Search found 168 matches

by mcaryf
Tue Dec 31, 2019 12:32 pm
Forum: After Action Reports
Topic: GGC 9.17@1500 hrs: B#8 Groesbeek
Replies: 39
Views: 3258

RE: GGC 9.17@1500 hrs: B#8 Groesbeek

<t> Hi jhyden<br/>
I returned to CC series after several years absence and acquired LSA. I have quite enjoyed playing Grand Campaign as the Germans. I have enjoyed reading your AAR but I often cannot get a battle to end particularly night engagements is this something you have encountered? <br/>
I ...
by mcaryf
Thu Aug 29, 2019 1:54 pm
Forum: Strategic Command Classic: Global Conflict
Topic: Transport Bug Rockets
Replies: 2
Views: 677

RE: Transport Bug Rockets

<t> Hi Hubert<br/>
<br/>
An example of an AI "loop" issue in AOD is that it seems the AI is sometimes given a shorter delay for a loop to be implemented. For example the AI playing the Allies might get a delay of 1 whereas the human player gets a delay of 3. I guess the AI is intended to get some ...
by mcaryf
Sat Aug 17, 2019 6:01 am
Forum: Strategic Command Classic: Global Conflict
Topic: Transport Bug Rockets
Replies: 2
Views: 677

Transport Bug Rockets

<t> This post is for Hubert or one of the development team<br/>
<br/>
I am still working on a Mod I started for AOD when it was first released, it uses my Seaways loop system, many additional unit types via minor countries and varying values of evasion to reduce the chance of damage to larger ...
by mcaryf
Tue Jan 29, 2019 9:17 am
Forum: Scenario Design and Modding
Topic: 1939 Naval Mod
Replies: 69
Views: 7540

RE: 1939 Naval Mod

<t> Hi Hairog<br/>
I have only recently come back to SC after a gap of 5 years. I am currently reminding myself about a substantial mod that I built for the old AOD game which had a lot of naval aspects some very similar to those that you have implemented. I will describe a couple of them to you as ...
by mcaryf
Tue Jan 29, 2019 7:36 am
Forum: Strategic Command Classic WWII
Topic: Previous Mods
Replies: 9
Views: 1047

RE: Previous Mods

<t> Hi Hubert<br/>
<br/>
Hallo again after all these years!<br/>
<br/>
F3 does indeed initiate AI versus AI so thank you for that. Just for the sake of anybody trying to use this feature having read the "old" manual, I should say that pressing F3 at any time during your own turn does not seem to ...
by mcaryf
Sun Jan 27, 2019 7:52 am
Forum: Strategic Command Classic WWII
Topic: Previous Mods
Replies: 9
Views: 1047

RE: Previous Mods

Hi Bill

I have been trying to get the AI to play itself to carry on testing my old mod before posting it. I have tried Fn F4 but either I am doing it at the wrong time or it is not working.

Please advise how I should do it.

Regards

Mike
by mcaryf
Wed Jan 09, 2019 3:47 am
Forum: Strategic Command Classic WWII
Topic: Previous Mods
Replies: 9
Views: 1047

RE: Previous Mods

Hi Bill
Thank you for your replies. My "Axis Triumphant" mod to AOD is now working again which is great but I need to remind myself what all the features were and then think about which might be relevant in the new game.

Regards

Mike
by mcaryf
Sun Jan 06, 2019 7:33 pm
Forum: Strategic Command Classic WWII
Topic: Previous Mods
Replies: 9
Views: 1047

RE: Previous Mods

<t> Hi Bill<br/>
<br/>
Thank you for the heads up - I will try it out. <br/>
<br/>
If I want to re-post some of my old Mods and maybe some new variants to work with the new SC where is the best place to do that - first for the old version and second for the new?<br/>
<br/>
Will any work from ...
by mcaryf
Sat Jan 05, 2019 9:54 am
Forum: Strategic Command Classic WWII
Topic: Previous Mods
Replies: 9
Views: 1047

Previous Mods

<t> Hi <br/>
I recently acquired the new SC but thought I would check out my old mods on the previous games first using the new download from Matrix with my old licence as my previous working versions were lost during hardware problems 4 or 5 years ago. The download has worked OK and the games are ...
by mcaryf
Sat Nov 16, 2013 4:24 am
Forum: Strategic Command WWII War in Europe
Topic: SD 5 AI testing
Replies: 6
Views: 224

RE: SD 5 AI testing

<t> Hi Al<br/>
Am I right in thinking that in AI v AI mode one of the AI's is actually treated as if it were the human player in terms of events etc?<br/>
<br/>
If they could be treated the same on some setting then it would be possible to try 2 versions of the AI against each other without the ...
by mcaryf
Fri Nov 08, 2013 6:37 pm
Forum: Strategic Command WWII War in Europe
Topic: SD 5 AI testing
Replies: 6
Views: 224

RE: SD 5 AI testing

<t> Hi pzgndr<br/>
<br/>
I am not convinced that the event settings which only fire if the AI plays one side or the other operate for both sides in AI v AI mode so it is not just a case of changing the difficulty or experience ratings. I am talking here about for example the 100 or so extra units ...
by mcaryf
Tue Nov 05, 2013 5:31 am
Forum: Strategic Command WWII War in Europe
Topic: SD 5 AI testing
Replies: 6
Views: 224

SD 5 AI testing

<t> This is the 5th thread in my series on enhancements for SC3 to improve the facilities for scenario designers. This one is concerned with improving facilities for testing AI scripts and a further potentially interesting possibility that might arise from that.<br/>
<br/>
I guess that all players ...
by mcaryf
Tue Nov 05, 2013 4:39 am
Forum: Strategic Command WWII War in Europe
Topic: SD1 Scenario Designer Enhancements
Replies: 6
Views: 241

RE: SD1 Scenario Designer Enhancements

<t> Hi Hubert<br/>
<br/>
I am assuming you are referring to the Turn Counter proposal rather than the research advance.<br/>
<br/>
I guess I could make a case for a Turn Counter for most event types but some cases would be stronger than others and in some, such as DEs you might be setting the ...
by mcaryf
Wed Oct 30, 2013 4:45 pm
Forum: Strategic Command WWII War in Europe
Topic: SD4 Plunder
Replies: 2
Views: 201

RE: SD4 Plunder

<t> Hi pzgndr<br/>
<br/>
Perhaps a delayed benefit from plunder could be implemented with my proposed "Turn Counter"!<br/>
<br/>
I agree with you that the plunder from surrendered countries might be too big a factor, however, the Germans did use oil captured in France as part of their stockpile ...
by mcaryf
Wed Oct 30, 2013 8:24 am
Forum: Strategic Command WWII War in Europe
Topic: SD4 Plunder
Replies: 2
Views: 201

SD4 Plunder

<t> I think there might be opportunities for “Plunder” to play a bigger part in SC than it does. Currently capturing some major cities results in a small MPP haul which can of course be adjusted by scenario designers whilst a surrendering country can yield large quantities of booty but I do not ...
by mcaryf
Wed Oct 30, 2013 8:17 am
Forum: Strategic Command WWII War in Europe
Topic: Passive-automatic settings for the nonphasing player
Replies: 6
Views: 207

RE: Passive-automatic settings for the nonphasing player

<t> Hi SeaMonkey<br/>
<br/>
Thank you for your kind words - I am not sure that I would have enough time to volunteer as a Beta Tester. Ideas are rather less labour intensive than making them happen. When I worked full time I was responsible for strategic planning in the services business of a ...
by mcaryf
Tue Oct 29, 2013 9:08 pm
Forum: Strategic Command WWII War in Europe
Topic: Passive-automatic settings for the nonphasing player
Replies: 6
Views: 207

RE: Passive-automatic settings for the nonphasing player

<t> Hi SeaMonkey<br/>
<br/>
I seem to remember once suggesting that some Naval units such as CAs might be given an escort mission which would mean that they would automatically change places with certain types of other ships e.g.CVs or Transports to which they were adjacent if they were attacked ...
by mcaryf
Thu Oct 24, 2013 7:46 am
Forum: Strategic Command WWII War in Europe
Topic: SC3's Naval Model
Replies: 28
Views: 540

RE: SC3's Naval Model

Hi Jo

The sort of movement you describe is already available in current versions of Strategic Command and is what I referred to as Loops.

Regards

Mike
by mcaryf
Wed Oct 23, 2013 4:52 pm
Forum: Strategic Command WWII War in Europe
Topic: SD1 Scenario Designer Enhancements
Replies: 6
Views: 241

RE: SD1 Scenario Designer Enhancements

<t> Hi pzgndr<br/>
<br/>
I know it is already possible to set up events to cause an effect to last for some broad time interval but the methods I use are rather cumbersome. For example if I want an oil well to be demolished and out of action for, say, 6 months I use the following method. I have a ...
by mcaryf
Tue Oct 22, 2013 7:38 pm
Forum: Strategic Command WWII War in Europe
Topic: SD2 Naval Unit counter
Replies: 2
Views: 186

RE: SD2 Naval Unit counter

<t> Hi Bill<br/>
<br/>
Thanks a lot for that, I will get rid of my small circles in the S China Sea and make them big ones!!<br/>
<br/>
One enhancement request satisfied but I do have a few more that I was waiting to post until after I saw if they sparked any interest.<br/>
<br/>
Regards<br ...

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