653N Mod

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sPzAbt653
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RE: 653N Mod v1.3

Post by sPzAbt653 »

Check your convoy report, I'll see what I can find out here. Thanks.
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RE: 653N Mod v1.3

Post by sPzAbt653 »

Ok, here we go. You've got the new convoy system for 653N as seen in post #2 and explained in post #1. I also wanted to include something whereby we could influence the US-UK-USSR Lend-Lease, so just as the original convoys work in the stock campaign, there are two convoys represented. If you go to the War Maps > Convoy Map, you will see them. As seen below, click on the US Flag and the stats can be seen for the US to UK Convoy [green circle] and the physical Convoy can be seen [the little bit in the blue circle]. Clicking on the UK Flag [not seen below] will give you the Convoy Stats and the convoy can be seen in the lower right. This is the only way that we can change the amounts sent, and I don't intend these two convoys to be interdicted by the Axis, so that is why they are small and out of the way.

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sPzAbt653
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RE: 653N Mod v1.3

Post by sPzAbt653 »

In the end-of-turn reports we can see these convoy MPP's. These represent Lend-Lease, and are displayed the same way as they are in the stock campaign. The USA sends to the UK [blue circle], the UK sends to the USSR [brown circle] and the USSR receives [red circle]. There is no way to specify 'Lend-Lease' in the Convoy Script, so it just says USA or UK.

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gwgardner
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RE: 653N Mod v1.3

Post by gwgardner »

1) Thanks for the explanation. Working fine, now that I understand it. One thing that graphic shows is how abysmally I've played. it's mid '44 in my game, and the Allies incomes are half that, because I did not fully research the economics.

2) I'm going to restart, unless you would like me to play out the scenario to the end, to test some feature or other.

Kudos to the AI, Hubert, and Bill. Your AI skunked me. And kudos to you and your mod, I'm thoroughly enjoying it. I'll now download the latest version of 653N and try again.

3) Another suggestion/request, should it interest you - change from 'alternating' to 'same' turn sequence, and perhaps also weekly turns except in winter.

4) One other comment - I'm not sure I could play this with hard OOB limits. Did you intend the mod to be played with soft limits? [I ask this fully realizing that if I had researched the economic areas, I might have gotten OOB increases.]

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sPzAbt653
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RE: 653N Mod v1.3

Post by sPzAbt653 »

1. The Research choices are really difficult, which is why I reduced the number of categories. Now I can manage them better, especially against the computer [:)]
2. Restart whenever you want, I appreciate your time and input.
3. Turn Sequence and Intervals aren't something I've given much thought to. I like having possible different weather for each side, and not having so many turns from Oct/Nov to Apr/May. These definitely go against the normal conventions in many war games.
4. You can play with Soft Limits. The mod isn't optimized for it, but I don't see anything wrong with playing that way if you like.

In the build que are all the units that were built historically [and a few that may not have been entirely historical but were entirely possible]. But to prevent the player from getting too much of some stuff before it was reasonably possible, some build categories increase depending on Research. Production is the main one, and researching that category will provide the most build increases. Note that it is pretty complicated to mod, and each time I play I make small adjustments. Overall it adds to the strategic choices that need to made, which I think is a good thing.
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RE: 653N Mod

Post by gwgardner »

I got an event offering Malta for Italian Neutrality. Is that unique to 653N or a default campaign event? Anyway, I accepted it, just to try it out, but just months later the Italians went ahead and joined the AXIS - much to my chagrin, because I placed my trust in the dastardly Duce and denuded most of my forces from Egypt!

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sPzAbt653
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RE: 653N Mod

Post by sPzAbt653 »

It is unique to 653N [unless someone else borrows it]. It is all historic, and historically Churchill vetoed it. The notes do say that if you do accept it, Italy will still join, just at a later date. It's actually a terrible choice to accept it if you are playing against the computer, because the Axis computer never takes Malta.
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RE: 653N Mod

Post by gwgardner »

I didn't see that note about Italy joining later. Oh well.

On another note, I sent Hubert a saved game showing a panzer unit that had refused to take part in the AI's attack in 1940. It entered the Netherlands, took up a position on the coast, then stayed there for month after month. I though Hubert might find a flaw with the AI. However, he responded with this:

Hi Gary,

If it is this unit as shown below it has indeed been instructed to hold fast at that position. The modder likely modded this AI behaviour in error in his adjustments of the AI scripts, or it is possibly based on older incorrect AI scripts from the default campaigns.

I just mention this as that position is not currently set in any of the AI GUARD scripts for the default campaigns.

Perhaps let him know?
Hubert

Here is the saved game, in case you wish to look at it.

https://we.tl/kHP2E0AZTm

The Panzer unit in question is just north of the Hague.

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sPzAbt653
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RE: 653N Mod

Post by sPzAbt653 »

Remember to check the 'Notes' on your DE's because they usually contain a little more info on the situation. In the case of the Italian Concessions: Saying (YES) will not prevent Italy from declaring war on its own later in time, but will delay an Italian entry.

And yes, I added that Guard Script for a reason, but didn't intend a valuable Pz Korps to jump into it. I'll see if I can adjust it, thanks !
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sPzAbt653
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RE: 653N Mod

Post by sPzAbt653 »

That Guard Script isn't supposed to fire unless several conditions exist. USSR must be in; France must be surrendered; it must be at least 12/1/41; and Calais, Cherbourg and Nantes must be Axis occupied. Is it possible you met all of these conditions at that point ?
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RE: 653N Mod

Post by gwgardner »

ORIGINAL: sPzAbt653

That Guard Script isn't supposed to fire unless several conditions exist. USSR must be in; France must be surrendered; it must be at least 12/1/41; and Calais, Cherbourg and Nantes must be Axis occupied. Is it possible you met all of these conditions at that point ?

None of those conditions were met. The German invasion had been very slow, it's Nov. '40.

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sPzAbt653
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RE: 653N Mod

Post by sPzAbt653 »

Thanks for checking. Well, the Guard Script is below, and I must have got something wrong, but the LINK of 628 has all of those conditions listed above, so I thought that would prevent this Guard from triggering unless DE 628 was triggered, and then accepted, which obviously didn't happen. I'll keep staring at it, and meanwhile maybe someone else can spot why it triggered [seemingly as soon as it could, while ignoring all the triggers].
{
#NAME= German Coast Gun - Ijmuiden
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 45
#TRIGGER= 100
#LEVEL= 0
#GV= 1[1,100]
#LINK= 628[1]
#LENGTH= 1
#HOLD= 3
#ADD_HQ= 0
#GOAL_POSITION= 155,75
#DATE= 1939/09/01
#STEAL= 0
; 1st Line - Berlin
#FRIENDLY_POSITION= 173,74
; 1st Line - Germany politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; 1st Line - Berlin not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 173,74 [3]
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}
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sPzAbt653
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RE: 653N Mod

Post by sPzAbt653 »

And here is DE 628:

{
#NAME= DE 628 - Germany: Deploy Atlantic Wall Coastal Guns? (AI - 100% Yes)
#POPUP= Führerhauptquartier %N%NDue to the threat of commando raids it is recommended to begin construction of a new 'West Wall' along the coast of France and Holland. %N%NThese positions could prove crucial in repelling any raid or possible future invasion. %N%NTheir construction will cost 240 MPPs, at 30 MPPs a turn for 8 turns. %N%NWould you like to authorize the construction of these Coastal Gun batteries as part of our new West Wall?
#IMAGE=
#SOUND= teletype_1.ogg, teletype_2.ogg
#FLAG= 1
#TYPE= 1
#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
#TRIGGER= 100
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 628
#MPP_UPDOWN= -30
#MPP_TURNS= 8
#MPP_TEXT= West Wall Fortifications
#NOTES= Although expensive, the construction of these Coastal Gun Batteries will significantly strengthen our defences and could potentially repel any enemy invasion and commando operations in France and Holland, so it is a good choice to say YES to this. %N%NIf you do say YES, ten Coastal Gun units will deploy at various strategic locations on the French and Dutch Coasts. %N%NHowever, these units will deploy understrength and with no upgrades, so if you feel that the threat to these areas is minimal, you may want to say NO and spend the MPP's elsewhere.
#NOTES_POSITION= 149,82
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#DATE= 1941/12/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Calais is in Axis hands
#ALIGNMENT_POSITION= 151,79 [1]
; Cherbourg is in Axis hands
#ALIGNMENT_POSITION= 143,82 [1]
; Nantes is in Axis hands
#ALIGNMENT_POSITION= 143,88 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; Germany politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; France politically aligned with Allies and surrendered
#VARIABLE_CONDITION= 40 [2] [100] [1]
; USSR politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 116 [2] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}
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BillRunacre
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RE: 653N Mod

Post by BillRunacre »

It does seem odd unless there might by chance be another DE 628 in the campaign?

This is the field to search for:

#DECISION= 628

Also check the Mobilization_4 scripts as they can also be used to act as a Decision trigger.
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sPzAbt653
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RE: 653N Mod

Post by sPzAbt653 »

Thanks Bill, I checked the Decision and Mobilization_4 scripts and found no other instance of '628' [:(]

Edit: Also checked Guard scripts for any other instance of '155,75' but found none.
gwgardner
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RE: 653N Mod

Post by gwgardner »

sPzAbt653, just wondering if you plan an updated version of 653N in the next day or two? I'm going to start a new campaign with it, but will wait if you have anything changed coming up.

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sPzAbt653
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RE: 653N Mod

Post by sPzAbt653 »

Well, I spent some time yesterday updating it to v1.10, but I generally wait a while before posting to see if any annoyances were introduced. If you look at the change list for v1.10 and see anything that you really want, then I will post it, otherwise we can wait til the next restart.
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sPzAbt653
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RE: 653N Mod

Post by sPzAbt653 »

Oh crud, I get this error and the game crashes, when playing as the Allies and I go to the Convoy Map and click on a country's little flag to get the convoy info. This mod uses different convoy stuff from the stock campaign, but right now I have no idea why this happens.

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gwgardner
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RE: 653N Mod

Post by gwgardner »

I use that convoy map successfully. Maybe it's a change made since the version you have available for us to download.

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sPzAbt653
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RE: 653N Mod

Post by sPzAbt653 »

Thanks for confirming Gary. I also used it with no problem in prior versions. Now I am on my first game with v1.10, but also with changes to the mod, so I will look thru the change list to see if I can figure it out.
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