Fall Weiss II - WIE 14.0 - (Ready for Download)

Please post here for questions and discussion about modding for Strategic Command.
DarkHorse2
Posts: 1070
Joined: Fri Feb 04, 2022 12:08 pm

Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

Not really a fan of the Taranto Raid event.

As the Axis, means you run a risk of basing naval units at that port.

Seems to me like the AI already conducts air raids against naval ports on its own without the need for a specific event for this. The allied AI is very aggressive on sending its CV fleet to the Ionian Sea. As it is now, you can get hit both by Allied CV units AND the Taranto Raid event... potentially in the same turn.

Not sure if there are any other events like this in the game. Feels the same as having a 'Kiev Pocket' event at same time as Germany is conducting its Barbarossa offensive. The Kiev Pocket should come as a result of in-game military actions - not forced via an event.

Code: Select all

;REMOVE1941
; Taranto Raid
{
#NAME= ALLIED AI: Taranto Raid (50%)
#POPUP= Fairey Swordfish Raid La Regia Marina In Taranto
#IMAGE= taranto.png
#SOUND= taranto.ogg
#FLAG= 1
#TYPE= 0
#AI= 2
#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= 112
#FLAG_ID= 112
#TRIGGER= 50
#SEASON_FLAG= 0
#DATE= 1940/11/11
#MAP_POSITION= 180,105 [1,1] [1,3] [-50,-75] [1] [0]
; 1st Line - Italy politically aligned with the Axis and not surrendered
#VARIABLE_CONDITION= 59 [1] [100] [0]
; 2nd Line - UK politically aligned with the Allies and not surrendered
#VARIABLE_CONDITION= 112 [2] [100] [0]
;Allied units in Malta
#CONDITION_POSITION= 175,114 [0,0] [1,1] [2] [0]
}
DarkHorse2
Posts: 1070
Joined: Fri Feb 04, 2022 12:08 pm

Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

FYI - also tweaked the 18+ units within 10 hexes of Warsaw event as follows:

I added a notification message for the Axis player. This was meant to address the need to properly alert the player when they have been 'caught' over garrisoning the border, resulting in an increase in USSR mobilization. (previously, you were not notified and this could easily be going on for several turns without becoming the wiser...)

SC3_BorderGarrison_Event.png
SC3_BorderGarrison_Event.png (163.3 KiB) Viewed 1057 times

Code: Select all

;REMOVE1941
;
{
#NAME= More than 18 Axis Units Near Warsaw From January 1941 (USSR->Allies)
#POPUP= The USSR grows uneasy over the build up of Axis troops along its Polish border // This was ADDED
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#GV= 1[1,100]
#LINK= 0[0]
#LEVEL= 0
#COUNTRY_ID= 116
#TRIGGER= 50
#DATE= 1941/01/01
; 5-10% mobilization increase towards Allies
#MOBILIZATION= [5,10] [2]
; Set variable conditions:
; 1st Line - Germany politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; 2nd Line - Poland politically aligned with Allies and surrendered
#VARIABLE_CONDITION= 85 [2] [100] [1]
; 19 Axis units are within 10 hexes of Warsaw
#CONDITION_POSITION= 188,76 [10,10] [19,19] [1] [0]
#PRIVATE= 1 // This was ADDED
}
Note, the #PRIVATE=1 is needed as follows:

Code: Select all

; #PRIVATE= Should this event #POPUP be included in the last turn summary screen?
;           Values: [0, 1]; No= 0; Yes= 1
DarkHorse2
Posts: 1070
Joined: Fri Feb 04, 2022 12:08 pm

Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

I think I finally found how they are handling the Map Symbols to denote the Warsaw garrison requirements.
(this took me a good while to find... and not how I expected it to be implemented.)

I believe it is in popup.txt, in the 'ALLIED AI: German/Soviet Front Garrison Report 1940' & 'ALLIED AI: German/Soviet Front Garrison Report 1941' events. :o

They are using a previously unknown #DISPLAY_STYLE parameter value.

There are new comments for this command:

Code: Select all

; #DISPLAY_STYLE= What type of display style for the #POPUP banner text area?
;                 0 = default style, simple text with small national flags relative to #COUNTRY_ID on either side of text 
;                     (this default can be used with #MESSAGE body text and/or #IMAGE and #SOUND
;                 1 = major header, larger text with no national flags on either side of text 
;                     (only if #IMAGE used, otherwise will default to default style = 0)
;              2.xx = mouse hover popup style where xx refers to the sprite index of the symbol_sprites.png file that will be shown at #MAP_POSITION.  
;                     More than one #MAP_POSITION can be set for #DISPLAY_STYLE = 2.xx
;                     (e.g. 2.24 indicating the 24th sprite in the symbol_sprites.png file).
;                     #TRIGGER and #DISPLAY_ORDER will not be checked/applied when #DISPLAY_STYLE is 2.xx.
;                     Display of symbol sprite will follow the logic of the POPUP event, 
;                          e.g. if #DISPLAY_TURN and #AI = 0, then the map symbol will show on all turns.
;                     If #DISPLAY_TURN value > 0, 
;                          e.g. only show on Axis or Allied turns, 
;                     #PRIVATE= 1 can be used to hide the display of the symbol sprite when 'Hide/Show Map Info' is disabled in game.
I was wondering how they were able to change the Map Symbol Layer via the scripted events. I can see how to do it from within the editor, but I did not find any information on how to change it dynamically during the game. If it was documented, I never came across it.

FYI, Fall Weiss did not previously make use of using the '2.xx' value for #DISPLAY_STYLE either.

Anyways, I think I can merge this feature into Fall Weiss II... provided I don't miss anything needed.

I think I am on the right track, as the map symbols are appearing on the map from within the editor (after I merged the standard Popup.txt into the version in Fall Weiss II...)

FallWeiss_WarsawGarrisonMapSymbols.JPG
FallWeiss_WarsawGarrisonMapSymbols.JPG (406.82 KiB) Viewed 1025 times
DarkHorse2
Posts: 1070
Joined: Fri Feb 04, 2022 12:08 pm

Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

I am a software engineer and feel like this is more of a post-release hack than anything else.

#DISPLAY_STYLE was specific to the popup message and had nothing to do with the map.

Code: Select all

; #DISPLAY_STYLE= What type of display style for the #POPUP banner text area?
;                 0 = default style, simple text with small national flags relative to #COUNTRY_ID on either side of text 
;                     (this default can be used with #MESSAGE body text and/or #IMAGE and #SOUND
;                 1 = major header, larger text with no national flags on either side of text 
;                     (only if #IMAGE used, otherwise will default to default style = 0)
that is... until it was expanded(?) to allow the 2.xx value

Code: Select all

;              2.xx = mouse hover popup style where xx refers to the sprite index of the symbol_sprites.png file that will be shown at #MAP_POSITION.
;                     More than one #MAP_POSITION can be set for #DISPLAY_STYLE = 2.xx
;                     (e.g. 2.24 indicating the 24th sprite in the symbol_sprites.png file).
;                     #TRIGGER and #DISPLAY_ORDER will not be checked/applied when #DISPLAY_STYLE is 2.xx.
;                     Display of symbol sprite will follow the logic of the POPUP event, 
;                          e.g. if #DISPLAY_TURN and #AI = 0, then the map symbol will show on all turns.
;                     If #DISPLAY_TURN value > 0, 
;                          e.g. only show on Axis or Allied turns, 
;                     #PRIVATE= 1 can be used to hide the display of the symbol sprite when 'Hide/Show Map Info' is disabled in game.
Personally, I would have introduced a new script command for this... something like:

Code: Select all

#SET_POSITION_SYMBOL= x, y [nnn]
    Format: x-coord, y-coord [sprite_symbol index]
... but whatever...
DarkHorse2
Posts: 1070
Joined: Fri Feb 04, 2022 12:08 pm

Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

I have the garrison symbols integrated in Fall Weiss II. All modifications have been checked into the repo.

Testing it now. So far so good.

I have also imported the map terrain modifications made to default '39 scenario (per the change log).

I will be looking into what bugs have been fixed in the base game that still need to be carried over to Fall Weiss.

For example...
All Campaigns
• Change the river at Kherson (211,90) to use Major River tile 316 and 561 for the river mouth (Radar8717).
• Yugoslavia and Turkey’s unit facings changed (Hydra).
• Russian Armored Trains are now limited to Infantry Weapons level 2 (Taxman66).
• The cost of Anti-Aircraft Defense research reduced from 125 to 110 MPPs.
• AA units can now be upgraded to level 3 in Anti-Aircraft Defense.
• Soviet Garrisons, Special forces, Mechanized and Cavalry units corrected so they can only upgrade to level 2 Infantry Weapons rather than 3 (Duedman).
• Increased Attack increments for Amphibious Warfare research to 1 against Artillery, Rockets, Light Armour, Tanks, Aircraft and Anti-Aircraft units (Beriand; Chernobyl).
• Increased the base combat attack values for both types of Amphibious Transports from 0 to 1 against Artillery, Rockets, Light Armour, Aircraft and Anti-Aircraft units (Beriand; Chernobyl).
• Increased the chance of the Soviet AI investing in Anti-Aircraft Defense research (Michael Kollmann).
• Saudi Arabian convoy scripts corrected so an active Saudi Arabia will send MPPs to the once it is 10% pro-Allied or more, and also when the USA is still neutral (kischult).
1939 Campaign
• National Morale script triggered by the Allied capture of Oslo should Germany invade Norway via DE 644 added (Duedman).
• Set Lithuania to be 15% pro-Allied and also changed the ALIGNMENT_POSITION checks for DE 457 and DE 458 from Polotsk to Kaunas being in Allied hands, so as to avoid the connected MOBILIZATION_3 scripts from firing when the USSR annexes the Baltic States, but Germany has already annexed the country.
• Added a Strength script penalising Polish unit morale against the Axis AI at Intermediate and above (Mithrilotter).
• DE 601 will now trigger the deployment of a German Garrison unit in Copenhagen (OxfordGuy3).
• Amended the Strategy Guide to reflect that it is territory near Petsamo that transfers to the USSR if they win the Winter War, rather than Petsamo itself (OxfordGuy3).
1939 & 1940 Campaigns
• Changed DE 151 to just check for Paris being in Axis hands, rather than requiring an Axis unit being in Paris (Gilber).
• Duplicated DE 604 with DE 678 so that the same DE fires whether or not the UK supports the Free French (jkap).
• The USSR now receives an AA unit via the Production Queue in July 1940.
• France’s MPP boost on liberation increased from 75 MPPs for 3 turns to 200 MPPs for 3 turns (Mithrilotter).
• 6 and 10 hexes of Warsaw will now show on the map when relevant. Note that this does not take into account other political actions, e.g. the entrance of Axis Minors into the war, the independence or otherwise of the Baltic States, or whether or not Poland has been divided between Germany and the USSR (taffjones).
• The presence of an Italian naval unit within 10-12 hexes of the port of Southampton while Italy is neutral can now trigger the US mobilizing by 2-5% per turn (HarrySmith).
1939, 1940 & 1941 Campaigns
• Added alternative deployment locations for the Anti-Tank units that deploy at Gorky and also for the German Anti-Tank units that deploy at Warsaw (Duedman).
• Soviet Winter can now lead to the loss of Axis units if they are at low strength.
1941 Campaign
• Added #795= Annapolis to the non-English unit.txt files (canuckgamer).
• The USSR now has an AA unit at Kharkov.
1942, 1943 & 1944 Campaigns
• - Sortavala (207,45) now starts as under Axis control (artak1998).
1944 Campaign
• Reduced the maximum Mobility upgrade on AA units from level 2 to 1.

FallWeiss_WarsawGarrisonMapSymbols2.JPG
FallWeiss_WarsawGarrisonMapSymbols2.JPG (659.05 KiB) Viewed 991 times
DarkHorse2
Posts: 1070
Joined: Fri Feb 04, 2022 12:08 pm

Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

FYI

Something is terribly broken when you try to export/import data from one scenario to another. For example, when you try to do that with the 'Hex' data, it ends up corrupting the country data for some of the countries. (spent hours trying to repair / work around to no avail.) I had to give up entirely on that.


It like, shifts some of the country data where Germany<->Italy data, Canada->Burma data, Finland->Estonia data. Other places the minor country data gets pretty hosed (like Egypt). I think it gets their data swapped with another country as well. It ended up being a colossal mess, with the Hex data export/import feature being unusable.


However, terrain data, symbol data, river data all seemed safe to export/import.
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crispy131313
Posts: 2125
Joined: Fri Nov 29, 2013 11:37 pm

Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by crispy131313 »

DarkHorse2 wrote: Sun Jul 09, 2023 2:38 am I have the garrison symbols integrated in Fall Weiss II. All modifications have been checked into the repo.

Testing it now. So far so good.

I have also imported the map terrain modifications made to default '39 scenario (per the change log).

I will be looking into what bugs have been fixed in the base game that still need to be carried over to Fall Weiss.

For example...
All Campaigns
• Change the river at Kherson (211,90) to use Major River tile 316 and 561 for the river mouth (Radar8717).
• Yugoslavia and Turkey’s unit facings changed (Hydra).
• Russian Armored Trains are now limited to Infantry Weapons level 2 (Taxman66).
• The cost of Anti-Aircraft Defense research reduced from 125 to 110 MPPs.
• AA units can now be upgraded to level 3 in Anti-Aircraft Defense.
• Soviet Garrisons, Special forces, Mechanized and Cavalry units corrected so they can only upgrade to level 2 Infantry Weapons rather than 3 (Duedman).
• Increased Attack increments for Amphibious Warfare research to 1 against Artillery, Rockets, Light Armour, Tanks, Aircraft and Anti-Aircraft units (Beriand; Chernobyl).
• Increased the base combat attack values for both types of Amphibious Transports from 0 to 1 against Artillery, Rockets, Light Armour, Aircraft and Anti-Aircraft units (Beriand; Chernobyl).
• Increased the chance of the Soviet AI investing in Anti-Aircraft Defense research (Michael Kollmann).
• Saudi Arabian convoy scripts corrected so an active Saudi Arabia will send MPPs to the once it is 10% pro-Allied or more, and also when the USA is still neutral (kischult).
1939 Campaign
• National Morale script triggered by the Allied capture of Oslo should Germany invade Norway via DE 644 added (Duedman).
• Set Lithuania to be 15% pro-Allied and also changed the ALIGNMENT_POSITION checks for DE 457 and DE 458 from Polotsk to Kaunas being in Allied hands, so as to avoid the connected MOBILIZATION_3 scripts from firing when the USSR annexes the Baltic States, but Germany has already annexed the country.
• Added a Strength script penalising Polish unit morale against the Axis AI at Intermediate and above (Mithrilotter).
• DE 601 will now trigger the deployment of a German Garrison unit in Copenhagen (OxfordGuy3).
• Amended the Strategy Guide to reflect that it is territory near Petsamo that transfers to the USSR if they win the Winter War, rather than Petsamo itself (OxfordGuy3).
1939 & 1940 Campaigns
• Changed DE 151 to just check for Paris being in Axis hands, rather than requiring an Axis unit being in Paris (Gilber).
• Duplicated DE 604 with DE 678 so that the same DE fires whether or not the UK supports the Free French (jkap).
• The USSR now receives an AA unit via the Production Queue in July 1940.
• France’s MPP boost on liberation increased from 75 MPPs for 3 turns to 200 MPPs for 3 turns (Mithrilotter).
• 6 and 10 hexes of Warsaw will now show on the map when relevant. Note that this does not take into account other political actions, e.g. the entrance of Axis Minors into the war, the independence or otherwise of the Baltic States, or whether or not Poland has been divided between Germany and the USSR (taffjones).
• The presence of an Italian naval unit within 10-12 hexes of the port of Southampton while Italy is neutral can now trigger the US mobilizing by 2-5% per turn (HarrySmith).
1939, 1940 & 1941 Campaigns
• Added alternative deployment locations for the Anti-Tank units that deploy at Gorky and also for the German Anti-Tank units that deploy at Warsaw (Duedman).
• Soviet Winter can now lead to the loss of Axis units if they are at low strength.
1941 Campaign
• Added #795= Annapolis to the non-English unit.txt files (canuckgamer).
• The USSR now has an AA unit at Kharkov.
1942, 1943 & 1944 Campaigns
• - Sortavala (207,45) now starts as under Axis control (artak1998).
1944 Campaign
• Reduced the maximum Mobility upgrade on AA units from level 2 to 1.

FallWeiss_WarsawGarrisonMapSymbols2.JPG
I wouldn’t dive into these. I appreciate the formatting of the decisions events and spelling error checks as well as some of the missing hex notifications but there are a number of fixes by the vanilla game that are not applicable to my mod. I have a totally different unit structure for example, and have 1000+ changes. Some of the vanilla changes I ignore because it would mess with the balance achieved already.
Fall Weiss II - SC3 Mod
tm.asp?m=4183873

DarkHorse2
Posts: 1070
Joined: Fri Feb 04, 2022 12:08 pm

Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

I completely understand.

Your mod is based on a (very dated?) snapshot of the original '39 scenario and carried over many of those events, unchanged... along with their "issues", that have subsequently been addressed. (those are the ones I suspect would be of particular importance)

Some of those base-line events have subsequently been fixed. As well, they have expanded(?) the game engine to take advantage of newer script command value ranges, such as #AI=.

Code: Select all

; #AI= Values range [0, 6]
;      0 = Event fires whenever all fields are satisfied for any game type
;      1 = Event fires whenever all fields are satisfied, for Single Player games only, and only when the AI is Axis
;      2 = Event fires whenever all fields are satisfied, for Single Player games only, and only when the AI is Allied
;      3 = Event fires whenever all fields are satisfied, for any game type, and only when the AI is Axis in Single Player, or on Allied Multiplayer turns
;      4 = Event fires whenever all fields are satisfied, for any game type, and only when the AI is Allied in Single Player or on Axis Multiplayer turns
;      5 = Event fires whenever all fields are satisfied, for Single Player games only, and only when the AI is Axis in Single Player, 
;          or for AI controlled Axis majors on Axis human player turns
;      6 = Event fires whenever all fields are satisfied, for Single Player games only, and only when the AI is Allied in Single Player,
;          or for AI controlled Allied majors on Allied human player turns

You may want to look at those.

The Country ID list has changed since your baseline. Those changes have not been accounted for in the "localization.txt" file, so I don't think you are aware.

Additionally, some events have been added since the original base-line snap-shot of the '39 scenario.

I expect that some of the newer events will need to be "disabled" for your mod. Without really knowing which ones those are, I carried them over for you to eventually decide. There are others, you may want. Regardless, they are there for you.

I leave the play-balance decisions to you and am OK if some stuff needs to be rolled back out or disabled.
DarkHorse2
Posts: 1070
Joined: Fri Feb 04, 2022 12:08 pm

Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

An example of one that Fall Weiss II fixed. :D

Code: Select all

{
#NAME= Germany Minor Guard - Hungary
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 52
#TRIGGER= 100
#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]
#LENGTH= 1
#HOLD= 0
#ADD_HQ= 0
#GOAL_POSITION= 184,88
#DATE= 1939/09/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Budapest
#FRIENDLY_POSITION= 184,88
; Set variable conditions:
; 1st Line - Hungary politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 23 [1] [100] [0]
; Set tactical conditions:
; 1st Line - Budapest not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 184,88 [3]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}
; 1st Line - Hungary politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 23 [1] [100] [0] <------ WRONG COUNTRY China(23) used :?: :?:

changed to:
#VARIABLE_CONDITION= 52 [1] [100] [0]
DarkHorse2
Posts: 1070
Joined: Fri Feb 04, 2022 12:08 pm

Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

Question re:DE 874

Was adding comments to this as follows and noticed:

; 1st Line - German(45) aligned with Axis and fully mobilized
; 2nd Line - Italy(59) aligned with Axis and fully mobilized
; 3rd Line - Vichy France(118) aligned with Axis
; 4th Line - Algeria(4) aligned with Axis
; 5th Line - France(40) aligned with Allies and surrendered
; 6th Line - Spain(99) aligned with Axis and fully mobilized
; 7th Line - USA(115) aligned with Allies

Was Spain being fully mobilized meant to be a condition for this event?
#VARIABLE_CONDITION= 99 [1] [100] [0]

Reason I ask is because the amount of games where Spain is fully mobilized, while possible, but very unlikely, must not be that many.

Code: Select all

{
#NAME= DE 874 - Germany: Vichy French Join The Axis (5% Chance) (AI - 100% Yes)
#POPUP=
#MESSAGE= Führerhauptquartier %N%N Mein Führer, Foreign Minister Von Ribbentrop has reported that the Vichy French Government could be pressured to Join The Axis Alliance, and there is a possibility that the Vichy states in North Africa could follow suit.  The Vichy French are not well equipped however, so the Vichy French will require supplies from Germany if they are to declare for the Axis.  %N%N It should be noted that Mussolini is not aware of the secret negotiations and will be undoubtedly furious if Italy will be asked to fight along side of the French.  If Vichy France should join the Axis in this scenario then Italian Morale will suffer.  %N%N Mein Führer, should we send supplies to the Vichy French and have them declare war for the Axis?  It will cost 175 MPPs for 3 Turns.  
#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 Dummy
#LINK= 132[0]
#COUNTRY_ID= 45
#TRIGGER= 5
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 874
#MPP_UPDOWN= -175
#MPP_TURNS= 3
#MPP_TEXT= Military Exports To Vichy France
#NOTES= %N%N If you select %B(YES), Vichy France will join the Axis and will deploy a Mechanized Division and a Tank Division at Vichy as a result of the military imports from Germany.  Mussolini will be shaken by the move and Italian National Morale will decrease by 1,500 points.  %N%N There will also be 50% chance that additional Vichy French states will follow Vichy France in declaring for the Axis.
#NOTES_POSITION= 193,109
; Set AI acceptance % (AI will not accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1941/01/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; London is in Allied hands
#ALIGNMENT_POSITION= 173,74 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - German(45) aligned with Axis and fully mobilized
; 2nd Line - Italy(59) aligned with Axis and fully mobilized
; 3rd Line - Vichy France(118) aligned with Axis
; 4th Line - Algeria(4) aligned with Axis
; 5th Line - France(40) aligned with Allies and surrendered
; 6th Line - Spain(99) aligned with Axis and fully mobilized
; 7th Line - USA(115) aligned with Allies 
#VARIABLE_CONDITION= 45 [1] [100] [0]
#VARIABLE_CONDITION= 59 [1] [100] [0]
#VARIABLE_CONDITION= 118 [1] [0] [0]
#VARIABLE_CONDITION= 4 [1] [0] [0]
#VARIABLE_CONDITION= 40 [2] [100] [1]
#VARIABLE_CONDITION= 99 [1] [100] [0]
#VARIABLE_CONDITION= 115 [2] [0] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}
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crispy131313
Posts: 2125
Joined: Fri Nov 29, 2013 11:37 pm

Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by crispy131313 »

DarkHorse2 wrote: Sun Jul 09, 2023 7:22 pm Question re:DE 874

Was adding comments to this as follows and noticed:

; 1st Line - German(45) aligned with Axis and fully mobilized
; 2nd Line - Italy(59) aligned with Axis and fully mobilized
; 3rd Line - Vichy France(118) aligned with Axis
; 4th Line - Algeria(4) aligned with Axis
; 5th Line - France(40) aligned with Allies and surrendered
; 6th Line - Spain(99) aligned with Axis and fully mobilized
; 7th Line - USA(115) aligned with Allies

Was Spain being fully mobilized meant to be a condition for this event?
#VARIABLE_CONDITION= 99 [1] [100] [0]

Reason I ask is because the amount of games where Spain is fully mobilized, while possible, but very unlikely, must not be that many.

Code: Select all

{
#NAME= DE 874 - Germany: Vichy French Join The Axis (5% Chance) (AI - 100% Yes)
#POPUP=
#MESSAGE= Führerhauptquartier %N%N Mein Führer, Foreign Minister Von Ribbentrop has reported that the Vichy French Government could be pressured to Join The Axis Alliance, and there is a possibility that the Vichy states in North Africa could follow suit.  The Vichy French are not well equipped however, so the Vichy French will require supplies from Germany if they are to declare for the Axis.  %N%N It should be noted that Mussolini is not aware of the secret negotiations and will be undoubtedly furious if Italy will be asked to fight along side of the French.  If Vichy France should join the Axis in this scenario then Italian Morale will suffer.  %N%N Mein Führer, should we send supplies to the Vichy French and have them declare war for the Axis?  It will cost 175 MPPs for 3 Turns.  
#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 Dummy
#LINK= 132[0]
#COUNTRY_ID= 45
#TRIGGER= 5
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 874
#MPP_UPDOWN= -175
#MPP_TURNS= 3
#MPP_TEXT= Military Exports To Vichy France
#NOTES= %N%N If you select %B(YES), Vichy France will join the Axis and will deploy a Mechanized Division and a Tank Division at Vichy as a result of the military imports from Germany.  Mussolini will be shaken by the move and Italian National Morale will decrease by 1,500 points.  %N%N There will also be 50% chance that additional Vichy French states will follow Vichy France in declaring for the Axis.
#NOTES_POSITION= 193,109
; Set AI acceptance % (AI will not accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= 
#DATE= 1941/01/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; London is in Allied hands
#ALIGNMENT_POSITION= 173,74 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - German(45) aligned with Axis and fully mobilized
; 2nd Line - Italy(59) aligned with Axis and fully mobilized
; 3rd Line - Vichy France(118) aligned with Axis
; 4th Line - Algeria(4) aligned with Axis
; 5th Line - France(40) aligned with Allies and surrendered
; 6th Line - Spain(99) aligned with Axis and fully mobilized
; 7th Line - USA(115) aligned with Allies 
#VARIABLE_CONDITION= 45 [1] [100] [0]
#VARIABLE_CONDITION= 59 [1] [100] [0]
#VARIABLE_CONDITION= 118 [1] [0] [0]
#VARIABLE_CONDITION= 4 [1] [0] [0]
#VARIABLE_CONDITION= 40 [2] [100] [1]
#VARIABLE_CONDITION= 99 [1] [100] [0]
#VARIABLE_CONDITION= 115 [2] [0] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}
Yes this is intended. This is a variable event that is only meant to trigger in the ALT history scenario that Spain joins the Axis, In a small variable window of opportunity prior to USA joining the war.

Germany has a 6% chit for diplomacy vs UK 5% and their are events to aid the Germans in diplomacy. It’s far from certain but Spain can sometimes join with heavy investment, and this decision event is meant to continue to add replay value/variability in the game.
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crispy131313
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by crispy131313 »

DarkHorse2 wrote: Sun Jul 09, 2023 3:38 pm An example of one that Fall Weiss II fixed. :D

Code: Select all

{
#NAME= Germany Minor Guard - Hungary
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 52
#TRIGGER= 100
#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]
#LENGTH= 1
#HOLD= 0
#ADD_HQ= 0
#GOAL_POSITION= 184,88
#DATE= 1939/09/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Budapest
#FRIENDLY_POSITION= 184,88
; Set variable conditions:
; 1st Line - Hungary politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 23 [1] [100] [0]
; Set tactical conditions:
; 1st Line - Budapest not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 184,88 [3]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}
; 1st Line - Hungary politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 23 [1] [100] [0] <------ WRONG COUNTRY China(23) used :?: :?:

changed to:
#VARIABLE_CONDITION= 52 [1] [100] [0]
Ok these I suppose are legitimate any you flag please make a note, I will review. appreciate the audit.
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DarkHorse2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

I believe the following script is wrong. (in base base game as well)
(from diplomacy.txt)

Code: Select all

{
#NAME= USSR Presses Turkey (1942 - FORCED) (1)
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 116
#TRIGGER= 75
#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]
#SKIP_FUNDS_CHECK= 1
#DIPLOMATIC_ID= 111
#DATE= 1942/01/01
; Set friendly positions:
; 1st Line - London
#FRIENDLY_POSITION= 147,77
; Set variable conditions:
; 1st Line - UK(112) politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 112 [2] [100] [0]
#VARIABLE_CONDITION= 111 [2] [0] [0]
; Set tactical conditions:
; 1st Line - London not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 147,77 [3]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}
specifically:
; 1st Line - UK(112) politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 112 [2] [100] [0]

Believe it should be:
; 1st Line - USSR(116) politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 116 [2] [100] [0]

That would correspond with following as well:
#COUNTRY_ID= 116
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

Suspect the following is incorrect as well, same as above.
(only exists in Fall Weiss II)

Code: Select all

{
#NAME= USSR Presses Sweden
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 116
#TRIGGER= 25
#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]
#SKIP_FUNDS_CHECK= 1
#DIPLOMATIC_ID= 103
#DATE= 1941/06/01
; Set friendly positions:
; 1st Line - London
#FRIENDLY_POSITION= 147,77
; Set variable conditions:
; 1st Line - UK politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 112 [2] [100] [0] <<<======= (should be 116)
#VARIABLE_CONDITION= 103 [1] [60] [0]
; Set tactical conditions:
; 1st Line - London not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 147,77 [3]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by BillRunacre »

DarkHorse2 wrote: Mon Jul 10, 2023 7:54 pm I believe the following script is wrong. (in base base game as well)
(from diplomacy.txt)
I've made a note to look into this for the base game.
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DarkHorse2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

FYI

I wrote a parser to parse the decisions.txt file and output the decision links into a GraphViz formatted file (see decision_gv.txt)

You have to zoom in on the png file to see the details.... sorry about that.

But here is some of the zoomed output that is easily to read.

Zoomed_Decision_Tree_Graph.PNG
Zoomed_Decision_Tree_Graph.PNG (617.09 KiB) Viewed 840 times
Anyways, the decision.txt file is so large and complex, it helps make sense of the decision tree dependencies.

I can already spot some errors....
Attachments
decision_gv.txt
(28.26 KiB) Downloaded 13 times
Decision.png
Decision.png (3.06 MiB) Viewed 840 times
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crispy131313
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by crispy131313 »

The decision tree can be misleading such as the Blue Division leading into a Turkish decision, but some of these are not errors are are by design.

Which errors are you referring to specifically?

It’s definitely interesting to see some of these mapped out. I’ve not made it easy for anyone to decipher, focusing more on functionality in game than easy to read notes in the editor.
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DarkHorse2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

I can tell from the decision_gv.txt that the DECISION numbers are not aligning with some of the event names.

Also, there is also something wrong with 981.

Code: Select all

    981 [label=""]
From my algorithm, the label is missing for some reason. It would only be missing if #DECISION= 981 does not exist.

Yet it is being referenced from a #LINK= statement.

It is being referenced here:

Code: Select all

{
#NAME= DE 980 - UK: Dummy Event to deduct 50 MPPs for DE 120 if DE 981 is approved (AI - 100% Yes)
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#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= 981[1]
#COUNTRY_ID= 112
#TRIGGER= 100
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 155
#MPP_UPDOWN= -50
#MPP_TURNS= 1
#MPP_TEXT= Operation Countenance
#NOTES=
#NOTES_POSITION=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#DATE= 1941/08/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Kuwait is in Allied hands
#ALIGNMENT_POSITION= 241,128 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
#VARIABLE_CONDITION= 112 [2] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}
This may be the one using the wrong #DECISION=

Code: Select all

{
#NAME= DE 981 - USSR: Operation Countenance: Join with the UK in Invading Persia? (AI - 100% Yes)
#POPUP=
#MESSAGE= Red Army Headquarters %N%NThe British have proposed that we join them in invading Persia to overthrow the pro-Axis Shah. %N%NTheir plan is that we then divide the country between us, with the British having the Oilfield at Maidan-I-Naftun and the port of Bandar Mahshahr. %N%NThe invasion would only cost 100 MPPs, to be divided equally between both countries. %N%NWould you like to approve this British plan to invade Persia and divide the country between us?
#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= 979[1]
#COUNTRY_ID= 116
#TRIGGER= 100
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 403
#MPP_UPDOWN= -50
#MPP_TURNS= 1
#MPP_TEXT= Operation Countenance
#NOTES= A joint invasion will ensure that Persia is swiftly conquered, and the economic benefits will more than outweigh the cost. %N%NSaying (YES) to this will also provide the USA with the opportunity to send supplies via Persia to sustain our war effort. The conquest of Persia is essential if we wish the US to send us supplies through this country, so it is recommended to say (YES) to this.
#NOTES_POSITION= 246,117
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#DATE= 1941/08/12
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Kuwait is in Allied hands
#ALIGNMENT_POSITION= 241,128 [2]
; Baku is in Allied hands
#ALIGNMENT_POSITION= 245,104 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
#VARIABLE_CONDITION= 82 [1] [0] [0]
#VARIABLE_CONDITION= 112 [2] [100] [0]
#VARIABLE_CONDITION= 116 [2] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}
DarkHorse2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

I also have access to my debug output, which I have attached.

Something peculiar about these:

Code: Select all

---------------------
#NAME= DE 981 - USSR: Operation Countenance: Join with the UK in Invading Persia? (AI - 100% Yes)
#LINK= 979 1
#DECISION= 403
---------------------
#NAME= DE 980 - UK: Dummy Event to deduct 50 MPPs for DE 120 if DE 981 is approved (AI - 100% Yes)
#LINK= 981 1
#DECISION= 155
---------------------
FYI - the unreferenced node list at the bottom of the log means the node was not referenced from decisions.txt file, but could be referenced from one of the other script files... which I am not currently checking... yet.
Attachments
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by crispy131313 »

Without looking into it too much I know that decision fires as intended in 100% of matches
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