Operation Konrad/Budapest
- BillRunacre
- Posts: 6603
- Joined: Mon Jul 22, 2013 2:57 pm
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RE: Operation Konrad/Budapest
Hi
I wonder if the image being used is too large?
It might be best to check its size compared with similar images in the Media folder in the main installation folder.
I wonder if the image being used is too large?
It might be best to check its size compared with similar images in the Media folder in the main installation folder.
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RE: Operation Konrad/Budapest
I copied the "decision_dialog.png" from [D:\Spel\Strategic Command 3\Interface\Major_07] and put the text into that, not sure if that's a correct way of doing it :/
The size is 816x578.
The size is 816x578.
RE: Operation Konrad/Budapest
Try using this one instead:
- Attachments
-
- blank_german_report.zip
- (613.15 KiB) Downloaded 16 times
RE: Operation Konrad/Budapest
Thanks, will try it:)
I'm trying to get the AI to purchase units but for some reason it doesn't... Can the AI only buy units if they have names in the build list? I updated the AI purchase script and they show up in the list so there doesn't seem to be any errors in the script..
Maybe someone can take a look?
https://www.dropbox.com/s/1eb73u8jewduc ... e.txt?dl=0
EDIT: I tried to make popup messages with the new file that sPz provided, but I still have the same issue. However, it seems to work correctly on the events with "DISPLAY STYLE = 1"... I tried to make the POPUP line blank, but then the event doesnt work at all.
DISPLAY STYLE = 0 (my understanding is "report" and the top part shouldn't be visible like that)

DISPLAY STYLE = 1 seems to work fine.

I'm trying to get the AI to purchase units but for some reason it doesn't... Can the AI only buy units if they have names in the build list? I updated the AI purchase script and they show up in the list so there doesn't seem to be any errors in the script..
Maybe someone can take a look?
https://www.dropbox.com/s/1eb73u8jewduc ... e.txt?dl=0
EDIT: I tried to make popup messages with the new file that sPz provided, but I still have the same issue. However, it seems to work correctly on the events with "DISPLAY STYLE = 1"... I tried to make the POPUP line blank, but then the event doesnt work at all.
DISPLAY STYLE = 0 (my understanding is "report" and the top part shouldn't be visible like that)

DISPLAY STYLE = 1 seems to work fine.

RE: Operation Konrad/Budapest
Ah I figured it out ! Like Bill said the image was the wrong size... Since I was using the template I thought it was already the correct size...
Still cant get the AI to purchase units though :'(
Still cant get the AI to purchase units though :'(
RE: Operation Konrad/Budapest
Does the purchase script also affect AI reinforcing units? Or is there some other script that handles reinforcements?
RE: Operation Konrad/Budapest
Still cant get the AI to purchase units though
There is a unit list of eligible purchases. Campaign > Edit Country Data > Unit Build Data. From the way I understand it, if there is a number or 0, then units can be build. If there is no entry, then no units can be built [of that specific type].
Reinforcements are a bit more complex. There is a Production Queue, a Unit script, and I think something else but I draw a blank on it right now.
RE: Operation Konrad/Budapest
Thanks sPz, I meant the AI reinforcing the strength of damaged units, but I guess it does that automatically.
On another note, is there some way to set it so that units have 1 action point even if they have 0 supply? I've noticed alot of units getting completely stuck(mostly in forests) because they have 0 supply..
Also, does the AI operate units (if possible) by itself, or do I need to set it up in a script?
On another note, is there some way to set it so that units have 1 action point even if they have 0 supply? I've noticed alot of units getting completely stuck(mostly in forests) because they have 0 supply..
Also, does the AI operate units (if possible) by itself, or do I need to set it up in a script?
RE: Operation Konrad/Budapest
Hello. I've decided to stop working on this scenario because of lack of motivation. Unfortunately I hardly play the game anymore because of my dislike of the supply system..
I'm really missing a supply network from capitals, and turn-based consumption of supply for cut-off units...
Anyway, here is the first "alpha" version of the scenario:
https://www.dropbox.com/s/x33fx46axer1u ... 2.rar?dl=0
I think the scenario is balanced pretty well so far but there are some minor things I would have liked to do better, for example:
1. Better Inf vs Inf combat. Making units depend more on type of terrain instead of unit base stats. Most Inf vs Inf combat are 0-0 now unless attacker uses support units to weaken defender, this makes inf units pretty passive, the ideal situation would be either 1-1 or 0-1 to either side depending on stats(morale,readiness etc) and type of terrain.
2. Stronger Soviet tank and mech units, especially against hard targets, but without slowing the german advance too much.
3. More victory conditions (currently there are only 'decisive victory' for both sides)
Supply of resources is low for two reasons:
1. to make combat slower (units shouldn't be easy to destroy during one turn, since 1 turn is only a couple of days)
2. To keep MPP collection low.
By design, only soviets can build new units, but german units are stronger.
There are only Messages for german side at the moment.
The idea was to have interesting facts/pictures/memoirs etc, appear each turn for both sides to make the scenario more interesting and also to teach players about the Battle of Budapest and Operation Konrad.
If anyone wants to continue building on the scenario please feel free to do so!

I'm really missing a supply network from capitals, and turn-based consumption of supply for cut-off units...
Anyway, here is the first "alpha" version of the scenario:
https://www.dropbox.com/s/x33fx46axer1u ... 2.rar?dl=0
I think the scenario is balanced pretty well so far but there are some minor things I would have liked to do better, for example:
1. Better Inf vs Inf combat. Making units depend more on type of terrain instead of unit base stats. Most Inf vs Inf combat are 0-0 now unless attacker uses support units to weaken defender, this makes inf units pretty passive, the ideal situation would be either 1-1 or 0-1 to either side depending on stats(morale,readiness etc) and type of terrain.
2. Stronger Soviet tank and mech units, especially against hard targets, but without slowing the german advance too much.
3. More victory conditions (currently there are only 'decisive victory' for both sides)
Supply of resources is low for two reasons:
1. to make combat slower (units shouldn't be easy to destroy during one turn, since 1 turn is only a couple of days)
2. To keep MPP collection low.
By design, only soviets can build new units, but german units are stronger.
There are only Messages for german side at the moment.
The idea was to have interesting facts/pictures/memoirs etc, appear each turn for both sides to make the scenario more interesting and also to teach players about the Battle of Budapest and Operation Konrad.
If anyone wants to continue building on the scenario please feel free to do so!

- BillRunacre
- Posts: 6603
- Joined: Mon Jul 22, 2013 2:57 pm
- Contact:
RE: Operation Konrad/Budapest
Looks good! [:)]
In terms of the supply system, what are your thoughts on the changes that have come with v1.09 Beta? To recap:
- units at 0 supply will have their morale, after recalculation, further reduced by 50%.
- units at 1 supply will have their morale, after recalculation, further reduced by 25%.
- units at 0 supply will may now suffer desertion losses if they are adjacent to at least 2 front line ZoC enemy units that have a minimum strength and supply >= 5. They will then have a 20% chance of 1 strength point loss per adjacent unit. If they are reduced to 0 strength then the unit surrenders.
- units at 1 supply will may now suffer desertion losses if they are adjacent to at least 2 front line ZoC enemy units that have a minimum strength and supply >= 5. They will then have a 10% chance of 1 strength point loss per adjacent unit. If they are reduced to 0 strength then the unit surrenders
Perhaps reply in the beta thread so as not to hijack this one:
tm.asp?m=4323523
Thanks
In terms of the supply system, what are your thoughts on the changes that have come with v1.09 Beta? To recap:
- units at 0 supply will have their morale, after recalculation, further reduced by 50%.
- units at 1 supply will have their morale, after recalculation, further reduced by 25%.
- units at 0 supply will may now suffer desertion losses if they are adjacent to at least 2 front line ZoC enemy units that have a minimum strength and supply >= 5. They will then have a 20% chance of 1 strength point loss per adjacent unit. If they are reduced to 0 strength then the unit surrenders.
- units at 1 supply will may now suffer desertion losses if they are adjacent to at least 2 front line ZoC enemy units that have a minimum strength and supply >= 5. They will then have a 10% chance of 1 strength point loss per adjacent unit. If they are reduced to 0 strength then the unit surrenders
Perhaps reply in the beta thread so as not to hijack this one:
tm.asp?m=4323523
Thanks
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RE: Operation Konrad/Budapest
Does anyone know how to add custom sounds to popups ? I've tried with both .mp3 (like the description says in the event file) and .ogg like the original sounds seem to be, but I can't get it to work..
I've added the name in the script file, I tried to place the sound file in the base scenario folder, in the Media folder and in it's own "sound" folder, but nothing works...
Any ideas?
The sound is about 60 seconds long, not sure if there is a limit ?
I've added the name in the script file, I tried to place the sound file in the base scenario folder, in the Media folder and in it's own "sound" folder, but nothing works...
Any ideas?
The sound is about 60 seconds long, not sure if there is a limit ?
- TheBattlefield
- Posts: 507
- Joined: Sat Jun 11, 2016 10:09 am
RE: Operation Konrad/Budapest
Strange. I've done the same thing many times and it always worked fine for me.
I' ve placed the 'theme.ogg' soundfile inside the Sound and the Media folder of my campaign.
Popup-Event:
{
#NAME= Allies Start Message
#POPUP=
#IMAGE= allies_start.png
#SOUND= theme.ogg
...
I' ve placed the 'theme.ogg' soundfile inside the Sound and the Media folder of my campaign.
Popup-Event:
{
#NAME= Allies Start Message
#POPUP=
#IMAGE= allies_start.png
#SOUND= theme.ogg
...
Elite Forces - SC3 Mod
tm.asp?m=4491689
tm.asp?m=4491689
- BillRunacre
- Posts: 6603
- Joined: Mon Jul 22, 2013 2:57 pm
- Contact:
RE: Operation Konrad/Budapest
ORIGINAL: Mrslobodan
Does anyone know how to add custom sounds to popups ? I've tried with both .mp3 (like the description says in the event file) and .ogg like the original sounds seem to be, but I can't get it to work..
I've added the name in the script file, I tried to place the sound file in the base scenario folder, in the Media folder and in it's own "sound" folder, but nothing works...
Any ideas?
The sound is about 60 seconds long, not sure if there is a limit ?
Each campaign has its own campaign.ini file within its folder structure, and within that you'll need to set the sound line to:
#CUSTOM_SOUND= 1
Is that what was missing?
Bill
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RE: Operation Konrad/Budapest
Thanks guys, it works now, I removed the two teletype sounds, I guess I should have waited longer for it to start:)
RE: Operation Konrad/Budapest
Mrslobodan,
I just ran across your thread. This is a fantastic idea for a mini-game. I am looking forward to reading and commenting.
Robert
I just ran across your thread. This is a fantastic idea for a mini-game. I am looking forward to reading and commenting.
Robert
RE: Operation Konrad/Budapest
Thanks Robert hopefully it will be done soon:)
RE: Operation Konrad/Budapest
I've decided to try to work on this again. I succesfully converted to campaign to the new version of the game, however I can't see the Victory conditions. The button is not "pressable" and its greyed out when ingame.
I have updated the scripts. This seems to have something to do with the conversion of the campaign since it was working in earlier versions...
Any ideas of how to fix this ?
Here is the latest version:
https://www.dropbox.com/s/jjhnpz0i6g2nj ... 1.rar?dl=0
I have updated the scripts. This seems to have something to do with the conversion of the campaign since it was working in earlier versions...
Any ideas of how to fix this ?
Here is the latest version:
https://www.dropbox.com/s/jjhnpz0i6g2nj ... 1.rar?dl=0
RE: Operation Konrad/Budapest
however I can't see the Victory conditions.
Yep, this is a conversion issue.
Go to the Editor, select Campaign on the menu, then Edit Campaign Data; See the Victory Conditions
at the bottom of the window - type your victory conditions there.
No longer do you need the victory_conditions.png file in the Interface folder.
Let us know how this works.
-Robert
-
- Posts: 67
- Joined: Wed Nov 15, 2006 12:38 am
Re: Operation Konrad/Budapest
Scenario down. Does anyone have the files?