More modding questions...

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The Land
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More modding questions...

Post by The Land »

Two questions initially:

- Is there any way to give the units of neutral countries tech on mobilisation? I have turned off upgrades for my mod, so would like to be give e.g. Austria, Yugoslavia and Sweden the chance to have some technology if they enter the war. However the editor seems to believe that neutrals can have no tech. I have tried to bodge it by mobilising Austria, editing the tech, and then demobilising it - but when I save the tech vanishes.

- do Victory events affect how the engine views victory? IE if a victory event fires, does the game engine know the game is now over?

Thanks!
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The Land
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RE: More modding questions...

Post by The Land »

ORIGINAL: The Land

Two questions initially:

- Is there any way to give the units of neutral countries tech on mobilisation? I have turned off upgrades for my mod, so would like to be give e.g. Austria, Yugoslavia and Sweden the chance to have some technology if they enter the war. However the editor seems to believe that neutrals can have no tech. I have tried to bodge it by mobilising Austria, editing the tech, and then demobilising it - but when I save the tech vanishes.

I suppose this could just about be dealt with a mixture of new unit types, and events - I could create duplicates of the core defensive units and increase their stats to reflect their assumed tech level - and then when advanced units are needed (e.g. the Swedish navy) could have them appear by event. But wondering still if there's a better way!
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The Land
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RE: More modding questions...

Post by The Land »

Next question!

In: Campaign - Edit Penalties/ Bonuses Data - if you adjust Action Points in this, when is it applied? E.g. if I create a Mountain Brigade unit and set Hills, Mountains etc to give it +1 AP, does that benefit happen ... at the start of the turn, if it's in that terrain? If it moves through that terrain at any point? Every time it moves into a new hex?
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BillRunacre
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RE: More modding questions...

Post by BillRunacre »

ORIGINAL: The Land

Two questions initially:

- Is there any way to give the units of neutral countries tech on mobilisation? I have turned off upgrades for my mod, so would like to be give e.g. Austria, Yugoslavia and Sweden the chance to have some technology if they enter the war. However the editor seems to believe that neutrals can have no tech. I have tried to bodge it by mobilising Austria, editing the tech, and then demobilising it - but when I save the tech vanishes.

- do Victory events affect how the engine views victory? IE if a victory event fires, does the game engine know the game is now over?

Thanks!

1. The units could be removed from the map and instead set to deploy via a UNIT script when the country enters the war. This does require two sets of scripts to be done, one where it joins the Allies and one where it joins the Axis.

Additionally, the tech setting is either none or full, i.e. whatever their parent Major has attained by that point, which could be more than is desired. But that could be mitigated by just having some of the Minor's units arrive in this way, rather than all of them.

2. Yes it does and the game will end then.
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BillRunacre
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RE: More modding questions...

Post by BillRunacre »

ORIGINAL: The Land

Next question!

In: Campaign - Edit Penalties/ Bonuses Data - if you adjust Action Points in this, when is it applied? E.g. if I create a Mountain Brigade unit and set Hills, Mountains etc to give it +1 AP, does that benefit happen ... at the start of the turn, if it's in that terrain? If it moves through that terrain at any point? Every time it moves into a new hex?

These only apply if the unit starts in that terrain type.
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The Land
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Joined: Fri Feb 19, 2010 4:58 pm

RE: More modding questions...

Post by The Land »

ORIGINAL: BillRunacre

ORIGINAL: The Land

Next question!

In: Campaign - Edit Penalties/ Bonuses Data - if you adjust Action Points in this, when is it applied? E.g. if I create a Mountain Brigade unit and set Hills, Mountains etc to give it +1 AP, does that benefit happen ... at the start of the turn, if it's in that terrain? If it moves through that terrain at any point? Every time it moves into a new hex?

These only apply if the unit starts in that terrain type.

Thanks Bill!
1985 Red Storm mod - Beta testing!

Always wanted to play a "Cold War goes hot" scenario? Come and join in!
The Land
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Joined: Fri Feb 19, 2010 4:58 pm

RE: More modding questions...

Post by The Land »

Regarding Supply events, is the Trigger % checked per resource or per event? Say I want to have a 5% chance to reduce supply in several German cities if a Soviet submarine is in a particular place - is it that the event hits the supply of all the cities or none of them, or is it possible for some of them to be affected?

Also can Supply events be triggered by a #condition_position where you require a certain number of units in a certain radius, or only by exactly one unit in exactly one location?

Thanks!
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BillRunacre
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RE: More modding questions...

Post by BillRunacre »

The trigger is per event, so if multiple resources are listed in one script, then if the event fires it will hit them all.

Yes, you can set a CONDITION_POSITION to check for any number of units to be within the radius you specify, which can also be as large or small as you desire.

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The Land
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Joined: Fri Feb 19, 2010 4:58 pm

RE: More modding questions...

Post by The Land »

ORIGINAL: BillRunacre

The trigger is per event, so if multiple resources are listed in one script, then if the event fires it will hit them all.

Yes, you can set a CONDITION_POSITION to check for any number of units to be within the radius you specify, which can also be as large or small as you desire.


Thanks Bill!

Next question - is there any way to get neutral troops to appear at full supply when a major DoWs them?
1985 Red Storm mod - Beta testing!

Always wanted to play a "Cold War goes hot" scenario? Come and join in!
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