Search found 891 matches

by welk
Tue Mar 31, 2026 7:12 pm
Forum: Scenario Design and Modding
Topic: Napoleonic command mod
Replies: 35
Views: 2782

Re: Napoleonic command mod

I just modded your "mod in the mod" :mrgreen:

Now, the campaign file in included in your mod and users may choice in game between hexasim graphs and 3D graphs (with "style counters" command in interface menu (at start or during game)
Counters Napoleonic command.rar

If you need "2D graphs" : see ...
by welk
Tue Mar 31, 2026 5:40 pm
Forum: Scenario Design and Modding
Topic: Napoleonic command mod
Replies: 35
Views: 2782

Re: Napoleonic command mod

Nice work ;)

I suppose this is the model :
https://www.hexasim.com/images/wat/Fallen-Eagles-2-counters.jpg
https://www.hexasim.com/images/quatrebras/pions-QuatreBras.jpg

Technical points => A little error :
1/ Names of directories should be major_01 and major_02, not major_1 and major_2 ...
by welk
Sun Mar 22, 2026 11:52 am
Forum: Scenario Design and Modding
Topic: Napoleonic command mod
Replies: 35
Views: 2782

Re: Napoleonic command mod

Cool ;)

A precision about this mod : any user may use my work to create his own mod (napoleonic or not napoleonic, it has no any importance, no any special authorization is needed)

You have just to take care about used graphs, that come from games that are not abandonwares : do not forget to ...
by welk
Fri Mar 20, 2026 6:42 pm
Forum: Scenario Design and Modding
Topic: Napoleonic command mod
Replies: 35
Views: 2782

Re: Napoleonic command mod

1°/ To create a new independant install of SC WIE on your hard drive (as indicated in following instructions), you have just to copy-past your actual vanilla install, and after that, to rename it under the name of your choice (NAPOLEON or other name)

2°/ If you use shortcuts to lunch game and/or ...
by welk
Fri Mar 20, 2026 8:44 am
Forum: Scenario Design and Modding
Topic: Napoleonic command mod
Replies: 35
Views: 2782

Re: Napoleonic command mod

No any ideas, I do not use steam.

I suggest you post an image or your directories, and I would perhaps be able to give some help

The principe is that :
1/ Content of directories that are marked in red on the install instruction image + localization file (marked in blue on the image) have to be ...
by welk
Fri Mar 20, 2026 8:06 am
Forum: Scenario Design and Modding
Topic: Napoleonic command mod
Replies: 35
Views: 2782

Re: Napoleonic command mod

Here is a detailled image for install instructions : It should help to install the mod
INSTALL__NSTRUCTIONS.png
INSTALL__NSTRUCTIONS.png (70.99 KiB) Viewed 396 times
by welk
Thu Mar 19, 2026 6:28 pm
Forum: Scenario Design and Modding
Topic: Napoleonic command mod
Replies: 35
Views: 2782

Re: Napoleonic command mod

Don't worry for the link : it will come, I am working to upload the mod, it will be awailable at end of week.

The link will not be public because this mod (and all future mods that are planed for different times and thema, included WW2 operational and modern), will use graphisms coming from other ...
by welk
Wed Mar 18, 2026 7:27 pm
Forum: Scenario Design and Modding
Topic: Napoleonic command mod
Replies: 35
Views: 2782

Re: Napoleonic command mod

Napoleon command mod is now released
See first post of this thread
by welk
Sun Mar 15, 2026 3:16 pm
Forum: Scenario Design and Modding
Topic: Question for Bill about "Across penalty" combat
Replies: 8
Views: 356

Re: Question for Bill about "Across penalty" combat

Thanks, I had not noticed this little symbol ;) (in fact, I erased it during modding work on files and I had forgotten it)

I tested with : the system is full logic, it's what I though :
An attack is "attack across river" only when 2 conditions are present :
First needed condition : Attacking ...
by welk
Sat Mar 14, 2026 11:57 am
Forum: Scenario Design and Modding
Topic: AI Mobilization thought for Bill and Welk
Replies: 1
Views: 109

Re: AI Mobilization thought for Bill and Welk

I am not a great script specialist (just little basic and very elementary knowledges), I use rarely scripts, and only if really needed : to work in scripting is not my great love, because very oft things are not very clear with translation problems :mrgreen: (in addition, I noticed that to use lot ...
by welk
Fri Mar 13, 2026 3:44 pm
Forum: Scenario Design and Modding
Topic: Question for Bill about "Across penalty" combat
Replies: 8
Views: 356

Re: Question for Bill about "Across penalty" combat

Another formulation could be that : " There is attack across a river when a unit does attack from a hex with river or does attack to an hex with river "


Would be good if Bill could give some infos about this, to clear the question :

1/ If a unit in Hex N°1 does attack a unit in hex N°2, is ...
by welk
Wed Mar 11, 2026 9:26 pm
Forum: Scenario Design and Modding
Topic: Question for Bill about "Across penalty" combat
Replies: 8
Views: 356

Re: Question for Bill about "Across penalty" combat

Yes, you're right : in this case, the program would consider that for his "decision" to apply or not the penalty :
1°/ " a couple of hex is a "river couple" if one of the 2 hex has a river on, and if the river is along his edge near of the other hex "
2°/ If the attacking unit and the attacked unit ...
by welk
Wed Mar 11, 2026 12:33 pm
Forum: Scenario Design and Modding
Topic: Question for Bill about "Across penalty" combat
Replies: 8
Views: 356

Re: Question for Bill about "Across penalty" combat

There is something I do not understand :?

Ok, you are right in the appearence, rivers are effectivly not in middle of hex

But it's just an appearence, a tip that have been used by our (great) diabolic Hubert , a magician's trick :mrgreen:


If you examine things in details, you see that each ...
by welk
Tue Mar 10, 2026 5:42 pm
Forum: Scenario Design and Modding
Topic: Question for Bill about "Across penalty" combat
Replies: 8
Views: 356

Question for Bill about "Across penalty" combat

Due to the fact rivers, streams, etc are never on hedge of hex , situation of attack "across" river, stream, etc does never exist in game
across.jpg
Then, I suppose that the word "Across" does mean :

1/ If unit does attack from a river, stream, etc
or
2/ If a unit attack an hex that does contain ...
by welk
Sun Mar 08, 2026 9:36 pm
Forum: Scenario Design and Modding
Topic: Question about editor - Liberation effects + New subsequent question
Replies: 4
Views: 172

Re: Question about editor - Liberation effects + New subsequent question

Thanks, excellent feature 8-)
I will probably use that in a future mod, with false occupied false countries that will be something a little bit surprising : that's exactly what I needed :mrgreen:
by welk
Sun Mar 08, 2026 5:48 pm
Forum: Strategic Command WWII War in Europe
Topic: Tip to Play SC 3 WIE with more zoom-in levels
Replies: 1
Views: 296

Re: Tip to Play SC 3 WIE with more zoom-in levels

Supplementary zoom may be set from 5 to 5 increments
You may zoom in and zoom out very easely with - and + key, or with Ctrle+Alt and mouse central roll
zoom.jpg
zoom.jpg (992.91 KiB) Viewed 238 times
zoomq2.jpg
zoomq2.jpg (1.13 MiB) Viewed 236 times
by welk
Sun Mar 08, 2026 11:06 am
Forum: Scenario Design and Modding
Topic: Question about editor - Liberation effects + New subsequent question
Replies: 4
Views: 172

Re: Question about editor - Liberation effects

Ok, thanks for informations, it does give me some diabolic ideas for a future little exotic mod :mrgreen:

But a precision, please, because the manuel is very short about that :

The liberation of friendly countries that had been
conquered, and the loss of friendly countries
that surrender, will ...
by welk
Sat Mar 07, 2026 5:27 pm
Forum: Scenario Design and Modding
Topic: Question about editor - Liberation effects + New subsequent question
Replies: 4
Views: 172

Question about editor - Liberation effects + New subsequent question

A question about editor, please (red zones in image)
1°- Liberation by land unit : liberation of what ? Specific hex or all kind of hex ?

2°- Liberation by naval unit : liberation of what ? Ports ? Other aeras ?(what aeras, in this case)

3°- I suppose that in both cases, losses/bonus in moral ...
by welk
Sat Mar 07, 2026 1:53 pm
Forum: Scenario Design and Modding
Topic: Question for Bill about supply and major cities
Replies: 6
Views: 230

Re: Question for Bill about supply and major cities

Yes, I will do and say the result
May be also, the fact that in Ancient battle I use for each side 2 nations (a major + a minor), and one unic nation for each side in Napo mod
by welk
Sat Mar 07, 2026 1:48 pm
Forum: Scenario Design and Modding
Topic: Question about script National moral
Replies: 18
Views: 752

Re: Question about script National moral

Very interresting, thanks
I will use that in some little things I have in head, for future mods 8-)

The only problem in this game is that using possibilities of editor + scripts, you have a century of mods to build and one unic life to do them :mrgreen:

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