AI Mobilization thought for Bill and Welk

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rmelvin
Posts: 236
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

AI Mobilization thought for Bill and Welk

Post by rmelvin »

In this scenario where the main AI= 1 and some Major Allies A=2
Both Mobilization #2 and #3, does not trigger or in short does not work.
Also, this scenario DE 205 does not trigger.
All minor countries work correctly.

But Unit Script under this scenario trigger both for AI=1 and AI=2.

France Mobilization is at start 5%.
; France
{
#NAME= France
#POPUP= <<TAB_40>>
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 2
#LEVEL= 0
#GV= 2[1,100]
#LINK= 0[0]
#TRIGGER= 100
#COUNTRY_ID= 40
#DATE= 1950/01/01
#MOBILIZATION= [12,15] [2]
#VARIABLE_CONDITION= 40 [2] [1] [0]
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

; France
{
#NAME= DE 205 - France - Mobilization
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 2
#LEVEL= 0
#COUNTRY_ID= 40
#TRIGGER= 100
#DISPLAY_ORDER= 0
#GV= 2[1,100]
#LINK= 0[0]
#DECISION= 205
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#DATE= 1950/01/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
#ALIGNMENT_POSITION= 268,120 [2]
#NATIONAL_MORALE_TRIGGER= 0 [0]
#VARIABLE_CONDITION= 40 [2] [1] [0]
#CONDITION_POSITION= 268,120 [0,0] [1,1] [1] [0] [<]
}
; France
{
#NAME= France
#POPUP= <<TAB_40>>
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 2
#LEVEL= 0
#GV= 2[1,100]
#LINK= 205[1]
#TRIGGER= 100
#COUNTRY_ID= 40
#DATE= 1950/01/01
#MOBILIZATION= [12,15] [2]
#VARIABLE_CONDITION= 40 [2] [1] [0]
}
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welk
Posts: 1148
Joined: Sun Sep 17, 2006 6:41 pm
Location: France

Re: AI Mobilization thought for Bill and Welk

Post by welk »

I am not a great script specialist (just little basic and very elementary knowledges), I use rarely scripts, and only if really needed : to work in scripting is not my great love, because very oft things are not very clear with translation problems :mrgreen: (in addition, I noticed that to use lot of scripts does highly increase duration of AI turns in game)

But at your place, I would try to test the decision script with :

#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
#CONDITION_POSITION= 267,120 [0,0] [1,1] [1] [0] [<]
#CONDITION_POSITION= 267,120 [0,0] [1,1] [1] [0]
#CONDITION_POSITION= 267,120 [0,0] [1,1] [0] [0] [<]
#CONDITION_POSITION= 267,120 [0,0] [1,1] [0] [0]

#CONDITION_POSITION= 267,120 [0,0] [1,1] [1] [40] [<] (I would try 40 in place of 0, for aligned_country)

#ALIGNMENT_POSITION= 267,120 [2]
#VARIABLE_CONDITION= 40 [2] [0] [0] (I would try 0% alignment in place of 1%, if possible to try that)

to try to identify if the problem does come from these lines, because position Hex 268,120 seems curious, I have only 267 in my Europe (SC WIE)

When a script does not fire, my process for debugging is to test each line with a dummy value (or a different value), to try to identify the line that does cause the problem : if a line with dummy value ( or with certain value) makes the script to work, and if the same line with other value makes the script "not firing", this line is the problem
-----------
Concerning the first mobilization script, I would test this line :
#VARIABLE_CONDITION= 40 [2] [1] [0]
with
#VARIABLE_CONDITION= 40 [2] [y] [0] y = 0,2,3,4 and 5

and this line
#AI= 2
with #AI= 0

Perhaps it seems absurdity tests but it's better to test all possibilities, even the absurd possibilities

In addition : you say that some other scripts work. It would be interessant if you would post these scripts that work, it would allow to perhaps identify some interessant informations : example => if a position or a value does work in a script and not in another, it does perhaps allow to better identify the problems
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