Editing endgame triggers possible?
Moderator: Joel Billings
Editing endgame triggers possible?
Is is possible to edit the endgame trigger to go past the end date? I know you can choose the extended play which allows you to continue past the instant victory conditions but I want to play longer. What I am looking for is a game that can go past the scripted turn, for instance the 217 for the 1941 campaign. I would image i would also have to extend the last Allied event for the western Germany invasion. Does anyone know if this is possible or if there is a guide someplace for this?
Re: Editing endgame triggers possible?
Maybe this helps.Erik Rutins wrote: ↑Mon Jul 29, 2024 5:10 pm V1.04.00 – 14th June 2024
New Features and Rule Changes
IMPORTANT NOTE: All save game and scenario files created with this or later versions may only be loaded with this or a later version. Versions prior to 1.04.00 may not load these newer save game or scenario files. Old saves and scenarios may be loaded with this and newer versions.
• The game options screen now has three tabs, with options categorized as gameplay, difficulty, or balance. Note that clicking on Reset to Default will reset all game options to their default values, not just those visible on screen.
[...]
• New Game Option – Campaign End Conditions, with 3 settings:
o STANDARD (default) – no change to campaign end conditions
o EXTENDED PLAY - If the game ends due to Sudden Victory/Sudden Loss/31 December 1944 High Water Mark check, the game will pause. The victory screen will appear with the victory level displayed, and the player will be able to enter extended play and continue the game. Each player will see the victory screen at the start of their turn one time, and be able to continue the game. When the campaign ends due to Belin falling or time expiring, the game will display the same victory level displayed at the start of extended play.
o NO EARLY END – The game ignores the Sudden Victory/Sudden Loss/31 December 1944 HWM check conditions completely.
IMPORTANT: The No Early End versions of the 1941 and Stalingrad to Berlin Campaigns are considered to be superseded by the new Campaign End Conditions game option. We strongly recommend using this game option along with the regular scenarios instead of using the "No Early End" scenarios, but they remain available for players who prefer them. Also, note that the turn summary screen graphic that show the sudden victory and sudden loss levels still shows these values when using the No Early End game option. Players should view the victory screen to see if there are any active sudden victory and sudden loss victory checks.
Besides this in editor you can change the checks of a Scenario for the "Early End" version.
“Amateurs study tactics; professionals study logistics.”
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
Re: Editing endgame triggers possible?
Thanks! this is part of what I want. I will edit he triggers in the editor. I am trying to get past the turn limit.Wiedrock wrote: ↑Fri Apr 18, 2025 11:49 pmMaybe this helps.Erik Rutins wrote: ↑Mon Jul 29, 2024 5:10 pm V1.04.00 – 14th June 2024
New Features and Rule Changes
IMPORTANT NOTE: All save game and scenario files created with this or later versions may only be loaded with this or a later version. Versions prior to 1.04.00 may not load these newer save game or scenario files. Old saves and scenarios may be loaded with this and newer versions.
• The game options screen now has three tabs, with options categorized as gameplay, difficulty, or balance. Note that clicking on Reset to Default will reset all game options to their default values, not just those visible on screen.
[...]
• New Game Option – Campaign End Conditions, with 3 settings:
o STANDARD (default) – no change to campaign end conditions
o EXTENDED PLAY - If the game ends due to Sudden Victory/Sudden Loss/31 December 1944 High Water Mark check, the game will pause. The victory screen will appear with the victory level displayed, and the player will be able to enter extended play and continue the game. Each player will see the victory screen at the start of their turn one time, and be able to continue the game. When the campaign ends due to Belin falling or time expiring, the game will display the same victory level displayed at the start of extended play.
o NO EARLY END – The game ignores the Sudden Victory/Sudden Loss/31 December 1944 HWM check conditions completely.
IMPORTANT: The No Early End versions of the 1941 and Stalingrad to Berlin Campaigns are considered to be superseded by the new Campaign End Conditions game option. We strongly recommend using this game option along with the regular scenarios instead of using the "No Early End" scenarios, but they remain available for players who prefer them. Also, note that the turn summary screen graphic that show the sudden victory and sudden loss levels still shows these values when using the No Early End game option. Players should view the victory screen to see if there are any active sudden victory and sudden loss victory checks.
Besides this in editor you can change the checks of a Scenario for the "Early End" version.
Re: Editing endgame triggers possible?
From looking at the editor it look like the max turn count is 237. That should be good.

Have you, or anyone, tried changing the setting to allow the axis to build units? would this only effect Germany? I don't want the others making units. I really appreciate your responses in the forum. thank you.
I will need to find a video on how to edit the western events I don't understand the editor when it comes to event timing and chances.
Re: Editing endgame triggers possible?
From looking at the events (West TB related campaign in France) in the editor the two dates appear to be when the even it first possible and the second appears to be the last date when it will fire. So either way the events fire, am i reading them wrong?
Re: Editing endgame triggers possible?
Sounds about right, but yes its rather unintuitive.
You can define each TOE intividually on if it is allowed to be built, so no issue with Axis Allies. There are some Mods around in the forum enabled building (2 I think).
by chaos: https://www.matrixgames.com/forums/view ... 0&t=404959
by Teo: https://www.matrixgames.com/forums/view ... 0&t=378506
P.S. Make sure when Modding to "Lock Generic Data" in the main Editor screen bottom left.
“Amateurs study tactics; professionals study logistics.”
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
Re: Editing endgame triggers possible?
Again thank you for your help. It means a lot to me.
Re: Editing endgame triggers possible?
So if i understand this right, I lock the generic data first (I see that button), select all units below that show up after I switch the lock setting to yes. Then I can go into the OOB, select a division template, for example ger motorized division, and change it to buildable yes. Am I correct on this? of course the main setting needs to be set to allow axis to build units. This would be for the 1941 grand campaign. I am not looking to add any new units just make some buildable by germany.
Re: Editing endgame triggers possible?
You need to click the button. Then a list and "checkboxes" appear. Those you leave empty. Then you rename the Scenario (on the top a click on the name in big letters), then you save.LordSAS wrote: ↑Sat Apr 19, 2025 2:57 pmSo if i understand this right, I lock the generic data first (I see that button), select all units below that show up after I switch the lock setting to yes. Then I can go into the OOB, select a division template, for example ger motorized division, and change it to buildable yes. Am I correct on this? of course the main setting needs to be set to allow axis to build units. This would be for the 1941 grand campaign. I am not looking to add any new units just make some buildable by germany.
Then you can start modding and allyou do will stay as you did it. But updates by the Devs (about things that you can change in the editor will no longer be automatically applied. So if you want some update (let's say the Devs change some TOEs or so), you need to pick which "part"of the update you want to include in your mod (the before mentioned checkboxes), but this will usually overwrite all your changes in this specific "part" of the editor.
“Amateurs study tactics; professionals study logistics.”
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
Re: Editing endgame triggers possible?
Perfect!Wiedrock wrote: ↑Sat Apr 19, 2025 3:40 pmYou need to click the button. Then a list and "checkboxes" appear. Those you leave empty. Then you rename the Scenario (on the top a click on the name in big letters), then you save.LordSAS wrote: ↑Sat Apr 19, 2025 2:57 pmSo if i understand this right, I lock the generic data first (I see that button), select all units below that show up after I switch the lock setting to yes. Then I can go into the OOB, select a division template, for example ger motorized division, and change it to buildable yes. Am I correct on this? of course the main setting needs to be set to allow axis to build units. This would be for the 1941 grand campaign. I am not looking to add any new units just make some buildable by germany.
Then you can start modding and allyou do will stay as you did it. But updates by the Devs (about things that you can change in the editor will no longer be automatically applied. So if you want some update (let's say the Devs change some TOEs or so), you need to pick which "part"of the update you want to include in your mod (the before mentioned checkboxes), but this will usually overwrite all your changes in this specific "part" of the editor.