The Siege of Budapest: Operation Konrad

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Ason
Posts: 399
Joined: Fri Nov 29, 2013 11:14 am

Re: The Siege of Budapest: Operation Konrad

Post by Ason »

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.
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welk
Posts: 1310
Joined: Sun Sep 17, 2006 6:41 pm
Location: France

Re: The Siege of Budapest: Operation Konrad

Post by welk »

A question about your "civilian" scripts, please (this system is very intressant :mrgreen: )

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 ?
Ason
Posts: 399
Joined: Fri Nov 29, 2013 11:14 am

Re: The Siege of Budapest: Operation Konrad

Post by Ason »

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.
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welk
Posts: 1310
Joined: Sun Sep 17, 2006 6:41 pm
Location: France

Re: The Siege of Budapest: Operation Konrad

Post by welk »

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
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