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by Hubert Cater
Mon Nov 02, 2026 5:09 pm
Forum: Tech Support
Topic: HQs assigments failures
Replies: 11
Views: 1545

Re: HQs assigments failures

To clarify, an attached unit to an HQ is dropped from being attached to that HQ after it is attacked 3 times?
by Hubert Cater
Wed Oct 28, 2026 4:27 pm
Forum: Tech Support
Topic: PBEM Scenario names and finished games
Replies: 2
Views: 271

Re: PBEM Scenario names and finished games

I've made the change for the full name of the campaigns/scenarios in the mouse hover, but I don't believe I can change how the last turn can be viewed as I think this is just how the server handles final views with it marking it then as complete... but I can look into it
by Hubert Cater
Fri Oct 23, 2026 2:23 pm
Forum: Tech Support
Topic: Problem (bug or voluntary situation ?) in unit scripts
Replies: 14
Views: 822

Re: Problem (bug or voluntary situation ?) in unit scripts

I've worked out a draft to allow for Type=2 for the next updates
by Hubert Cater
Tue Oct 20, 2026 5:11 pm
Forum: Tech Support
Topic: Problem (bug or voluntary situation ?) in unit scripts
Replies: 14
Views: 822

Re: Problem (bug or voluntary situation ?) in unit scripts

The initial design had much more similarity in terms of functionality, then some scripts were found lacking and new features/options were added, that were not necessarily needed elsewhere... at first.

Over time it has indeed become a bit disjointed, and aligning all of the script options just takes ...
by Hubert Cater
Tue Oct 20, 2026 12:32 am
Forum: Tech Support
Topic: Problem (bug or voluntary situation ?) in unit scripts
Replies: 14
Views: 822

Re: Problem (bug or voluntary situation ?) in unit scripts

To clarify, naming is not the issue as noted above, it is just how the event is structured by the game code/engine, e.g. a list is created/stored at event creation time with the units to be deployed by script, and this list is emptied as the units are deployed... so a subsequent pass would be on an ...
by Hubert Cater
Thu Oct 15, 2026 3:58 am
Forum: Tech Support
Topic: AI Processes (research.txt & purchase.txt)
Replies: 5
Views: 527

Re: AI Processes (research.txt & purchase.txt)

To clarify, for purchase scripts, the engine just re-orders the entire list of purchasable units in the active event it is looking at.

It will skip any set to 0% and a successful roll lets it attempt to buy up to the scripted quantity, subject to available MPPs, build limits, and production ...
by Hubert Cater
Wed Oct 14, 2026 12:07 pm
Forum: Scenario Design and Modding
Topic: Question for Hubert about SC1 scripts
Replies: 2
Views: 236

Re: Question for Hubert about SC1 scripts

Hi Welk,

If I'm understanding here correctly, unfortunately there were no original scripts for SC1, it was all hard coded. This limited future alterations and flexibility, which is why I introduced scripts for SC2.

Hubert
by Hubert Cater
Fri Oct 09, 2026 4:48 pm
Forum: Tech Support
Topic: AI Processes (research.txt & purchase.txt)
Replies: 5
Views: 527

Re: AI Processes (research.txt & purchase.txt)

Hi,

Unit purchases are considered in a randomized order whereby the engine shuffles the unit types, then checks each type against its specified percentage.

Being listed first in the PURCHASE script does not give that unit type priority, e.g. a successful purchase also does not stop the engine ...
by Hubert Cater
Thu Oct 08, 2026 3:40 am
Forum: Commander: Europe at War
Topic: Are Nato counters available.
Replies: 4
Views: 1179

Re: Are Nato counters available.

Yes to NATO counters, as seen in that screenshot, and you will be able to mod many aspects of the 3D, e.g. the models if desired, interface, in game graphics etc.

We'll have a MOD tab in game to be able to load different mods as well, much like our other games.
by Hubert Cater
Thu Oct 08, 2026 3:38 am
Forum: Tech Support
Topic: Problem (bug or voluntary situation ?) in unit scripts
Replies: 14
Views: 822

Re: Problem (bug or voluntary situation ?) in unit scripts

I have to admit, that actually made me laugh, well done :)
by Hubert Cater
Tue Oct 06, 2026 2:32 pm
Forum: Tech Support
Topic: Problem (bug or voluntary situation ?) in unit scripts
Replies: 14
Views: 822

Re: Problem (bug or voluntary situation ?) in unit scripts

Thanks for the report and you are correct, UNIT scripts support #TYPE values 0, 1, and 3 only.

Type 2 is deliberately disabled because unit events consume their unit list when deploying units, making repeated execution unsafe, e.g. can lead to crashes.

The header section for UNIT events just ...
by Hubert Cater
Mon Oct 05, 2026 2:23 am
Forum: Tech Support
Topic: Yepres for free?
Replies: 4
Views: 860

Re: Yepres for free?

Hi Jack,

Could you tell me if this is for the Matrix release of the game, or possibly Steam?

Hubert
by Hubert Cater
Mon Sep 28, 2026 8:21 pm
Forum: Tech Support
Topic: Missing graphs ? + 1 install question
Replies: 2
Views: 520

Re: Missing graphs ? + 1 install question

1) For installation, your best bet is to contact Matrix Support if you have any questions. support@matrixgames.com

2) Those are just used in game for shell crater effects
by Hubert Cater
Sat Sep 26, 2026 3:31 am
Forum: Tech Support
Topic: DE 305 no longer works?
Replies: 6
Views: 564

Re: DE 305 no longer works?

Hi Elessar,

As Bill mentioned, it would be the same for me from my end, e.g. in terms of not seeing how it could have provided supply 10 unless the US was fully mobilized. Which is why I wanted to confirm at least that part before suggesting the possibility of it being perhaps misremembered.

The ...
by Hubert Cater
Thu Sep 24, 2026 11:32 pm
Forum: Tech Support
Topic: Little problem with "Mods" windows
Replies: 1
Views: 495

Re: Little problem with "Mods" windows

I see the issue, I'll look into a fix for this as well
by Hubert Cater
Thu Sep 24, 2026 9:46 pm
Forum: Tech Support
Topic: 2 little curious situations in combats
Replies: 2
Views: 529

Re: 2 little curious situations in combats

I suspect the infinite attack cycle may be linked to what you found in the other thread with negative values.

Will look into this as well
by Hubert Cater
Thu Sep 24, 2026 9:43 pm
Forum: Tech Support
Topic: Combat/Movement Penalties/Bonuses bug.
Replies: 7
Views: 792

Re: Combat/Movement Penalties/Bonuses bug.

Hi Ason,

Thanks for the post and I see the point, however since this was always set up as just a way to edit the combat values for a unit that was on a location, not for attacking a location, I would be hesitant to make any specific changes here in regards to how it currently functions.

I think ...
by Hubert Cater
Thu Sep 24, 2026 5:46 pm
Forum: Commander: Europe at War
Topic: Any updates on the project?
Replies: 11
Views: 9987

Re: Any updates on the project?

Thanks everyone for their continued interest, we hope to have some more info soon :)

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