Search found 1485 matches

by Elessar2
Sun Oct 18, 2026 3:29 am
Forum: Tech Support
Topic: Tool coasts
Replies: 1
Views: 353

Re: Tool coasts

Having the pieces be rotatable would eliminate all the cases where you simply can't find that ONE coastline that you need, out of the 4 available, and could eliminate a ton of redundant tiles. The 50:50 ones, where the connecting sides are directly opposite each other, are particularly problematic ...
by Elessar2
Thu Sep 24, 2026 7:06 pm
Forum: Tech Support
Topic: DE 305 no longer works?
Replies: 6
Views: 582

Re: DE 305 no longer works?

Well, yeah HC , but that still leaves (a) the apparent fact that the Terr script WAS working as designed in the past, and (b) that YOU guys were the ones who put it in, not us modders. Why would you put in a script which doesn't do what the script writeup says it does? Note the DE fires when the US ...
by Elessar2
Thu Sep 24, 2026 3:02 pm
Forum: Tech Support
Topic: DE 305 no longer works?
Replies: 6
Views: 582

DE 305 no longer works?

DE 305 - USA: Give the British Permission to repair their Warships in a US Port?

This is to allow UK ships to repair to a full strength of 10 before the US is at war, and has been in both the base scenarios as well as borrowed for several other mods.

My testers for my mod reported today that the ...
by Elessar2
Tue Sep 15, 2026 9:56 pm
Forum: Tech Support
Topic: Scripts that fire on BOTH the Axis and Allied turns?
Replies: 6
Views: 571

Re: Scripts that fire on BOTH the Axis and Allied turns?

Thanks for the clarification welk, guess I'll have to use that then.
by Elessar2
Tue Sep 15, 2026 2:47 pm
Forum: Tech Support
Topic: Scripts that fire on BOTH the Axis and Allied turns?
Replies: 6
Views: 571

Scripts that fire on BOTH the Axis and Allied turns?

Ran into this during testing for my scenario awhile back, and it has confused me a bit. I was under the impression that script would fire EITHER on the Allied turn, or the Axis turn. But testing has revealed several types which end up firing on BOTH turns. These would include National Morale and all ...
by Elessar2
Tue Sep 08, 2026 10:52 pm
Forum: Tech Support
Topic: Submerged status of subs now visible to the opponent?
Replies: 1
Views: 430

Submerged status of subs now visible to the opponent?

NOTE: My scenario has a spotting range of 2, not 1 like in the default scenarios (see pic).

Some of my testers were wondering why enemy subs were being shown with a red dot, which after consulting with their opponent was determined to indicate that the sub was submerged.

Is this new, something old ...
by Elessar2
Sat Sep 05, 2026 1:54 am
Forum: Strategic Command WWII: War in the Pacific
Topic: Mod: MEGA Pacific - Most Realistic Yet - v4.1; 8/2026
Replies: 107
Views: 64993

Re: Mod: MEGA Pacific - Most Realistic Yet - v4.1; 8/2026

Good to hear. I'll likely need to take a break for my monstrosity after I get a major update out tomorrow for my testers and exploring this should prove...interesting.
by Elessar2
Mon Jun 29, 2026 9:11 pm
Forum: MODS and Scenarios
Topic: Big World Map
Replies: 13
Views: 1968

Re: Big World Map

While pretending it is your own original work? Sheer shameless unmitigated gall.
by Elessar2
Mon Jun 29, 2026 8:42 pm
Forum: MODS and Scenarios
Topic: Big World Map
Replies: 13
Views: 1968

Re: Big World Map

I thus see that it is the TRP map, sheesh.

After being a victim of this brand of thievery myself 6 months ago, I just want to express my zero tolerance for such dysfunctional and dishonest shenanigans. :evil:
by Elessar2
Mon Jun 29, 2026 4:29 pm
Forum: Tech Support
Topic: Global Copy (Apply Data) bug for 2 right-hand techs
Replies: 13
Views: 1530

Re: Global Copy (Apply Data) bug for 2 right-hand techs

I still am having a difficult time following welk' s explanations, but I think he grasps the issue.

This seems to me to be a major issue, and I'm not sure you grasp the large can of worms it opens up, as unsuspecting modders will go in and try to make their own changes in the right-hand techs, only ...
by Elessar2
Sat Jun 27, 2026 2:08 pm
Forum: Tech Support
Topic: Global Copy (Apply Data) bug for 2 right-hand techs
Replies: 13
Views: 1530

Re: Global Copy (Apply Data) bug for 2 right-hand techs

I just want to make this explicit (I appreciate Welk doing some testing of his own, but there may be a language issue here as I find it hard to follow his trains of thought-for example not sure what exactly he means by "techn types"): the issue isn't that the Apply Data function in question applies ...
by Elessar2
Thu Jun 25, 2026 1:24 am
Forum: MODS and Scenarios
Topic: Big World Map
Replies: 13
Views: 1968

Re: Big World Map

Note the Total Realism Project world map does the same thing.
by Elessar2
Thu Jun 25, 2026 1:14 am
Forum: Tech Support
Topic: Pb with display of "units details" in game
Replies: 7
Views: 1370

Re: Pb with display of "units details" in game

My testing has indicated that the values do NOT round down (i.e. if it is 1.5 in the editor it doesn't revert to 1 in the game exe calculations, as 1.5 is used in the algorithms). Maybe I missed something, but we tested this extensively with shore bombardment among many other things, and s.b. of 0 ...
by Elessar2
Tue Jun 23, 2026 1:23 am
Forum: Tech Support
Topic: Global Copy (Apply Data) bug for 2 right-hand techs
Replies: 13
Views: 1530

Global Copy (Apply Data) bug for 2 right-hand techs

I've strongly suspected this for months, after weird errors kept sneaking in the 2nd tech, just caught it in the act:

Tech menu, Automatic Increments
Tech Slot 15 (actually 16th as slot 1 is numbered 0 internally), Infantry Warfare in the base game
Make a change in say movement points or morale or ...
by Elessar2
Mon Jun 08, 2026 1:49 am
Forum: Scenario Design and Modding
Topic: Crusade in Europe 20km Pre-Release Thread
Replies: 165
Views: 48371

Re: Crusade in Europe 20km Pre-Release Thread

To be exact, no AI scriptwork has been initiated yet. I will likely outsource it to someone else, as because of all the extra locations the resulting scripts will be mammoth in size.
by Elessar2
Fri Jun 05, 2026 11:34 pm
Forum: Scenario Design and Modding
Topic: Crusade in Europe 20km Pre-Release Thread
Replies: 165
Views: 48371

Re: Crusade in Europe 20km Pre-Release Thread

You have to understand that, unlike other mods which use the vanilla maps, this is pretty much a total revamp of the entire game system, as far as I have been able to push it, to the edge of the hardcode, so in a lot of cases we are in uncharted territory (= Here be monsters). The following factors ...
by Elessar2
Wed May 20, 2026 9:04 pm
Forum: Strategic Command WWII: World at War
Topic: New player contemplating game balance
Replies: 6
Views: 2006

Re: New player contemplating game balance

A lot of the Russian reserves are in Unit scripts (i.e. NOT the build queue), usually triggered by Axis units getting close to specific objectives (tho other triggers exist), so you won't see them anywhere in the game exe interface until they suddenly show up.
by Elessar2
Tue Mar 17, 2026 1:22 am
Forum: Scenario Design and Modding
Topic: Crusade in Europe 20km Pre-Release Thread
Replies: 165
Views: 48371

Re: Crusade in Europe 20km Pre-Release Thread


Hello,

I'm French. I'm very impressed by your mod. If you're interested, I'd like to help you translate all the text into French.


Thank you for the offer. The issue is that right now, thanks to how a previous modder crafted his scripts, the English texts are NOT in the matching text file, but ...
by Elessar2
Tue Mar 10, 2026 12:11 am
Forum: Scenario Design and Modding
Topic: Crusade in Europe 20km Pre-Release Thread
Replies: 165
Views: 48371

Re: Crusade in Europe 20km Pre-Release Thread

Appreciate it as always, OCB.

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