653H Mod

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sPzAbt653
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RE: Pocket Fun

Post by sPzAbt653 »

a solution approach over the Russian resources may not solve the general problem of encircling.
But I think it can't hurt, although like I said, I haven't tested it yet so I will see what happens.
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RE: Pocket Fun

Post by James Taylor »

Having the Soviet Guards arrive with one step of experience and overstrengthed to 11 seems more appropriate then the 0.5 increase in hard target value. Just saying.
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TangSooDo
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RE: Pocket Fun

Post by TangSooDo »

The main thing regarding Soviet Guards would be to give some higher value seeing as they cost more -- of course it's a matter of personal preference and design philosophy as to what that higher value should be. Thinking about it a little further, once the Guards Corps has been eliminated, however, will it be rebuildable with any higher value if we go with the one step of experience and overstrength solution? Won't it then be no more valuable in combat ability than a regular corps but more expensive to rebuild?
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RE: Pocket Fun

Post by ME262 »

playing your MOD... just got into tonight.. so far so good! I like it... enjoying the challenge over the vanilla camps. [8D]
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sPzAbt653
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RE: 653H Mod

Post by sPzAbt653 »

Working on slightly modifying the Surrender Conditions for Axis Minors,
based on historical influences. All will still surrender by normal
Morale Conditions, but some additional conditions will exist, starting
with Italy which has four additional conditions.

If the USA is in and the USSR is not surrendered, Italy will Surrender:

1] If the Allies hold each of these:
Tripoli 172,21
Tunis 167,112
Syracuse 176,112
Palermo 173,109
Messina 177,109
plus any one Resource on the Italian mainland.

2] or if the Allies hold each of these:
Tripoli 172,21
Tunis 167,112
Marseille 157,97
Nice 160,97
Monaco 162,96
plus any one Resource on the Italian mainland.

3] or if the Allies hold each of these:
Tripoli 172,21
Tunis 167,112
Munich 169,86
Salzburg 172,87
plus any one Resource on the Italian mainland.

4] or if the Allies hold each of these:
Tripoli 172,21
Tunis 167,112
Zagreb 178,92
Bihacs 176,91
Ljubljana 176,91
plus any one Resource on the Italian mainland.

The idea being to cover all avenues of Allied advance,
each case which would signal that Germany/the Axis
are not winning, in which case Italy would be following
its historical course by trying to get out of the war.

Any thoughts/ideas/concerns are welcome. [:)]
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sPzAbt653
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RE: 653H Mod

Post by sPzAbt653 »

Finland:
If the USA is in and the USSR is not surrendered, Finland will Surrender:

If the Allies hold each of these:
Leningrad 206,52
Narva 202,54
Vyborg 203,49
Priozersk 205,48
Sortavala 207,45
Petrozovadsk 214,46
Belomorsk 214,36
Kandalaksha 210,24
Murmansk 211,16

plus any one of the following:
Petsamo 209,13
Kemijarvi 201,26
Suomussalmi 203,34
Joensuu 205,43
Lappeenranta 202,48
198,50
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sPzAbt653
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RE: 653H Mod

Post by sPzAbt653 »

Hungary:
When the Soviets entered Hungarian territory in September 1944,
their government was overthrown and the German controlled Arrow
Cross Party became the new government. Hungarian units fought
until destroyed, some survived until the end of the war. Therefore,
in the game Hungary will surrender if Budapest is Allied occupied,
and the Germans will receive an Hungarian corps.
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sPzAbt653
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RE: 653H Mod

Post by sPzAbt653 »

Romania:
If the USA is in and the USSR is not surrendered, Romania will Surrender:

If the Allies hold each of these:
Odessa 207,90
Vinnitsa 202,84
Lwow 194,82

plus any one of the following:
Jassy 201,89
Cernauti 197,86
Galati 202,93
Sofia 192,100
Nish 190,98
Belgrade 187,94
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sPzAbt653
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RE: 653H Mod

Post by sPzAbt653 »

The Destroyers seen at the bottom show up even when the Unit Trigger = 0 . There are no Destroyers in the Production or Deployment que's, and I have zero'd the Destroyer values in the AI Production Scripts. Is there another place where these units are being generated ? [I don't want them arriving].

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TheBattlefield
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RE: 653H Mod

Post by TheBattlefield »

Hi sPzAbt653

have you solved the problem in the meantime? There are no more possibilities for the appearance of these destroyers. Probably this is just one of those strange temporary errors or have you just forgotten to update the script after the modification in the editor? [&:]
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sPzAbt653
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RE: 653H Mod

Post by sPzAbt653 »

Probably this is just one of those strange temporary errors
So far I can only chalk it up to this. Thanks for confirming that I seem to have covered all the possibilities. Each time this happens I check everything to see that it all appears to be ok.
It's no big deal, just a minor annoyance.
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RE: 653H Mod

Post by BillRunacre »

If they are turning up when the Failsafe Date is reached, then that will be the reason.

The Failsafe Date means that they will turn up then if not triggered before, so you may want to set a much later Failsafe Date, i.e. one after the end of your campaign.
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sPzAbt653
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RE: 653H Mod

Post by sPzAbt653 »

Failsafe Date ! [&o]
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TheBattlefield
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RE: 653H Mod

Post by TheBattlefield »

Ok. I thought so far that this was only the "expiration date" for the respective event. I'm always learning something about it...and then forget it again. [:D]
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RE: Pocket Fun

Post by gogopher »

loving the mod...just reinstalled sc though and not sure what version of ur mod is current...the one i have is 1.01
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sPzAbt653
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RE: Pocket Fun

Post by sPzAbt653 »

You have 1.1, which is the latest. 1.2 is taking a while. [:)]
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RE: 653H Mod

Post by sPzAbt653 »

How do I stop a convoy once it has started ? For example, I'd like to add a US East Coast convoy, but then stop it if the US takes a later Decision to build an overland pipeline.
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BillRunacre
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RE: 653H Mod

Post by BillRunacre »

You could stop it by having an alternative convoy higher up in the file whose triggers will take precedence when that later Decision is fired.

It will show on the map but it doesn't necessarily need to send any MPPs anywhere.
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sPzAbt653
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RE: 653H Mod

Post by sPzAbt653 »

Thanks Bill, but this one is over my head. I looked thru the existing convoys to try and figure out how they end, for example Egypt-England, or Narvik-Germany, but I don't see it. No worries, I can do without.
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RE: 653H Mod

Post by BillRunacre »

Convoys continue for as long as the conditions triggering them continue, there is no direct mechanism to turn any off.

However, within the script file they are read from top to bottom, so one placed in the file above another will, if its trigger is met, be the active convoy in game.

Which is why I'm thinking that placing a convoy script that fires (possibly triggered by a dummy Decision, as they can have more variable triggers) higher in the file than the one you want to turn off, would effectively fix it.

I hope that makes a bit more sense?
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