DE 305 no longer works?

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Elessar2
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DE 305 no longer works?

Post by Elessar2 »

DE 305 - USA: Give the British Permission to repair their Warships in a US Port?

This is to allow UK ships to repair to a full strength of 10 before the US is at war, and has been in both the base scenarios as well as borrowed for several other mods.

My testers for my mod reported today that the port drops from 10 to 5 after YES is chosen (only change other than the coordinate was to move it to New London as my Providence port is deep in a bay), and UK (+ allies) ships that dock there cannot repair past 8.

I and one tester DO remember this working as intended in numerous games over the years, but another tester said when he's encountered it in his recent games (including ones running various mods), that it no longer remains at 10.

Did this get patched out somehow? I did a search in other script files in case something else was needed, to no avail. Obviously (as it is indeed a default script) you guys would never have bothered with it if the port dropped to 5, totally obviating the entire purpose in the first place.
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welk
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Re: DE 305 no longer works?

Post by welk »

Elessar2 wrote: Thu Sep 24, 2026 3:02 pm I did a search in other script files in case something else was needed, to no avail.
Concerning the 1939 vanilla campaign, a quick search shows that the DE 305 ( that is in the decision script file) is used only in one unic event script : it's a territory script (reproduced below)

There is no any other reference to this decision in 1939 vanilla campaign : no any other script does use or does refer to this decision

Don't know if it may helps, but in case of utility : to search faster in scripts folders how and when is used a decision, I use a little tool named "lookdisk" (you may find it on internet, it's a free program)

It's very usefull to find quickly what we search in all scripts

It may be used to search all interessant scripts parameters, names of location, values, eventual conditions, etc if they are individualized (like for example "DE 3035" : in 2 seconds, the tool gave me the answer for "DE 305" after I asked if this reference was present in scripts files and where)



;AMEND1941
;
{
#NAME= UK Gains Access To The Port Of Providence
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 305[1]
#COUNTRY_ID= 115
#RECIPIENT_ID= 112
#REMOVE= 0
#TRIGGER= 100
#DATE= 1939/09/01
#VARIABLE_CONDITION= 115 [2] [0] [0]
#MAP_POSITION= 15,102
}

;REMOVE1942
;
{
#NAME= USA Regains The Port Of Providence
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 305[1]
#COUNTRY_ID= 112
#RECIPIENT_ID= 115
#REMOVE= 0
#TRIGGER= 100
#DATE= 1939/09/01
#VARIABLE_CONDITION= 115 [2] [100] [0]
#MAP_POSITION= 15,102
}
Last edited by welk on Fri Sep 25, 2026 6:57 am, edited 1 time in total.
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Hubert Cater
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Re: DE 305 no longer works?

Post by Hubert Cater »

Was the US still neutral when those events fired? That could be one explanation as those ports would not be able to draw supply from a US source, thus capping them at 5 until the US joins.
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Elessar2
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Re: DE 305 no longer works?

Post by Elessar2 »

Well, yeah HC, but that still leaves (a) the apparent fact that the Terr script WAS working as designed in the past, and (b) that YOU guys were the ones who put it in, not us modders. Why would you put in a script which doesn't do what the script writeup says it does? Note the DE fires when the US reaches 25% Mob.

welk, I use a program which basically does the same thing, called SeekFast.
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BillRunacre
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Re: DE 305 no longer works?

Post by BillRunacre »

Elessar2 wrote: Thu Sep 24, 2026 7:06 pm Well, yeah HC, but that still leaves (a) the apparent fact that the Terr script WAS working as designed in the past, and (b) that YOU guys were the ones who put it in, not us modders. Why would you put in a script which doesn't do what the script writeup says it does? Note the DE fires when the US reaches 25% Mob.

welk, I use a program which basically does the same thing, called SeekFast.
I don't see how it could have given supply of 10 in previous iterations while the US was neutral, and I recall from my own games as Allied that it was working as now, i.e. when reinforcing, strength caps at 8.
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Hubert Cater
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Re: DE 305 no longer works?

Post by Hubert Cater »

Hi Elessar,

As Bill mentioned, it would be the same for me from my end, e.g. in terms of not seeing how it could have provided supply 10 unless the US was fully mobilized. Which is why I wanted to confirm at least that part before suggesting the possibility of it being perhaps misremembered.

The problem is that the scripts don't create unique supply situations... just meaning the game engine rules on supply hold consistent throughout no matter if a script changes territorial control.

So in this case, a neutral US would by default cap those ports at 5 etc.

Hubert
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