Search found 614 matches

by El_Condoro
Tue Sep 22, 2026 11:55 pm
Forum: Scenario Design and Modding
Topic: The Siege of Budapest: Operation Konrad
Replies: 20
Views: 1553

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 El_Condoro
Mon Sep 14, 2026 10:26 pm
Forum: Scenario Design and Modding
Topic: Question for Bill about research minor countries
Replies: 5
Views: 257

Re: Question for Bill about research minor countries

Yes, with shorter ranges, the issues I mentioned should not be important. Good luck with your endeavours!
by El_Condoro
Mon Sep 14, 2026 10:21 pm
Forum: Multiplayer (PBEM and head to head)
Topic: PBEM opponent wanted / PBEM Gegner gesucht
Replies: 6
Views: 338

Re: PBEM opponent wanted / PBEM Gegner gesucht

Thanks for the explanation, Packo.

I think that might be difficult to adjudicate in some situations; one man's kamikaze attack might be another man's risky move. My approach is to accept that the game is not realistic and let the chips fall. There are so many dodgy moves that can be made and each ...
by El_Condoro
Mon Sep 14, 2026 2:17 pm
Forum: Multiplayer (PBEM and head to head)
Topic: PBEM opponent wanted / PBEM Gegner gesucht
Replies: 6
Views: 338

Re: PBEM opponent wanted / PBEM Gegner gesucht

Can you explain what you mean with 1. (Kamikaze attacks), please? An example or two would help.
by El_Condoro
Mon Sep 14, 2026 1:54 pm
Forum: Scenario Design and Modding
Topic: Question for Bill about research minor countries
Replies: 5
Views: 257

Re: Question for Bill about research minor countries

The difficulty I have found with trying to adapt SC to a tactical level is line of sight, and being able to fire through buildings, forests etc. If a unit has a spotting range of 5, they will still see what's on the other side of a building or forest on the same level. Same with firing if they are ...
by El_Condoro
Mon Sep 14, 2026 1:37 pm
Forum: Scenario Design and Modding
Topic: In memorian a great old dead game...
Replies: 4
Views: 709

Re: In memorian a great old dead game...

I think you can still do this. If you use coastal sprites (e.g. 332, 333, 341, 356) that do not jut into the sea too much, you can create coastal hexes that do not allow land movement but they will allow a port to be added. SC3 will not cope with a hex that is both a port and a land hex with land ...
by El_Condoro
Mon Sep 14, 2026 1:22 pm
Forum: Scenario Design and Modding
Topic: Transports Script
Replies: 6
Views: 509

Re: Transports Script

From the file instructions:
; #SIZE - This value must be satisfied or the event will not occur. For example, if the game engine cannot find enough
; enough units to satisfy the #SIZE requirement the event will not be added to the active plan list.
; Note: #SIZE values refer to the number of units ...
by El_Condoro
Mon Sep 14, 2026 12:24 pm
Forum: Scenario Design and Modding
Topic: Call for experts about air units in "tactic" mods
Replies: 2
Views: 245

Re: Call for experts about air units in "tactic" mods

OK, thinking as I go here.

There are 3 main types of tactical air-to-ground attack that I would use: strafing, bombing, tank busting.
One sprite slot (Fighters?) is for strafing, one (TB) is for bombing, and one (pick) for tank-busting.

Set each to have a production delay of zero (or a number if ...
by El_Condoro
Mon Sep 14, 2026 11:59 am
Forum: Scenario Design and Modding
Topic: Modding Scripts
Replies: 3
Views: 319

Re: Modding Scripts

Yes, it would be great to have a modding/test mode but in the interim, I do two things:
1. Create a Save As of the campaign and then set all the script conditions, change the date etc. and then check the script fires. Be smarter than me, though, and remember that scripts changed in one campaign will ...
by El_Condoro
Fri Jun 19, 2026 9:41 am
Forum: Strategic Command WWII: World at War
Topic: Defense Value vs. Defense Bonus
Replies: 6
Views: 1019

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: 6
Views: 1019

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: 685

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: 428

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: 20532

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: 20532

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: 1260

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: 1335

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: 528

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: 886

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: 2349

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)

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