Search found 1482 matches

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: 164

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: 164

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: 103

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: 106
Views: 58839

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: 1359

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: 1359

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: 1087

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: 1087

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: 1359

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: 1002

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: 1087

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: 164
Views: 44509

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: 164
Views: 44509

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: 1079

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: 164
Views: 44509

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: 164
Views: 44509

Re: Crusade in Europe 20km Pre-Release Thread

Appreciate it as always, OCB.
by Elessar2
Mon Feb 23, 2026 4:33 am
Forum: Scenario Design and Modding
Topic: Incredible powerfull editor + Question for Bill or Hubert
Replies: 9
Views: 1710

Re: Incredible powerfull editor + Question for Bill or Hubert

The unit classifications are for the benefit of the AI, tl;dr.

I'd prefer finer gradations for many of the parameters in the game, but the devs have changed a few for me over the years.
by Elessar2
Fri Jan 09, 2026 3:06 am
Forum: Scenario Design and Modding
Topic: Incredible powerfull editor + Question for Bill or Hubert
Replies: 9
Views: 1710

Re: Incredible powerfull editor

You have to do a workaround with sounds: make the relevant sound file, then rename it the exact name for that unit's default file slot, and drop the file into the scenario's /Sound folder.
by Elessar2
Tue Dec 16, 2025 10:41 pm
Forum: Strategic Command WWII War in Europe
Topic: Unit from Unit scripts NOT counting against build limits/showing up in queue?
Replies: 1
Views: 6498

Unit from Unit scripts NOT counting against build limits/showing up in queue?

Could have put into the Tech subforum, but as it is of broader gameplay implications I'll put it here:

Unit scripts are a vital tool for helping to shape a given country's combat lineup. But I've always been a bit bugged that units that are spawned in this way do NOT count against the country's ...

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