Search found 223 matches

by rmelvin
Tue Sep 09, 2025 10:15 am
Forum: Scenario Design and Modding
Topic: Diplomacy
Replies: 1
Views: 84

Diplomacy

The manual 2.4.12 does not cover this clearly. Not in the Script document.

Block Investment Toward This Countries appear also stops Declaration War on those countries.

By using Assignment Limit (if Applicable) = 0, stop diplomatic activities but can still declare war.

Examples
Major Country ...
by rmelvin
Fri Aug 29, 2025 11:21 am
Forum: Scenario Design and Modding
Topic: Questions to devs and specialists concerning scripts
Replies: 17
Views: 901

Re: Questions to devs and specialists concerning scripts

I assign a GV to each major country. Like UK is GV 1[1,100] then with #Amphibious I wrote script for land zone A using GV 1[1,50] and land zone B using GV 1[51,100]. This way there is a 50% per game the UK will land in either Landing Zone A or Landing B. Now the Axis must defend both areas or hold ...
by rmelvin
Fri Aug 29, 2025 1:34 am
Forum: Scenario Design and Modding
Topic: Questions to devs and specialists concerning scripts
Replies: 17
Views: 901

Re: Questions to devs and specialists concerning scripts

I use GV in many different ways. Given GV number is set at the beginning of the game.
I use GV for #Amphibious & #Amphibious_minor so the buildup can be the same, but different landing zones.
Example GV 1[1,50] land zone A and GV 1[51,100] land zone B.

Use GV for #Purchase and #Research. I have ...
by rmelvin
Thu Aug 14, 2025 9:52 pm
Forum: Scenario Design and Modding
Topic: Transport both Script
Replies: 8
Views: 459

Re: Transport both Script

Also had the USSR 100% but not at war try to use UK ports for fleet script. I use random in the modulizations script so no two games play the same. And use random for belligerent scripts for the same reason. So it is not uncommon to have a Major and their minors at 100% but not at war. The ports ...
by rmelvin
Mon Aug 11, 2025 9:21 am
Forum: Scenario Design and Modding
Topic: Transport both Script
Replies: 8
Views: 459

Transport both Script

; BUILD_UP_TRANSPORT - These plans will only be assigned to fully activated countries
A problem here if someone is not careful could end up with USA transports showing up but not landing in UK.
Both can be at 100% but with USA is not a Belligerent (at War) it cannot land in Allies ports.

; #NAVAL ...
by rmelvin
Fri Aug 01, 2025 11:04 pm
Forum: Scenario Design and Modding
Topic: Script learning tool
Replies: 10
Views: 1005

Re: Script learning tool

I think my prior posting works on all _POSITION, if wrong hope Bill corrects

#xxxx_POSITION= xx,xx [x,x] [x,x] [x]

Also, the hex [min,max] if [3,6] not the same number it is a random number from the location hex.

I think it is per turn, also if wrong hope Bill corrects.
by rmelvin
Fri Aug 01, 2025 2:20 am
Forum: Scenario Design and Modding
Topic: Script learning tool
Replies: 10
Views: 1005

Re: Script learning tool

#ACTIVATE_POSITION= 155,80 [6,6] [x,x] [x]
Hex parameter 6,6 means anything between 0 to 6 hexes.
ACTIVATE_POSITION= 155,80 [6,6] [9,9] [1]
Unit parameters 9,9 means equal to or greater than 9 units within 0 to 6 hexes.
ACTIVATE_POSITION= 155,80 [6,6] [9,12] [1]
Unit parameters 9,12 means random ...
by rmelvin
Mon Jul 28, 2025 12:51 am
Forum: Scenario Design and Modding
Topic: AI Script for AI
Replies: 6
Views: 1317

Re: AI Script for AI

Thank you for your comment. I will get back with you this fall.
Given what happened this spring I think maybe a little bit more time to do thing.
I do have three questions so see you in the fall.
Thanks, I appreciate this.
by rmelvin
Mon Jul 14, 2025 11:15 pm
Forum: Tech Support
Topic: Surrender 1
Replies: 3
Views: 523

Re: Surrender 1

Decision 235 work in another scripts.
I tested with both [1] and [2]. #ALIGNMENT_POSITION= 151,84 [...].
I change over what I am trying to do with one of you all standard map.
Made the country of Algier.
Also have couple other Surrender 1 not working. Thanks for the idea of making a test map.

I ...
by rmelvin
Sun Jul 13, 2025 11:41 pm
Forum: Tech Support
Topic: Surrender 1
Replies: 3
Views: 523

Surrender 1

I can get the top part of Surrender 1 to work, meaning the country does surrender but the Map position does not happen.
No new capital or the other hexes on the list change. Acts like Surrender 2.
Is the problem not changing the whole of the country hexes over. (if so, not document).
First hex is a ...
by rmelvin
Tue Jun 24, 2025 1:05 am
Forum: Scenario Design and Modding
Topic: Sept39
Replies: 9
Views: 579

Re: Sept39

Please abide and honor the rules put forth for public form.
I violated no public form rules set by Matrix Games.
That what private form was set up to use for your request.
Under the rules set forth it is you who need to close and remove your public posting or remove the link.
Also, I try to contact ...
by rmelvin
Mon Jun 23, 2025 9:43 pm
Forum: Scenario Design and Modding
Topic: Sept39
Replies: 9
Views: 579

Re: Sept39

I do not see how this interferes with his development. I use the map only.
Now does this tale away one future download. I see this could help get even more downloads.
Where my games have no human decision interaction and restricted human script activities. Where Elessar2 would be from my ...
by rmelvin
Mon Jun 23, 2025 7:30 pm
Forum: Scenario Design and Modding
Topic: Crusade in Europe 20km Pre-Release Thread
Replies: 135
Views: 23042

Re: Crusade in Europe 20km Pre-Release Thread

Release in this thread was a mistake; I did give credit to the map author. But one need to download the game first to see the credits.
Also, I did not try to copy your work. Your future game and my game are two different games and play differently.
Maybe if you did communicate with me, I would have ...
by rmelvin
Mon Jun 23, 2025 7:15 pm
Forum: Scenario Design and Modding
Topic: Sept39
Replies: 9
Views: 579

Re: Sept39

I did acknowledge him he is in the credits. My games do not interfere with the development of his game. I only used the map. This game is not trying to copy his games. Also, I try to communicate not was stop. How would you know anything if you did not download the game.
by rmelvin
Sun Jun 22, 2025 11:20 pm
Forum: Scenario Design and Modding
Topic: Sept39
Replies: 9
Views: 579

Sept39

https://www.dropbox.com/t/xY9diyEG8DKTIkco
This is a division level games across an extra-large map of Europe.
The game is based on Matrix War in Europe only this game is division level.
Copy out of the Transfer folder Sept39 folder and Sept39 application to your game folder.
Those who played my ...
by rmelvin
Sun Jun 22, 2025 10:59 pm
Forum: Scenario Design and Modding
Topic: Crusade in Europe 20km Pre-Release Thread
Replies: 135
Views: 23042

Re: Crusade in Europe 20km Pre-Release Thread

Mistake not for here. :oops:
by rmelvin
Thu May 01, 2025 10:31 am
Forum: Scenario Design and Modding
Topic: Crusade in Europe 20km Pre-Release Thread
Replies: 135
Views: 23042

Re: Crusade in Europe 20km Pre-Release Thread

Why don't we collaborate. :idea:
I have a good AI engine almost ready. I can attach to your game, and you can use it to develop your historical game. I think player would like your map with an engine. My engine is Human gets NO AI support; it is pure human against the system. Only a general morale ...
by rmelvin
Tue Apr 22, 2025 11:37 pm
Forum: Scenario Design and Modding
Topic: AI Script for AI
Replies: 6
Views: 1317

Re: AI Script for AI

Here where I was going is having an AI setting to make an Event Script to trigger for either Allies or Axis if that player is AI.
Now like Partisans need to write two scripts to handle both Allies and Axis. Mobilization like # 2 or # 3 I need to write two scripts to handle the same situation. I do ...
by rmelvin
Mon Apr 21, 2025 9:42 pm
Forum: Scenario Design and Modding
Topic: AI Script for AI
Replies: 6
Views: 1317

AI Script for AI

There have been several times I had to write two scripts for an "or" condition or like partisan script to cover either Allies or Axis occupier of the same location in different games.
If this is not the right location, please inform me there to post this thought.

Add to the script "AI = 5" being ...
by rmelvin
Wed Apr 16, 2025 9:13 pm
Forum: Scenario Design and Modding
Topic: Crusade in Europe 20km Pre-Release Thread
Replies: 135
Views: 23042

Re: Crusade in Europe 20km Pre-Release Thread

Remove all port on Caspin Sea for AI will build ship there.
Hex 450,182 change road type from 86 to 77.

great work :D

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