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Re: Battle for Galicia and Poland scenario - Work in Progress!
Posted: Thu Dec 07, 2023 11:28 am
by BillRunacre
HalfTauter wrote: Wed Dec 06, 2023 9:52 pm
1. Ah I see. I already increased the strike range but I also wanted to increase the radius of discovered hexes around the attacked hex. But that would perhaps make it too OP and also unrealistic (the plane flies in a straight path).
I see, the spotted hexes around the target are hard coded, so that isn't editable. Though as you say, anything extra would probably be too much!
Re: Battle for Galicia and Poland scenario - Work in Progress!
Posted: Sun Dec 24, 2023 4:49 pm
by HalfTauter
Almost done with the new update! Merry Christmas btw to everyone!
Question regarding "strength" script.
I currently have the following script:
{
#NAME= German 8th Army protects Northern Silesia
#POPUP= German 8th Army attacks Russian units invading Northern Silesia!
#IMAGE=
#SOUND= silent.ogg
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 0[0]
#COUNTRY_ID= 45
#FLAG_ID= 45
#TRIGGER= 100
#SEASON_FLAG= 0
#DATE= 1914/08/30
;Set variable conditions:
; 1st Line - Russia politically aligned with the Entente and not surrendered
#VARIABLE_CONDITION= 97 [2] [100] [0]
; only fires if Russian units are in range (10 hexes of Posen)
#CONDITION_POSITION= 0,5 [1, 10] [1, 15] [2] [97]
;Source of strength/morale loss for units of 'alignment' in range (10 hexes of Posen)
#MAP_POSITION= 0,5 [1,10] [1,3] [-25,-45] [2] [97]
}
I have the Trigger at 100 (and TYPE = 2), but the event only fires very spotty. Sometimes it does fire multiple turns after each other, but sometimes it doesn't fire for many turns. Even though Russian units are within 10 hexes of Posen (0,5). I just don't understand.
Re: Battle for Galicia and Poland scenario - Work in Progress!
Posted: Mon Dec 25, 2023 4:30 am
by BiteNibbleChomp
HalfTauter wrote: Sun Dec 24, 2023 4:49 pm
...
#CONDITION_POSITION= 0,5 [1, 10] [1, 15] [2] [97]
;Source of strength/morale loss for units of 'alignment' in range (10 hexes of Posen)
#MAP_POSITION= 0,5 [1,10] [1,3] [-25,-45] [2] [97]
}
I have the Trigger at 100 (and TYPE = 2), but the event only fires very spotty. Sometimes it does fire multiple turns after each other, but sometimes it doesn't fire for many turns. Even though Russian units are within 10 hexes of Posen (0,5). I just don't understand.
For the distance and unit count checks, the [x,y] values aren't measured as a range, rather the engine randomly picks a number each turn between [x,y], and then checks if that condition has been met (so if the distance is [1,10], the first turn it might check if there's a unit within 5 hexes and fire if there is, the next turn it might check for a unit within 9 hexes instead). Bit odd, but this way of doing things does have its upsides.
If you change the code to:
#CONDITION_POSITION= 0,5 [10,10] [1,1] [2] [97]
;Source of strength/morale loss for units of 'alignment' in range (10 hexes of Posen)
#MAP_POSITION= 0,5 [10,10] [1,3] [-25,-45] [2] [97]
Then if there is at least one Russian unit within 10 hexes of 0,5, the script will always fire, and any Russian units within that 10 hex range will suffer 1-3 strength points and 25-45% morale of damage. I think that's what you were going for?
- BNC
Re: Battle for Galicia and Poland scenario - Work in Progress!
Posted: Mon Dec 25, 2023 11:01 am
by HalfTauter
Ah, I see. I double checked the strength-scripts in the Call to Arms scenario and that is indeed the case. That makes a lot more sense why sometimes it fired, and sometimes it didn't. I initially thought with the min_range/max_range that it looks at Russian units between 1 and 10 hexes away from Posen (and that if you would do 10,10 it only looks at Russian units at exactly 10 hexes away). But I see indeed the upsides by using this logic, you can have a bit more randomness in your events.
Thanks!
Re: Battle for Galicia and Poland scenario - Work in Progress!
Posted: Wed Dec 27, 2023 12:20 am
by HalfTauter
First of all, I'd like to wish everyone a happy new year!
After a month of extensive updating since my last version, I am very happy to share with you all my new version of the scenario! The in-game editor is awesome and I really enjoyed making this scenario, thanks to the devs!
The download link: [deleted because new version]
(I'll also update the first post of this thread). Place the downloaded files at C:\Users\user\Documents\My Games\Strategic Command WWI\Campaigns\
(updated link: 30 december)
I have changed a lot of things since the last update, and I think the scenario has become a lot better because of that. I'll give a run down of things I changed:
AI:
I added a lot of AI scripts in the game. Both defensive and offensive. Austria-Hungary will go on its historical offensive route towards Lublin and Chelm, and will position defenses to the East and South-East of Lemberg. It uses multiple defensive positions, so if one defensive position is breached, the Austro-Hungarian AI will retreat to the next line. So for example from the Sereth river line to the Gnila Lipa line. Further, if Lemberg is threatened, the AI will postpone the offensive towards Lublin and Chelm and retreat to the San river line (the historical line of defense around October 1914). If Lemberg falls, it will further retreat to Przemysl and the Wisloka river.
Russia will be mainly on the offensive, I adapted the scripts so that I felt like the historical approach is used (heavy attack from the East). After Lemberg, it will go after Przemysl. When the Germans start arriving in the middle of September, the Russian AI will send some reinforcements to Poland.
Also, I adapted scripts if you chose to play against Expert AI. The AI will then get extra units. For example, if you play as the Russians, the Austro-Hungarians will get the full Second Army immediately, plus the 5th Army from Serbia (with a very strong general, Alfred Krauss), and the Germans get Von Linsingen and a Corps. If you play as the Central Powers against the Russians on Expert mode, the Russians immediately get the Tenth Army at Warsaw. The AI will also get an extra 50 MPP per turn on Veteran, and an additional 50 MPP a turn on Expert.
The AI will also do diplomacy towards Romania. And buy (back) units.
Decision Events:
The German Fourth Army DE is nerfed a lot. Instead of 4 Corps, the Central Powers player will get only 2 Corps (with a cavalry division), for the same MPP and NM costs. Also, these units will arrive slightly later (at the end of September). On Expert mode, the Central Powers AI will get all four Corps however.
Further, a DE is added which enables the Central Powers player to get siege artillery from Belgium (Big Bertha) to attack Ivangorod fortress for example.
The DE giving AH 3 half-strength mountain divisions only starts when Lemberg is fallen (instead of on 20 August).
The Russians get a DE if Lodz is fallen, enabling them to get the Second Army (which infamously got mauled during Tannenberg). This will come at quite the MPP cost and there is a 15% chance each turn from then on that Russian NM will fall with 1,000 (as the Northwestern Front is then weakened, allowing German advances).
Map:
Thanks to Beriand! The map is slightly larger.
Events:
Potiorek's army will arrive at Debrecen if the Russians breakthrough the Carpathians.
After Tannenberg, the German 8th Army will cover Northern Silesia: there is then a 33% chance each turn Russian units within 10 hexes of Posen get hit. Exclamation markers around a 10 hex ring of Posen explain this to the Central Powers player.
There will be German units rushed to Silesia if Russians invade Silesia.
Lemberg, Przemysl, Novogeorgievsk and Ivangorod garrisons will experience morale hits if they are surrounded by enemy forces.
Miscellaneous:
Russian mobilisation is slightly changed for balance reasons.
Retaking Lemberg and Przemysl as the Central Powers player will now regain morale.
Siege artillery now only gets 2 shells, but 2 de-entrechments for each shot. Fortresses and fortress towns have buffed defensive stats.
Some units have changed names, such as super heavy artillery --> siege artillery, detachment --> brigade.
Romania now properly "surrenders" if Botosani is taken (although in game terms a surrender, it simply says Romania withdraws it Northern Army, freeing up resources for whichever side is at war with Romania).
There is now a railway to Proskurov. Not entirely accurate, as in real-life the railway came in from the East (all the way from Central Ukraine), but here it comes from the North. But now the Russian player can send forces to and from the 8th Army in Proskurov.
Added new pictogram for ingame selection in the menu, victory conditions image, as well as new loading image.
And a bunch more smaller things I forgot.
Victory conditions:
Considering the Russians are somewhat stronger, it didn't make sense to say a Central Powers' minor victory is only when they capture either Warsaw, Lublin or Chelm. So Central Powers get a minor victory if at end date if they still retain Lemberg, Przemysl, Cracow, Breslau and Posen.
However, bit annoyingly, I can't seem to change the victory conditions information screen. The text is stuck from the previous version.
I hope you all enjoy it! I'm very eager to hear any feedback.
Also, I really like to try it against a human opponent (it is kind of difficult to judge balance against AI or in hotseat lol). So if you are up for that, don't hesitate!
Re: Battle for Galicia and Poland scenario - 2nd version ready!
Posted: Wed Dec 27, 2023 9:47 am
by Beriand
Hi, I could join a game, if you set it up on PBEM+.
So, German territory is now covered very well by events, but their counter-push is a bit smaller, with 2 corps less? And fortifications are harder to take, but Russians got some railway?
Re: Battle for Galicia and Poland scenario - 2nd version ready!
Posted: Wed Dec 27, 2023 10:07 am
by OldCrowBalthazor
Wow this scenario looks great. Going to start testing SP first. Would like to try MP later.
Btw I am using Kirk23's NATO counter mod, in case you are wondering why your counters have a bit of spice haha.
Cheers
Re: Battle for Galicia and Poland scenario - 2nd version ready!
Posted: Wed Dec 27, 2023 12:40 pm
by HalfTauter
Hi Beriand,
Yes, I nerfed the 4th Army event. So instead of 8 divisions (4 Corps), the Central Powers player gets 4 divisions (2 Corps) but also a cavalry division. Central Powers player will still get a HQ, a recon plane and I believe also an artillery. It will be the same NM costs (10,000 NM) and same MPP costs. And the units will arrive slightly later (because they have to be transported from France).
I also made fortifications a bit tougher to take, because in my testing I could just amass artillery on Przemysl and take it in a few turns, although Ai decided to use HQ's as main defence, that might have been a reason. Siege artillery is also a bit nerfed. And indeed a new railway to Proskurov, allowing the Russian player a bit more flexibility.
Cool that you want to try out a game

, I made a game (password is 'galicia'), I gave you the Central Powers. Central Powers is a bit more difficult but I think therefore it is also more enjoyable. Nevertheless, Russian player needs to be careful, can't just zerg rush immediately units towards Austria-Hungary, waiting out the mobilisation is better. If you wanna swap, I'm fine with that! Thanks for trying out a game with me!
OldCrowBalthazor:
Also cool you're testing out my scenario

, hope you enjoy it. The Central Powers are the more difficult side to play, so if you play against AI I suggest playing as the Central Powers. Or you could try the expert mode

... I'd be interested what you think of the scenario... And I like to test MP with you!
Also nice counters, I'm used with the usual counters, but learning how to "read" those NATO counters.
Re: Battle for Galicia and Poland scenario - 2nd version ready!
Posted: Fri Dec 29, 2023 2:45 pm
by HalfTauter
So Beriand and I tested a game, but we quickly ran against a major problem: units can have an entrenchment of 4, in a regular ("clear") hex. In the first version, this problem wasn't there and max entrenchment in the field/clear hexes was just 1 (regular).
I however cannot see where I went wrong. I double checked the editor, and in the "defense bonus" menu, max entrenchment is 1 in "clear" hexes, as well as with river hexes, field hexes etc. I also checked research, if that is somehow changed, but nope.
Am I missing something? The trench sprites are also just regular lvl 1 trenches, not lvl 4 sprites for example.
Edit: oh, I fixed it. Apparently the max entrenchment values of fortifications is also the max entrenchment value of units in other hexes. Uhm, I guess if I want to make fortifications worth it, I should just up the defense values of it instead of increasing the entrenchment values.
Re: Battle for Galicia and Poland scenario - 2nd version ready!
Posted: Sat Dec 30, 2023 7:02 pm
by HalfTauter
Sorry for the triple posting D:, but the 4 entrenchment thing had to be fixed. Just wanted to let know the links are now updated with the correct versions. I also added a pop-up informing the German player how the 9th Army exactly forms, tinkered with the morale settings here and there and gave the guard divisions of Russia extra experience.
In essence the scenario is fully ready, the only thing is I cannot change however is the victory conditions description, which currently is wrong. Only some balance questions remain, like siege artillery and the Russian 2nd Army DE I added.
Happy new year!
Re: Battle for Galicia and Poland scenario - 2nd version ready!
Posted: Wed Jan 17, 2024 10:46 pm
by HalfTauter
Tip: keep an eye out on Eastory on Youtube (pretty known for his WW2 mapping of divisions year by year), he is making a video about the Eastern Front in WW1! Probably will be uploaded this week. He teased a screenshot of it, looked pretty neat.
But that is not the main part of this post, as I have some great news! I have been working quite a bit on the scenario to make it more interesting/balanced. I played a PBEM game with Beriand (me as Central Powers, Beriand as Russia), and (I hope) we both had fun, but we identified some flaws. Russian mobilisation was a bit too slow, and while eventually the Russians could break through the Austrian lines, the Germans were just too strong and the Russians too low on MPP and men to counter them.
The link to the files:
[deleted because new version]
Delete the previous files (also dat file). Will also add in the original post.
But the feedback from that game weren't the only things I decided to change. I also thought of adding many more decision events, to make things more interesting. So without further ado, these are the things I changed with this update:
Russian mobilisation:
Russian mobilisation now is slightly quicker, by roughly 1/2 turns. I made the eastern armies (3rd and 8th) quicker with mobilisation, by design the western Russian armies are slower with mobilisation so the Austrians can go on the offensive early on if wanted. The 3rd Army also starts closer to the Austrian border.
The Second Army DE for the Russians was previously only accessible if the Central Powers have taken Lodz. Now it automatically unlocks at the 2nd of October.
The Russian offensive will also be even more deadly because I made more roads and villages around the Rawa-Ruska area, where the Austrians are pretty weak.
German nerfing:
Germans got nerfed. Strategic reserve DE is now even more NM cost (15,000 instead of 10,000). German troops of the 9th will also have one less experience (2 --> 1), Von Hindenburg 3 --> 2.
Romania:
I wanted to make diplomacy more worth it. So every chit has more impact, chits are also cheaper AND every nation can buy more diplomacy chits. Plus there are two significant DE's regarding Romania...
New decision events:
I added 10 new decision events, 4 for Russia and 6 for the Central Powers. 2 of them are just HQ decision so not spectacular or anything (Radko-Dmitriev for Russia and Von Mackensen for Germany).
- The Austrian player gets a DE immediately at the end of the first turn whether or not the Second Army in Serbia is to be transported more quickly to Galicia. Will come at a significant MPP and NM cost.
- Austrian player can "release skilled workers" (early Sept), will damage units (not unit morale though), but will increase mine production. But initial MPP cost. Will boost NM considerably.
- Russian player gets decision: build mines, or get supplies from British (middle Sept). The first one costs initial MPP, and takes time, but will yield more MPP eventually. British supplies hurt Russian prestige also. Added this one because I feel the Russians need extra MPP later on.
- Russia will be able to send agents to Silesia to disrupt the mines there
- When AH's morale will be less than 40%, the player gets a DE to make a War Press Bureau. Gives 150 extra NM per turn for 25 MPP a turn. This War Press Bureau existed actually in real life, some famous writers/poets were in it. Stefan Zweig for example, he wrote a bit about it in his book The World of Yesterday (really recommend that book), ironic since he became a pacifist due to the war.
- Potiorek's army (6th Army) will deploy through a DE now, if the Russians breakthrough the Carpathians. It comes up with quite the NM cost so not an immediate no-brainer.
now I also added two DE"s related to Romania, they're pretty impactful. Historically Romania, even though neutral (until 1916), was very important in considering the strategies of Austria-Hungary and Russia. Conrad wanted for example to impress/deter Romania and Italy from to/joining the war. And Russia needed to "push" Romania into war as it was expected Romania would be neutral and would join the side that was winning.
DE's:
- AH: give more autonomy to Transylvanian Romanians (end of Sept). This gives +75% relation with Romania, and will give +35 MPP due to increased food imports. But a massive NM cost, as Hungary will feel backstabbed (historically, the Hungarian part of the Empire was very repressive against minorities, the parliament had basically no non-Hungarian parliamentarians, after the Ausgleich of 1867 Hungarians were very protective of their rights given, even obstructing national policies, major hampering preparance of WW1). Further, unit morale will drop with 35%. And another NM decline as nationalist movement increase. Last but not importantly, if accepted it will blockade the following decision of Russia
- Russia: can fund the Greater Romanian Uprising (made up thing), by giving weapons (MPP) to nationalist movements, which will attempt an uprising in Transylvania (beginning of October). It has a 50% chance the Austro-Hungarian authorities won't find out about it. If succeeded, AH morale declines heavily, 40 to 50% shift Romania to Russia (if Lemberg and Przemysl taken by Russia, will probably be sufficient for Romania to enter the war). But if it fails Russia will take a severe hit on NM, and Romania will move to AH.
Victory:
Slightly changed victory conditions. Russian minor victory is slightly harder as Russia will also need to retain Lodz at the end. And Central Powers can have a minor victory by also taking Ivangorod, besides Warsaw, Lublin or Chelm.
So as I cannot change the victory conditions description I just changed the victory conditions background image which will tell you the victory conditions. Yeah it is a bit hideous...
Miscellaneous:
- less chance for rain and mud
- Stryj is now a secondary supply, for some reason I had made a village next to it a secondary supply instead previously
- Some more consistent unit stuff. For example, in Expert AI mode, the Austrian Second Army would spawn immediately (as AI). But later the Second Army would spawn again. So now this is optionable with a Flag mode == 0. But also minor stuff like the German 35th Reserve Division could spawn twice, fixed that.
- Siege artillery has now 3 shots with 1 de-entrenchment, instead of two shells with 2 de-entrenchment. Also build limit of siege artillery is now just 1 for every country, to prevent people from overbuying stuff (which Beriand might have done) but still giving flexibility. Russia and Germany get a siege artillery DE namely.
- Fixed potential bugs/unintended consequences. So apparently if you write in the code a conditional statement about mobilisation of a country, and say it is neutral, it means it is exactly 0% in alignment. If 1% leaning to a nation, it is not neutral but apparently aligned with one side. Which made some decisions not fire. So use a different way that works.
- and really minor other stuff.
Re: Battle for Galicia and Poland scenario - 3rd version ready!
Posted: Thu Jan 18, 2024 8:58 am
by OldCrowBalthazor
v3

Re: Battle for Galicia and Poland scenario - 3rd version ready!
Posted: Fri Jan 19, 2024 8:50 pm
by HalfTauter
Yes

and probably eventually a 4th version will arrive one time (AI could perhaps need some mid-game scripting), but I will put modding this scenario on pause currently. Modding is quite time-demanding, I think I added 250 hours to my Steam time or something just working on this scenario. Perhaps not the wisest choice now I have a new job.
But I am already thinking of new stuff. I'd like to make the Romania 1916 campaign one day, also full of twists and dramatic turns of events. But also now I know more about the editor I'm also thinking out of the box, making Waterloo 1815/Leipzig 1813 or something or even the Punic Wars lol. Who knows.
Enjoy the mod all!
Re: Battle for Galicia and Poland scenario - 3rd version ready!
Posted: Tue Jan 23, 2024 6:00 pm
by HalfTauter
So Eastory made his WW1 1914 Eastern Front video

. Highly recommend the watch, he puts a lot of effort in his videos and shows really well the front movements (including Battle of Galicia and Battle of the Vistula River). He is gonna make I guess also videos of 1915, 1916 and 1917. His WW2 videos are also definitely worth the watch.
https://www.youtube.com/watch?v=8BxjAbL ... eSB3dzE%3D
Re: Battle for Galicia and Poland scenario - 3rd version ready!
Posted: Sat Feb 17, 2024 12:20 pm
by HalfTauter
Smallish update, after a second game with Beriand:
- Russia got a bit of a buff: Russian 2nd Army appears always, and is not bound to a decision event (so Russian player won't have to spend MPP and lose NM). Pop-up dated 17/18 September to the Russians explains this. The decision for Russia to build mines also cost less MPP.
- Russia also has a new DE: if morale is below 40%, the Tsar gets the option to grant land to soldiers finishing their service. This will give 125 NM per turn (25 MPP per turn) and will give a one-time boost of 35% to unit morale.
- Diplomacy is a bit nerfed, less influence per chit
- Austrian DE to speed up the 2nd Army to Galicia is made better: now the entire army arrives at 18th of August, instead of in two phases 18th August and 26th August.
- Three new pop-ups, when AH takes Krasnik/Komarow and Russia takes Lemberg.
- Victory conditions screen is somewhat less hideous (again can't edit victory condtions description so I use an image)
Link to new version (will also update link in main post):
https://drive.google.com/drive/folders/ ... sp=sharing
Maybe you people will like it, during the match against Beriand I made a screenshot of the overview every turn, shows you how a game could unfold (initial advance Austrians, Russian offensive, Germans gathering forces, Battle for Warsaw). I did ok until mid-September when everything collapsed for the Russians. Even though I slightly buffed the Russians, I didn't lose because of imbalance, I am just worse compared to Beriand

I think now the game is well balanced.
So enjoy the mod!

- aa_gif_location.gif (1.95 MiB) Viewed 1520 times
Re: Battle for Galicia and Poland scenario - 3.5th version ready!
Posted: Sat Feb 17, 2024 1:24 pm
by Beriand
I usually prefer longer campaigns with tech/force buildup instead of smaller battle-like scenarios from some recent DLCs, but this mod is cool, thanks for the work

Quick to play and dynamic, with multiple routes, but also need to take note of supply and vision. Mostly without mud/winter/empty steppes/uberrivers/sieges roadblocks, just our usual cursed 2nd millenium Polish battlefield.
Re: Battle for Galicia and Poland scenario - 3.5th version ready!
Posted: Sat Feb 17, 2024 6:44 pm
by HalfTauter
Thanks Beriand for the kind words! I had great fun playing with you, there was definitely a skill gap but it was good playtesting the mod, I have improved much what you but also I had as feedback during the games.
I also like the "teching-up/build up your army" part of Strategic Command, I think it really excels in that. But I lately got fascinated by this part of the war, it is quite neglected as it is not as known as the battles in France for example. But once you read about it, there is so much going on. I really recommend to people "A Mad Catastrophe" by Geoffrey Wawro, you almost get pity for the Austro-Hungarian Empire in how much it was a complete fumble, the beginning of the war.
Another tip: "Österreich-Ungarns Letzter Krieg" is the official Austrian history of the war, and freely readable online, really easy to access and read through. It is a massive tome but contains practically all information you want to know. It also has a massive amount of sketches, figures, appendices, you name it.
Re: Battle for Galicia and Poland scenario - 3.5th version ready!
Posted: Sun Mar 17, 2024 11:51 am
by W4lth3r
Very interesting mod. I did not have this on my radar.
Looks like for a long time I confused this with Jazon's Poland mod.
Great work! Looking forward to testing this.
Re: Battle for Galicia and Poland scenario - 3rd version ready!
Posted: Fri Apr 05, 2024 10:21 am
by Jazon
Hi!
I got small request: Could you reload the whole folder of the MOD as a one zip file? Don't think I am a retard, and I cant download it, but the thing is I am trying to download it from China, and to get into Google Drive I need to use vpn, and this vpn works only on my phone... it's a bit complicated. The matter is, that I can get into this cloud drive, but I can't download the files which are in folder, I can download them only file by file, which would take me half a day. I am sorry to bother, but for me it is a big deal, because I need to sneak through Great China Firewall, and it is always a headache. I really would like to try out your work, and perhaps play it also in a multiplayer with my friend. If you don't want to mess your google drive, you could also send it to me by weshare as a zip file. You can PM me and I will write you my email. I got this cgn and dat "loose" files, but I need the folder content so I could play the MOD.
I would appreciate it a lot
Cheers
Jazon
Re: Battle for Galicia and Poland scenario - 3.5th version ready!
Posted: Sun Apr 07, 2024 11:55 am
by HalfTauter
Hi Jazon, thanks for trying the mod! That sounds pretty annoying (I mean for you),

, but it should be an easy fix. I've just uploaded a .zip map of the mod folder to the Google Drive link.
https://drive.google.com/drive/folders/ ... sp=sharing
I've also uploaded it to mediafire, perhaps you don't need a VPN for that so a bit easier as well.
https://www.mediafire.com/file/3y2rsjdc ... d.zip/file
If it still doesn't work or a headache let me know! Probably then I'll pm you and mail you it. That's no problem for me.
Have fun!
