Search found 406 matches

by Ason
Sat Oct 24, 2026 12:46 pm
Forum: Tech Support
Topic: FAILSAFE DATE on Decision events
Replies: 1
Views: 49

FAILSAFE DATE on Decision events

What is the reason for no FAILSAFE DATE on decision events, and is there any chance we could get it in the future?
Seems like its pretty important to have it on decision events as a lot of the time the decision is what controls the other scripts...
by Ason
Tue Oct 20, 2026 8:20 am
Forum: Tech Support
Topic: PBEM Scenario names and finished games
Replies: 0
Views: 117

PBEM Scenario names and finished games

Is there any chance that the full name of the scenarios could be shown when hovering over games in the pbem lobby?
It would be helpful when the scenario version is included in the name of the scenario but the scenario name is too long to be shown in full.

Also in multiplayer games it would be very ...
by Ason
Sun Oct 18, 2026 5:56 pm
Forum: Tech Support
Topic: Combat/Movement Penalties/Bonuses bug.
Replies: 7
Views: 734

Re: Combat/Movement Penalties/Bonuses bug.

Please please please consider adding that extra configuration area... It would really add so much depth to the game.. Imagine having to think about what units are needed where instead of just sending the strongest tanks you have to take everything.. It would really give us the option to open up a ...
by Ason
Sun Oct 18, 2026 5:44 pm
Forum: Tech Support
Topic: Problem (bug or voluntary situation ?) in unit scripts
Replies: 14
Views: 704

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 Ason
Sat Oct 17, 2026 12:52 am
Forum: Scenario Design and Modding
Topic: The Siege of Budapest: Operation Konrad
Replies: 30
Views: 3254

Re: The Siege of Budapest: Operation Konrad

I've released v1.3 :)

https://www.moddb.com/mods/the-siege-of-budapest-operation-konrad/downloads/the-siege-of-budapest-operation-konrad-v13

v1.3 CHANGELOG:

Multiplayer and Singleplayer:

General:
- Changed recommended settings for Lifeline game mode to be Linked Victory Location + Any Date ...
by Ason
Sun Oct 04, 2026 3:46 pm
Forum: Scenario Design and Modding
Topic: The Siege of Budapest: Operation Konrad
Replies: 30
Views: 3254

Re: The Siege of Budapest: Operation Konrad

Yes this is correct, TYPE=2 means you can use 1 turn and it will fire multiple turns. This is just a small bonus for controlling the racecourse (used as landing strip) but there is another script that gives morale bonus to units depending on if the racecourse is controlled by axis or only the ...
by Ason
Sun Sep 27, 2026 1:33 pm
Forum: Scenario Design and Modding
Topic: The Siege of Budapest: Operation Konrad
Replies: 30
Views: 3254

Re: The Siege of Budapest: Operation Konrad

Yes it could be set to 45 also, but as it makes no difference its not important because germany(45) is the only country using army units/evac unit (id 5). It would need to be set to 45 if other countries were also using army units.
by Ason
Sat Sep 26, 2026 3:10 pm
Forum: Scenario Design and Modding
Topic: The Siege of Budapest: Operation Konrad
Replies: 30
Views: 3254

Re: The Siege of Budapest: Operation Konrad

I've released version 1.2. Sorry about these hotfixes. I Feel pretty good about the state of the campaign now though. Will try to wait a while for some feedback before I make any further changes.

https://www.moddb.com/mods/the-siege-of-budapest-operation-konrad/downloads/the-siege-of-budapest ...
by Ason
Fri Sep 25, 2026 11:31 pm
Forum: Tech Support
Topic: Combat/Movement Penalties/Bonuses bug.
Replies: 7
Views: 734

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 Ason
Fri Sep 25, 2026 8:06 pm
Forum: Scenario Design and Modding
Topic: The Siege of Budapest: Operation Konrad
Replies: 30
Views: 3254

Re: The Siege of Budapest: Operation Konrad


Ok, thanks. But why are the 2 configuration files in scripts folder ? Their "vanilla" place is USERS/GAMES/STRATEGIC COMMAND-WAR IN EUROPE, and I never seen these 2 files in another campaigns scripts folder

What is the utility to place them here ?


Im not sure, i have no memory of placing them ...
by Ason
Fri Sep 25, 2026 7:55 pm
Forum: Scenario Design and Modding
Topic: The Siege of Budapest: Operation Konrad
Replies: 30
Views: 3254

Re: The Siege of Budapest: Operation Konrad


Another question, please : I did see in, the thread an allusion to a discord forum.
Is it just about your campaign or about Strategic Command modding matter in general ?

And how could I access to it ?

Hey Welk, no idea why our files are different.. Maybe they change when certain settings ...
by Ason
Thu Sep 24, 2026 5:01 pm
Forum: Scenario Design and Modding
Topic: The Siege of Budapest: Operation Konrad
Replies: 30
Views: 3254

Re: The Siege of Budapest: Operation Konrad

I'm currently working on some further changes to singleplayer as there were some consequences from some multiplayer balance changes. Currently i might recommend giving the Soviet AI an extra experience bonus. Although I'm still testing, Maybe leaning towards simply an income reduction for Axis, and ...
by Ason
Thu Sep 24, 2026 12:09 pm
Forum: Scenario Design and Modding
Topic: The Siege of Budapest: Operation Konrad
Replies: 30
Views: 3254

Re: The Siege of Budapest: Operation Konrad

Released a small update fixing some singleplayer and interface issues.https://www.moddb.com/mods/the-siege-of-budapest-operation-konrad/downloads/the-siege-of-budapest-operation-konrad-v11

v1.1 CHANGELOG:

Singleplayer:
- Fixed an issue with Axis AI defensive scripts in Budapest where it would ...
by Ason
Thu Sep 24, 2026 12:14 am
Forum: Scenario Design and Modding
Topic: The Siege of Budapest: Operation Konrad
Replies: 30
Views: 3254

Re: The Siege of Budapest: Operation Konrad





Oh it would be you Ason. Like I wrote earlier, I have commitments going on with some other productions, but once I saw you have a finished model, I added Ops Conrad in.

Also, the quality of your splash-screen thumbnail is suburb, as are other elements of your design.
I really really like ...
by Ason
Wed Sep 23, 2026 7:31 pm
Forum: Scenario Design and Modding
Topic: The Siege of Budapest: Operation Konrad
Replies: 30
Views: 3254

Re: The Siege of Budapest: Operation Konrad




This looks great.Been following your development progress on Discord and here.
Will want to do a MP series next year on YT of this, after my other commitments clear up.
Cheers.
Mike

Thank you! That would be amazing, I was actually really hoping someone would do a youtube series of it :D
Feel ...
by Ason
Wed Sep 23, 2026 6:39 pm
Forum: Scenario Design and Modding
Topic: The Siege of Budapest: Operation Konrad
Replies: 30
Views: 3254

Re: The Siege of Budapest: Operation Konrad


This looks great.Been following your development progress on Discord and here.
Will want to do a MP series next year on YT of this, after my other commitments clear up.
Cheers.
Mike

Thank you! That would be amazing, I was actually really hoping someone would do a youtube series of it :D
Feel ...
by Ason
Wed Sep 23, 2026 3:56 pm
Forum: Scenario Design and Modding
Topic: The Siege of Budapest: Operation Konrad
Replies: 30
Views: 3254

Re: The Siege of Budapest: Operation Konrad


Ason, this is a huge scenario! Although I have not played it yet, I am impressed by your attention to detail and the obvious historical research you have done. I have read the fascinating introduction popup screens and seen the map and units - wow, as a SC modder too, I can appreciate the time and ...
by Ason
Wed Sep 23, 2026 3:44 pm
Forum: Tech Support
Topic: UNIT Script Spawned Garrisons bug.
Replies: 6
Views: 1050

Re: UNIT Script Spawned Garrisons bug.

Would be nice though if garrisons could atleast be made to move to unoccupied friendly resources by default, if there are no guard scripts for them..Instead of just standing still where they spawned..
by Ason
Tue Sep 22, 2026 4:57 pm
Forum: Scenario Design and Modding
Topic: The Siege of Budapest: Operation Konrad
Replies: 30
Views: 3254

Re: The Siege of Budapest: Operation Konrad

Version 1.0 is now available to download!

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