RE: SUMMARY - feedback needed! (Full Version)

All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command: World War I >> MODS and Scenarios



Message


OldCrowBalthazor -> RE: SUMMARY - feedback needed! (7/23/2021 12:20:17 AM)

Read the post and agree with the changes you described.

The Tachanka units in our current beta test I am now using are only getting 1 strike (though it is tempting to use 2 haha).

Considering the needed defense works out side of Warsaw. Have you considered pillboxes? Not sure if that would work...but is an idea. If not, at least lvl 3 fortifications in my opinion. You want the Reds to flow around that like historical. :)

I have liked the tempo of the mod so far...it works well as a daily operational level sandbox.

Concur with boosting the Poles morale a bit somehow. I noticed that the Soviets NM just gained and surpassed the Poles in late June...with the fall of Minsk and Zhitomir this makes sense. I am expecting an overall Polish NM rise with the Spa Conference when they hear of help from the western Entente. Is this thought true?

Regarding the old (but still in good shape) German defense works from The Great War. I can see that entrenchments will disappear if not occupied the following turn, and of course fortifications will not. I was curious if the properties of fortifications can be tweaked via the editor to suit your wishes on the matter. I would not have them too strong in my opinion...but better than level 2 entrenchments we gain as the mod currently stands. (The above goes for designing the Warsaw NE defence works also.

Over all...the mod is brilliant, Jazon!




Jazon -> RE: SUMMARY - feedback needed! (7/23/2021 11:45:54 AM)

Hi,
Thank you all for feedback and encouragement! I will include all your suggestions in Polish-Soviet War scenario beta 3.0!
This game still need some upgrades, but thanks to the community help its closer and closer to the finish line!
Cheers
Jazon




Jazon -> Beta game 2.0 with old Crow (8/3/2021 6:42:36 AM)

Hi, this is the first post about game with Old Crow Balthazor:
I will write more later, first just a screenshot of situation from 2nd of June. The irst thing that Poles are absolutely MUST DO is to shorten the front, and withdraw slowly from the north and south. Otherwise the can be overrun by Soviets.

[image]local://upfiles/73489/68D8192C69B1400AB9F11905EA18E2B2.jpg[/image]




Jazon -> RE: Beta game 2.0 with old Crow (8/3/2021 7:04:10 AM)

Part two - 8th June, pretty self-explanatory. As you can see almost whole Polish army is at the front, no reserves at all.

[image]local://upfiles/73489/AF06B11163BD427FBA4DAC0A450E4290.jpg[/image]




OldCrowBalthazor -> RE: Beta game 2.0 with old Crow (8/5/2021 8:53:20 PM)

Basically what Jazon's Polish airforce will start doing to my Red cavalry come July [:D]

[image]local://upfiles/72627/13B7C52B6BD14A57B3BFF9C4A9586D2A.jpg[/image]




Jazon -> RE: Beta game 2.0 with old Crow (8/10/2021 8:10:10 AM)

Another situational sketch:

[image]local://upfiles/73489/7E144E967CCC405E9966BC022833B0C2.jpg[/image]




Jazon -> Scripts Question (8/31/2021 12:16:04 PM)

Hi, I have a problem - in version 3.0 there will be events both fo Soviets and Poles about Vilnus/Wilno region. I thought I wrote them correctly, however when it comes to a test game, they fire one after another, although they should fire (decision event) on a particular date. I copy them below, maybe somebody can find the bug over there:

DECISON
{
#NAME= Soviet Russia: Should we cede Vilnus region to Lithuania? (DE -118 )
#POPUP= Should we cede Vilnus region to Lithuania?
#MESSAGE= Comrade, do you wish to cede Vilnus region to Lithuania? We will cede Vilnus region to Lithuania[Druskienniki-Orany-Wilno-Oszmiana-Swiranki-Kobylnik-Swieciany], which will help us to relase supply lines, and shorten the frontline. This will give us 150 MPP's (YES) Or should we keep this Region for ourselves? (NO)
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#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= 116
#TRIGGER= 100
#DISPLAY_ORDER= 1
;Set decision value (first internally stored decision)
#DECISION= 118
;Set how many MPPs should be collected over X turns if player selects 'yes' (dummy values)
#MPP_UPDOWN= 150
#MPP_TURNS= 1
#MPP_TEXT= Releasing supply lines
#NOTES=
#NOTES_POSITION=
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#DATE= 1920/07/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 194,186,186
; Vilnus Region and Grodno and Lida is in Central Powers hands
#ALIGNMENT_POSITION= 37,27 [1]
#ALIGNMENT_POSITION= 47,24 [1]
#ALIGNMENT_POSITION= 38,25 [1]
#ALIGNMENT_POSITION= 38,24 [1]
#ALIGNMENT_POSITION= 39,23 [1]
#ALIGNMENT_POSITION= 39,24 [1]
#ALIGNMENT_POSITION= 40,23 [1]
#ALIGNMENT_POSITION= 40,24 [1]
#ALIGNMENT_POSITION= 41,22 [1]
#ALIGNMENT_POSITION= 41,23 [1]
#ALIGNMENT_POSITION= 42,23 [1]
#ALIGNMENT_POSITION= 42,22 [1]
#ALIGNMENT_POSITION= 42,21 [1]
#ALIGNMENT_POSITION= 43,22 [1]
#ALIGNMENT_POSITION= 43,21 [1]
#ALIGNMENT_POSITION= 43,20 [1]
#ALIGNMENT_POSITION= 43,19 [1]
#ALIGNMENT_POSITION= 43,18 [1]
#ALIGNMENT_POSITION= 44,22 [1]
#ALIGNMENT_POSITION= 44,21 [1]
#ALIGNMENT_POSITION= 44,20 [1]
#ALIGNMENT_POSITION= 44,19 [1]
#ALIGNMENT_POSITION= 44,18 [1]
#ALIGNMENT_POSITION= 44,17 [1]
#ALIGNMENT_POSITION= 44,16 [1]
#ALIGNMENT_POSITION= 44,15 [1]
#ALIGNMENT_POSITION= 44,14 [1]
#ALIGNMENT_POSITION= 45,21 [1]
#ALIGNMENT_POSITION= 45,20 [1]
#ALIGNMENT_POSITION= 45,19 [1]
#ALIGNMENT_POSITION= 45,18 [1]
#ALIGNMENT_POSITION= 45,17 [1]
#ALIGNMENT_POSITION= 45,16 [1]
#ALIGNMENT_POSITION= 45,15 [1]
#ALIGNMENT_POSITION= 45,14 [1]
#ALIGNMENT_POSITION= 45,13 [1]
#ALIGNMENT_POSITION= 46,18 [1]
#ALIGNMENT_POSITION= 46,17 [1]
#ALIGNMENT_POSITION= 46,16 [1]
#ALIGNMENT_POSITION= 46,15 [1]
#ALIGNMENT_POSITION= 46,14 [1]
#ALIGNMENT_POSITION= 46,13 [1]
#ALIGNMENT_POSITION= 47,18 [1]
#ALIGNMENT_POSITION= 47,17 [1]
#ALIGNMENT_POSITION= 47,16 [1]
#ALIGNMENT_POSITION= 47,15 [1]
#ALIGNMENT_POSITION= 47,14 [1]
#ALIGNMENT_POSITION= 47,13 [1]
#ALIGNMENT_POSITION= 48,18 [1]
#ALIGNMENT_POSITION= 48,17 [1]
#ALIGNMENT_POSITION= 48,16 [1]
#ALIGNMENT_POSITION= 48,15 [1]
#ALIGNMENT_POSITION= 48,14 [1]
#ALIGNMENT_POSITION= 48,13 [1]
#ALIGNMENT_POSITION= 49,19 [1]
#ALIGNMENT_POSITION= 49,18 [1]
#ALIGNMENT_POSITION= 49,17 [1]
#ALIGNMENT_POSITION= 49,16 [1]
#ALIGNMENT_POSITION= 49,15 [1]
#ALIGNMENT_POSITION= 49,14 [1]
#ALIGNMENT_POSITION= 49,13 [1]
#ALIGNMENT_POSITION= 49,12 [1]
#ALIGNMENT_POSITION= 50,19 [1]
#ALIGNMENT_POSITION= 50,18 [1]
#ALIGNMENT_POSITION= 50,17 [1]
#ALIGNMENT_POSITION= 50,16 [1]
#ALIGNMENT_POSITION= 50,15 [1]
#ALIGNMENT_POSITION= 50,14 [1]
#ALIGNMENT_POSITION= 50,13 [1]
#ALIGNMENT_POSITION= 50,12 [1]
#ALIGNMENT_POSITION= 50,11 [1]
#ALIGNMENT_POSITION= 51,18 [1]
#ALIGNMENT_POSITION= 51,17 [1]
#ALIGNMENT_POSITION= 51,16 [1]
#ALIGNMENT_POSITION= 51,15 [1]
#ALIGNMENT_POSITION= 51,14 [1]
#ALIGNMENT_POSITION= 51,13 [1]
#ALIGNMENT_POSITION= 51,12 [1]
#ALIGNMENT_POSITION= 51,11 [1]
#ALIGNMENT_POSITION= 51,10 [1]
#ALIGNMENT_POSITION= 52,18 [1]
#ALIGNMENT_POSITION= 52,17 [1]
#ALIGNMENT_POSITION= 52,16 [1]
#ALIGNMENT_POSITION= 52,15 [1]
#ALIGNMENT_POSITION= 52,14 [1]
#ALIGNMENT_POSITION= 52,13 [1]
#ALIGNMENT_POSITION= 52,12 [1]
#ALIGNMENT_POSITION= 52,11 [1]
#ALIGNMENT_POSITION= 52,10 [1]
#ALIGNMENT_POSITION= 52,9 [1]
#ALIGNMENT_POSITION= 52,8 [1]
#ALIGNMENT_POSITION= 52,7 [1]
#ALIGNMENT_POSITION= 52,6 [1]
#ALIGNMENT_POSITION= 53,17 [1]
#ALIGNMENT_POSITION= 53,16 [1]
#ALIGNMENT_POSITION= 53,15 [1]
#ALIGNMENT_POSITION= 53,14 [1]
#ALIGNMENT_POSITION= 53,13 [1]
#ALIGNMENT_POSITION= 53,12 [1]
#ALIGNMENT_POSITION= 53,11 [1]
#ALIGNMENT_POSITION= 53,10 [1]
#ALIGNMENT_POSITION= 53,9 [1]
#ALIGNMENT_POSITION= 54,17 [1]
#ALIGNMENT_POSITION= 54,16 [1]
#ALIGNMENT_POSITION= 54,15 [1]
#ALIGNMENT_POSITION= 54,14 [1]
#ALIGNMENT_POSITION= 54,13 [1]
#ALIGNMENT_POSITION= 54,12 [1]
#ALIGNMENT_POSITION= 54,11 [1]
#ALIGNMENT_POSITION= 54,10 [1]
#ALIGNMENT_POSITION= 55,17 [1]
#ALIGNMENT_POSITION= 55,16 [1]
#ALIGNMENT_POSITION= 55,15 [1]
#ALIGNMENT_POSITION= 55,14 [1]
#ALIGNMENT_POSITION= 55,13 [1]
#ALIGNMENT_POSITION= 55,12 [1]
#ALIGNMENT_POSITION= 55,11 [1]
#ALIGNMENT_POSITION= 55,10 [1]
#ALIGNMENT_POSITION= 56,15 [1]
#ALIGNMENT_POSITION= 56,14 [1]
#ALIGNMENT_POSITION= 56,13 [1]
#ALIGNMENT_POSITION= 56,12 [1]
#ALIGNMENT_POSITION= 56,11 [1]
#ALIGNMENT_POSITION= 56,10 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Soviet Russia politically aligned with the Central Powers and not surrendered
#VARIABLE_CONDITION= 116 [1] [100] [0]
; 2nd Line - Poland politically aligned with the Entente and not surrendered
#VARIABLE_CONDITION= 85 [2] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= Poland: Shall we fake mutiny amongst our troops to seize Wilno region from Lithuania? (DE - 119)
#POPUP= Poland: Shall we fake mutiny amongst our troops to seize Wilno region from Lithuania?
#MESSAGE= Commander, Lithuanians used time when we were weak to seize Wilno. Now is the time to take it back. However we can't do it officialy by declaring war to Lithuania. We can fake mutiny among our 1st Lithuanian-Belarussian led by Gen. Lucjan Zeligowski. Do you wish to spend 25MPP's for 4 turns to seize Wilno by our irregular troops? (YES) Or we should quit our ambitions in this region? (NO)
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 3
#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= 118[1]
#COUNTRY_ID= 85
#TRIGGER= 100
#DISPLAY_ORDER= 1
;Set decision value (first internally stored decision)
#DECISION= 119
;Set how many MPPs should be collected over X turns if player selects 'yes' (dummy values)
#MPP_UPDOWN= 25
#MPP_TURNS= 4
#MPP_TEXT= organising Zeligowski mutiny
#NOTES=
#NOTES_POSITION= 8,29
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#DATE= 1920/09/30
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 191,168,131
; Warszawa is in Entente hands
#ALIGNMENT_POSITION= 18,42 [2]
#ALIGNMENT_POSITION= 30,23 [2]
#ALIGNMENT_POSITION= 33,23 [2]
#ALIGNMENT_POSITION= 37,27 [2]
#ALIGNMENT_POSITION= 47,24 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Poland politically aligned with the Entente and not surrendered
#VARIABLE_CONDITION= 85 [2] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

TERRITORY

{
#NAME= Treaty of Moscow signed - Soviets cede Vilnus region to Lithuania
#POPUP= Treaty of Moscow signed - Soviets cede Vilnus region to Lithuania; Lithuanian troops enters Vilnus
#IMAGE= litwini.png
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to trigger
#LINK= 118[1]
#COUNTRY_ID= 85
#RECIPIENT_ID= 64
#REMOVE= 1
#TRIGGER= 100
#DATE= 1920/05/26
#VARIABLE_CONDITION= 116 [1] [100] [0]
#MAP_POSITION= 38,25
#MAP_POSITION= 38,24
#MAP_POSITION= 39,23
#MAP_POSITION= 39,24
#MAP_POSITION= 40,23
#MAP_POSITION= 40,24
#MAP_POSITION= 41,22
#MAP_POSITION= 41,23
#MAP_POSITION= 42,23
#MAP_POSITION= 42,22
#MAP_POSITION= 42,21
#MAP_POSITION= 43,22
#MAP_POSITION= 43,21
#MAP_POSITION= 43,20
#MAP_POSITION= 43,19
#MAP_POSITION= 43,18
#MAP_POSITION= 44,22
#MAP_POSITION= 44,21
#MAP_POSITION= 44,20
#MAP_POSITION= 44,19
#MAP_POSITION= 44,18
#MAP_POSITION= 44,17
#MAP_POSITION= 44,16
#MAP_POSITION= 44,15
#MAP_POSITION= 44,14
#MAP_POSITION= 45,21
#MAP_POSITION= 45,20
#MAP_POSITION= 45,19
#MAP_POSITION= 45,18
#MAP_POSITION= 45,17
#MAP_POSITION= 45,16
#MAP_POSITION= 45,15
#MAP_POSITION= 45,14
#MAP_POSITION= 45,13
#MAP_POSITION= 46,18
#MAP_POSITION= 46,17
#MAP_POSITION= 46,16
#MAP_POSITION= 46,15
#MAP_POSITION= 46,14
#MAP_POSITION= 46,13
#MAP_POSITION= 47,18
#MAP_POSITION= 47,17
#MAP_POSITION= 47,16
#MAP_POSITION= 47,15
#MAP_POSITION= 47,14
#MAP_POSITION= 47,13
#MAP_POSITION= 48,18
#MAP_POSITION= 48,17
#MAP_POSITION= 48,16
#MAP_POSITION= 48,15
#MAP_POSITION= 48,14
#MAP_POSITION= 48,13
#MAP_POSITION= 49,19
#MAP_POSITION= 49,18
#MAP_POSITION= 49,17
#MAP_POSITION= 49,16
#MAP_POSITION= 49,15
#MAP_POSITION= 49,14
#MAP_POSITION= 49,13
#MAP_POSITION= 49,12
#MAP_POSITION= 50,19
#MAP_POSITION= 50,18
#MAP_POSITION= 50,17
#MAP_POSITION= 50,16
#MAP_POSITION= 50,15
#MAP_POSITION= 50,14
#MAP_POSITION= 50,13
#MAP_POSITION= 50,12
#MAP_POSITION= 50,11
#MAP_POSITION= 51,18
#MAP_POSITION= 51,17
#MAP_POSITION= 51,16
#MAP_POSITION= 51,15
#MAP_POSITION= 51,14
#MAP_POSITION= 51,13
#MAP_POSITION= 51,12
#MAP_POSITION= 51,11
#MAP_POSITION= 51,10
#MAP_POSITION= 52,18
#MAP_POSITION= 52,17
#MAP_POSITION= 52,16
#MAP_POSITION= 52,15
#MAP_POSITION= 52,14
#MAP_POSITION= 52,13
#MAP_POSITION= 52,12
#MAP_POSITION= 52,11
#MAP_POSITION= 52,10
#MAP_POSITION= 52,9
#MAP_POSITION= 52,8
#MAP_POSITION= 52,7
#MAP_POSITION= 52,6
#MAP_POSITION= 53,17
#MAP_POSITION= 53,16
#MAP_POSITION= 53,15
#MAP_POSITION= 53,14
#MAP_POSITION= 53,13
#MAP_POSITION= 53,12
#MAP_POSITION= 53,11
#MAP_POSITION= 53,10
#MAP_POSITION= 53,9
#MAP_POSITION= 54,17
#MAP_POSITION= 54,16
#MAP_POSITION= 54,15
#MAP_POSITION= 54,14
#MAP_POSITION= 54,13
#MAP_POSITION= 54,12
#MAP_POSITION= 54,11
#MAP_POSITION= 54,10
#MAP_POSITION= 55,17
#MAP_POSITION= 55,16
#MAP_POSITION= 55,15
#MAP_POSITION= 55,14
#MAP_POSITION= 55,13
#MAP_POSITION= 55,12
#MAP_POSITION= 55,11
#MAP_POSITION= 55,10
#MAP_POSITION= 56,15
#MAP_POSITION= 56,14
#MAP_POSITION= 56,13
#MAP_POSITION= 56,12
#MAP_POSITION= 56,11
#MAP_POSITION= 56,10
}

{
#NAME= Poland: Gen. Zeligowski fake mutiny and take Vilnus Region back to Poland
#POPUP= Poland: Gen. Zeligowski fake mutiny and take Vilnus Region back to Poland
#IMAGE= zeligowski.png
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to trigger
#LINK= 118[1]
#COUNTRY_ID= 64
#RECIPIENT_ID= 85
#REMOVE= 0
#TRIGGER= 100
#DATE= 1920/05/26
#VARIABLE_CONDITION= 116 [1] [100] [0]
#MAP_POSITION= 38,25
#MAP_POSITION= 38,24
#MAP_POSITION= 39,23
#MAP_POSITION= 39,24
#MAP_POSITION= 40,23
#MAP_POSITION= 40,24
#MAP_POSITION= 41,22
#MAP_POSITION= 41,23
#MAP_POSITION= 42,23
#MAP_POSITION= 42,22
#MAP_POSITION= 42,21
#MAP_POSITION= 43,22
#MAP_POSITION= 43,21
#MAP_POSITION= 43,20
#MAP_POSITION= 43,19
#MAP_POSITION= 43,18
#MAP_POSITION= 44,22
#MAP_POSITION= 44,21
#MAP_POSITION= 44,20
#MAP_POSITION= 44,19
#MAP_POSITION= 44,18
#MAP_POSITION= 44,17
#MAP_POSITION= 44,16
#MAP_POSITION= 44,15
#MAP_POSITION= 44,14
#MAP_POSITION= 45,21
#MAP_POSITION= 45,20
#MAP_POSITION= 45,19
#MAP_POSITION= 45,18
#MAP_POSITION= 45,17
#MAP_POSITION= 45,16
#MAP_POSITION= 45,15
#MAP_POSITION= 45,14
#MAP_POSITION= 45,13
#MAP_POSITION= 46,18
#MAP_POSITION= 46,17
#MAP_POSITION= 46,16
#MAP_POSITION= 46,15
#MAP_POSITION= 46,14
#MAP_POSITION= 46,13
#MAP_POSITION= 47,18
#MAP_POSITION= 47,17
#MAP_POSITION= 47,16
#MAP_POSITION= 47,15
#MAP_POSITION= 47,14
#MAP_POSITION= 47,13
#MAP_POSITION= 48,18
#MAP_POSITION= 48,17
#MAP_POSITION= 48,16
#MAP_POSITION= 48,15
#MAP_POSITION= 48,14
#MAP_POSITION= 48,13
#MAP_POSITION= 49,19
#MAP_POSITION= 49,18
#MAP_POSITION= 49,17
#MAP_POSITION= 49,16
#MAP_POSITION= 49,15
#MAP_POSITION= 49,14
#MAP_POSITION= 49,13
#MAP_POSITION= 49,12
#MAP_POSITION= 50,19
#MAP_POSITION= 50,18
#MAP_POSITION= 50,17
#MAP_POSITION= 50,16
#MAP_POSITION= 50,15
#MAP_POSITION= 50,14
#MAP_POSITION= 50,13
#MAP_POSITION= 50,12
#MAP_POSITION= 50,11
#MAP_POSITION= 51,18
#MAP_POSITION= 51,17
#MAP_POSITION= 51,16
#MAP_POSITION= 51,15
#MAP_POSITION= 51,14
#MAP_POSITION= 51,13
#MAP_POSITION= 51,12
#MAP_POSITION= 51,11
#MAP_POSITION= 51,10
#MAP_POSITION= 52,18
#MAP_POSITION= 52,17
#MAP_POSITION= 52,16
#MAP_POSITION= 52,15
#MAP_POSITION= 52,14
#MAP_POSITION= 52,13
#MAP_POSITION= 52,12
#MAP_POSITION= 52,11
#MAP_POSITION= 52,10
#MAP_POSITION= 52,9
#MAP_POSITION= 52,8
#MAP_POSITION= 52,7
#MAP_POSITION= 52,6
#MAP_POSITION= 53,17
#MAP_POSITION= 53,16
#MAP_POSITION= 53,15
#MAP_POSITION= 53,14
#MAP_POSITION= 53,13
#MAP_POSITION= 53,12
#MAP_POSITION= 53,11
#MAP_POSITION= 53,10
#MAP_POSITION= 53,9
#MAP_POSITION= 54,17
#MAP_POSITION= 54,16
#MAP_POSITION= 54,15
#MAP_POSITION= 54,14
#MAP_POSITION= 54,13
#MAP_POSITION= 54,12
#MAP_POSITION= 54,11
#MAP_POSITION= 54,10
#MAP_POSITION= 55,17
#MAP_POSITION= 55,16
#MAP_POSITION= 55,15
#MAP_POSITION= 55,14
#MAP_POSITION= 55,13
#MAP_POSITION= 55,12
#MAP_POSITION= 55,11
#MAP_POSITION= 55,10
#MAP_POSITION= 56,15
#MAP_POSITION= 56,14
#MAP_POSITION= 56,13
#MAP_POSITION= 56,12
#MAP_POSITION= 56,11
#MAP_POSITION= 56,10
}

I wonder where is the mistake, I would appreciate any advice how to fix this.
Most new stuff I did for version 3.0. One last thing will be implementing Elite Infantry Units for both sides.
Cheers all!





BillRunacre -> RE: Scripts Question (8/31/2021 6:07:59 PM)

Hi

It looks as though the Polish Decision is only checking for who Warsaw belongs to, i.e. there is no check for the status of Wilno?




Jazon -> RE: Scripts Question (9/1/2021 1:41:10 PM)

Hi Bill!
I am still a bit confused about the scripts. Lithuania is Neutral in this conflict so I don't know if I set the conditions right. I wrote like this, but don't know if it will work correctly:
{
#NAME= Poland: Shall we fake mutiny amongst our troops to seize Wilno region from Lithuania? (DE - 119)
#POPUP= Poland: Shall we fake mutiny amongst our troops to seize Wilno region from Lithuania?
#MESSAGE= Commander, Lithuanians used time when we were weak to seize Wilno. Now is the time to take it back. However we can't do it officialy by declaring war to Lithuania. We can fake mutiny among our 1st Lithuanian-Belarussian led by Gen. Lucjan Zeligowski. Do you wish to spend 25MPP's for 4 turns to seize Wilno by our irregular troops? (YES) Or we should quit our ambitions in this region? (NO)
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 3
#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= 85
#TRIGGER= 100
#DISPLAY_ORDER= 1
;Set decision value (first internally stored decision)
#DECISION= 119
;Set how many MPPs should be collected over X turns if player selects 'yes' (dummy values)
#MPP_UPDOWN= 25
#MPP_TURNS= 4
#MPP_TEXT= organizing Zeligowski's mutiny
#NOTES=
#NOTES_POSITION= 47,16
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#DATE= 1920/09/30
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 191,168,131
; Warszawa is in Entente hands;
#ALIGNMENT_POSITION= 18,42 [2]
#ALIGNMENT_POSITION= 30,23 [2]
#ALIGNMENT_POSITION= 33,23 [2]
#ALIGNMENT_POSITION= 37,27 [2]
#ALIGNMENT_POSITION= 47,24 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Poland politically aligned with the Entente and not surrendered
#VARIABLE_CONDITION= 85 [2] [100] [0]
;Dummy condition position Wilno is in Lithuanian hands
#CONDITION_POSITION= 47,16 [0,0] [0,0] [0] [64]
}

Hope it will be correct.

Other thing I can't go through how to edit "Liberation" script. For example, Rowne - at the start of the game it is in Polish (entente) hands. Later during the game, it will most probably be taken by Soviets. For this making NM changes I got no problem. However how to deal the case: Poland has Rowne; Soviets taken Rowne (POLAND - 1000 NM, Soviets +1000NM). No problem so far. Later Poland take it back from Soviets, and I want to give them +1000NM. I've tried like this:

DECISION:
{
#NAME= Soviet Russia: Check for Rowne being in Soviet hands (DE - 112)
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#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= 116
#TRIGGER= 100
#DISPLAY_ORDER= 0
;Set decision value (first internally stored decision)
#DECISION= 112
;Set how many MPPs should be collected over X turns if player selects 'yes' (dummy values)
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#DATE= 1926/05/26
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 230,223,207
; Wilno is in Soviet Powers hands:
#ALIGNMENT_POSITION= 58,56 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Soviet Russia politically aligned with the Central Powers and not surrendered
#VARIABLE_CONDITION= 116 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

NATIONAL MORALE:

{
#NAME= Poland: The Liberation of Rowne
#POPUP= Poland Liberation of Rowne boosts polish morale +1000 NM
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#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= 112[1]
#COUNTRY_ID= 85
#TRIGGER= 100
; Set how many NM points should be gained or lost over X turns
#NM_UPDOWN= 1000
#NM_TURNS= 1
#DATE= 1920/05/26
#OBJECTIVE_TEXT_POSITION= 58,56
; Set alignment position and controller's political alignment:
; Verdun is in Entente hands
#ALIGNMENT_POSITION= 58,56 [2]
; Set variable conditions:
; 1st Line - Poland politically aligned with the Entente and not surrendered
#VARIABLE_CONDITION= 85 [2] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}


Actually this two scripts are the last problems before I can start testing Polish-Soviet War 3.0 for multiplayer. Using the occasion, after I fix that who is willing to try?
Cheers all
Jazon




OldCrowBalthazor -> RE: Scripts Question (9/1/2021 9:25:44 PM)

Well..me of course :)




BillRunacre -> RE: Scripts Question (9/2/2021 9:00:54 AM)

quote:

;Set variable conditions:
; 1st Line - Poland politically aligned with the Entente and not surrendered
#VARIABLE_CONDITION= 85 [2] [100] [0]
;Dummy condition position Wilno is in Lithuanian hands
#CONDITION_POSITION= 47,16 [0,0] [0,0] [0] [64]


With the first one, I would suggest having Lithuania's political status as a neutral in the Variable Condition.

Then change the Condition Position to be a real dummy, e.g.

; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]




BillRunacre -> RE: Scripts Question (9/2/2021 9:04:14 AM)

The date in this Decision looks wrong:

#NAME= Soviet Russia: Check for Rowne being in Soviet hands (DE - 112)

#DATE= 1926/05/26

Hopefully that fixes it! [:)]




Jazon -> RE: Scripts Question (9/3/2021 3:57:06 AM)

Hi Bill!
Thanks! I am going to test the whole scenario...AGAIN :) I got on more question. Usually in game the front line between both sides is very vivid, ex. there is a blue highlighted line between sides. I don't know how, but I switched it off... :( I guess by accident I used some keyboard shortcut. Can anybody give me a hint about that?
Cheers all
Jakub




BillRunacre -> RE: Scripts Question (9/3/2021 8:53:49 AM)

Could it be that you've edited the image file that contains the border graphics?





Jazon -> RE: Scripts Question (9/19/2021 8:36:52 AM)

Hi,
I'm on finish line with Polish-Soviet War 3.0. However I need help with three scripts types. I tried many times and still there are flaws.
1. Territory script about Lithuania. Effect should be like this:
I July 1920, if Vilnus region is occupied by Soviets, there is a decision to cede this territory to Lithuania. This will give Soviets additional MPPs if they decide to do so. This decision and TERRITORY event both works.
Then, if this decision fired up and was chosen by Soviets in mid-September Polish player, if controls Grodno and Lida locations should be given a decision if he wants to organize fake mutiny, costed 100 MPP, that will revoke this territory from Lithuania back to Poland. This event also works very well, with ceding territory, MPPs etc,
The problem is Polish event fires automatically exactly after the Soviet one... It shouldn't be available till mid of September.

2 The second bi issue here is that I changed UK into neutral, so it's non-playable. However this affected the convoys that should fire up at the end of July, from UK to Gdansk/Danzig. I tried few times its still not working properly :(

3 Third big Issue: after Soviet advance, when Poles counterattack and regain some of their territory NM events doesn't work. For example Poles start to control Rowne, during the game their lose it to Soviets, but later Poles regain control of it.For this situation my NM events doesn't work, so Poles can't get their morale back after they liberate their towns from Soviets. How to fix this?

I hope you guys are reading it...Maybe Huber Cater could help? I can send the current version 3.0 for evaluation. I would really appreciate this, so I can finally finish this project and share it to the community in good, balanced, bug-free version.

Cheers

Jakub




BillRunacre -> RE: Scripts Question (9/19/2021 6:31:45 PM)

Hi

1) What date have you set the Polish Decision to fire?

2) How about setting the UK to be pro-Entente but at 0% mobilization?

3) This will require a dummy Decision Event, set to fire when a place is lost, and followed by another dummy that is trigger when the place is back in Polish hands. So the second is linked to the first.

Depending on the circumstances, you may even need a third in the chain, e.g. one when the place is Polish -> a second when it is Soviet -> a third when it is Polish again. All linked together, with the third triggering a Polish NM boost.

I hope that makes sense, let us know!




Jazon -> RE: Scripts Question (10/2/2021 8:18:12 AM)

Hi Bill,
I fixed the liberation scripts, as well as Vilnus decisions, also tested them, and they work.
However Convoys are real headache. Because I made Romania and UK as Neutrals, so they are non playable, they can't send any convoys.
So I changed them to Entente, but not mobilized, didn't work. I changed mobilization for 50-70% also didn't work. I guess It might me tied up with Major Country's ID data,
because I removed UK from this category, so maybe their country ID changed? And script doesn't recognize UK as 112 number...
Later I put Romania and UK back in Major Countries, but with Poland's as Entente Parent, also didn't change a thing. I am pretty sure convoys scripts are correct, they worked in previous version, just changing the sender country status must messed them up. Any advice how to deal with it? This is the last major obstacle to publish, I hope final 3.0 version on this scenario. Romania's convoys start from the beginning of the game, UK's convoy is triggered by dummy decision event (date).
Anybody who had some experience with similar problem please let me know.
Cheers ALL
Jazon




FOARP -> RE: Scripts Question (10/3/2021 5:31:05 PM)

This is the code I use for trade from a neutral to a major in my scenario (in this case Spain to the USA in my USA v. CSA scenario):

{
#NAME= Spanish trade with USA
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#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]
#SENDER_ID= 99
#RECIPIENT_ID= 115
#SENDER_ID_TRIGGER= 20
#RECIPIENT_ID_TRIGGER= 100
#PERCENTAGE= 30
#MAX_PERCENTAGE= 30
#SPRING_REDUCTION= 75
#SUMMER_REDUCTION= 100
#FALL_REDUCTION= 75
#WINTER_REDUCTION= 75
#SOURCE_PORT= 398,62
#DESTINATION_PORT= 284,71
#WAYPOINT= 360,71
}

Can you post your convoy code so I can see what's up?

EDIT: also, are you going to have an event for the SS Jolly George? Left-wingers to this day in the UK talk about that ship carrying weapons for the "Whites", but it was actually bound for Poland.




BillRunacre -> RE: Scripts Question (10/4/2021 9:02:48 AM)

I wonder if this field could be the issue:

#SENDER_ID_TRIGGER=

Try setting it to
#SENDER_ID_TRIGGER= 0

Then updating the script and see if it works. Otherwise as FOARP suggests, please post them here and we'll take a look.




Jazon -> RE: Scripts Question (10/12/2021 11:18:35 AM)

Hi!
Thank you guys for the reply! The Hint that Bill gave worked for land convoy route from Romania to Poland, it's working fine! However British convoy from the sea, which is activated by Decision Trigger, doesn't fire. Convoy script is Ok, i guess, because in editor the convoy route has red color. I think the devil is in the decision trigger event. Below you can look both of the scripts; convoy and decision which should activate the convoy script. I don't know what is wrong here :/ UK is a Major; on Entente side, with 70% mobilization.

{
#NAME= UK Supplies Poland
#POPUP= British supplies arrives at Gdansk Port
#IMAGE= convoygd.png
#SOUND=
#FLAG= 1
#TYPE= 2
#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= 777[1]
#SENDER_ID= 112
#RECIPIENT_ID= 85
#SENDER_ID_TRIGGER= 0
#RECIPIENT_ID_TRIGGER= 100
#PERCENTAGE= 100
#MAX_PERCENTAGE= 100
#SPRING_REDUCTION= 100
#SUMMER_REDUCTION= 100
#FALL_REDUCTION= 100
#WINTER_REDUCTION= 100
#SOURCE_PORT= 0,5
#DESTINATION_PORT= 2,21
#WAYPOINT= 4,7
#WAYPOINT= 4,20
}

And here is the decision event:

{
#NAME= UK: Convoy to Poland (DE - 777)
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#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= 85
#TRIGGER= 100
#DISPLAY_ORDER= 1
;Set decision value (first internally stored decision)
#DECISION= 777
;Set how many MPPs should be collected over X turns if player selects 'yes' (dummy values)
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
;Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#DATE= 1920/06/04
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 230,223,207
; Danzig Port in polish hands
#ALIGNMENT_POSITION= 2,21 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
; 1st Line - Soviets politically aligned with the Central Powers and not surrendered
#VARIABLE_CONDITION= 116 [1] [100] [0]
; 2nd Line - Poland politically aligned with the Entante and not surrendered
#VARIABLE_CONDITION= 85 [2] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

I would appreciate that you guys have a look and maybe give me a hint how to fix it.

PS1
There is a decision for Soviets, after convoy started, to mobilize German left-wing dockers in Gdansk to refuse unloding british ships with supplies for Poles. It is based on actual event that took place in mid August 1920 in Danzig/Gdansk.

PS2
On the picture you can see my liaison, that "helps me" every time I try to fix some bugs for the scenario. Cheers All!

[image]local://upfiles/73489/9F98873382C54FE59D58050F980F380D.jpg[/image]




BillRunacre -> RE: Scripts Question (10/12/2021 4:12:25 PM)

Offhand I can't see anything wrong with the Decision, but a good way to test it would be to add some text so that it will actually appear in a Hotseat game, i.e. for you to say YES/NO to it.

That way if it appears, you'll know that the Decision is working and the issue lies elsewhere.

Another way to test is to unlink the convoy from the Decision and see if the convoy works in a Hotseat game.

Both tests should help to identify which script is the problem.


Love the photo, they do like to get in the way don't they! [:D]





Jazon -> Release Polish-Soviet War 3.0 (10/18/2021 10:20:03 AM)

Hi!
I finally solved convoy problem! It turned out DECISION type script was wrong, instead of type 2 it should be type 1. I did as Bill said, and checked the convoy and decision script separately! Thank you very much!
Here all who want to try, can find Polish-Soviet War 3.0 scenario. It still has two minor bugs that hopefully i will be able to fix up later. One is sound file for horse artillery unit(soviets) it uses Heavy Artillery one, I tried to alter this file, but then Steam was reporting that my version files are compromised. The other minor bug is that there are not light blue front line image, but only when soviets are on their own territory. That's kinda strange but still manageable. Anyway, I am looking forward for feedback and advices. Have fun all!
Jazon

https://www.mediafire.com/file/y1lsbfoavsglili/Campaigns.rar/file





ObeseMonkey -> RE: Release Polish-Soviet War 3.0 (10/21/2021 3:52:43 PM)

Apologies if this is just me being dim lol. But I extracted the download to the campaigns folder, and it isn't showing up in game under campaigns? I have the latest version of the game if that makes any difference.




Jazon -> RE: Release Polish-Soviet War 3.0 (10/21/2021 4:26:03 PM)

Hi!
ObeseMonkey: You should extract the game into game folder in "My games". For example, this is my directory: C:\Users\Jakub\Documents\My Games\Strategic Command WWI\Campaigns
Jakub is my name so this folder has the computer user name whatever you use. SSC WWI usually has TWO folders. One with original game, in Steam folder if you use one, and one in user directory. Check it out there. This version is for MP only, but you can give it a try just to see how it works. Let me now if its working!
Cheers
Jazon




ObeseMonkey -> RE: Release Polish-Soviet War 3.0 (10/21/2021 11:30:26 PM)

Ah thought it'd be me. Its all working now!




Jazon -> RE: Release Polish-Soviet War 3.0 (11/13/2021 2:24:57 PM)

Hi!
I haven't posted in a while, I guess I was just worn off about his project, and needed a break. I am very happy I managed to up to this point, that I have playable multiplayer version 3.0. i owe big thanks to Dan and Mike who were my MP testers, as well as to Hubert and Bill who patiently were replying my dumb questions about game engine.
But that's not end of this project:) I am going to start writing AI script for this scenario, so everybody could enjoy playing it at once, one evening against Computer.
Jazon
PS
To Obese Monkey - did you play the game in MP? Could you provide any feedback?
PS2
Anybody looking for version 3.0 multiplayer game? I can play for Soviets:P

[image]local://upfiles/73489/1DA17A6380A248329265C403B99D95AD.jpg[/image]




BillRunacre -> RE: Release Polish-Soviet War 3.0 (11/14/2021 6:41:03 PM)

That's great to hear!




OldCrowBalthazor -> RE: Release Polish-Soviet War 3.0 (11/16/2021 6:58:07 AM)


quote:

ORIGINAL: Jazon

Hi!
I haven't posted in a while, I guess I was just worn off about his project, and needed a break. I am very happy I managed to up to this point, that I have playable multiplayer version 3.0. i owe big thanks to Dan and Mike who were my MP testers, as well as to Hubert and Bill who patiently were replying my dumb questions about game engine.
But that's not end of this project:) I am going to start writing AI script for this scenario, so everybody could enjoy playing it at once, one evening against Computer.
Jazon

Anybody looking for version 3.0 multiplayer game? I can play for Soviets:P



Hi Jazon
Nice to hear your taken on the challenge to do the AI scripting.
I PMed you about a possible match in the future.
Say Hi to Wen and BenBen!

cheers

Mike




Jazon -> AI Scripts questions (11/19/2021 4:03:30 AM)

Hi!
I've started writing AI scripts for Polish Soviet War scenario. I figured out that mainly I need to use Guard and Offensive scripts, due to my scenario specifics( no Naval Units, no diplomacy no research). However there are few things that remain unclear for me. I wonder if anyone can explain it to me, It would be most appreciated!

In GUARD scripts, there is a position called HOLD.

0 = Do not hold current unit in position, replace with weaker unit if possible

In this line what does it mean "current unit"? It refers to which units? Whole AI managed units on the map? Or units in GOAL POSITION? and "replace"? Refers to which units? It's all a bit messy to understand for me. I did study AI guard scripts for Luddendorf Offensive, but still I am not sure if i understand it right. Maybe somebody can explain it for me?
"No attacking from this position" it means units in GOAL POSITION will not concur any attacks, even if they have enemy units in their zone of control?
#STEAL= Set priority by stealing units from resource positions Does it mean, that if i set STEAL in the scripts, AI will move units from the rear, guarding resource hexes, like mines or cities?

CANCEL and ACTIVATE POSITION as I read both use OR logic, so it means, triggering one of them is enough to make whole script into motion?

Also #LENGTH, what does it mean? It is mentioned in the notes, but not explained at the beginning. What does #LENGTH=1 means?

I've made a short script for Polish forces, first to hold on in KIEV, but if in danger of being flanked, they should withdraw for secondary position to Korosten. I marked them by A and B in order to remember what is first to occur, and what is the latter. Let's have a look:

{
#NAME= Polish Garrison - Kiev Frontline A
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 85
#TRIGGER= 100
#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]
#LENGTH= 1
#HOLD= 0
#ADD_HQ= 1
#GOAL_POSITION= 86,52
#GOAL_POSITION= 86,53
#GOAL_POSITION= 87,53
#GOAL_POSITION= 87,54
#GOAL_POSITION= 88,55
#GOAL_POSITION= 88,56
#GOAL_POSITION= 88,57
#GOAL_POSITION= 89,57
#DATE= 1920/05/26
#STEAL= 0
; Set friendly positions:
; 1st Line - Warsaw
#FRIENDLY_POSITION= 18,42
; Set variable conditions:
; 1st Line - Poland politically Allied and not surrendered
#VARIABLE_CONDITION= 85 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Warsaw not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 18,42 [3]
; Dummy position
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Soviet units in position flanking Kiev
; Soviets approaching Fastov, Sokolche, Obuchoviche
OR Kiev taken by Soviets
#CANCEL_POSITION= 85,58 [1,1] [1,1] [1]
#CANCEL_POSITION= 79,61 [1,1] [1,1] [1]
#CANCEL_POSITION= 82,50 [1,1] [1,1] [1]
#CANCEL_POSITION= 88,55 [0,0] [1,1] [1]
}

{
#NAME= Polish Garrison - Korosten B
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 85
#TRIGGER= 100
#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]
#LENGTH= 1
#HOLD= 0
#ADD_HQ= 1
#GOAL_POSITION= 74,52
#GOAL_POSITION= 73,52
#GOAL_POSITION= 74,51
#GOAL_POSITION= 71,52
#DATE= 1920/05/26
#STEAL= 0
; Set friendly positions:
; 1st Line - Warsaw
#FRIENDLY_POSITION= 18,42
; Set variable conditions:
; 1st Line - Poland politically Allied and not surrendered
#VARIABLE_CONDITION= 85 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Warsaw not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 18,42 [3]
; Kiev taken by Soviets
#ACTIVATE_POSITION= 88,55 [0,0] [1,1] [1]
; Soviet units in flanking position
; Soviets approaching Ovruch, Zviahel
OR Korosten taken by Soviets
#CANCEL_POSITION= 74,48 [2,2] [1,1] [1]
#CANCEL_POSITION= 67,56 [2,2] [1,1] [1]
#CANCEL_POSITION= 74,52 [0,0] [1,1] [1]
}

My last question is connected with #TRIGGER:

#TYPE= Values range [0, 3];
; With all other fields satisfied will this be:
; 0 = Single check regardless if #TRIGGER is satisfied
; 1 = Multiple check until #TRIGGER is satisfied
; 2 = Reoccurring check until end of game
; OR
; Once the #DATE field is satisfied:
; 3 = Event fires once if all other fields are satisfied, else it will not fire. Either way, event will be removed never to be looked at again

As I understand TRIGGER is for AI, to express probability that event will occur. I understand it with Partisans. For example there is a trigger for Partisan unit to SPAWN in certain location, with, lets say 25% probability ( #TRIGGER=25), Type 2. Type two until end of the game, each turn there will be chance that partisans will spawn, OR unitil reaching some date limit?
But type 1 in this case mean, it will check every turn, UNTIL the partisan will finally spawn, and will not be checked again?
Type 3 says it will fire only if all other FIELDS are satisfied, what does "fields" mean here? Like VARIABLE CONDITION, yes? So it will check each turn until, date, Variable condition will be fulfilled?

Sorry for stupid questions, but I need to understand it clearly, to plan defensive Plan for Poles. My general scheme for Polish AI will be to withdraw from one position to another, if position "A" (like Kiev in the example above) will be captured OR flanked. Then, Polish troops should advance for another position.
Because now I am not sure, I guess I should make it that position A (Kiev in example) CANCEL POSITION trigger should be at the same time ACTIVATE POSITION trigger for position "B" (Korosten in the example)?

Please help! :)

Jazon

[image]local://upfiles/73489/B26D524DD238418DBCE669E2B73E0783.jpg[/image]




Hubert Cater -> RE: AI Scripts questions (11/19/2021 2:17:52 PM)

Hi Jazon,

1) HOLD flag will just mean to keep whatever unit is located in the GOAL_POSITION will have the HOLD flag applied. For example, some campaigns start with a unit already on the GOAL_POSITION, some need to be filled etc., and this flag just helps you to fine tune which units should be there and/or how the position should be filled if it is not already filled.

Let's say I have an ARMY start at GOAL_POSITION x,y and I want to keep it there then I select #HOLD=3. If I want to eventually replace that ARMY with a GARRISON, as the ARMY unit would be better suited somewhere else where an ARMY unit would be more applicable than holding some rear GUARD position, then I use #HOLD=1. If I want the weakest unit possible that is not a GARRISON, then I use #HOLD=2.

If you want the unit to just stay in the GOAL_POSITION and never attack, as attacks can potentially weaken its strength and work against it, then you use any HOLD value >= 4.

If the HOLD flag you want to use will not apply to all the listed GOAL_POSITIONs, then you need to set up more GUARD events as needed.


2) STEAL just means to steal a unit that is currently protecting a resource of some kind, be it a mine, oil, city, town etc., and use it to protect the desired GUARD event positions. It will only steal from locations that don't currently have a GUARD plan. This is sometimes needed as by default the AI also tries to protect resources and this allows you to override that behaviour and prioritize an alternate location if desired.


3) CANCEL, ACTIVATE, yes. But some other events require AND, just be sure you double check the header notes for each script type.


4) #LENGTH just means how long you would like the event to last for. A TYPE= 0 or 1 will mean that the event will expire as soon as LENGTH value is reached, e.g. if you set it to 5 turns, then after 5 turns, the event is then removed and never looked at again. A TYPE=2 just means it will repeat after LENGTH value is reached, e.g. set it to 1 and it repeats over and over again lasting 1 turn.


5) TRIGGER is not necessarily related to the AI, just what is the random percentage the event will fire. 100% means it will fire 100% of the time, 75% just means there is a 75% chance it will fire.


6) For the rest, e.g. TYPE, FIELDs, it looks like you've understood it and the answers would be yes


Hope this helps,
Hubert




Page: <<   < prev  2 3 4 [5] 6   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
1.109375