Search found 1214 matches

by SittingDuck
Thu Oct 15, 2026 7:13 pm
Forum: Tech Support
Topic: AI Processes (research.txt & purchase.txt)
Replies: 5
Views: 516

Re: AI Processes (research.txt & purchase.txt)

That makes sense. Thanks.
by SittingDuck
Wed Oct 14, 2026 11:36 pm
Forum: Tech Support
Topic: AI Processes (research.txt & purchase.txt)
Replies: 5
Views: 516

Re: AI Processes (research.txt & purchase.txt)

Hubert, I didn't think to ask this about the purchase algorithm before, but it occurs to me now:

'when the AI randomly goes through the purchase script for a nation, does it randomly roll for all unit types, or just choose 'X' amount of unit types to roll for?'
by SittingDuck
Tue Oct 13, 2026 3:45 pm
Forum: MODS and Scenarios
Topic: TRP - World at War Released v0.8.23
Replies: 609
Views: 133490

Re: TRP - World at War Released v0.8.23

Oh dude. So happy to hear. We worked on CORE together, and if there is someone I'd want to see create a game, it's you. I remember your dedication then, and through all the various TRP projects.

I have no doubt this will be great, and I am quite sure you will have all sorts of advance purchases ;)
by SittingDuck
Sat Oct 10, 2026 5:08 am
Forum: Tech Support
Topic: AI Processes (research.txt & purchase.txt)
Replies: 5
Views: 516

Re: AI Processes (research.txt & purchase.txt)

That does help, Hubert - thanks. I would not have guessed they worked differently, but very good to know.
by SittingDuck
Thu Oct 08, 2026 4:48 pm
Forum: Tech Support
Topic: AI Processes (research.txt & purchase.txt)
Replies: 5
Views: 516

AI Processes (research.txt & purchase.txt)

I am curious as to how the AI actually processes each of these AI scripts.

Does the AI:
- sequentially go down the list, giving preference to earlier listed techs and unit types,
- or does it randomly roll somehow (like, 'oh carrier is first roll - miss; fighter is chosen as second roll')

Then ...
by SittingDuck
Tue Oct 06, 2026 2:18 am
Forum: Tech Support
Topic: Turkey after SU surrender
Replies: 4
Views: 406

Re: Turkey after SU surrender

If you go into the editor, I think you'll find USSR set as their 'parent' nation. Set UK as that and it won't happen again.
by SittingDuck
Mon Oct 05, 2026 2:48 pm
Forum: Tech Support
Topic: Do not understand Belligerency and Alignment coding
Replies: 7
Views: 481

Re: Do not understand Belligerency and Alignment coding

Bingo.

Also helps me understand a way to keep the Axis from DoW the South American majors (as they are parented, at least many of them, by USA) if the USA is neutral.

However, I note Romania and Bulgaria (although not Yugoslavia) have USSR as a parent. That would mean the Axis AI would not attack ...
by SittingDuck
Mon Oct 05, 2026 2:15 pm
Forum: Tech Support
Topic: Do not understand Belligerency and Alignment coding
Replies: 7
Views: 481

Re: Do not understand Belligerency and Alignment coding

Oooo. That question smacks of brilliance. Let me run a few tests.

Thanks, Bill.

I have been able to get this to work with Norway before (making Germany DOW her and invade and all that), so that's why I've been stymied. You may have just asked the $100k question.
by SittingDuck
Mon Oct 05, 2026 12:22 am
Forum: Tech Support
Topic: Do not understand Belligerency and Alignment coding
Replies: 7
Views: 481

Re: Do not understand Belligerency and Alignment coding

I really do not get the sequence.

I can get Yugoslavia to amp up her mobilization and prepare for war.

Mob2 brings her to 99, she prepares for war, war entry fires and she activates.

Next turn AI Germany should be DoW on her based on Belligerency coding.

Does not. Never does.


So HOW to get ...
by SittingDuck
Sun Oct 04, 2026 9:24 pm
Forum: Tech Support
Topic: Do not understand Belligerency and Alignment coding
Replies: 7
Views: 481

Re: Do not understand Belligerency and Alignment coding

They are not 'at war'; Germany has to DoW on YUG even though she is 100% Allied. And that remains after 2-3 full turns. Why, I do not know. It's like the game doesn't see the scripts.

So as stated if I start YUG at 100% Allied in the editor, once booted up it does not advance to 'at war' (neither ...
by SittingDuck
Sun Oct 04, 2026 4:15 pm
Forum: Tech Support
Topic: Do not understand Belligerency and Alignment coding
Replies: 7
Views: 481

Do not understand Belligerency and Alignment coding

So I have set YUG at 100% Allied but not belligerent with any Axis nation (in the editor).

I have the following two events that should be firing on the first turn and should be essentially having Germany DoW Yugoslavia. I would think it would allow GER to attack YUG (or vice versa, on the Allied ...
by SittingDuck
Fri Jun 19, 2026 1:32 am
Forum: MODS and Scenarios
Topic: Automatic Upgrades & Minor Allies
Replies: 2
Views: 761

Re: Automatic Upgrades & Minor Allies

Exactly - thanks. Perfect proof as to the inheritance from those techs.
by SittingDuck
Thu Jun 18, 2026 2:41 am
Forum: MODS and Scenarios
Topic: Automatic Upgrades & Minor Allies
Replies: 2
Views: 761

Automatic Upgrades & Minor Allies

So kinda curious if minor allied nations that in the editor are marked as 'up-gradable' actually benefit from, say, Aerial Warfare, C2, Armor Warfare - stuff like that.

Do they get whatever increases might be in the major nation's current researched level?

I do know they get the upgrades for the ...
by SittingDuck
Thu May 21, 2026 1:20 pm
Forum: MODS and Scenarios
Topic: Moving Research Titles in the Research Tree
Replies: 2
Views: 774

Re: Moving Research Titles in the Research Tree

Right, that's it - I should think of them as numbered slots, not 'techs', and each slot has an assigned, hard-coded functioning.

Thanks a lot.
by SittingDuck
Tue May 19, 2026 8:20 pm
Forum: MODS and Scenarios
Topic: Moving Research Titles in the Research Tree
Replies: 2
Views: 774

Moving Research Titles in the Research Tree

Am I correct in thinking that if I swap something like Production Technology with Industrial Technology (or any of the 4 techs in the bottom right quadrant) then the program will not properly recognize them and things will be wonky?
by SittingDuck
Fri May 08, 2026 1:37 pm
Forum: MODS and Scenarios
Topic: Changing unit type in editor?
Replies: 1
Views: 753

Changing unit type in editor?

I suspect the answer for this is no, but would love Bill or someone very aware of the limitations to comment:

is it possible to change the type of a unit (target type) in the editor, under 'Combat Target Data' (say, from bomber to fighter)?

That would be an amazing capacity if so.
by SittingDuck
Fri May 08, 2026 1:33 pm
Forum: MODS and Scenarios
Topic: Operational Movement
Replies: 2
Views: 2039

Re: Operational Movement

That's one adjustment.

Then you can adjust the way operational movement is assessed (cost) - percentage or flat cost per unit.

Then you can adjust how Logistics affects it's price per level development.
by SittingDuck
Fri May 08, 2026 5:43 am
Forum: Strategic Command Series
Topic: A Mod for Consistency across all titles
Replies: 4
Views: 2249

Re: A Mod for Consistency across all titles

Agree about the light colored maps - easier on my eyes for sure. Also more immersive. Yep, I am interested for sure.
by SittingDuck
Tue Apr 28, 2026 2:42 pm
Forum: Strategic Command WWII: World at War
Topic: Poland retreat german IA
Replies: 1
Views: 1277

Re: Poland retreat german IA

DECEMBER?!

That is not a small Polish victory then...
by SittingDuck
Mon Dec 15, 2025 7:26 am
Forum: MODS and Scenarios
Topic: TRP - World at War Released v0.8.23
Replies: 609
Views: 133490

Re: TRP - World at War Released v0.8.21

If the game is set up for player vs. player, why are there so many objectives listed vs Vanilla? What does that do in player vs. player?

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