RE: 653H Mod .dat file missing? (Full Version)

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BeirutDude -> RE: 653H Mod .dat file missing? (4/25/2017 4:01:25 PM)

I just tried unzipping and copying to the Campaign folder but it doesn't show up in the game menu. When I do a comparison it looks like a .dat file is missing?




sPzAbt653 -> RE: 653H Mod .dat file missing? (4/27/2017 12:07:59 PM)

Dat files are generated when the file runs, so don't sweat not seeing it yet. Did you follow the install instructions from post #2 of this thread ?




monopoly888 -> RE: 653H Mod (4/28/2017 9:35:35 AM)

FAILED(select_campaign_dialog: draw_campaign_image_to_buffer): Could not load image file.
This error occurred when I clicked to start new scenario mod (Fall Weiss and 615H).
I copied and pasted downloaded files to documents>My games>SC2 WW2>Campaings
Any solution? I'm using windows10 64bit laptop.




sPzAbt653 -> RE: 653H Mod (4/28/2017 10:10:18 AM)

You typed SC2 WW2, either you mis-typed or that is wrong. See Page 1, Post 2 {I know you have W10 so it may look different, but folders and files should be the same].




BeirutDude -> RE: 653H Mod .dat file missing? (4/28/2017 5:36:07 PM)

Just looked at them again and as far as I can tell yes. There are some files that don't appear in Post #2 is there somewhere they should go?




BeirutDude -> RE: 653H Mod .dat file missing? (4/28/2017 5:39:53 PM)

Directory

[image]local://upfiles/44561/047579B161C84D9AA3D666C7E73D8476.jpg[/image]




crispy131313 -> RE: 653H Mod .dat file missing? (4/28/2017 5:47:25 PM)

That is not the directory for user made campaigns.




BeirutDude -> RE: 653H Mod .dat file missing? (4/28/2017 5:55:18 PM)

Got it. Thanks!




sPzAbt653 -> RE: 653H Mod .dat file missing? (4/28/2017 6:52:07 PM)

Glad you got it !

Can't stress enough to everybody else that has trouble - look at Post #2 !! The installation procedures that are being used by game companies these days are counter intuitive to many of us.




sPzAbt653 -> RE: 653H Mod (5/3/2017 3:01:31 PM)

In order to cancel an event:
quote:

You could stop it by having an alternative convoy higher up in the file whose triggers will take precedence when that later Decision is fired.


So, for example, using a Strength Script [as below] that I want active for a period of time but then I want it canceled, or rather its place taken by another that has different values for losses, would I put an event above it with a different/later date ? Would that somehow cancel the current one and then use the one with the later date ?

{
#NAME= Allied Atlantic Anti-Sub Warfare
#POPUP= Allied Atlantic Anti-Sub Warfare
#IMAGE= humantorpedo.png
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#COUNTRY_ID= 115
#FLAG_ID= 115
#TRIGGER= 2
#SEASON_FLAG= 0
#DATE= 1939/09/01
#MAP_POSITION= 45,100 [0,50] [1,2] [-5,-10] [1] [0]
#VARIABLE_CONDITION= 45 [1] [100] [0]
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}




crispy131313 -> RE: 653H Mod (5/3/2017 3:30:55 PM)

Use Alignment condition of far corner hexes, and territory scripts to trigger. I use this to have the Allies abruptly end Turkish exports to Germany (by threat of blockades) for example even though all other conditions for exports remain satisfied.




crispy131313 -> RE: 653H Mod (5/3/2017 3:38:07 PM)

To be clear you will have to use DE to check alignment condition.




sPzAbt653 -> RE: 653H Mod (5/4/2017 3:14:12 PM)

I think its clear - on a certain date switch the Territory of an 'out of play' hex, make the DE dependent on the Alignment of that hex after that date [but prior to a later date], and VOILA ! Thanks very much for the guidance [&o]




sPzAbt653 -> RE: 653H Mod (5/13/2017 2:10:42 PM)

What are these 'global variables' ? Nothing came up in the manual when I searched that term. The Script help says there are 10 possible, but I don't know anything else. For example:

#GV= 2[1,50]

I get that variable #2 has a value of 1,50, but no idea what it means or what it is used for.




sPzAbt653 -> RE: 653H Mod (5/16/2017 3:43:10 AM)

Here is one that is kicking my butt for three days. I've tried so many changes and run so many tests that my head is spinning. I won't post the full boring story because I hope it has no bearing. The point is that DE 683 works fine, no issue there. DE 684 does not work, unless I remove the LINK to 683. But I want it linked to 683. I know it says 'dummy value' there but from I've seen that doesn't matter, I think those are unread lines for instructional purposes. But of course I removed that line just to see if it mattered but it didn't. I am suspicious that there is something else going on, but I can't get past the fact that if I set the link in 684 to 0[0] that it then works. I have also runs tests while changing all the other values [Trigger set to 100%, etc.]. Maybe somebody else can see why 683 works all the time, but 684 will not trigger unless I remove the Link [and yes my Condition Position in 684 is met].

{
#NAME= DE 683 - Norway to Germany Convoy [NW]
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 0[0]
#COUNTRY_ID= 45
#TRIGGER= 100
#DISPLAY_ORDER= 0
#DECISION= 683
#MPP_UPDOWN= 40
#MPP_TURNS= 1
#MPP_TEXT= Imports From Norway [NW]
#NOTES=
#NOTES_POSITION=
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#DATE= 1939/09/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Berlin is in Axis hands
#ALIGNMENT_POSITION= 173,74 [1]
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Germany politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; Norway politically aligned with Axis and not fully mobilized
#VARIABLE_CONDITION= 78 [1] [1] [0]
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= DE 684 - Allied Raiders hit Norway to Germany Convoy [NW]
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 683[1] This DE only works if I put 0[0] here
#COUNTRY_ID= 45
#TRIGGER= 75 Doesn't work when tested at 100% either
#DISPLAY_ORDER= 0
#DECISION= 684
#MPP_UPDOWN= -20
#MPP_TURNS= 1
#MPP_TEXT= Imports Lost [NW Convoy]
#NOTES=
#NOTES_POSITION=
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#DATE= 1939/09/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Berlin is in Axis hands
#ALIGNMENT_POSITION= 173,74 [1] Have tried different positions
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Germany politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; Allied naval occupation position 1 Allied naval unit in the target hex
#CONDITION_POSITION= 158,59 [0,0] [1,1] [2] [0]
}




crispy131313 -> RE: 653H Mod (5/16/2017 4:04:27 AM)

Not sure why it's not reading in logical order. Try adding the below line to DE 684 and setting the link to 0(0) and you should still get the desired result.

#VARIABLE_CONDITION= 39 [1] [1] [0]




sPzAbt653 -> RE: 653H Mod (5/16/2017 6:33:58 AM)

39 isn't even Norway, lol, so thanks for making me aware of that. That mistake didn't really affect that one. I see what you are saying, if all the triggers are the same then they both will fire, which they do. Unfortunately now I have to go into it a little further. I have redone all the convoys to use DE's so there are like 60 new DE's. The one I posted above is one of the 'easy' ones, but there are a bunch like the one below that have to do with the UK relocating to Canada. It's the Condition Positions that I can't use in both because they are read as 'OR' instead of 'AND', so they won't work that way.

If only I could get the LINKS to work [:(]

{
#NAME= DE 165 - Caribbean to UK Convoy (CU)
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 0[0]
#COUNTRY_ID= 112
#TRIGGER= 100
#DISPLAY_ORDER= 0
#DECISION= 165
#MPP_UPDOWN= 20
#MPP_TURNS= 1
#MPP_TEXT= Caribbean Convoy (CU)
#NOTES=
#NOTES_POSITION=
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#DATE= 1939/09/09
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; British Empire is in Allied hands
#ALIGNMENT_POSITION= 0,2 [2]
#NATIONAL_MORALE_TRIGGER= 0 [0]
; UK politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 112 [2] [100] [0]
; No Axis units in Bristol
#CONDITION_POSITION= 142,78 [0,0] [0,0] [1] [0]
; No Axis units in Liverpool
#CONDITION_POSITION= 141,72 [0,0] [0,0] [1] [0]
; No Axis units in Glasgow
#CONDITION_POSITION= 138,65 [0,0] [0,0] [1] [0]
}




sPzAbt653 -> RE: 653H Mod (5/18/2017 4:56:03 AM)

I moved the Linked DE's to a position ABOVE the non-linked DE's and they seem to be working [only one two turn test so far, but very exited to see a positive result after several days of working on this]. In other words, and using post # 135 as an example, placing DE 684 above DE 683 resulted in the events working [in a short test]. Hallelujah !




BillRunacre -> RE: 653H Mod (5/22/2017 3:15:38 PM)

Hi

Global Variables are set when a new game is started, and they are a way of ensuring that a script only happens in a % of games.

So if I use the setting:

#GV= 2[1,50]

Then the script has a chance of firing only in those games where GV= 2, which on average will be 50% of games.

This can be a very useful way of setting things to only happen in some games and not all, though I think I used it more in our WWI releases than in this one - though the scuttling of the Vichy fleet when Germany invades Vichy France does use these.




sPzAbt653 -> RE: 653H Mod (5/22/2017 7:33:11 PM)

Thanks Bill. There are some GV's in the Fleet Scripts and since I was tinkering with them I wondered what it was about.

From the Fleet notes:
Plan identity is determined by #COUNTRY_ID and #GOAL_POSITION.
Does this mean that if I have the same exact plan duplicated several times, but with one difference in that each one has different Goal Positions, that there will then be multiple plans active at the same time, instead of only one active plan at a time ?




BillRunacre -> RE: 653H Mod (5/23/2017 8:47:34 PM)

I think so, but Hubert does the AI scripts so best to test it out to be sure unless he visits here to answer before you get a chance to do so. [:)]




gogopher -> RE: 653H Mod (5/31/2017 8:47:27 PM)

what version of the main game does the mod currently support...im thinking of updating to the new beta patch and was wondering if u the mod supports it?




sPzAbt653 -> RE: 653H Mod (6/1/2017 1:25:44 AM)

I don't know [&:] , never even thought about it. Older version saves definitely won't work with newer versions, but I can't recall anyone discussing older version mods. I would post you a newer version but it is still being tested [lot's of changes since the initial version, including big changes to the naval stuff].
If you try it, please let me know if it doesn't work and I will take it down. Thanks!




TheBattlefield -> RE: 653H Mod (6/1/2017 2:14:16 PM)

I can not imagine that there will be problems here. Changes in the vanilla campaigns are not considered by a mod. Changes in the game engine should be applied immediately. In case of doubt, the mod should be synchronized after a "re-save" in the updated editor.




Iņaki Harrizabalagatar -> RE: 653H Mod .dat file missing? (6/12/2017 8:57:50 PM)

Hi
I have noticed that the US can only build Mech corps, and I like the idea, however in game terms I see there could be a problem, as the Mech uses armor for upgrade, you basically donīt need to research infantry as the US.

Another thing I have noticed is that only Germany can build AA units, is there any especial reason for that?

Thanks




sPzAbt653 -> RE: 653H Mod (6/13/2017 1:28:35 AM)

quote:

you basically donīt need to research infantry as the US.

Mostly, true. The US can use Infantry research to upgrade Airborne and HQ units, but it is a big expense for limited use. Would you suggest raising US Armor Research cost, while lowering US Infantry Research cost ? Or something else ?

quote:

only Germany can build AA units

There is a Designers Notes type txt file in the zip, but to avoid all the reading here it is - The Germans organized Flak Korps to protect vital targets in Germany from the massive Allied bombing efforts. Therefore, the Germans are the only country that have Anti-Air units. Starting July 1944, the Axis player may build three of these units.




Iņaki Harrizabalagatar -> RE: 653H Mod (6/13/2017 10:35:56 AM)

Yes, raising the cost of armor research would probably be the easiest way to balance that.I am thinking of making a mod myself of operation Barbarossa and the question of how deal with mech units, and I have thought of making them upgrade for both armor and infantry.




sPzAbt653 -> RE: 653H Mod (6/14/2017 10:31:47 AM)

I like the idea of raising US Armor Research cost while lowering US Infantry Research cost, I'm going to do it. Thanks !

Good luck with your Barbarossa Mod. Are you doing corps sized units, or a mix ? Where so you get historical OOB info ?




Iņaki Harrizabalagatar -> RE: 653H Mod (6/14/2017 2:55:36 PM)

Corps, and armies for the Soviets. I will rely on Nafziger, Niehoster and additional bibliography for details. However I am aware of the limitations the game presents for an accurate OOB, so my main purpose will be to make a mod that plays realistically. I plan to modify especially combat data and research.




sPzAbt653 -> RE: 653H Mod (6/14/2017 3:23:26 PM)

quote:

my main purpose will be to make a mod that plays realistically

I like this goal and believe it can be done with SC3. The standard game is great but there is a percentage of us that have historical leanings.

For Soviet OOB stuff, I have three of Glantz' books that give every friggin' detail you could imagine. Tedious stuff but worth it if you are an OOB nudnick like me [:)]

For Axis, in addition to Nafziger and Dr. Leo, AxisHistory.com is also a good site.




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