Search found 605 matches

by El_Condoro
Fri Jun 19, 2026 9:41 am
Forum: Strategic Command WWII: World at War
Topic: Defense Value vs. Defense Bonus
Replies: 5
Views: 200

Re: Defense Value vs. Defense Bonus

So when I comparing a town in a Mountain vs. a Mountain hex (with no town), there is no "defense values", as they attributed to the Resource.

That's right. Terrain does give defense bonuses without a resource, though. This is by unit type, so for mountains, units in a mountain hex receive +3 ...
by El_Condoro
Thu Jun 18, 2026 12:19 pm
Forum: Strategic Command WWII: World at War
Topic: Defense Value vs. Defense Bonus
Replies: 5
Views: 200

Re: Defense Value vs. Defense Bonus

Defense Values are what the resource (fortress, port etc) gets. Most land units don't damage resources, so it is generally 0. It is applied when an attacker has a Resource attack value (SBs).
Defense Bonus is what units inside the resource get. p. 172 of the manual.
by El_Condoro
Wed May 20, 2026 9:45 am
Forum: Tech Support
Topic: Server Communication Errors
Replies: 6
Views: 367

Re: Server Communication Errors

Not trying to cast shade, but I have played 3-4 turns per day for the last couple of months (or more) and not had a single server communication error. Yes, the auto saves can be a bit annoying but I did have one turn that crashed with another issue and I only lost a few minutes of play time because ...
by El_Condoro
Wed May 20, 2026 9:36 am
Forum: MODS and Scenarios
Topic: Moving Research Titles in the Research Tree
Replies: 2
Views: 176

Re: Moving Research Titles in the Research Tree

I have changed all 4 in my mod. As long as you only change the text, the underlying code continues to function as normal.

In localization.txt:

#RESEARCH_ID_23= Espionage
#RESEARCH_ID_24= Supply
#RESEARCH_ID_25= Healing
#RESEARCH_ID_26= War Effort
by El_Condoro
Tue May 12, 2026 9:09 pm
Forum: MODS and Scenarios
Topic: Orb & Crown 0.93: Fantasy warfare mod for World at War
Replies: 81
Views: 16439

Re: Orb & Crown 0.93: Fantasy warfare mod for World at War

I am not much of a Discord user but I have updated the link in my signature. I hope it works now.
by El_Condoro
Sat May 02, 2026 12:32 am
Forum: MODS and Scenarios
Topic: Orb & Crown 0.93: Fantasy warfare mod for World at War
Replies: 81
Views: 16439

Re: Orb & Crown 0.93: Fantasy warfare mod for World at War

Hi xmecial.

I think my installation instructions need updating. I have uploaded this instruction video , which should be easier to follow than a lengthy text description.

I hope you enjoy the mod. I am finalising the multi-player version, so if you'd like to try that, send me a PM. Otherwise, any ...
by El_Condoro
Sat Oct 18, 2025 3:39 am
Forum: MODS and Scenarios
Topic: Multiple strikes?
Replies: 1
Views: 672

Re: Multiple strikes?

It would depend a lot on how many and what types of units you wanted to apply this to. Corps and armies would make a major change, for example. I have done this sort of thing in Orb & Crown, and can say that it makes a huge difference. So much so, that I have hauled back on it so that only the best ...
by El_Condoro
Fri Sep 19, 2025 8:03 am
Forum: MODS and Scenarios
Topic: Orb & Crown 0.93 (MP): Multi-player fantasy warfare mod for Strategic Command: WaW
Replies: 0
Views: 735

Orb & Crown 0.93 (MP): Multi-player fantasy warfare mod for Strategic Command: WaW

I have decided to start a new thread for the multi-player version of Orb & Crown.

Whereas the single-player version offers a range of AI strategies and many random outcomes, the multi-player version aims to reduce the random swing to a minimum and keep the balance in the hands of the players.

The ...
by El_Condoro
Mon Sep 01, 2025 10:18 pm
Forum: Strategic Command WWII: World at War
Topic: Transport of Air Units
Replies: 3
Views: 464

Re: Transport of Air Units

You don't need to transport them - operate them to friendly territory in supply. The button looks like a ship's wheel or use right-click, operate on the unit itself. The allowed locations for it to move to will become green, including in the UK.
by El_Condoro
Mon Sep 01, 2025 10:51 am
Forum: Scenario Design and Modding
Topic: Question about to import-export data maps
Replies: 7
Views: 798

Re: Question about to import-export data maps

Glad you fixed the problem. I forgot about the names.txt.
by El_Condoro
Mon Sep 01, 2025 8:44 am
Forum: Scenario Design and Modding
Topic: Questions to devs and specialists concerning scripts
Replies: 18
Views: 1990

Re: Questions to devs and specialists concerning scripts

I use a similar approach in Orb & Crown for the strategic decisions of a country. GV # [1,35] attacks A; [36,75] attacks B; and [76,100] attacks C. (offensive.txt AI scripts)
by El_Condoro
Mon Sep 01, 2025 8:22 am
Forum: Scenario Design and Modding
Topic: Question about to import-export data maps
Replies: 7
Views: 798

Re: Question about to import-export data maps

Hi welk.

I converted the ACW 1870 to WiE here .

Process:
1. Export all the ACW data
2. Create a map in WiE of the correct dimensions
3. Add an Allied and Axis capital so that the map could be saved
4. Imported all the ACW data ( the map data worked but I did the whole lot to test it)
5. The ...
by El_Condoro
Mon Sep 01, 2025 7:52 am
Forum: Scenario Design and Modding
Topic: Orb & Crown 0.93: Fantasy warfare mod for War In Europe
Replies: 52
Views: 9835

Re: Orb & Crown 0.93: Fantasy warfare mod for War In Europe

The Allies AI has been overhauled and tested in version 0.93.

That is pretty much it for the AI and it plays well (IMO).

Now, it's back to where it all started with the MP version. I will be making a dedicated MP version so that things such as diplomacy can be made more static to aim for fairness ...
by El_Condoro
Mon Sep 01, 2025 7:49 am
Forum: MODS and Scenarios
Topic: Orb & Crown 0.93: Fantasy warfare mod for World at War
Replies: 81
Views: 16439

Re: Orb & Crown 0.93: Fantasy warfare mod for World at War

The Allies AI has been overhauled and tested in version 0.93.

That is pretty much it for the AI and it plays well (IMO).

Now, it's back to where it all started with the MP version. I will be making a dedicated MP version so that things such as diplomacy can be made more static to aim for fairness ...
by El_Condoro
Wed Jun 25, 2025 8:58 am
Forum: Scenario Design and Modding
Topic: Orb & Crown 0.93: Fantasy warfare mod for War In Europe
Replies: 52
Views: 9835

Re: Orb & Crown 0.92: Fantasy warfare mod for Strategic Command: WiE

The Adversary AI has been thoroughly overhauled and tested.

There are too many changes to list but the key ones to be aware of are:
Majors do not fully surrender, so there is no loot from them. Scripts use a 'surrender condition' based on resource objectives and the proximity of enemy units. This ...
by El_Condoro
Wed Jun 25, 2025 8:55 am
Forum: MODS and Scenarios
Topic: Orb & Crown 0.93: Fantasy warfare mod for World at War
Replies: 81
Views: 16439

Re: Orb & Crown 0.92: Fantasy warfare mod for Strategic Command: WaW

The Adversary AI has been thoroughly overhauled and tested.

There are too many changes to list but the key ones to be aware of are:
Majors do not fully surrender, so there is no loot from them. Scripts use a 'surrender condition' based on resource objectives and the proximity of enemy units. This ...
by El_Condoro
Thu May 01, 2025 10:58 am
Forum: Tech Support
Topic: AI amphibious scripts
Replies: 2
Views: 724

Re: AI amphibious scripts

Thanks, Hubert. That's great.

A suggestion that I would like to make for the amphibious scripts is for HQs to be added first and not last or when they are available. If that is desired, the amphibious_minor script is available. An amphibious assault without a HQ is a suicide mission in most cases ...
by El_Condoro
Sat Apr 26, 2025 1:26 pm
Forum: Tech Support
Topic: AI amphibious scripts
Replies: 2
Views: 724

AI amphibious scripts

I have been pulling what little of my hair remains out over this one and think I have found a bug!

I have set a minor AI country to launch an amphibious assault but it never fires, although the conditions are met. I swap sides and check that there is enough MPPs, enough transports (right-click on ...
by El_Condoro
Sat Apr 26, 2025 12:10 pm
Forum: Scenario Design and Modding
Topic: AI Script for AI
Replies: 6
Views: 1819

Re: AI Script for AI

In partisan.txt, you can set #AI= 3 or 4, so that the partisans will only appear for the human player and not the AI, which simplifies things. They still appear for MP games.

So, if I want partisans appear in the SU for an Axis player, I would set them as #AI= 4. If it were an Axis AI, the ...
by El_Condoro
Mon Feb 24, 2025 8:04 am
Forum: Scenario Design and Modding
Topic: TERRITORY
Replies: 8
Views: 810

Re: TERRITORY

I wonder if it should be #COUNTRY_ID= 45 (Germany) if it is occupied by Germany.

It was originally 116 (USSR) but is not when it is occupied.

Go to advanced search