Search found 388 matches

by dhucul2011
Wed Jul 15, 2026 6:28 pm
Forum: Scenario Design and Modding
Topic: Modding Scripts
Replies: 3
Views: 141

Re: Modding Scripts

Damn. It must take you thousands of hours to test that many scripts on a game like this Bill lol.
by dhucul2011
Tue Jul 14, 2026 8:54 pm
Forum: Scenario Design and Modding
Topic: Modding Scripts
Replies: 3
Views: 141

Modding Scripts

Is there an easier way to test modded scripts rather than re-starting the game over and over again to see if they perform as intended?

Is there any way for a game save to re-compile the script files so that you can go back to an auto-save for example just prior to the script firing?

Thanks.
by dhucul2011
Tue Jul 14, 2026 8:51 pm
Forum: Scenario Design and Modding
Topic: Modding Scripts
Replies: 0
Views: 53

Modding Scripts

Is there an easier way to test modded scripts rather than re-starting the game over and over again to see if they perform as intended?

Is there any way for a game save to re-compile the script files so that you can go back to an auto-save for example just prior to the script firing?

Thanks.
by dhucul2011
Sat Aug 02, 2025 5:39 am
Forum: Strategic Command WWII: War in the Pacific
Topic: New Unit glitch in 1.03.04?
Replies: 11
Views: 7125

Re: New Unit glitch in 1.03.04?

No, I have two more garrisons below the division that are also stuck.
by dhucul2011
Wed Apr 30, 2025 3:13 am
Forum: Strategic Command WWII: War in the Pacific
Topic: Steam
Replies: 3
Views: 1238

Steam

Why is Matrix version not discounted like Steam version? I also assume that my anniversary coupon won't work on Steam?
by dhucul2011
Sat Mar 08, 2025 6:03 am
Forum: Scenario Design and Modding
Topic: Debug
Replies: 1
Views: 505

Debug

Is there a tool that you can look back at the scripts that fired in a previous turn?
by dhucul2011
Fri Feb 28, 2025 10:20 pm
Forum: Scenario Design and Modding
Topic: IRON CROSS
Replies: 1
Views: 1152

IRON CROSS

Just been working through script issues with Bill and we think that the IRON CROSS graphics MOD has a couple of issues:

It would seem that FLAG 91 is showing as Portugal when, in the vanilla game it is RED.

Also, the yellowed hexes in the Med that designate places not to go lol do not show.
by dhucul2011
Wed Feb 26, 2025 10:39 pm
Forum: Scenario Design and Modding
Topic: TERRITORY
Replies: 8
Views: 851

Re: TERRITORY

Yes, I'll try and get it to the turn before I take Kiev.

Also, more Portugal flags on some communist theme popups.

I'll include a pdf showing a screenshot.

Thanks.
by dhucul2011
Tue Feb 25, 2025 10:05 pm
Forum: Scenario Design and Modding
Topic: TERRITORY
Replies: 8
Views: 851

Re: TERRITORY

Yes, 689 fires and I say Yes and then DE 690 also fires every turn afterwards for ongoing MPP support. No TERRITORY change though.

All I can think is that the hexes in question for Croatia are owned by Yugo and "surrendered", the ones for my script are owned by USSR and "occupied".
by dhucul2011
Sun Feb 23, 2025 8:48 pm
Forum: Scenario Design and Modding
Topic: TERRITORY
Replies: 8
Views: 851

Re: TERRITORY

Actually the Vichy ones are SURRENDER 1 scripts.

I have compared to the Croatia script and cannot see any issues on why mine is not firing.

The only difference is that the Yugoslav hexes are "surrendered" before the TERRITORY script transfers them to a new country while the USSR hexes I am trying ...
by dhucul2011
Sun Feb 23, 2025 3:06 am
Forum: Scenario Design and Modding
Topic: TERRITORY
Replies: 8
Views: 851

TERRITORY

The description of MAP POSITION in this script file says:

#MAP_POSITION cannot be a Capital position but if this event is used to create a new country
; on the map, setting the first #MAP_POSITION entry as a City or a Village will ensure this
; becomes the Capital position for the new country ...
by dhucul2011
Sat Feb 22, 2025 11:58 pm
Forum: Strategic Command WWII War in Europe
Topic: Communist Parties
Replies: 5
Views: 1989

Re: Communist Parties

Not at all.

I will watch for it happening again.
by dhucul2011
Thu Feb 20, 2025 7:27 pm
Forum: Scenario Design and Modding
Topic: Romania
Replies: 5
Views: 814

Re: Romania

I'll try that. Thanks.
by dhucul2011
Thu Feb 20, 2025 7:25 pm
Forum: Strategic Command WWII War in Europe
Topic: Communist Parties
Replies: 5
Views: 1989

Re: Communist Parties

No, I haven't touched the flags.

Strange.

How do I post a screenshot?
by dhucul2011
Tue Feb 18, 2025 2:55 am
Forum: Strategic Command WWII War in Europe
Topic: Communist Parties
Replies: 5
Views: 1989

Communist Parties

I don't know if anyone has noticed this before but there are a couple of popups about the UK Communist Party and the Bulgarian Communist Party and they show the flag of Portugal?
by dhucul2011
Fri Feb 14, 2025 5:28 am
Forum: Scenario Design and Modding
Topic: Romania
Replies: 5
Views: 814

Romania

In my MOD I added a Romanian garrison to Cernauti and one to Kishinev.

When the USSR claimed Bessarabia the hexes changed hands but the Romanian units stayed in the towns.

The one in Cernauti could move back into Romania as it was right next to the new border. The one in Kishinev is stuck.
by dhucul2011
Sat Feb 08, 2025 6:09 am
Forum: Scenario Design and Modding
Topic: Casablanca
Replies: 6
Views: 725

Re: Casablanca

This is basically just a copy of the Oran OFFENSIVE script for Torch. That script didn't have a LINK. Is there an AMPHIBIOUS script required as well?

The only change is the GOAL and then the CANCEL lines.

I just want the USA to land at Casablanca at the same time as Oran and Algiers as right now ...
by dhucul2011
Thu Feb 06, 2025 5:30 am
Forum: Scenario Design and Modding
Topic: Casablanca
Replies: 6
Views: 725

Casablanca

If I want the USA to attack Casablanca at the same time as Oran and Algiers, would this Offensive script work?

{
#NAME= USA Build Up Offensive - Casablanca
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 115
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100 ...
by dhucul2011
Wed Feb 05, 2025 9:49 pm
Forum: Scenario Design and Modding
Topic: DE 1000s
Replies: 8
Views: 655

Re: DE 1000s

MOBILIZATION 4 scripts have DE designations so they do act as DE scripts that can trigger other scripts.
by dhucul2011
Mon Feb 03, 2025 4:07 am
Forum: Scenario Design and Modding
Topic: DE 1000s
Replies: 8
Views: 655

Re: DE 1000s

Oooooh.

I didn't realize that mobilization 4 scripts could act as DE scripts.

Thanks!

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