Transport both Script

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rmelvin
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Transport both Script

Post by rmelvin »

; BUILD_UP_TRANSPORT - These plans will only be assigned to fully activated countries
A problem here if someone is not careful could end up with USA transports showing up but not landing in UK.
Both can be at 100% but with USA is not a Belligerent (at War) it cannot land in Allies ports.

; #NAVAL_CRUISE= Should the event apply naval cruise distances for unit movement? (True= 1; False= 0)
If true does the transport use supply/fuel to move. If so, what happen for both Build length exceed 10 turn the normal supply/fuel amount.

; #LENGTH= How many game turns (Axis or Allied) should pass before the plan (post #BUILD_LENGTH period) is cancelled?
welk
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Re: Transport both Script

Post by welk »

Incidently, this question does reveal that in some models of transport scripts, this line is missing (by mistake ?) :

#NAVAL_CRUISE= Should the event apply naval cruise distances for unit movement? (True= 1; False= 0)

Example : see the modele transport script in 1939 Storm over Europe campaign

I have seen that because I searched in the transport modele script content (of 1939 campaign) to find #NAVAL_CRUISE= parameter and to try to study the current question of rmerlin - each occasion is good to learn something about scriping ;) -, but I did not find it : it's missing.


It should be present in the 1939 campaign transport script, because it is present in templates transport script (in templates directory)

EDIT : And after vérification, the concerned line is missing in all models of transport scripts for all campaigns : the missing error is general, this line was forgotten in all models transport scripts for all campaigns (model script = general model that is at beginning of each file "transport script")
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Lothos
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Re: Transport both Script

Post by Lothos »

Why would America be 100 Mobilization but not part of the Allies?
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Robert24
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Re: Transport both Script

Post by Robert24 »

The reason is each Major has a Belligerence setting that is separate to its mobilization setting, which means that it can be fully mobilized, i.e. at 100% mobilization, but not necessarily at war with any other country. A Major country that is fully
mobilized can move its units, declare war, invest in diplomacy etc, even if it is not actually at war with anyone.

There are more details in paragraph 9.5 of the Strategic Command Manual on your computer at C:\Program Files\Matrix Games\Strategic Command WWII - War in the Pacific\Manuals

I hope this helps

Robert
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Lothos
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Re: Transport both Script

Post by Lothos »

Robert24 wrote: Thu Aug 14, 2025 7:22 pm The reason is each Major has a Belligerence setting that is separate to its mobilization setting, which means that it can be fully mobilized, i.e. at 100% mobilization, but not necessarily at war with any other country. A Major country that is fully
mobilized can move its units, declare war, invest in diplomacy etc, even if it is not actually at war with anyone.

There are more details in paragraph 9.5 of the Strategic Command Manual on your computer at C:\Program Files\Matrix Games\Strategic Command WWII - War in the Pacific\Manuals

I hope this helps

Robert
Yes but if USA is 100 Mobilization but not wat war why has no one declared war? I would think the USA would have declared war or the someone in the Axis would have declared war on them.

But yes, not a bug, USA is 100 mobilization but not war with anyone it means its units must stay in its own territory.

One other note, you can create Belligerence events to force teh AI to DOW someone.
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Robert24
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Re: Transport both Script

Post by Robert24 »

I see.

There is a "USA Enters War With Germany" Belligerence script. The trigger requires that the USA and Germany are both fully mobilized, and that the UK is at war with Germany. In that case, whether against a human player or the AI, the USA should become a belligerent with Germany either on that turn or the following turn once the USA reaches 100% mobilization. Were all the triggers met in your game, but the script did not fire?

There is also an AXIS AI script for "Germany Declares War on the USA" with the same triggers, but only a 50% chance of firing. Were you playing as the Allies?
rmelvin
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Re: Transport both Script

Post by rmelvin »

Also had the USSR 100% but not at war try to use UK ports for fleet script. I use random in the modulizations script so no two games play the same. And use random for belligerent scripts for the same reason. So it is not uncommon to have a Major and their minors at 100% but not at war. The ports usage is a situation for AI scripts. AI needs to be upgraded not to let fleet or transport script to trigger if cannot use the port, under any conditions, and also use to cancel the script. My work around is #DATE but that weakness the randomness I'm trying to achieve.

Thanks, but my project difference from your is your project appears to recreate history.

My project is using the War in Europe to create an experience play time bug free level ++ game using the backdrop of WWII Europe. :twisted: :ugeek:
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Lothos
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Re: Transport both Script

Post by Lothos »

rmelvin wrote: Thu Aug 14, 2025 9:52 pm Also had the USSR 100% but not at war try to use UK ports for fleet script. I use random in the modulizations script so no two games play the same. And use random for belligerent scripts for the same reason. So it is not uncommon to have a Major and their minors at 100% but not at war. The ports usage is a situation for AI scripts. AI needs to be upgraded not to let fleet or transport script to trigger if cannot use the port, under any conditions, and also use to cancel the script. My work around is #DATE but that weakness the randomness I'm trying to achieve.

Thanks, but my project difference from your is your project appears to recreate history.

My project is using the War in Europe to create an experience play time bug free level ++ game using the backdrop of WWII Europe. :twisted: :ugeek:
I can tell you unofficially the devs will not fix this. You will have to do a work around.

From their perspective (as I have run into this before) its not a bug.
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Robert24
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Re: Transport both Script

Post by Robert24 »

rmelvin wrote: Thu Aug 14, 2025 9:52 pm Also had the USSR 100% but not at war try to use UK ports for fleet script. I use random in the modulizations script so no two games play the same. And use random for belligerent scripts for the same reason. So it is not uncommon to have a Major and their minors at 100% but not at war. The ports usage is a situation for AI scripts. AI needs to be upgraded not to let fleet or transport script to trigger if cannot use the port, under any conditions, and also use to cancel the script. My work around is #DATE but that weakness the randomness I'm trying to achieve.

Thanks, but my project difference from your is your project appears to recreate history.
Best of luck with your project!

I think if a country is not in one of the alliances as a belligerent the ports of other countries would not be accessible. I'll check.
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