Search found 597 matches

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: 44

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: 115

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: 17
Views: 725

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: 115

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: 7073

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: 76
Views: 9981

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: 7073

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: 76
Views: 9981

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: 291

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: 291

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: 1222

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: 446

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.
by El_Condoro
Sun Feb 16, 2025 7:55 pm
Forum: Scenario Design and Modding
Topic: Romania
Replies: 5
Views: 503

Re: Romania

What is the #REMOVE= value in the territory script that changes Bessarabia from Romania to USSR? I recall it needs to be 1 (remove land) or 3 (remove all). Hopefully, they will be removed to Romania!
by El_Condoro
Sun Feb 16, 2025 11:49 am
Forum: Scenario Design and Modding
Topic: Next steps for SC WiE Tournament score and entirely new version
Replies: 1
Views: 638

Re: Next steps for SC WiE Tournament score and entirely new version

I just finished the tournament games of 43 Citadel. My Allies opponent beat me in June 45 (Decisive Allied Victory). I beat him in June 46 (still an Allied Decisive Victory). He outplayed me and had me wondering if I could win but even after only succeeding a year later, I still received the same ...
by El_Condoro
Tue Feb 11, 2025 5:35 am
Forum: Scenario Design and Modding
Topic: _POSITION
Replies: 13
Views: 575

Re: _POSITION

I'm going to allow Bill to explain because I find if more than one person explains something, it gets confusing. The only thing I will say is that the TYPE is separate to any POSITION condition. Bill has explained about TYPE.
by El_Condoro
Sun Feb 09, 2025 11:21 am
Forum: Scenario Design and Modding
Topic: _POSITION
Replies: 13
Views: 575

Re: _POSITION

Yes, the < will include zero units.

The [2,12] is random, so if is a #TYPE= 2 script, it will fire if there are less units than the randomly generated number between 2 and 12 within the range (3) of the hex on a turn (other conditions being met). If the random number generated was 7 and 8 units ...
by El_Condoro
Sat Feb 08, 2025 6:30 am
Forum: Scenario Design and Modding
Topic: Casablanca
Replies: 6
Views: 392

Re: Casablanca

There are a number of amphibious scripts used for Torch.
by El_Condoro
Sat Feb 08, 2025 6:20 am
Forum: Scenario Design and Modding
Topic: _POSITION
Replies: 13
Views: 575

Re: _POSITION

The devs will correct me if I am wrong, but my understanding is this:

131,119 [3,3] [2,2] [1] means there must be 2 or more Allied units within 3 hexes of 131,119 for the script to fire.

131,119 [3,3] [2,2] [1] < means there must be less than 2 units for the script to fire.

This is a great ...
by El_Condoro
Fri Feb 07, 2025 10:04 am
Forum: Scenario Design and Modding
Topic: DE 1000s
Replies: 8
Views: 419

Re: DE 1000s

Apologies, I was not focused on mob 4 scripts. Yes, #DECISION= is in those scripts.
by El_Condoro
Fri Feb 07, 2025 9:57 am
Forum: Scenario Design and Modding
Topic: Casablanca
Replies: 6
Views: 392

Re: Casablanca

What I do when I want multiple AI scripts to fire at the same time is to use #LINK= x[1] in each one. The linked DE can be set to fire however you like and then the AI scripts will all fire at the same time as long as #BUILD_LENGTH and other conditions are met.

The difference between [0,3] and [3,3 ...

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