The Siege of Budapest: Operation Konrad

Please post here for questions and discussion about modding for Strategic Command.
Post Reply
Ason
Posts: 397
Joined: Fri Nov 29, 2013 11:14 am

The Siege of Budapest: Operation Konrad

Post by Ason »

Image

'The siege of Budapest: Operation Konrad' scenario for Strategic Command WW2: War in Europe is finally finished.
This 46-turn scenario captures each day of the brutal siege of Budapest and the German relief attempts during WW2.

The siege of Budapest, nicknamed the 'Stalingrad of the SS' lasted roughly 50 days, making it one of the longest sieges of the war. The scenario includes pictures, memoirs and facts from the real events, offering a glimpse into this often-forgotten battle.

Operation Konrad was the name given to the German operation to relieve the beleaguered city. As a result of relentless Soviet resistance, the operation would be divided into three different operations: Operation Konrad I, II, and III. Each of them would ultimately fail but only after getting as close as 20km to the capital.

Assume Command of the IV.SS Panzer Corps in its ruthless drive to break the encirclement, or take control of the 2nd Ukrainian Front to stop the relief force and crush the defenders of Budapest!

General Info:
- Average multiplayer turn duration 40-60 minutes.
- AI turn duration 10-15 minutes.
- Mechanized units and Tanks have 3 strikes.
- Artillery have 1-2 strikes
- Artillery is important to make progress.
- Reinforcements will arrive through scripts, although HQs can be purchased if losing a certain amount of them.
- Victory Locations not immediately inside or next to Budapest provides Axis with a Bonus MPP/Turn and a one-time morale bonus when captured.
- Victory locations are marked with red circles on the map, and their bonuses can be seen by placing the cursor over the position.
- There are "Historical Report" popups every turn/each day. These are not necessarily tied to the actual events ingame but instead shows images, memoirs or general information from each day of the real-life battle.
- The "Victory Conditions Information" folder in the campaign folder provides detailed information on Victory conditions.

At the start of the game, the Axis player will be presented with the option to choose a game mode and some settings related to these.

Lifeline Game Mode:
This is the normal game mode where a certain combination of victory locations have to be captured in order to achieve a victory(all victory location combinations can be seen in the "Victory Conditions Information" folder) If selecting this game mode, the player will get two additional options:

Linked or Unlinked victory locations:
The 'Linked victory locations' setting means that it is not enough to simply occupy the Victory Locations for the Axis to achieve a victory, but a 2-hex wide connection has to be made between each victory location(opening an actual corridor to Budapest). These connections can be seen by pressing the blue info button.
The 'Unlinked victory locations' setting means that it is enough to capture the victory locations for the axis to achieve a victory. A full connection to Budapest is not necessary.

End of campaign - End date/Any Date:
'Any Date' - A Decisive victory can trigger at any date during the campaign as soon as victory conditions are met.
'End Date' - A Decisive Victory can only trigger at the end date of the campaign. Preventing a sudden end to the game.

Note: A 'Total Victory' can be triggered at any date no matter what setting is selected, this triggers if the Axis lose all their major starting cities, or if the Soviets lose their capital(This prevents a clearly decided game from going on until the end). Minor and Major victories can only trigger at the end of the campaign.

Evacuation Game Mode:
In this game mode 3 German 'Civilians and Wounded' units will spawn in Budapest. The Axis objective is to evacuate these to one of the evacuation areas in the west. These units can't attack but have a higher defense value against artillery and air attacks(to prevent them being picked off from a distance).
The Soviet objective is to destroy all 3 of these units, or to capture all the evacuation areas.

If playing multiplayer and nothing has been discussed in advance, the Axis player should select the settings marked with 'Recommended'.


Playing as Axis:
- When playing as axis, keep in mind that your income primarily comes from the resources Budapest provides and from victory locations. It's therefore a balancing act of giving up ground in Budapest vs reinforcing the relief force.
Giving up too much ground in Budapest without a steady capture of victory locations will result in a hard time reinforcing both the relief force and the units in Budapest.

Playing as Soviets:
- When playing as Soviets, try to inflict as many casualties on the Axis as possible and win as much ground in Budapest as quickly as possible. It is vital to tip the income balance in your favour. Reinforcements will come.


Singleplayer:
For singleplayer I recommend playing as Axis. The Soviet AI does a pretty good job attacking the pocket and defending against the relief force.
The Axis AI has a harder time defending the pocket and advancing towards it.

The Axis AI uses loop scripts to defend the pocket. The only way I was able to make the AI defend Budapest in a logical way, without losing half of its force in large numbers of small pockets was to use loop scripts to help the AI pull its forces back towards the city center. This however makes the AI retreat quite fast and lose more resources than necessary at times. If you don't want this, you can disable the 3rd decision event called "Axis AI: Shorten lines Budapest".

I have always used the default difficulty settings when testing this scenario. No bonuses to either side. So hopefully playing like this should provide an enjoyable and challenging experience. I suspect if playing singleplayer as Soviets, you might want to give the Axis AI some bonus (although there does already exist some bonuses through scripts).
I did most singleplayer testing as Axis, so I'm not really sure how well playing as Soviet vs Axis AI works, although there are offensive scripts for the Axis AI that will guide it towards Budapest.


All feedback is appreciated. I have tested it a bunch but it's hard to see everything alone.

Please report bugs and feel free to post any feedback you might have, good or bad.

Special thanks to Joseph G for testing the scenario with me over and over again!

Install Instructions:
Extract the TSBOK v1.0.rar file and copy the "_1945 The Siege of Budapest - Operation Konrad" folder and the .cgn file to Users\<username>\Documents\My Games\Strategic Command WWII - War in Europe\Campaigns folder.

Download:
https://www.moddb.com/mods/the-siege-of ... ion-konrad

Image
Image
Image
Image
Last edited by Ason on Thu Sep 24, 2026 12:10 pm, edited 4 times in total.
Ason
Posts: 397
Joined: Fri Nov 29, 2013 11:14 am

Re: The Siege of Budapest: Operation Konrad

Post by Ason »

Version 1.0 is now available to download!
El_Condoro
Posts: 622
Joined: Sat Aug 03, 2019 4:35 am

Re: The Siege of Budapest: Operation Konrad

Post by El_Condoro »

Ason, this is a huge scenario! Although I have not played it yet, I am impressed by your attention to detail and the obvious historical research you have done. I have read the fascinating introduction popup screens and seen the map and units - wow, as a SC modder too, I can appreciate the time and effort that has gone into just those elements. Compiling the images with captions in the Media folder is a huge effort, too.

All this is to say, well done. I am not experienced with campaigns with this number of units and turns that take more than half-an-hour to play, but I hope there will be players to give it a go. Great work.
ORB & CROWN Fantasy Warfare Mod for Strategic Command
Download for War in Europe or World at War - YouTube - Discord
Ason
Posts: 397
Joined: Fri Nov 29, 2013 11:14 am

Re: The Siege of Budapest: Operation Konrad

Post by Ason »

El_Condoro wrote: Tue Sep 22, 2026 11:55 pm Ason, this is a huge scenario! Although I have not played it yet, I am impressed by your attention to detail and the obvious historical research you have done. I have read the fascinating introduction popup screens and seen the map and units - wow, as a SC modder too, I can appreciate the time and effort that has gone into just those elements. Compiling the images with captions in the Media folder is a huge effort, too.

All this is to say, well done. I am not experienced with campaigns with this number of units and turns that take more than half-an-hour to play, but I hope there will be players to give it a go. Great work.
Thank you for the kind words! Yes, it has been quite a large project to finish, and I'm ready to keep improving it;) (I have already started adding to the list of things to change for the next version) I hope you and others will find the time to try it out and hopefully you will enjoy it!
User avatar
OldCrowBalthazor
Posts: 2992
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

Re: The Siege of Budapest: Operation Konrad

Post by OldCrowBalthazor »

. placeholder for edit
Last edited by OldCrowBalthazor on Wed Sep 23, 2026 7:10 pm, edited 1 time in total.
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
User avatar
OldCrowBalthazor
Posts: 2992
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

Re: The Siege of Budapest: Operation Konrad

Post by OldCrowBalthazor »

This looks great.Been following your development progress on Discord and here.
Will want to do a MP series next year on YT of this, after my other commitments clear up.
Cheers.
Mike
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
Ason
Posts: 397
Joined: Fri Nov 29, 2013 11:14 am

Re: The Siege of Budapest: Operation Konrad

Post by Ason »

OldCrowBalthazor wrote: Wed Sep 23, 2026 6:03 pm This looks great.Been following your development progress on Discord and here.
Will want to do a MP series next year on YT of this, after my other commitments clear up.
Cheers.
Mike
Thank you! That would be amazing, I was actually really hoping someone would do a youtube series of it :D
Feel free to let me know if you ever need an opponent!
User avatar
OldCrowBalthazor
Posts: 2992
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

Re: The Siege of Budapest: Operation Konrad

Post by OldCrowBalthazor »

Ason wrote: Wed Sep 23, 2026 6:39 pm
OldCrowBalthazor wrote: Wed Sep 23, 2026 6:03 pm This looks great.Been following your development progress on Discord and here.
Will want to do a MP series next year on YT of this, after my other commitments clear up.
Cheers.
Mike
Thank you! That would be amazing, I was actually really hoping someone would do a youtube series of it :D
Feel free to let me know if you ever need an opponent!
Oh it would be you Ason. Like I wrote earlier, I have commitments going on with some other productions, but once I saw you have a finished model, I added Ops Conrad in.

Also, the quality of your splash-screen thumbnail is suburb, as are other elements of your design.
I really really like your national color choices used for both sides NATO counters, particularly the reddish hue for the Soviets. I just had a conversation with Unfortunate Son, (one of many concerning color choices in graphic design) about the difficulty of getting the right red/orange/purple tones for Communist/Socialist aligned forces.

Anyway...got a screenshot of your thumbnail. Going to use it as a template for a YT thumbnail design, if thats ok?

cheerios
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
Ason
Posts: 397
Joined: Fri Nov 29, 2013 11:14 am

Re: The Siege of Budapest: Operation Konrad

Post by Ason »

OldCrowBalthazor wrote: Wed Sep 23, 2026 7:19 pm
Ason wrote: Wed Sep 23, 2026 6:39 pm
OldCrowBalthazor wrote: Wed Sep 23, 2026 6:03 pm This looks great.Been following your development progress on Discord and here.
Will want to do a MP series next year on YT of this, after my other commitments clear up.
Cheers.
Mike
Thank you! That would be amazing, I was actually really hoping someone would do a youtube series of it :D
Feel free to let me know if you ever need an opponent!
Oh it would be you Ason. Like I wrote earlier, I have commitments going on with some other productions, but once I saw you have a finished model, I added Ops Conrad in.

Also, the quality of your splash-screen thumbnail is suburb, as are other elements of your design.
I really really like your national color choices used for both sides NATO counters, particularly the reddish hue for the Soviets. I just had a conversation with Unfortunate Son, (one of many concerning color choices in graphic design) about the difficulty of getting the right red/orange/purple tones for Communist/Socialist aligned forces.

Anyway...got a screenshot of your thumbnail. Going to use it as a template for a YT thumbnail design, if thats ok?

cheerios
Great, just let me know when you will be ready! :D I actually think I didn't change the color of the Soviets NATO counters, only the base color of the sprites.
Feel free to use the thumbnail, if you need higher quality I can send you once the time comes.
User avatar
OldCrowBalthazor
Posts: 2992
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

Re: The Siege of Budapest: Operation Konrad

Post by OldCrowBalthazor »

Ason wrote: Wed Sep 23, 2026 7:31 pm
OldCrowBalthazor wrote: Wed Sep 23, 2026 7:19 pm
Ason wrote: Wed Sep 23, 2026 6:39 pm
Thank you! That would be amazing, I was actually really hoping someone would do a youtube series of it :D
Feel free to let me know if you ever need an opponent!
Oh it would be you Ason. Like I wrote earlier, I have commitments going on with some other productions, but once I saw you have a finished model, I added Ops Conrad in.

Also, the quality of your splash-screen thumbnail is suburb, as are other elements of your design.
I really really like your national color choices used for both sides NATO counters, particularly the reddish hue for the Soviets. I just had a conversation with Unfortunate Son, (one of many concerning color choices in graphic design) about the difficulty of getting the right red/orange/purple tones for Communist/Socialist aligned forces.

Anyway...got a screenshot of your thumbnail. Going to use it as a template for a YT thumbnail design, if thats ok?

cheerios
Great, just let me know when you will be ready! :D I actually think I didn't change the color of the Soviets NATO counters, only the base color of the sprites.
Feel free to use the thumbnail, if you need higher quality I can send you once the time comes.
Ok 30 minutes into quick hot-seating (recovering from surgery, sitting in the saddle hurts atm ha) and I am impressed!!! Attention to detail and player-aid content baked in is gold standard.
On the thumbnail...I got a good capture. Will have to modify a bit but the your original is being used
Yeah I see the Soviet counter national color red is vanilla and not the same as the rich deep red I saw in an image you posted. I do like the latter but can work with either. ;)

Edit: Oh I see..that deep Soviet red is only with the 3D Sprite bases. No problem but I almost always use NATO in 20th century SC scenarios, but not always. With high unit density, I always use NATO and will here. Still its always great for folks to have a choice.
Attachments
Buda-SITREP.png
Buda-SITREP.png (4.12 MiB) Viewed 233 times
Buda-Info.png
Buda-Info.png (4.42 MiB) Viewed 233 times
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
Ason
Posts: 397
Joined: Fri Nov 29, 2013 11:14 am

Re: The Siege of Budapest: Operation Konrad

Post by Ason »

OldCrowBalthazor wrote: Wed Sep 23, 2026 8:03 pm
Ason wrote: Wed Sep 23, 2026 7:31 pm
OldCrowBalthazor wrote: Wed Sep 23, 2026 7:19 pm
Oh it would be you Ason. Like I wrote earlier, I have commitments going on with some other productions, but once I saw you have a finished model, I added Ops Conrad in.

Also, the quality of your splash-screen thumbnail is suburb, as are other elements of your design.
I really really like your national color choices used for both sides NATO counters, particularly the reddish hue for the Soviets. I just had a conversation with Unfortunate Son, (one of many concerning color choices in graphic design) about the difficulty of getting the right red/orange/purple tones for Communist/Socialist aligned forces.

Anyway...got a screenshot of your thumbnail. Going to use it as a template for a YT thumbnail design, if thats ok?

cheerios
Great, just let me know when you will be ready! :D I actually think I didn't change the color of the Soviets NATO counters, only the base color of the sprites.
Feel free to use the thumbnail, if you need higher quality I can send you once the time comes.
Ok 30 minutes into quick hot-seating (recovering from surgery, sitting in the saddle hurts atm ha) and I am impressed!!! Attention to detail and player-aid content baked in is gold standard.
On the thumbnail...I got a good capture. Will have to modify a bit but the your original is being used
Yeah I see the Soviet counter national color red is vanilla and not the same as the rich deep red I saw in an image you posted. I do like the latter but can work with either. ;)

Edit: Oh I see..that deep Soviet red is only with the 3D Sprite bases. No problem but I almost always use NATO in 20th century SC scenarios, but not always. With high unit density, I always use NATO and will here. Still its always great for folks to have a choice.
I'm glad you like it! Now that I think of it I'm not sure why I didn't edit the Soviet NATO counters also, I also use NATO counters but I guess I was happy with them the way they were.. I will see if I might be able to edit those also.
User avatar
OldCrowBalthazor
Posts: 2992
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

Re: The Siege of Budapest: Operation Konrad

Post by OldCrowBalthazor »

Ason wrote: Thu Sep 24, 2026 12:14 am
OldCrowBalthazor wrote: Wed Sep 23, 2026 8:03 pm
Ason wrote: Wed Sep 23, 2026 7:31 pm

Great, just let me know when you will be ready! :D I actually think I didn't change the color of the Soviets NATO counters, only the base color of the sprites.
Feel free to use the thumbnail, if you need higher quality I can send you once the time comes.
Ok 30 minutes into quick hot-seating (recovering from surgery, sitting in the saddle hurts atm ha) and I am impressed!!! Attention to detail and player-aid content baked in is gold standard.
On the thumbnail...I got a good capture. Will have to modify a bit but the your original is being used
Yeah I see the Soviet counter national color red is vanilla and not the same as the rich deep red I saw in an image you posted. I do like the latter but can work with either. ;)

Edit: Oh I see..that deep Soviet red is only with the 3D Sprite bases. No problem but I almost always use NATO in 20th century SC scenarios, but not always. With high unit density, I always use NATO and will here. Still its always great for folks to have a choice.
I'm glad you like it! Now that I think of it I'm not sure why I didn't edit the Soviet NATO counters also, I also use NATO counters but I guess I was happy with them the way they were.. I will see if I might be able to edit those also.
Yes would like to see how the Soviets NATO counters look with that deeper red that you used on the base of the 3d Sprites. No rush. Also the deeper red may not be good on a NATO counter, but sure look great on the 3D Sprite bases. Still might be worth seeing a sample on the map. o7
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
Ason
Posts: 397
Joined: Fri Nov 29, 2013 11:14 am

Re: The Siege of Budapest: Operation Konrad

Post by Ason »

Released a small update fixing some singleplayer and interface issues.https://www.moddb.com/mods/the-siege-of ... konrad-v11

v1.1 CHANGELOG:

Singleplayer:
- Fixed an issue with Axis AI defensive scripts in Budapest where it would try to pull back forces without having space to do so.
- Made Soviet Defensive scripts less static(Soviet units won't stay in place for as long in some areas).
- Added a few new offensive and defensive scripts for Axis AI.
- Added a few balancing scripts when playing as Axis against Soviet AI.

Interface:
- Fixed missing background images on loadingscreen between turns.
Ason
Posts: 397
Joined: Fri Nov 29, 2013 11:14 am

Re: The Siege of Budapest: Operation Konrad

Post by Ason »

I'm currently working on some further changes to singleplayer as there were some consequences from some multiplayer balance changes. Currently i might recommend giving the Soviet AI an extra experience bonus. Although I'm still testing, Maybe leaning towards simply an income reduction for Axis, and a few extra units for Soviet AI, as it seems some guard scripts pulls away too many units from Budapest.
User avatar
welk
Posts: 1304
Joined: Sun Sep 17, 2006 6:41 pm
Location: France

Re: The Siege of Budapest: Operation Konrad

Post by welk »

Nice work, Ason

In my opinion, It would be interessant if you would do (as complement of the actual version) a scale tactical version of fighting in streets of Budapest (I may give to you needed 3D urban graphs if you want)

I have some technical questions, please :

1/ FIRST QUESTION : I noticed that in the "scripts" folder of your campaign folder, you have placed 2 files names "SC3" and "EDITOR" (configuration files)
It's curious to find these files here, because in my vanilla version of game (Matrix version), these 2 files have as names "Sc3"" and "editor" (minuscule letters, not majuscules letters) and they are placed in another folder : User/Games/Strategic command-War in Europe

Is there a particular reason to place these files where you did place them ?

2/ SECOND QUESTION : I also noticed that the content of the files is not exactly the same as in my vanilla game version

Why these different contents ? Have you a different version (steam version) ? Is there another reason for these differences of content ?


YOUR FILES HAVE THIS CONTENT :


SC3 FILE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Strategic Command 3 - Settings
;
; Note: DO NOT manually edit these settings
; These values are set from within the editor
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

#ORIGINAL_SCREEN_WIDTH= 0
#ORIGINAL_SCREEN_HEIGHT= 0
#WINDOW_WIDTH= 0
#WINDOW_HEIGHT= 0
#BIT_DEPTH= 0
#FULL_SCREEN= 0
#UNIT_STYLE= 0
#GRID= 0
#NATIONAL_COLORS= 1
#BORDERS= 1
#LAST_TURN_SUMMARY= 1
#MESSAGES= 1
#UNIT_EXPERIENCE_MEDALS= 1
#UNIT_STRENGTH_VALUES= 1
#UNIT_RESEARCH_LEVEL_STYLE= 1
#RESOURCE_STRENGTH_VALUES= 1
#RESEARCH_VALUES= 1
#HQ_ATTACHMENT_HIGHLIGHTS= 1
#INTERCEPT_RANGE_HIGHLIGHTS= 1
#ESCORT_RANGE_HIGHLIGHTS= 0
#NATIONAL_MORALE_OBJECTIVES= 1
#KEY_RESOURCES= 1
#NATIONAL_MORALE_BARS= 1
#MAP_TEXT= 1
#HIDE_TEXT_DURING_SCROLL= 1
#FADE_IN_TEXT_AFTER_SCROLL= 1
#SCROLL_STEPS= 0
#SHOW_HEAVY_SHADE_TEXT= 1
#HIGHLIGHT_REINFORCEABLE_UNITS= 0
#HIGHLIGHT_UPGRADEABLE_UNITS_RESOURCES= 0
#FOG_OF_WAR= 1
#WEATHER= 1
#UNDO_MOVES= 1
#ALLOW_CHANGES= 1
#RETREATS= 1
#PRODUCTION_DELAY= 1
#SOFT_BUILD_LIMITS= 0
#RESEARCH= 1
#DIPLOMACY= 1
#SHOW_MOVES= 1
#QUICK_ANIMATION= 0
#QUICK_LOGIC= 0
#MESSAGES_AI_TURN= 0
#BORDER_STYLE= 0
#LAND_COUNTER_STYLE= 0
#NAVAL_COUNTER_STYLE= 0
#TOOL_TIPS= 1
#SOUND_EFFECTS= 0
#MUSIC= 0
#MULTIPLAYER_QUICK_ANIMATION= 0
#IP_0= 0



EDITOR FILE

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Strategic Command 3 - Editor Settings
;
; Note: DO NOT manually edit these settings
; These values are set from within the editor
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
#ORIGINAL_SCREEN_WIDTH= 0
#ORIGINAL_SCREEN_HEIGHT= 0
#WINDOW_WIDTH= 0
#WINDOW_HEIGHT= 0
#BIT_DEPTH= 0
#LAST_WINDOW_POS_X= -1
#LAST_WINDOW_POS_Y= -1
#MINI_MAP= 1
#TEXT= 1
#SPRITE_INDEXES= 0
#GRID= 0
#ALL_LAYERS= 1
#NATIONAL_COLORS= 0
#BORDERS= 1
#DOUBLE_SELECTION_COLUMNS= 0
#BORDER_STYLE= 0
#UNIT_STYLE= 0
#UNIT_COUNTER_STYLE= 1
#UNIT_RESEARCH_LEVEL_STYLE= 0
#AUTOMATIC_UPDATES= 0
#INTERNATIONAL_DATE_FORMAT= 0
#SHELL= notepad
#EDITOR_HELP_FILE= SC-WWI Editor Help.chm



MY VANILLA FILES HAVE THIS CONTENT :

Sc3 file
;
; Strategic Command - Settings
;
; Note: DO NOT manually edit these settings
; These values are set from within the game
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
#ORIGINAL_SCREEN_WIDTH= 1920
#ORIGINAL_SCREEN_HEIGHT= 1080
#WINDOW_WIDTH= 1920
#WINDOW_HEIGHT= 1080
#BIT_DEPTH= 32
#WINDOWED_MODE= 0
#LAST_WINDOW_POS_X= 0
#LAST_WINDOW_POS_Y= 0
#UNIT_STYLE= 0
#NATIONAL_COLORS= 0
#LAST_TURN_SUMMARY= 0
#MESSAGES= 1
#FOG_OF_WAR= 1
#WEATHER= 1
#UNDO_MOVES= 1
#RETREATS= 1
#SHOW_MOVES= 1
#QUICK_ANIMATION= 1
#MESSAGES_AI_TURN= 1
#MULTIPLAYER_QUICK_ANIMATION= 1
#BORDER_STYLE= 1
#LAND_COUNTER_STYLE= 2
#NAVAL_COUNTER_STYLE= 2
#HQ_ATTACHMENT_HIGHLIGHTS= 1
#INTERCEPT_RANGE_HIGHLIGHTS= 1
#ESCORT_RANGE_HIGHLIGHTS= 1
#ENEMY_TARGET_HIGHLIGHTS= 0
#ESTIMATED_LOSSES_HIGHLIGHTS= 1
#UNIT_EXPERIENCE_MEDALS= 1
#UNIT_STRENGTH_VALUES= 1
#RESOURCE_STRENGTH_VALUES= 0
#UNIT_RESEARCH_LEVEL_STYLE= 1
#RESEARCH_VALUES= 1
#BORDERS= 1
#NATIONAL_MORALE_BARS= 1
#MAP_TEXT= 1
#NATIONAL_MORALE_OBJECTIVES= 1
#KEY_RESOURCES= 1
#HIDE_TEXT_DURING_SCROLL= 1
#FADE_IN_TEXT_AFTER_SCROLL= 1
#SHOW_HEAVY_SHADE_TEXT= 1
#SCROLL_STEPS= 30
#RESEARCH= 1
#DIPLOMACY= 1
#PRODUCTION_DELAY= 1
#SOFT_BUILD_LIMITS= 0
#RIGHT_CLICK_UNIT_MENU= 1
#DISABLE_END_DATE= 0
#GRID= 1
#HIGHLIGHT_REINFORCEABLE_UNITS= 0
#HIGHLIGHT_UPGRADEABLE_UNITS_RESOURCES= 0
#SHOW_MAP_INFO= 1
#SOUND_VOLUME= 19
#MUSIC_VOLUME= 76
#SCROLL_SPEED= 100
#TOOL_TIPS= 1
#ALTERNATE_DATE_FORMAT= 0
#VIEWED_INFO_NOTIFICATION= 1
#RELATIVE_VALUES= 1
#REVERSE_ORDER= 1
#CONFIRM_PURCHASES= 0
#PBEM++_USERNAME=
#PBEM++_PASSWORD=



Editor file


; Strategic Command - Editor Settings
;
; Note: DO NOT manually edit these settings
; These values are set from within the editor
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
#ORIGINAL_SCREEN_WIDTH= 1920
#ORIGINAL_SCREEN_HEIGHT= 1080
#WINDOW_WIDTH= 1920
#WINDOW_HEIGHT= 1080
#BIT_DEPTH= 32
#LAST_WINDOW_POS_X= 7
#LAST_WINDOW_POS_Y= 6
#MINI_MAP= 0
#TEXT= 1
#SPRITE_INDEXES= 0
#GRID= 1
#ALL_LAYERS= 1
#NATIONAL_COLORS= 0
#BORDERS= 0
#DOUBLE_SELECTION_COLUMNS= 0
#BORDER_STYLE= 0
#UNIT_STYLE= 0
#UNIT_COUNTER_STYLE= 0
#UNIT_RESEARCH_LEVEL_STYLE= 1
#AUTOMATIC_UPDATES= 1
#SCROLL_SPEED= 100
#INTERNATIONAL_DATE_FORMAT= 0
#SHELL= notepad
User avatar
welk
Posts: 1304
Joined: Sun Sep 17, 2006 6:41 pm
Location: France

Re: The Siege of Budapest: Operation Konrad

Post by welk »

Another question, please : I did see in, the thread an allusion to a discord forum.
Is it just about your campaign or about Strategic Command modding matter in general ?

And how could I access to it ?
Ason
Posts: 397
Joined: Fri Nov 29, 2013 11:14 am

Re: The Siege of Budapest: Operation Konrad

Post by Ason »

welk wrote: Fri Sep 25, 2026 7:47 pm Another question, please : I did see in, the thread an allusion to a discord forum.
Is it just about your campaign or about Strategic Command modding matter in general ?

And how could I access to it ?
Hey Welk, no idea why our files are different.. Maybe they change when certain settings within editor are changed? Mine having capital letters could maybe be some windows voodoo, no idea tbh..

Yes Discord is about SC titles in general, modding, and finding pbem opponents etc, it's very easy to set up, just make a discord account and then join the link I posted.
User avatar
welk
Posts: 1304
Joined: Sun Sep 17, 2006 6:41 pm
Location: France

Re: The Siege of Budapest: Operation Konrad

Post by welk »

Ok, thanks. But why are the 2 configuration files in scripts folder ? Their "vanilla" place is USERS/GAMES/STRATEGIC COMMAND-WAR IN EUROPE, and I never seen these 2 files in another campaigns scripts folder

What is the utility to place them here ?
Ason
Posts: 397
Joined: Fri Nov 29, 2013 11:14 am

Re: The Siege of Budapest: Operation Konrad

Post by Ason »

welk wrote: Fri Sep 25, 2026 7:59 pm Ok, thanks. But why are the 2 configuration files in scripts folder ? Their "vanilla" place is USERS/GAMES/STRATEGIC COMMAND-WAR IN EUROPE, and I never seen these 2 files in another campaigns scripts folder

What is the utility to place them here ?
Im not sure, i have no memory of placing them there, but i started making the scenario in 2016 or 2017 if i remember correctly, maybe its just some leftover files that used to be in the campaign folder in earlier versions..
User avatar
welk
Posts: 1304
Joined: Sun Sep 17, 2006 6:41 pm
Location: France

Re: The Siege of Budapest: Operation Konrad

Post by welk »

Ok, thanks.
Your mod did give me an idea of mod : fighting in streets (tactical scale)
I did a little test and I found this tip: if you design a city like you did for Budapest, and if you set streets and building (in more zoomed scale, of course), you create a reproduction of city.
Ok
But units can fire through buildings ?
No.
You have just to set all buildings as owned by aneutral country : I tested => no any unit may fire trhough neutral hex :lol:
Streets would be owned by side A or side B, and all building would be neutral (except ruins) = no any fire through building will be possible

With this configuration, you may create any kind of scenario for tactical battle in city (Berlin 1945, Budapest 1944, etc).
I will see that later, but the possibilities are very interessant
Post Reply

Return to “Scenario Design and Modding”