New game ready

Please post here for questions and discussion about modding for Strategic Command.
Post Reply
rmelvin
Posts: 215
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

New game ready

Post by rmelvin »

Ok people have a new European wide war with little to no reference to the second world war. I am hoping AI at the green level you need to be an expert Matrix gamer in hope of winning.
Here my problem. I do not know about the link thing or where I can place the game folders so people can play.
Please help, and if someone see promise and wants to take over the project go for it.
El_Condoro
Posts: 599
Joined: Sat Aug 03, 2019 4:35 am

Re: New game ready

Post by El_Condoro »

When you get a Dropbox account and log in, a folder structure is created on your C drive and a Dropbox folder link in Windows Explorer.

Put your files in the Public folder under that (I can't remember if you have to create it or it's there automatically). Something like: >Dropbox\Public\My campaign\[files and folders]

Right-click on 'My campaign' (the example above but whatever you end up calling it), then select Copy Dropbox Link. This will copy a link to the Windows Clipboard.

Paste it into this thread.

To get a bit more fancy, use

Code: Select all

[url][/url]
to create a link. Example:

Code: Select all

[url=(paste Dropbox link)]My awesome campaign[/url]
Users will then see a link with text that says 'My awesome campaign'
ORB & CROWN Fantasy Warfare Mod for Strategic Command
Download for War in Europe or World at War - YouTube - Discord
rmelvin
Posts: 215
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Re: New game ready

Post by rmelvin »

I posted my game 1939-1949 Europe. Have not read one review or comments. Is this a good thing? Also how do I get a review to see if this is good to be given a full Beta team. My final versus is going to be upload soon. Need to run a full AI versus AI, me being the USA player.
I cannot use F3 because it plays both the AI and Human script at the same time. Meaning if there is an AI and a human script for the same thing, but both respond differently.
Also found this does not work. Decision bases on date.
DE 10 #DATE=1939/09/01;
DE 20 #DATE=1939/10/01;
DE 30= #DATE=1939/10/01, #LINK= 20[1] = true, works;
DE 40= #DATE=1939/09/01, #LINK= 10[1] = true, works;
DE 40= #DATE=1939/09/01, #LINK= 20[0] = true, does not work.
So, one cannot write a decision script which does something prior to a date and then stop on that date.
El_Condoro
Posts: 599
Joined: Sat Aug 03, 2019 4:35 am

Re: New game ready

Post by El_Condoro »

I think you can only link to a DE [1] and not a DE [0] unless a player makes the decision. A check that requires a DE [0] from the game (as compared to an active player response) will not work.

[Edit]: Or from the AI. I have DE events that are doing this but if the DE does the check and it fails without player or AI input, the [0] can't be linked to.
Last edited by El_Condoro on Thu Jun 29, 2023 11:50 pm, edited 1 time in total.
ORB & CROWN Fantasy Warfare Mod for Strategic Command
Download for War in Europe or World at War - YouTube - Discord
rmelvin
Posts: 215
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Re: New game ready

Post by rmelvin »

OK but your system documentation is confusing. The documentation appears to state one could do a [0] test. Suggest changing documentation to state this is only good in a yes/no situation.
El_Condoro
Posts: 599
Joined: Sat Aug 03, 2019 4:35 am

Re: New game ready

Post by El_Condoro »

Which documentation are you referring to?
ORB & CROWN Fantasy Warfare Mod for Strategic Command
Download for War in Europe or World at War - YouTube - Discord
rmelvin
Posts: 215
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Re: New game ready

Post by rmelvin »

; #LINK= Does the event activate based on the Link values assigned?
; A campaign can have up to 1100 Decision events and is referenced by other events via this parameter
; Format: decision[flag]; flag range [0, 1]; True= 1; False= 0
; Example A) #LINK= 0[0] will always trigger as formal DECISION events can only be from 1-1100
; Example B) #LINK= 1[0] will trigger whenever #DECISION= 1 is not accepted
; Example C) #LINK= 3[1] will trigger whenever #DECISION= 3 is accepted
El_Condoro
Posts: 599
Joined: Sat Aug 03, 2019 4:35 am

Re: New game ready

Post by El_Condoro »

Ah, OK, when you said 'your documentation' I thought you meant something I had written! The official templates have that explanation of the DE options. I would like confirmation from the devs but my understanding is that what is written is correct but it requires an active response (from a player or the AI). A script that simply fails because none of the conditions are met is not a [0] response.
ORB & CROWN Fantasy Warfare Mod for Strategic Command
Download for War in Europe or World at War - YouTube - Discord
rmelvin
Posts: 215
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Re: New game ready

Post by rmelvin »

Question for the dev team. So, a unuse decision sitting at idol has no value?
That's interesting.
I guess I did become a corporate/government mental dinosaur when it comes to system development.
User avatar
BillRunacre
Posts: 6603
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

Re: New game ready

Post by BillRunacre »

Yes, if the conditions haven't been met to trigger a decision, then it effectively doesn't exist in game.

That obviously changes if its conditions are subsequently met.
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
Post Reply

Return to “Scenario Design and Modding”