I've released version 1.2. Sorry about these hotfixes. I Feel pretty good about the state of the campaign now though. Will try to wait a while for some feedback before I make any further changes.
https://www.moddb.com/mods/the-siege-of ... konrad-v12
v1.2 CHANGELOG:
Multiplayer and Singleplayer:
- Updated Infantry Warfare upgrade morale bonus per level from [Soviet:5%, Axis:20%, SS:30%] to [Soviet:10%, Axis:15%, SS:20%.]
- Fixed missing HQ for Gruppe Bundesmann Axis Reinforcements.
- Slightly decreased experience of units in Axis relief force.
- Slightly increased experience of some Soviet units.
- Slightly increased research and strength of Soviet 1.Guards Mech Corps reinforcement.
- Slightly increased research of Soviet 7.Mech Corps reinforcement.
- Slightly increased experience and strength of Soviet 18.Tank Corps reinforcement.
- Slightly increased research and strength of Soviet 28.Rifle Corps reinforcement.
- Slightly increased research and strength of Soviet 135.Rifle Corps reinforcement.
- Lowered the cost of Soviet 'Tighten The Ring'-Strategy from 200 to 100 MPP/Turn.
- Fixed Konrad 3 Decision event to only trigger if the area west of Székesfehérvár is in Axis hands.
- Changed both German and Soviet 'Spying and Intelligence' to start at level 0 to stop it from interfering with the popups on the first turn.
- Lowered the cost of Soviet Mechanized and Engineer units by 20 MPP.
- Lowered the cost of Soviet Garrisons by 10 MPP.
Multiplayer:
- Added "Operation Konrad initiation-phase cost" script for Germany, this is a -1000 MPP penalty for 2 turns at the start of the game.
Singleplayer:
- Added roughly 20 extra Soviet units southeast, northeast and west of Budapest when playing against Soviet AI.
- Increased the Axis Human Singleplayer MPP penalty from -200 to -600 MPP.
- Added some Soviet offensive and defensive scripts.
- Made Soviet AI always select 'Hard Strike'-Strategy.
- Fixed trigger chance on Axis desertions script and reduced its effectiveness.
Misc:
- Updated localization(I.B = Infantry Battalion, M.B = Mechanized Battalion etc..)
- Updated the color of Soviet NATO counters to same deep red as the unit sprites.
- Updated the max zoomed-out map.
The Siege of Budapest: Operation Konrad
Re: The Siege of Budapest: Operation Konrad
Last edited by Ason on Fri Oct 02, 2026 10:48 am, edited 1 time in total.
Re: The Siege of Budapest: Operation Konrad
A question about your "civilian" scripts, please (this system is very intressant
)
IN CIVILIAN EVACUATION DECISION SCRIPT, I did find that :
{
#NAME= Axis: Evacuation - End Game Victory Check - Decisive Victory
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
;Evacuation game mode selected
#LINK= 123[0]
#TRIGGER= 100
#COUNTRY_ID= 45
#DISPLAY_ORDER= 0
#DECISION= 127
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#NOTES=
#NOTES_POSITION=
#DATE= 1945/02/15
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
;AGS HQ Axis
#ALIGNMENT_POSITION= 0,1 [1]
#NATIONAL_MORALE_TRIGGER= 45 [150]
;Germany in the war
#VARIABLE_CONDITION= 45 [1] [100] [0]
;3-4 Civilians and Wounded in AGS HQ
#CONDITION_POSITION= 0,1 [1,1] [3,3] [1] [0] <5>
;3-4 Civilians and Wounded in Tata
#CONDITION_POSITION= 14,20 [1,1] [3,3] [1] [0] <5>
;3-4 Civilians and Wounded in Mór
#CONDITION_POSITION= 8,48 [1,1] [3,3] [1] [0] <5>
;3-4 Civilians and Wounded in Veszprém
#CONDITION_POSITION= 0,65 [1,1] [3,3] [1] [0] <5>
}
IN "CIVILIAN DESTRUCTION" DECISION SCRIPT, I DID FIND THAT :
{
#NAME= Soviet: Evacuation - Decisive Victory Check - All 3 Evac units destroyed
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
;Evacuation game mode selected
#LINK= 123[0]
#TRIGGER= 100
#COUNTRY_ID= 116
#DISPLAY_ORDER= 0
#DECISION= 130
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#NOTES=
#NOTES_POSITION=
#DATE= 1945/01/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
;Soviet Capital is soviet
#ALIGNMENT_POSITION= 98,37 [2]
#NATIONAL_MORALE_TRIGGER= 116 [150]
;Germany in the war
#VARIABLE_CONDITION= 45 [1] [100] [0]
;All axis Civilians and Wounded units destroyed.(100 hexes from Budakeszi)
#CONDITION_POSITION= 50,35 [100,100] [0,0] [1] [45] <5>
}
My question is that :
In first case, there is :
#CONDITION_POSITION= x,y [1,1] [3,3] [1] [0] <5>
In second case, there is :
#CONDITION_POSITION= a,b [100,100] [0,0] [1] [45] <5>
Is there a particular reason for this difference in 'aligned_country_id' flag ? 0 in first case, 45 in second case, to indicate same units (if civilians are german units (*), "45" should be at the place of "0", or perhaps I missed something ? (because "0" is the code for "neutral" units, as indicated in the script documentation)
(*) I did verify in bmp counters folders : civlians units use army slot in german counters
EDIT : Perhaps the reason is that this difference has no any importance ?
In scripts documentation, I did find that :
If the 'aligned_country_id' flag is set to 0 then it will check for any Axis or any Allied country as determined by the alignment flag
Due to the fact there is no any civilians in allied oob, the difference between value = 0 and value = 45 has no any importance
Am I right ?
IN CIVILIAN EVACUATION DECISION SCRIPT, I did find that :
{
#NAME= Axis: Evacuation - End Game Victory Check - Decisive Victory
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
;Evacuation game mode selected
#LINK= 123[0]
#TRIGGER= 100
#COUNTRY_ID= 45
#DISPLAY_ORDER= 0
#DECISION= 127
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#NOTES=
#NOTES_POSITION=
#DATE= 1945/02/15
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
;AGS HQ Axis
#ALIGNMENT_POSITION= 0,1 [1]
#NATIONAL_MORALE_TRIGGER= 45 [150]
;Germany in the war
#VARIABLE_CONDITION= 45 [1] [100] [0]
;3-4 Civilians and Wounded in AGS HQ
#CONDITION_POSITION= 0,1 [1,1] [3,3] [1] [0] <5>
;3-4 Civilians and Wounded in Tata
#CONDITION_POSITION= 14,20 [1,1] [3,3] [1] [0] <5>
;3-4 Civilians and Wounded in Mór
#CONDITION_POSITION= 8,48 [1,1] [3,3] [1] [0] <5>
;3-4 Civilians and Wounded in Veszprém
#CONDITION_POSITION= 0,65 [1,1] [3,3] [1] [0] <5>
}
IN "CIVILIAN DESTRUCTION" DECISION SCRIPT, I DID FIND THAT :
{
#NAME= Soviet: Evacuation - Decisive Victory Check - All 3 Evac units destroyed
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
;Evacuation game mode selected
#LINK= 123[0]
#TRIGGER= 100
#COUNTRY_ID= 116
#DISPLAY_ORDER= 0
#DECISION= 130
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#NOTES=
#NOTES_POSITION=
#DATE= 1945/01/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
;Soviet Capital is soviet
#ALIGNMENT_POSITION= 98,37 [2]
#NATIONAL_MORALE_TRIGGER= 116 [150]
;Germany in the war
#VARIABLE_CONDITION= 45 [1] [100] [0]
;All axis Civilians and Wounded units destroyed.(100 hexes from Budakeszi)
#CONDITION_POSITION= 50,35 [100,100] [0,0] [1] [45] <5>
}
My question is that :
In first case, there is :
#CONDITION_POSITION= x,y [1,1] [3,3] [1] [0] <5>
In second case, there is :
#CONDITION_POSITION= a,b [100,100] [0,0] [1] [45] <5>
Is there a particular reason for this difference in 'aligned_country_id' flag ? 0 in first case, 45 in second case, to indicate same units (if civilians are german units (*), "45" should be at the place of "0", or perhaps I missed something ? (because "0" is the code for "neutral" units, as indicated in the script documentation)
(*) I did verify in bmp counters folders : civlians units use army slot in german counters
EDIT : Perhaps the reason is that this difference has no any importance ?
In scripts documentation, I did find that :
If the 'aligned_country_id' flag is set to 0 then it will check for any Axis or any Allied country as determined by the alignment flag
Due to the fact there is no any civilians in allied oob, the difference between value = 0 and value = 45 has no any importance
Am I right ?
Re: The Siege of Budapest: Operation Konrad
Yes it could be set to 45 also, but as it makes no difference its not important because germany(45) is the only country using army units/evac unit (id 5). It would need to be set to 45 if other countries were also using army units.
Re: The Siege of Budapest: Operation Konrad
Nice script system, I will use it in my ASL Tactic Command MOD : Wehrmacht will receive 2 regimental HQ and 1 divisional HQ. These HQ will have a special function, different from supply and command attachment, their destruction will cause a german defeat
Re: The Siege of Budapest: Operation Konrad
A question about your scripts, plese
You created a interesting AIR SUPPLY SYSTEM in 67,34 he position, that gives +20 MPP/turn to Axis (and +10MPP/turn to SS)
I did see that you use these "dummy decision" scripts :
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;RACECOURSE MPP BONUS;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
{
#NAME= Axis: MPP Bonus Racecourse
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#TRIGGER= 100
#COUNTRY_ID= 45
#DISPLAY_ORDER= 0
#DECISION= 78
#MPP_UPDOWN= 20
#MPP_TURNS= 1
#MPP_TEXT= Racecourse air supply bonus.
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#NOTES=
#NOTES_POSITION= 67,34
#DATE= 1944/01/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
;Racecourse Axis
#ALIGNMENT_POSITION= 67,34 [1]
#NATIONAL_MORALE_TRIGGER= 45 [150]
;SS in the war
#VARIABLE_CONDITION= 45 [1] [100] [0]
;Dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}
{
#NAME= SS: MPP Bonus Racecourse
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#TRIGGER= 100
#COUNTRY_ID= 85
#DISPLAY_ORDER= 0
#DECISION= 79
#MPP_UPDOWN= 10
#MPP_TURNS= 1
#MPP_TEXT= Racecourse air supply bonus.
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#NOTES=
#NOTES_POSITION= 67,34
#DATE= 1944/01/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
;Racecourse Axis
#ALIGNMENT_POSITION= 67,34 [1]
#NATIONAL_MORALE_TRIGGER= 85 [150]
;SS in the war
#VARIABLE_CONDITION= 85 [1] [100] [0]
;Dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}
Perhaps I missed something (I begin in scripting), but lines in red seems be made to work only 1 turn.
If I am right : why do the popup indicate "+20/ turn" ? ("/turn means" ordinary "per turn", so I suppose there are more turns than one unic turn). But you used that in decision script : #MPP_TURNS= 1 (= one unic turn)
If I am wrong : how do this work, please ? I don't understand, if I have myself made the script I would have used (by example) #MPP_TURNS= x
x = by 20, 25, 30 etc (more turns than one unic turn)
Official documentation scripts does indicate that : #MPP_TURNS= : "How many turns will the #MPP_UPDOWN= value be added or subracted for? (values range [0, 500])
In your script, "how many turns" = 1 unic turn
Seems I missed something to understand your system, could you explain it, please ?
Below is the popup script, that indicates #MESSAGE= Air supply under the mouse : Axis: +20 MPP/Turn SS: +10 MPP/Turn
The words "+20 (or +10) /turn does ordinary mean " "per turn" = each turn" = more than one unic turn". So, why only 1 for this line
#MPP_TURNS= 1 in the dummy decision ?
{
#NAME= Victory Location Hover Popup: Racecourse
#POPUP=
#MESSAGE= Air supply - Axis: +20 MPP/Turn SS: +10 MPP/Turn
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#COUNTRY_ID= 45
#TRIGGER= 100
#PRIVATE= 1
#DISPLAY_ORDER= 1
#DISPLAY_TURN= 0
#DISPLAY_STYLE= 2.17
#MESSAGE_STYLE= 0
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
;racecourse
#MAP_POSITION= 67,34
#DATE= 1944/02/13
; Soviet Capital is in Soviet hands
#ALIGNMENT_POSITION=
; 1st Line - USSR politically aligned with Soviet and not surrendered
#VARIABLE_CONDITION= 116 [2] [100] [0]
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}
Perhaps, the solution is that you used a "type 2" script
2 = Reoccuring check until end of game
In this case, the use of #MPP_TURNS= 1 is absolutly logical, because the script does reoccur each turn
Another solution could habe been to use a type script with long duration effects => type 1 = Multiple check until #TRIGGER is satisfied
with this notation : #MPP_TURNS= x (x= 10,15,20,25 etc)
But it would have been less interesting, because your choice (type 2 script) does allow more flexibility in termes of "effect duration"
Am I right ? (I begin in scripting and I try to understand the " internal logic" of the system)
You created a interesting AIR SUPPLY SYSTEM in 67,34 he position, that gives +20 MPP/turn to Axis (and +10MPP/turn to SS)
I did see that you use these "dummy decision" scripts :
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;RACECOURSE MPP BONUS;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
{
#NAME= Axis: MPP Bonus Racecourse
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#TRIGGER= 100
#COUNTRY_ID= 45
#DISPLAY_ORDER= 0
#DECISION= 78
#MPP_UPDOWN= 20
#MPP_TURNS= 1
#MPP_TEXT= Racecourse air supply bonus.
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#NOTES=
#NOTES_POSITION= 67,34
#DATE= 1944/01/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
;Racecourse Axis
#ALIGNMENT_POSITION= 67,34 [1]
#NATIONAL_MORALE_TRIGGER= 45 [150]
;SS in the war
#VARIABLE_CONDITION= 45 [1] [100] [0]
;Dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}
{
#NAME= SS: MPP Bonus Racecourse
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#TRIGGER= 100
#COUNTRY_ID= 85
#DISPLAY_ORDER= 0
#DECISION= 79
#MPP_UPDOWN= 10
#MPP_TURNS= 1
#MPP_TEXT= Racecourse air supply bonus.
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#NOTES=
#NOTES_POSITION= 67,34
#DATE= 1944/01/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
;Racecourse Axis
#ALIGNMENT_POSITION= 67,34 [1]
#NATIONAL_MORALE_TRIGGER= 85 [150]
;SS in the war
#VARIABLE_CONDITION= 85 [1] [100] [0]
;Dummy
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}
Perhaps I missed something (I begin in scripting), but lines in red seems be made to work only 1 turn.
If I am right : why do the popup indicate "+20/ turn" ? ("/turn means" ordinary "per turn", so I suppose there are more turns than one unic turn). But you used that in decision script : #MPP_TURNS= 1 (= one unic turn)
If I am wrong : how do this work, please ? I don't understand, if I have myself made the script I would have used (by example) #MPP_TURNS= x
x = by 20, 25, 30 etc (more turns than one unic turn)
Official documentation scripts does indicate that : #MPP_TURNS= : "How many turns will the #MPP_UPDOWN= value be added or subracted for? (values range [0, 500])
In your script, "how many turns" = 1 unic turn
Seems I missed something to understand your system, could you explain it, please ?
Below is the popup script, that indicates #MESSAGE= Air supply under the mouse : Axis: +20 MPP/Turn SS: +10 MPP/Turn
The words "+20 (or +10) /turn does ordinary mean " "per turn" = each turn" = more than one unic turn". So, why only 1 for this line
#MPP_TURNS= 1 in the dummy decision ?
{
#NAME= Victory Location Hover Popup: Racecourse
#POPUP=
#MESSAGE= Air supply - Axis: +20 MPP/Turn SS: +10 MPP/Turn
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#COUNTRY_ID= 45
#TRIGGER= 100
#PRIVATE= 1
#DISPLAY_ORDER= 1
#DISPLAY_TURN= 0
#DISPLAY_STYLE= 2.17
#MESSAGE_STYLE= 0
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
;racecourse
#MAP_POSITION= 67,34
#DATE= 1944/02/13
; Soviet Capital is in Soviet hands
#ALIGNMENT_POSITION=
; 1st Line - USSR politically aligned with Soviet and not surrendered
#VARIABLE_CONDITION= 116 [2] [100] [0]
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}
Perhaps, the solution is that you used a "type 2" script
2 = Reoccuring check until end of game
In this case, the use of #MPP_TURNS= 1 is absolutly logical, because the script does reoccur each turn
Another solution could habe been to use a type script with long duration effects => type 1 = Multiple check until #TRIGGER is satisfied
with this notation : #MPP_TURNS= x (x= 10,15,20,25 etc)
But it would have been less interesting, because your choice (type 2 script) does allow more flexibility in termes of "effect duration"
Am I right ? (I begin in scripting and I try to understand the " internal logic" of the system)
Re: The Siege of Budapest: Operation Konrad
Yes this is correct, TYPE=2 means you can use 1 turn and it will fire multiple turns. This is just a small bonus for controlling the racecourse (used as landing strip) but there is another script that gives morale bonus to units depending on if the racecourse is controlled by axis or only the vermezö park (used for gliders). If only controlling Vermezö Park, the morale bonus and trigger chance will be lower.
Re: The Siege of Budapest: Operation Konrad
ok, thanks.
If I recall correct, to control race course has a positive effect for moral of Axis units, by the following strengh script you created :
{
#NAME= Axis: Decision 44 - Budapest Supply YES - Controlling Racecourse
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 68[1]
#TRIGGER= 100
#COUNTRY_ID= 45
#FLAG_ID= 45
#SEASON_FLAG= 0
#DATE= 1944/01/01
;Racecourse axis
#ALIGNMENT_POSITION= 67,34 [1]
;Entire Budapest
#MAP_POSITION= 68,49 [0,0] [0,0] [20,40] [1] [0]
#MAP_POSITION= 69,48 [0,0] [0,0] [20,40] [1] [0]
#MAP_POSITION= 70,48 [0,0] [0,0] [20,40] [1] [0]
#MAP_POSITION= 71,47 [0,0] [0,0] [20,40] [1] [0]
etc (I do not reproduce all MAP_POSITION, list is too long)
#VARIABLE_CONDITION= 45 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}
But if I am right in this interpretation of your script, it means that official documentation concerning strengh script is false : based of what I did see in templates scripts documentation, I did always think that strengh scripts reduced in all cases strengh and morale units.
Source : STRENGH SCRIPT/ Template (official documentation) :
#MAP_POSITION=Map positions that will be the source of strength/morale loss for units of 'alignment' in range
;Format: x,y [min_range, max_range] [min_strength_loss, max_strength_loss] [min_morale_adjustment, max_morale_adjustment] [alignment] [aligned_country_id]
=> "source of strength/morale loss" : it means what it means...
Now, I see that some official vanilla strengh scripts does not inflict losses moral to units, but I do this verification after learning with you that strengh scripts may inflict losses in moral or may give bonus moral. If users reading the official documentation have to be suspicious with this official template documentation and if they must verify each detail point per point, were do we go ?
It's really annoying to see that official documentation inducts users in error
: your example shows that strengh scripts does always cause losses in strengh, but not necessary always losses in moral : the moral adjustement may be positive
I have, please, another questions :
1°/ : 20/40 bonus moral adjustement : is it in % or in absolute values ?
2°/ : My trust in template official documentation is highly decreasing...
Could it be the same problem for supply scripts ?
Officiel documentation says that supply scripts decrease strengh of resources : see below, citation of templates documentation concerning supply scripts :
#DESTINATION_RESOURCE= Resource positions that will be affected by event as well as the
; resource strength reduction range (Format: x,y [min, max])
Is it really right ? Or could we improve supply of resources by supply scripts ?
If I recall correct, to control race course has a positive effect for moral of Axis units, by the following strengh script you created :
{
#NAME= Axis: Decision 44 - Budapest Supply YES - Controlling Racecourse
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 68[1]
#TRIGGER= 100
#COUNTRY_ID= 45
#FLAG_ID= 45
#SEASON_FLAG= 0
#DATE= 1944/01/01
;Racecourse axis
#ALIGNMENT_POSITION= 67,34 [1]
;Entire Budapest
#MAP_POSITION= 68,49 [0,0] [0,0] [20,40] [1] [0]
#MAP_POSITION= 69,48 [0,0] [0,0] [20,40] [1] [0]
#MAP_POSITION= 70,48 [0,0] [0,0] [20,40] [1] [0]
#MAP_POSITION= 71,47 [0,0] [0,0] [20,40] [1] [0]
etc (I do not reproduce all MAP_POSITION, list is too long)
#VARIABLE_CONDITION= 45 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}
But if I am right in this interpretation of your script, it means that official documentation concerning strengh script is false : based of what I did see in templates scripts documentation, I did always think that strengh scripts reduced in all cases strengh and morale units.
Source : STRENGH SCRIPT/ Template (official documentation) :
#MAP_POSITION=Map positions that will be the source of strength/morale loss for units of 'alignment' in range
;Format: x,y [min_range, max_range] [min_strength_loss, max_strength_loss] [min_morale_adjustment, max_morale_adjustment] [alignment] [aligned_country_id]
=> "source of strength/morale loss" : it means what it means...
Now, I see that some official vanilla strengh scripts does not inflict losses moral to units, but I do this verification after learning with you that strengh scripts may inflict losses in moral or may give bonus moral. If users reading the official documentation have to be suspicious with this official template documentation and if they must verify each detail point per point, were do we go ?
It's really annoying to see that official documentation inducts users in error
I have, please, another questions :
1°/ : 20/40 bonus moral adjustement : is it in % or in absolute values ?
2°/ : My trust in template official documentation is highly decreasing...
Officiel documentation says that supply scripts decrease strengh of resources : see below, citation of templates documentation concerning supply scripts :
#DESTINATION_RESOURCE= Resource positions that will be affected by event as well as the
; resource strength reduction range (Format: x,y [min, max])
Is it really right ? Or could we improve supply of resources by supply scripts ?
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Re: The Siege of Budapest: Operation Konrad
Relative.welk wrote: Sun Oct 04, 2026 6:24 pm
I have, please, another questions :
1°/ : 20/40 bonus moral adjustement : is it in % or in absolute values ?
It is correct, supply scripts can only damage resources.welk wrote: Sun Oct 04, 2026 6:24 pm 2°/ : My trust in template official documentation is highly decreasing...Could it be the same problem for supply scripts ?
Officiel documentation says that supply scripts decrease strengh of resources : see below, citation of templates documentation concerning supply scripts :
#DESTINATION_RESOURCE= Resource positions that will be affected by event as well as the
; resource strength reduction range (Format: x,y [min, max])
Is it really right ? Or could we improve supply of resources by supply scripts ?
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Re: The Siege of Budapest: Operation Konrad
ok, thanks for clarifications.
Too bad concerning supply script, to increase strengh or resources (and as consequent supply) would have been cool. But the possibility to increase or decrease unit's moral by strengh scripts is a "bomb", it will be very usefull in some scenarios (in particular airborne scenarios in a tactical perspective like I am working on)
Re: The Siege of Budapest: Operation Konrad
I've released v1.3 
https://www.moddb.com/mods/the-siege-of ... konrad-v13
v1.3 CHANGELOG:
Multiplayer and Singleplayer:
General:
- Changed recommended settings for Lifeline game mode to be Linked Victory Location + Any Date.
- Updated SS NATO counters.
- Updated all Motorized Artillery counters (Heavy Artillery originally).
- Increased movement cost on Marsh terrain from 1 to 2.
- Added some more mountain terrain around Pilisszentkereszt.
- Added some more hills north and east of Lake Balaton.
- Switched some towns to fortified towns west of Buda Castle.
- Updated text size and fonts of map text.
- Updated Victory location link symbols to be viewable by both Axis and Soviets.
- Added a base cost of 20 MPP for operational movements.
- Increased all HQs base artillery defence from 1 to 2.
- Increased AT units Mobility upgrade AP bonus from 1 to 2.
- Increased AT units Light armor defense by 0.5.
- Increased Engineer units base attack and defense against Tanks and Light Armor by 0.5.
- Added Axis victory location MPP bonuses for victory locations next to Budapest.
- Reduced all defense values of Settlements by 0.5.
Axis:
- Lowered German income from City resources from 0.75 to 0.5 per supply point.
- Increased German income from Major City resources from 0.75 to 1.0 per supply point. (These changes means Germany gets 138 MPP/turn less at the start of the game but losing outskirts of Budapest has less effect on German income)
- Lowered Axis 'Operation Konrad Initiation-phase cost'-penalty from -1000 MPP to -850 MPP.
- Increased experience of German HQ's in relief force from 1 to 2.
- Increased experience of most Axis troops in relief force to 1.
- Lowered combat stats of SS Tank units from 1.0 stronger than other nations, to 0.5 stronger than other nations.
- Increased base combat stats of SS AT units Attack and Defense against Tanks and Light Armor to 0.5 stronger than other nations.
- Lowered experience of delayed SS units.
- Changed arrival date of delayed SS units to 3rd and 4th Jan, from 5th and 6th.
- Increased SS income by 40 MPP/turn.
- Added an AT unit and 2 more garrisons to 'Gruppe Bundesmann' reinforcements when accepting Konrad III.
- Reduced one-time axis MPP bonuses for 'halfway'-resources from 500 to 300 MPP.
- Increased max amount of purchasable German HQs by 1, but new German HQs will only be available to purchase from the 12th of January.
- Lowered strength and upgrades of most axis artillery inside Budapest.
- Added 1 more Medium Tank unit to the German 23.Panzer division.
- Added 1 Infantry and 2 Cavalry units to the German 1.Kavallerie-Korps.
- Added 1 Motorized Artillery unit to the 6/8.Panzer division.
- The 711th Infantry division has now been moved off the map at the start of the game and the Axis player gets a decision on where to deploy them instead.
- Switched some normal artillery units to motorized artillery inside Budapest.
- Added 8 German infantry reinforcements on the 30th of January.
- Increased SS starting MPP from 0 to 40 MPP.
Soviet:
- Lowered Soviet and Romanian HQs max number of attachable units from 15 to 10.
- Updated victory locations that provides Axis with a MPP bonus to also give Soviets a National Morale penalty if lost.
- Corrected the name of the Soviet 28th Rifle Corps to the 2nd Guards Mechanized Corps and remade its composition.
- Corrected the name of the Soviet 2nd Guards Rifle Corps to the 133rd Rifle Corps.
- Changed most Soviet corps reinforcements to arrive at fixed dates instead of position conditions.
- 1st Guards Mechanized Corps - 2nd Jan
- 18thTank Corps - 4th Jan
- 2nd Guards Mechanized Corps - 6th Jan
- 7th Mechanized Corps - 13th Jan
- 23rd Tank Corps - 20th Jan
- 133rd Rifle Corps - 26th Jan
- 135th Rifle Corps - Still arrives based on axis condition positions.
- The Soviet player now gets to choose where to deploy the 7th Mechanized Corps, the 23rd Tank Corps and the 133rd Rifle Corps.
- Changed the 7th Mechanized Corps arrival date from Jan 14th to Jan 13th.
- Changed the 23rd Tank Corps arrival date from Jan 24th to Jan 20th.
- Changed the 133rd Rifle Corps arrival date from Jan 27th to Jan 26th.
- Slightly increased strength and upgrades of Soviet reinforcements.
- Slightly increased strength, upgrades and experience of Soviet units around Budapest, Oroszlány, Tatabánya and next to Lake Balaton.
- Changed positions of some Soviet units in the western starting frontline.
- Lowered Soviet 'Long supply lines'-penalty from -1000 MPP to -750 MPP.
- Added a railroad connection south of Budapest to allow Soviets to send units between south and north of Budapest from turn 1.
- Increased Strategic Bombers base attack against resources from 1 to 1.5.
- Added 2 Soviet Mot.Art unit SE and NE of Budapest.
- Added 6 Soviet Garrisons south of Lake Velence.
- Added 5 Soviet Garrisons northwest of Budapest.
- Removed 2 unnamed Soviet Garrisons in Vértes Hills.
- Removed 5 Soviet AT units from western Budapest.
- Increased the chance of Soviet 'Tighten The Ring'-strategy to spawn a unit from 50% to 100%. (a unit will always spawn the first time a victory location gets the morale boost)
- Renamed Soviet Air units and moved the southern group to Dunapentele south of Budapest.
-----
Singleplayer:
I've reworked singleplayer quite a lot by adding some units and strength/supply scripts to increase the difficulty and help the Soviet AI advance easier.
I recommend playing on Expert (or possibly Veteran) difficulty against the Soviet AI.
- Added a reoccuring 100 MPP bonus if playing as Axis on Veteran difficulty and another 100 MPP(100+100 MPP) if playing on Expert difficulty.
https://www.moddb.com/mods/the-siege-of ... konrad-v13
v1.3 CHANGELOG:
Multiplayer and Singleplayer:
General:
- Changed recommended settings for Lifeline game mode to be Linked Victory Location + Any Date.
- Updated SS NATO counters.
- Updated all Motorized Artillery counters (Heavy Artillery originally).
- Increased movement cost on Marsh terrain from 1 to 2.
- Added some more mountain terrain around Pilisszentkereszt.
- Added some more hills north and east of Lake Balaton.
- Switched some towns to fortified towns west of Buda Castle.
- Updated text size and fonts of map text.
- Updated Victory location link symbols to be viewable by both Axis and Soviets.
- Added a base cost of 20 MPP for operational movements.
- Increased all HQs base artillery defence from 1 to 2.
- Increased AT units Mobility upgrade AP bonus from 1 to 2.
- Increased AT units Light armor defense by 0.5.
- Increased Engineer units base attack and defense against Tanks and Light Armor by 0.5.
- Added Axis victory location MPP bonuses for victory locations next to Budapest.
- Reduced all defense values of Settlements by 0.5.
Axis:
- Lowered German income from City resources from 0.75 to 0.5 per supply point.
- Increased German income from Major City resources from 0.75 to 1.0 per supply point. (These changes means Germany gets 138 MPP/turn less at the start of the game but losing outskirts of Budapest has less effect on German income)
- Lowered Axis 'Operation Konrad Initiation-phase cost'-penalty from -1000 MPP to -850 MPP.
- Increased experience of German HQ's in relief force from 1 to 2.
- Increased experience of most Axis troops in relief force to 1.
- Lowered combat stats of SS Tank units from 1.0 stronger than other nations, to 0.5 stronger than other nations.
- Increased base combat stats of SS AT units Attack and Defense against Tanks and Light Armor to 0.5 stronger than other nations.
- Lowered experience of delayed SS units.
- Changed arrival date of delayed SS units to 3rd and 4th Jan, from 5th and 6th.
- Increased SS income by 40 MPP/turn.
- Added an AT unit and 2 more garrisons to 'Gruppe Bundesmann' reinforcements when accepting Konrad III.
- Reduced one-time axis MPP bonuses for 'halfway'-resources from 500 to 300 MPP.
- Increased max amount of purchasable German HQs by 1, but new German HQs will only be available to purchase from the 12th of January.
- Lowered strength and upgrades of most axis artillery inside Budapest.
- Added 1 more Medium Tank unit to the German 23.Panzer division.
- Added 1 Infantry and 2 Cavalry units to the German 1.Kavallerie-Korps.
- Added 1 Motorized Artillery unit to the 6/8.Panzer division.
- The 711th Infantry division has now been moved off the map at the start of the game and the Axis player gets a decision on where to deploy them instead.
- Switched some normal artillery units to motorized artillery inside Budapest.
- Added 8 German infantry reinforcements on the 30th of January.
- Increased SS starting MPP from 0 to 40 MPP.
Soviet:
- Lowered Soviet and Romanian HQs max number of attachable units from 15 to 10.
- Updated victory locations that provides Axis with a MPP bonus to also give Soviets a National Morale penalty if lost.
- Corrected the name of the Soviet 28th Rifle Corps to the 2nd Guards Mechanized Corps and remade its composition.
- Corrected the name of the Soviet 2nd Guards Rifle Corps to the 133rd Rifle Corps.
- Changed most Soviet corps reinforcements to arrive at fixed dates instead of position conditions.
- 1st Guards Mechanized Corps - 2nd Jan
- 18thTank Corps - 4th Jan
- 2nd Guards Mechanized Corps - 6th Jan
- 7th Mechanized Corps - 13th Jan
- 23rd Tank Corps - 20th Jan
- 133rd Rifle Corps - 26th Jan
- 135th Rifle Corps - Still arrives based on axis condition positions.
- The Soviet player now gets to choose where to deploy the 7th Mechanized Corps, the 23rd Tank Corps and the 133rd Rifle Corps.
- Changed the 7th Mechanized Corps arrival date from Jan 14th to Jan 13th.
- Changed the 23rd Tank Corps arrival date from Jan 24th to Jan 20th.
- Changed the 133rd Rifle Corps arrival date from Jan 27th to Jan 26th.
- Slightly increased strength and upgrades of Soviet reinforcements.
- Slightly increased strength, upgrades and experience of Soviet units around Budapest, Oroszlány, Tatabánya and next to Lake Balaton.
- Changed positions of some Soviet units in the western starting frontline.
- Lowered Soviet 'Long supply lines'-penalty from -1000 MPP to -750 MPP.
- Added a railroad connection south of Budapest to allow Soviets to send units between south and north of Budapest from turn 1.
- Increased Strategic Bombers base attack against resources from 1 to 1.5.
- Added 2 Soviet Mot.Art unit SE and NE of Budapest.
- Added 6 Soviet Garrisons south of Lake Velence.
- Added 5 Soviet Garrisons northwest of Budapest.
- Removed 2 unnamed Soviet Garrisons in Vértes Hills.
- Removed 5 Soviet AT units from western Budapest.
- Increased the chance of Soviet 'Tighten The Ring'-strategy to spawn a unit from 50% to 100%. (a unit will always spawn the first time a victory location gets the morale boost)
- Renamed Soviet Air units and moved the southern group to Dunapentele south of Budapest.
-----
Singleplayer:
I've reworked singleplayer quite a lot by adding some units and strength/supply scripts to increase the difficulty and help the Soviet AI advance easier.
I recommend playing on Expert (or possibly Veteran) difficulty against the Soviet AI.
- Added a reoccuring 100 MPP bonus if playing as Axis on Veteran difficulty and another 100 MPP(100+100 MPP) if playing on Expert difficulty.
- OldCrowBalthazor
- Posts: 2996
- Joined: Thu Jul 02, 2020 12:42 am
- Location: Republic of Cascadia
Re: The Siege of Budapest: Operation Konrad
Overview and Intro video plus match announcement coming Oct 27 8PM Pacific TZ
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SC-War in the Pacific Beta Tester
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1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
