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After 120 turns I have realizes I picked wrong scenario!:)

Posted: Thu Oct 26, 2023 7:30 pm
by borislav
I started with early end scenario instead of no early end, hoping it will be more tense game as you have to fight (I have picked SU side). By the way this was game vs AI that I started 2 years ago. with many pauses finally I reached turn 120 and game is over as I have more than 620 (or was it 600, not sure now) points. on turn 119 Finland surrendered and this boosted my score above threshold. so you could say this is what you wanted so you won, congratulation. but thing is in these 120 turns I was avoiding Germans and after tide turned in my favor AI was avoiding me very successfuly. so there was no real fight till now and this is reason I want to continue through 44 and 45 to get to Berlin. but there is no way to progress further after that victory note.
guys do you have any idea how to move on?
I tried to go back to turn 118 and play two more turn to see if I can avoid victory but unfortunately this Finland surrender event always fire up.

Re: After 120 turns I have realizes I picked wrong scenario!:)

Posted: Thu Oct 26, 2023 7:42 pm
by Fraggo5
I'm not sure if this would work but start a "No early end "GC then go to your current early end save folder, copy turn 118 and transfer that into your new "No early end " save folder.
As I say, I'm not sure it would work but worth a try

Re: After 120 turns I have realizes I picked wrong scenario!:)

Posted: Thu Oct 26, 2023 8:17 pm
by borislav
Hi Fraggo5, thank you for the tip.
I just tried it and it doesn't work.
I believe this about victory checks is hard coded in save, so it doesn't help in what folder it is.
my only hope is to somehow postpone this Finland surrender event but reducing number of troops on that theatre box.

Re: After 120 turns I have realizes I picked wrong scenario!:)

Posted: Thu Oct 26, 2023 8:48 pm
by Wiedrock
The Treshold should be 600 (click V and see the list to the Left with Caps/Dates).
Finland Surrenders
Can only happen if the Soviets also control Leningrad. Ends combat operations in
the Axis Finnish and Soviet Northern Front TBs.
Triggers the game event ‘Norway on the Frontline’.
Finland won't surrender as long as Axis has Leningrad.
Finnlands surrender gives you the VP of Helsinki (30)+ eventually time bonus before Sep 19, 1944 (not sure if that's in this Surrender case).

Another idea could be somewhat cheesy, I HAVE NO IDEA IF THAT WORKS! :lol:
  1. Backup this games Save Folder
  2. Disable the German AI
  3. Move your units back or out of important Cities
  4. Move your Fighters away from those areas
  5. Switch to German side and do some Paradrops on VP cities

Re: After 120 turns I have realizes I picked wrong scenario!:)

Posted: Fri Oct 27, 2023 4:22 am
by MarkShot
Well here is how I would do it.

Some degree of scenario scripts must be instantiated when a game is created and recorded in the save.

I would use a HEX editor to find the Sudden Death predicate. How? Not totally sure, but:

* Start by comparing an initial save for each scenario type.

* Scripted variables even in compressed files unlike compiled code will usually still have English readable name. This can help lead you to the comparison operand in the save.

* The sudden death line will find both score variables within just bytes of one another. Thus, you may be able to find the operand which could be English or an integer code. Remember infix, post fix, and prefix notation.

* Once you think you have found the operand location, you want to record the HEX address and set the predicate to always false. (Thus, early end will be disabled.)

All the above is probably less work than one or two turns in the campaign.

I like the following although the x86 disassembly will not help here, but text display will.

https://sourceforge.net/projects/hexplorer/

Re: After 120 turns I have realizes I picked wrong scenario!:)

Posted: Fri Oct 27, 2023 2:55 pm
by homer82
MarkShot wrote: Fri Oct 27, 2023 4:22 am Well here is how I would do it.

Some degree of scenario scripts must be instantiated when a game is created and recorded in the save.

I would use a HEX editor to find the Sudden Death predicate. How? Not totally sure, but:

* Start by comparing an initial save for each scenario type.

* Scripted variables even in compressed files unlike compiled code will usually still have English readable name. This can help lead you to the comparison operand in the save.

* The sudden death line will find both score variables within just bytes of one another. Thus, you may be able to find the operand which could be English or an integer code. Remember infix, post fix, and prefix notation.

* Once you think you have found the operand location, you want to record the HEX address and set the predicate to always false. (Thus, early end will be disabled.)

All the above is probably less work than one or two turns in the campaign.

I like the following although the x86 disassembly will not help here, but text display will.

https://sourceforge.net/projects/hexplorer/
Really?

Re: After 120 turns I have realizes I picked wrong scenario!:)

Posted: Fri Oct 27, 2023 3:53 pm
by borislav
MarkShot wrote: Fri Oct 27, 2023 4:22 am Well here is how I would do it.

Some degree of scenario scripts must be instantiated when a game is created and recorded in the save.

I would use a HEX editor to find the Sudden Death predicate. How? Not totally sure, but:

* Start by comparing an initial save for each scenario type.

* Scripted variables even in compressed files unlike compiled code will usually still have English readable name. This can help lead you to the comparison operand in the save.

* The sudden death line will find both score variables within just bytes of one another. Thus, you may be able to find the operand which could be English or an integer code. Remember infix, post fix, and prefix notation.

* Once you think you have found the operand location, you want to record the HEX address and set the predicate to always false. (Thus, early end will be disabled.)

All the above is probably less work than one or two turns in the campaign.

I like the following although the x86 disassembly will not help here, but text display will.

https://sourceforge.net/projects/hexplorer/
:D this would be too much for me, I'm not good with hex editor and such stuff.
I will probably try what Wiedrock proposed unless some other good soul come up with more elegant solution.
Thanks guys.

Re: After 120 turns I have realizes I picked wrong scenario!:)

Posted: Sat Oct 28, 2023 5:09 am
by jlbhung
If you can handle the game editor, you may try this -

(a) rename your save game to xxx.scn and move it to the scenario folder.

(b) open the xxx.scn with the editor. Change the scenario name (MUST do this to avoid overwriting the orginal 1941 campaign). Save.

(c) on map, press v - you can change the victory conditions as you want. Save.

(d) start the game with the revised scenario.

Downside is that historical statisitics kept by the game will be gone.

Re: After 120 turns I have realizes I picked wrong scenario!:)

Posted: Sat Oct 28, 2023 11:22 am
by borislav
Thanks jlbhung, your proposal works.
but as you already pointed, there is "historical" disconnect.
some events are ok as they are linked to year and date while some are linked to turn.
It is all as in previous one but still very much different.
Also AI is now behaving differently.
Still better then nothing. Thanks.

Re: After 120 turns I have realizes I picked wrong scenario!:)

Posted: Fri Nov 03, 2023 5:02 pm
by Karri
jlbhung wrote: Sat Oct 28, 2023 5:09 am If you can handle the game editor, you may try this -

(a) rename your save game to xxx.scn and move it to the scenario folder.

(b) open the xxx.scn with the editor. Change the scenario name (MUST do this to avoid overwriting the orginal 1941 campaign). Save.

(c) on map, press v - you can change the victory conditions as you want. Save.

(d) start the game with the revised scenario.

Downside is that historical statisitics kept by the game will be gone.
This will also break the turn counter, as the new game starts from turn 1. This in turn might screw up everything related to that, such as reinforcement, upgrades, etc.