who would like to test it with me:) After all these months i spent on this project I am really curious somebody's else view on this piece.
I need some break from editing this scenario, I haven't played myself a good game in months:)
Cheers everyone!

(in reply to BillRunacre)
Post #: 88
RE: Final steps for creating scenario - 4/7/2021 9:31:33 AM   
BillRunacre

 

Posts: 4945
Joined: 7/22/2013
Status: offline
Ah yes, the communication.png, even simpler!

_____________________________

Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/

(in reply to Jazon)
Post #: 89
Problem with multiplayer for custom scenario - 4/8/2021 5:44:31 AM   
Jazon


Posts: 121
Joined: 8/18/2020
Status: offline
Hi,
I hope somebody can help me and Mithrilotter with our multiplayer test for 1920 Beta scenario. We both have the same version on the scenario I've made, we both can host a game but none of us can join it. We were both trying to host or join, but no success. Anybody know how we can fix it? Where is the problem? Do I need to modify some settings in editor? Or it is a problem with PBEM account? Any solutions?
Please help guys!





Attachment (1)

(in reply to BillRunacre)
Post #: 90
Page:   <<   < prev  1 2 [3] 4 5   next >   >>
All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command: World War I >> MODS and Scenarios >> RE: Bugs and scripting events struggle Page: <<   < prev  1 2 [3] 4 5   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.984