Search found 252 matches

by rmelvin
Tue Jun 02, 2026 12:25 am
Forum: Scenario Design and Modding
Topic: Partisans Fix
Replies: 10
Views: 322

Re: Partisans Fix

An Error the Decision script should be set to TYPE=0. This way by turn 2 the #LINK is set for the rest of the game.
Not Decision TYPE=1 :oops:
It would not that hard to set up a switch.
On either the east or west edge or island.
Make 5 hex a country putting a town on the north and south end.
Place ...
by rmelvin
Sun May 31, 2026 11:07 pm
Forum: Scenario Design and Modding
Topic: Partisans Fix
Replies: 10
Views: 322

Re: Partisans Fix

Now do you stop someone from using "F3". :?:
There are some weaknesses in this. :geek:
This work around can help you or others?
The window is small using TYPE = 1 at the start of the game.
Second turn the LINK is set, for the rest of the game.
Start Guard Script TYPE = 1 Length = 3
Decision TYPE ...
by rmelvin
Sun May 31, 2026 6:50 am
Forum: Scenario Design and Modding
Topic: Partisans Fix
Replies: 10
Views: 322

Re: Partisans Fix

I found a fix for my situation for Partisans Script to check for human player.
I use Guard Script to move a unit south of Moscow to north of Moscow.
Then use Decision to check to see if hex is empty = human.
#CONDITION_POSITION= 404,84 [0,0] [0,0] [1] [0] = Human for no unit moved in from AI Guard ...
by rmelvin
Fri May 29, 2026 11:04 am
Forum: Scenario Design and Modding
Topic: Partisans Fix
Replies: 10
Views: 322

Re: Partisans Fix

That is interesting, when I finish moving the America and press end turn. All the other Allies AI Scripts runs.
AI Script Transport, fleet etc. runs.
So, talking about Event Scripts only, right?
For I am using only: Convoy, Surrender#2, Loop (Allies), Victory, National Morale, Decision, and Partisan ...
by rmelvin
Fri May 29, 2026 7:09 am
Forum: Scenario Design and Modding
Topic: Transports Script
Replies: 5
Views: 216

Re: Transports Script

If I was debugging this, I would look for a parameter or variable setting/error.

Reason is it look like Headquarters unit is getting to Transport when no core unit remain to fill level.
and the level has remaining slots. where the other non-core unit are still add-on, which is not working.
Maybe ...
by rmelvin
Fri May 29, 2026 1:44 am
Forum: Scenario Design and Modding
Topic: Transports Script
Replies: 5
Views: 216

Re: Transports Script

When Transport Build Length was set 2 and Length was set to 0 no Headquarters were transported.
Now with Transport Build Length set 3 and Length set to 1 Headquarters are transported also Militia's.
Those are my results and they are working.
by rmelvin
Fri May 29, 2026 1:34 am
Forum: Scenario Design and Modding
Topic: Captial Hex
Replies: 1
Views: 331

Re: Captial Hex

Here is my Capital Guard Scripts
; Albana
{
#NAME= Albana - Russia
#POPUP=
#FLAG= 1
#TYPE= 2
#LEVEL= 0
#GV= 9[1,100]
#LINK= 0[0]
#TRIGGER= 100
#COUNTRY_ID= 3
#HOLD= 2
#ADD_HQ= 1
#LENGTH= 1
#DATE= 1950/05/01
#STEAL= 1
#ALIGNMENT_POSITION= 342,170 [1]
#FRIENDLY_POSITION= 342,170
#VARIABLE_CONDITION ...
by rmelvin
Fri May 29, 2026 12:38 am
Forum: Scenario Design and Modding
Topic: Partisans Fix
Replies: 10
Views: 322

Re: Partisans Fix

Country Id = 115 America [2] Partisan will not trigger AI does not equal 2; the rest of Allies AI does equal 2 and AI trigger the Partisan.

Testing Decision 910 (below) to check for Russia [1] is AI = 1.
Can one check for a negative. LINK = 910[0].
Reason:
France [2] and Russia [1] are both AI ...
by rmelvin
Thu May 28, 2026 5:11 am
Forum: Scenario Design and Modding
Topic: Partisans Fix
Replies: 10
Views: 322

Partisans Fix

I set AI for Russia = AI = 1
Then I set AI for Canada, England, France.
But left America Human. But Partisan script was trigger for AI = 2
As if both players 1 and 2 are AI. So does this work, if Russia is not AI = 1.
; Albania
{
#NAME= Albania - France
#POPUP= <<TAG_03>>
#IMAGE=
#SOUND=
#FLAG= 1 ...
by rmelvin
Tue May 26, 2026 11:26 pm
Forum: Scenario Design and Modding
Topic: Transports Script
Replies: 5
Views: 216

Re: Transports Script

Thanks.

The reason I use size and build length is size greater than two and length greater than one, I got Hq's and Militia's but the others do not get transported.

This is one of the reasons to add Unit_ID to transport script.
by rmelvin
Tue May 26, 2026 9:43 am
Forum: Scenario Design and Modding
Topic: Transports Script
Replies: 5
Views: 216

Transports Script

There appear to be a problem with Transport Scripts moving artillery or is there a trick in Transport of artillery. All other unit types do work.

; England
{
#NAME= England - Southampton -> Calais
#POPUP=
#FLAG= 1
#TYPE= 2
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#TRIGGER= 60
#COUNTRY_ID= 112
#SIZE= 3 ...
by rmelvin
Tue Apr 28, 2026 12:55 am
Forum: Scenario Design and Modding
Topic: Captial Hex
Replies: 1
Views: 331

Captial Hex

There appear to be a weak capital situation.

When the capital hex is #TACTICAL_CONDITION= [2] .t. have the capital hex be treated as Guard Script [0].
Assign the lowest Unit ID even possible a Headquarters unit. The capital hex should never be empty, at the end of turn.

When the capital hex is ...
by rmelvin
Mon Apr 27, 2026 11:30 pm
Forum: Scenario Design and Modding
Topic: Combat Data (question for Bill)
Replies: 8
Views: 495

Re: Combat Data (question for Bill)

""1/ For cases squared with red - ignore this area as it is not read by the engine.""

What do you mean by this. :shock:
Is this document and where? :?
by rmelvin
Tue Apr 07, 2026 10:49 pm
Forum: Scenario Design and Modding
Topic: Transfer support
Replies: 3
Views: 377

Re: Transfer support

Testing the link

Link delated by me the author
by rmelvin
Tue Apr 07, 2026 9:33 pm
Forum: Scenario Design and Modding
Topic: Transfer support
Replies: 3
Views: 377

Re: Transfer support

Here the error message I get trying to sent to a person in France.
by rmelvin
Tue Apr 07, 2026 9:03 pm
Forum: Scenario Design and Modding
Topic: Transfer support
Replies: 3
Views: 377

Transfer support

I am having problems with Dropbox transferring files. I understanding is Dropbox is dropping or erasing files. :roll:

Any suggest of a transfer service. :?:
by rmelvin
Mon Mar 30, 2026 10:52 pm
Forum: Scenario Design and Modding
Topic: Diplomacy
Replies: 4
Views: 636

Re: Diplomacy

Here why I asked.
I have all Minor countries are neutral and for the most part no Diplomacy.
The only way a Minor country entry the game is by invasion.
An AI Situation arose with Minor country island nations.
Need Amphibious to gain control.
Works great, now those high value units are stranded ...
by rmelvin
Mon Mar 30, 2026 1:16 am
Forum: Scenario Design and Modding
Topic: Diplomacy
Replies: 4
Views: 636

Re: Diplomacy

Does script over ride manual setting:
Would this script work?
Does this AI script Diplomacy trigger, but Human still does not trigger?
by rmelvin
Sat Mar 14, 2026 12:04 pm
Forum: Scenario Design and Modding
Topic: Start up
Replies: 1
Views: 393

Start up

This is the startup pick:
So, why does not DE 001 trigger when Russia is the AI player (AI=1) [Axis spot].
Russia [axis] starts the game first players at start up.
If Russia [axis] is human DE 002 works Allies AI=2 also AI=0 works.
Also, DE 001-trigger true and not default of false.
; Start-Up ...
by rmelvin
Sat Mar 14, 2026 9:15 am
Forum: Scenario Design and Modding
Topic: AI Mobilization thought for Bill and Welk
Replies: 1
Views: 395

AI Mobilization thought for Bill and Welk

In this scenario where the main AI= 1 and some Major Allies A=2
Both Mobilization #2 and #3, does not trigger or in short does not work.
Also, this scenario DE 205 does not trigger.
All minor countries work correctly.

But Unit Script under this scenario trigger both for AI=1 and AI=2.

France ...

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