Questions about the scripts

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PanzerMike
Posts: 1218
Joined: Sun Apr 30, 2006 8:40 am

Questions about the scripts

Post by PanzerMike »

In this thread I will regularly pose questions on the scripts of the Europe 1939 scenario. I am trying to understand what is going on and fail at that now and then [:D]

[QUESTION 1]
Here is my first question, regarding this script snippet from _changeOrder.txt:
//[cONR_7] Germany: With Poland conquered, add all the polish objectives back (that were set with the editor on the map as an objective)
$ChangeOrder
if_Date=1/1/1939
if_Country=42
if_Surrender=true
actionCountry=6
lifespan=tillTrigger
xyArea=175,55,trueAxis
xyArea=176,64,trueAxis
xyArea=177,59,trueAxis
xyArea=178,53,trueAxis
xyArea=178,57,trueAxis
xyArea=179,62,trueAxis
xyArea=180,67,trueAxis
$End

Some of the commentary in the above script is mine, but anyways, these objectives were set on the map using the editor. I know you can override that using script. In the above script the objectives are (re)activated, by means of the trueAxis command. Fine, but I can not find any script that deactivated them in the first place (by using for example: xyArea=175,55,falseAxis).

So what is the purpose of this script? Activating objectives that were never deactictivated makes no sense to me.

[QUESTION 2]

You have these garrison orders (taken from the modding manual):
GarL (#11) – Garrison Large. Large corps and armies go to large garrison positions before any other map order. They will only retreat if the enemy has a large advantage in combat factors.
GarA (#12) – Garrison Armor. Armor and mechanized go to armor garrison positions before any other map order. They will only retreat if the enemy has a large advantage in combat factors.
GarS (#13) – Garrison Small. Small corps, small armies, and divisions go to small garrison positions before any other map order. They will only retreat if the enemy has a large advantage in combat factors.

And there are these Hold orders:
HldL (#20) – Hold Large. Large corps and armies go to large garrison positions before any other map order.
HldA (#21) – Hold Armor. Armor and mechanized go to armor garrison positions before any other map order.
HldS (#22) – Hold Small. Small corps, small armies, and divisions go to small garrison positions before any other map order.

What is the exact difference between these 2 sets or orders? Can units with Hold order for example be pulled for an invasion, while the units with Garrison order can not? Or is the difference that units with hold order wil NEVER retreat no matter what? Please enlighten me.

[QUESTION 3]
Alvaro , you said in a thread:
Large Hold - Units designated as "defend" holds the hex at all costs regardless of situation
Attack Hold - Units designated as "attack" holds the hex at all costs regardless of situation
Small Hold - Units designated as "defend" or "garrison" holds the hex at all costs regardless of situation. "Garrison" units are selected before "defend" units

Attack Hold make no sense to me. Should this not be Armor Hold:
ArmorHold - Armor Units designated as "defend" hold the hex at all costs regardless of situation

[QUESTION 4]

Snippets from the _changeOrder.txt:
//[cONR_14]Germany: remove Siegfried line garrisons and "no offensive" if French retreat Maginot Line (top half)
$ChangeOrder
if_Date=1/1/1939
landUnitInRadius=150,52,0,1,Allies
actionCountry=6
lifespan=tillTrigger
//Siegfried line
xyArea=151,52,2
xyArea=150,53,1
xyArea=151,51,1
$End

//[cONR_15]Germany: remove Siegfried line garrisons garrisons and "no offensive" if French retreat Maginot Line (lower half)
$ChangeOrder
if_Date=1/1/1939
landUnitInRadius=150,49,0,1,Allies
actionCountry=6
lifespan=tillTrigger
//Seigfried line
xyArea=151,50,2
xyArea=151,49,1
xyArea=151,48,1
$End

In these scripts some of the German garrison orders are cancelled, to free them up for action. Fine. ALso the description says the "no offensive" should be removed. I know that you mean that the ignore order set at hex should be nullified. However, the command xyArea=150,50,0 is missing from the script here.
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AlvaroSousa
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RE: Questions about the scripts

Post by AlvaroSousa »

#1 They were never activated int he 1st place. It is to force the A.I. to attack specific objectives from the start of the game so it doesn't run around taking every city in Poland. It goes for the 3 main areas to kill Poland. You can activate or deactivate any map order or objective via the editor or the script.

#2 Hold orders never retreat when faced with overwhelming odds. Garrison orders do. Attack holds are last on the list of priority of garrisons and holds. Holds are 1st, Defensive Garrisons 2nd, Offensive Holds 3rd.

#3 I clarified this in the manual just now. Page 8 of my manual changes

Garrison Large - Large corps and armies go to large garrison positions before any other map order. They will only retreat if the enemy has a large advantage in combat factors. Unit role of Defend or Defend/Garrison under the A.I. Units menu item.

Garrison Armor - Armor and mechanized go to armor garrison positions before any other map order. They will only retreat if the enemy has a large advantage in combat factors. Unit role of Attack under the A.I. Units menu item.

Garrison Small - Small corps, small armies, and divisions go to small garrison positions before any other map order. They will only retreat if the enemy has a large advantage in combat factors. Unit role of Defend/Garrison or Garrison under the A.I. Units menu item.

Page 9 of my manual

Hold Large - Large corps and armies go to large garrison positions before any other map order. Unit role of Defend or Defend/Garrison under the A.I. Units menu item.

Hold Armor - Armor and mechanized go to armor garrison positions before any other map order. Unit role of Attack under the A.I. Units menu item.

Hold Small - Small corps, small armies, and divisions go to small garrison positions before any other map order. Unit role of Defend/Garrison or Garrison under the A.I. Units menu item.

#4 It is in there. You just didn't do a search for the 150,50 in the script. ~12th script down. There are 3 scripts addressing this. I changed it and forgot to change the description above on the above texts.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
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PanzerMike
Posts: 1218
Joined: Sun Apr 30, 2006 8:40 am

RE: Questions about the scripts

Post by PanzerMike »

[QUESTION 4 Part 2]
Ow, I did a search alright. There are 3 scripts that remove the ignore order 150,50 (bracketed ID's are mine):
//[cONR_12]Germany: Remove no offensive (Ignore Order) if France attempts to enter Germany
$ChangeOrder
if_Date=1/1/1939
landUnitInRadius=150,55,1,2,Allies
actionCountry=6
lifespan=tillTrigger
//remove no offensive
xyArea=150,50,0
xyArea=155,54,0
$End

//[cONR_13]Germany: Remove no offensive (Ignore Order) if France attempts to enter Germany
$ChangeOrder
if_Date=1/1/1939
landUnitInRadius=153,53,1,2,Allies
actionCountry=6
lifespan=tillTrigger
//remove no offensive
xyArea=150,50,0
xyArea=155,54,0
$End

//[cONR_14]Germany: Remove no offensive (Ignore Order) if France attempts to enter Germany
$ChangeOrder
if_Date=1/1/1939
landUnitInRadius=153,49,1,2,Allies
actionCountry=6
lifespan=tillTrigger
//remove no offensive
xyArea=150,50,0
xyArea=155,54,0
$End

All three deal with the event of France entering Germany.

And there is a script that removes the Ignore order after France surrenders:
//[cONR_17] Germany: change garrison and "no offensive" order Siegfriend line after France falls for Germany
$ChangeOrder
if_Date=1/1/1939
if_Country=2
if_Surrender=true
actionCountry=6
lifespan=tillTrigger
//Seigfried line
xyArea=148,54,1
xyArea=150,53,1
xyArea=151,51,1
xyArea=151,49,1
xyArea=149,53,2
xyArea=151,52,2
xyArea=151,50,2
xyArea=151,48,1
//remove no offensive
xyArea=150,50,0
xyArea=155,54,0
$End

BUT, these 4 scripts all have nothing to do with the event that France withdraws from the Maginot line; they deal with France entering Germany or France surrendering. Right?

So, I still think that the scripts should look like this:
//[cONR_14]Germany: remove Siegfried line garrisons and "no offensive" if French retreat Maginot Line (top half)
$ChangeOrder
if_Date=1/1/1939
landUnitInRadius=150,52,0,1,Allies
actionCountry=6
lifespan=tillTrigger
//Siegfried line
xyArea=151,52,2
xyArea=150,53,1
xyArea=151,51,1
xyArea=150,50,0
$End

//[cONR_15]Germany: remove Siegfried line garrisons garrisons and "no offensive" if French retreat Maginot Line (lower half)
$ChangeOrder
if_Date=1/1/1939
landUnitInRadius=150,49,0,1,Allies
actionCountry=6
lifespan=tillTrigger
//Seigfried line
xyArea=151,50,2
xyArea=151,49,1
xyArea=151,48,1
xyArea=150,50,0
$End

If not, than I am missing something...
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AlvaroSousa
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RE: Questions about the scripts

Post by AlvaroSousa »

Maybe I changed things and forgot to adjust scripts. But at the moment my only answer is "if it ain't broke, don't fix it"
Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
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