Kaser vs Europa v5

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rmelvin
Posts: 213
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Kaser vs Europa v5

Post by rmelvin »

I have deleted all of v4 download, for found I made an error in setting up the GV's. So, these versus are unplayable.
The four different priorities of each major countries still remain. UK human could in one game German AI priories are Infantry and the next Air/Naval. Two different situations to play. For the human German there are 5 major countries each with four different game time priorities. This should create a situation that no two games are the same.

https://www.dropbox.com/t/zwMVPqi8qgT1QLkX

For those who try my early game, I think you all should try this game. For those who have not think you will find this game very challenging. This is not a historical game but is grand scale strategy. :D
rmelvin
Posts: 213
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Re: Kaser vs Europa v5 point 1 is coming

Post by rmelvin »

I think got the early phase down now. Next release coming next week.
Found the GV override trigger it appears. In AI script for purchase I have a trigger of 60% script.
Next script below had GV 4[1,80]. The 60% script never triggered change to GV 4[40,80], 60% triggers. :o

Old frat from
Tucson, AZ
El_Condoro
Posts: 599
Joined: Sat Aug 03, 2019 4:35 am

Re: Kaser vs Europa v5

Post by El_Condoro »

The GVs are set at the beginning of each game and remain the same throughout that game. If you set #GV= 4[1,80] and the GV is 85, for example, that script won't run in that game, unless there is another script that runs on #GV= 4[81-100].

As an example, the result of the Allied intervention in Finland is run on a GV. You can save the game ahead of the result and play the turn a thousand times and it will never fire unless the GV is right as set at the beginning of the turn 1.

When playing a single player game, you can press the '~' key (no use of Shift) and it will list the GVs for that game.
ORB & CROWN Fantasy Warfare Mod for Strategic Command
Download for War in Europe or World at War - YouTube - Discord
rmelvin
Posts: 213
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Re: Kaser vs Europa v5

Post by rmelvin »

I thought it was the GV in purchase was a little screwy. But that appears to be not the problem. Testing update game came across the same thing only this time in Mobilization 3. Two scripts were working then the UK reach 100% and the script stopped working. In old programmer terms their appears to be a random indecision taking place. The thing in common is
#VARIABLE_CONDITION= xx [2] [60] [0] when reach #VARIABLE_CONDITION= xx [2] [100] [0] the script stops working.
It is rare one or two script in a game and only appear after the last update.
All I am saying a script was working then stop. Then next game works correctly through the whole game. :?
El_Condoro
Posts: 599
Joined: Sat Aug 03, 2019 4:35 am

Re: Kaser vs Europa v5

Post by El_Condoro »

If you set a #CONDITION= 23 [2] ['0-99'] [0] it will work while #COUNTRY_ID's mobilization is greater than the number set and less than 100% (at war). Once it mobilizes, that condition no longer applies and one such as #CONDITION= 23 [2] [100] [0] needs to be used. I would be looking for some other condition to use or have two scripts, one for each.

[Edit]: I just re-read your post.

#VARIABLE_CONDITION uses 'And' logic, so all of them must be true to fire. A country can't be partly mobilized and fully mobilized at the same time, so using both will cause the script not to fire.

[Edit]: I saw your post on the 20 km hex thread and will answer here to keep that thread on-topic.
Scripts need to be updated before they take effect. If you make script changes, the game will tell you when you try to save the game. I will answer 'No' to the question and go and update the scripts (Campaign\Edit ... Scripts\).
ORB & CROWN Fantasy Warfare Mod for Strategic Command
Download for War in Europe or World at War - YouTube - Discord
rmelvin
Posts: 213
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Re: Kaser vs Europa v5

Post by rmelvin »

Thanks, I appreciate that. I wonder why I did not spot that earlier. :shock:
rmelvin
Posts: 213
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Re: Kaser vs Europa v5

Post by rmelvin »

https://www.dropbox.com/t/0S1LMkNFieYSffy5
Fix what appear to be my last errors. Have corrected the Variable scripts. Want to reiterate this is an experience level non historical game.
Want to thank all who help to include the help from people I appeared to made irate with me. :D
rmelvin
Posts: 213
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Re: Kaser vs Europa v5

Post by rmelvin »

Found another script misunderstanding will be fixing and new update sometime next week. These misunderstanding does not make the game unplayable but makes it not up to my standards of no errors. Want my systems to be strong and bug free, even tiny bugs that make no real major differences. The situation is I placed a lot of randomness' into the distance parameter, under a misunderstanding. In reality that was a good thing. There are only a few scripts which needs a fix situation. The object was to have a highly random game as part of the game not as a control error in the system. :oops:
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