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

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DarkHorse2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

This is a complete dependency mapping of all files.

There are some caveats I need to explain.

DECISION IDs use numbers 1-1100. However, the other, non-decision script events do not have DECISION IDs.

I had to generate these as processing the files. These are important as they are used as NODE IDs for the graphing.

I used IDs beginning at 1200 to ensure they did not conflict with the pre-existing DECISION IDs.

On review, you may see the following:

Code: Select all

 204 [label="DECISION:204\nDE 204 - France: Send an Anglo-French Expedition to Support Finland? "]
    205 [label="DECISION:205\nDE 205 - France – Send An Expedition To Narvik? "]
    212 [label=""]
    250 [label="DECISION:250\nDE 250 - France: Allies Liberate Paris Helper (100%)"]
    251 [label="DECISION:251\nDE 251 - France: Allies Return St. Nazaire To French Control (100%)"]
The 212 without a label here indicates that somebody (in some file) is referencing DECISION 212, but it does not exist. :(

That would be via #LINK= 212

There are more like that where non-existent DECISIONs are being referenced.

It will also show up in the graph (which is too large to post here)
Attachments
decision_gv.txt
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DarkHorse2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

Here is a place where a non-existent DECISION is being referenced.

Non_exist_decison.PNG
Non_exist_decison.PNG (312.01 KiB) Viewed 1529 times
and some more... here:
Non_exist_decison2.PNG
Non_exist_decison2.PNG (324.72 KiB) Viewed 1529 times
DarkHorse2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

FYI - this is the list of unreferenced DECISIONS, across any file.

This may (or may not) be an issue. Some things can be done solely in decisions.txt, like deducting MPPs, I think. If that is all they are doing, then they may not need additional references to them....

Code: Select all

DECISION:148
DECISION:148\nDE 148 - Finland: Dummy Event for War Funds 

DECISION:420
DECISION:420\nDE 420 - USSR: Soviet Purge Recovery 

DECISION:421
DECISION:421\nDE 421 - USSR: Soviet Purge Recovery 

DECISION:422
DECISION:422\nDE 422 - USSR: Soviet Purge Recovery 

DECISION:423
DECISION:423\nDE 423 - USSR: Soviet Purge Recovery 

DECISION:424
DECISION:424\nDE 424 - USSR: Soviet Purge Recovery 

DECISION:425
DECISION:425\nDE 425 - USSR: Soviet Purge Recovery 

DECISION:548
DECISION:548\nDE 548 - Germany: War Economy 

DECISION:549
DECISION:549\nDE 549 - Germany: War Economy 

DECISION:550
DECISION:550\nDE 550 - Germany: War Economy 

DECISION:678
DECISION:678\nDE 678 - Germany: German MPP Helper 

DECISION:718
DECISION:718\nDE 718 - UK: Dummy Event To Trigger D-Day 1943 

DECISION:824
DECISION:824\nDE 824 - Russia: Dummy Event To Allow Failure of Fall Blau 

DECISION:837
DECISION:837\nDE 837 - Germany: Imports From Greece 

DECISION:865
DECISION:865\nDE 865 - UK: AI MPP Helper (1) 

DECISION:866
DECISION:866\nDE 866 - UK: AI MPP Helper (2) 

DECISION:867
DECISION:867\nDE 867 - Italy: Italian MPP Helper 

DECISION:870
DECISION:870\nDE 870 - Germany: German MPP Helper 

DECISION:877
DECISION:877\nDE 877 - Germany: War Economy 

DECISION:879
DECISION:879\nDE 879 - Germany: Underground Production 

DECISION:924
DECISION:924\nDE 924 - Germany: Imports From Romania 

DECISION:925
DECISION:925\nDE 925 - Germany: Imports From Hungary 

DECISION:926
DECISION:926\nDE 926 - Germany: Imports From Yugoslavia 
DarkHorse2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

You also have the following linked to the Fallschirmjager event ?

Duplicated for both 99=YES and 99=NO.

I would probably trigger off of range of German units within Warsaw or Warsaw becomes Axis occupied.

Code: Select all

{
#NAME= Portugal Protests Against Germany's Invasion of Poland
#POPUP=  Portugal Protests Against Germany's Invasion of Poland
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#GV= 1[1,100]
#LINK= 999[1]
#LEVEL= 0
#COUNTRY_ID= 87
#TRIGGER= 100
#DATE= 1939/09/03
;2-4% activation increase towards Allies
#MOBILIZATION= [2,4] [2]
;Set variable conditions:
;1st Line - German politically aligned with Axis, Fully Active and Not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
}

{
#NAME= Portugal Protests Against Germany's Invasion of Poland
#POPUP=  Portugal Protests Against Germany's Invasion of Poland
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#GV= 1[1,100]
#LINK= 999[0]
#LEVEL= 0
#COUNTRY_ID= 87
#TRIGGER= 100
#DATE= 1939/09/03
;2-4% activation increase towards Allies
#MOBILIZATION= [2,4] [2]
;Set variable conditions:
;1st Line - German politically aligned with Axis, Fully Active and Not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
}
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crispy131313
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by crispy131313 »

DarkHorse2 wrote: Sat Jul 15, 2023 9:41 pm You also have the following linked to the Fallschirmjager event ?

Duplicated for both 99=YES and 99=NO.

I would probably trigger off of range of German units within Warsaw or Warsaw becomes Axis occupied.

Code: Select all

{
#NAME= Portugal Protests Against Germany's Invasion of Poland
#POPUP=  Portugal Protests Against Germany's Invasion of Poland
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#GV= 1[1,100]
#LINK= 999[1]
#LEVEL= 0
#COUNTRY_ID= 87
#TRIGGER= 100
#DATE= 1939/09/03
;2-4% activation increase towards Allies
#MOBILIZATION= [2,4] [2]
;Set variable conditions:
;1st Line - German politically aligned with Axis, Fully Active and Not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
}

{
#NAME= Portugal Protests Against Germany's Invasion of Poland
#POPUP=  Portugal Protests Against Germany's Invasion of Poland
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#GV= 1[1,100]
#LINK= 999[0]
#LEVEL= 0
#COUNTRY_ID= 87
#TRIGGER= 100
#DATE= 1939/09/03
;2-4% activation increase towards Allies
#MOBILIZATION= [2,4] [2]
;Set variable conditions:
;1st Line - German politically aligned with Axis, Fully Active and Not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
}
These are just end of turn 1 mobilization events linked to a sure fire end of turn DE. Again practically functioning but if your reviewing the scripts from a Logic sequencing point of view prob frustrating.
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DarkHorse2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

This is a link to the tool I used to generated the graph outputs from the "GraphVis" files.

https://graphviz.org/

Basically, it can generate graphs from a text file that uses the DOT language.

DOT Language

What my code does is parse all of the event text file scripts and builds a dependency graph data-structure, using a directed acyclic graph implementation.

Directed Acyclic Graph

From there, I dump the content of the DAG (directed acyclic graph) to a text file describing the graph in the DOT language.

From that, you can use GraphVis to generate the graphs via the command line as follows:

Code: Select all

> dot -Tpng Decision.gv -o Decision.png
Also see: Command Line

Here is a link that allows you to play with DOT files online.

Graphviz Online

Also, there are GraphViz extensions for Visual Studio code that allow you to open the the graphViz text file and generate graph previews from it, while editing it.

VSCode_GraphViz.PNG
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FYI - The Strategic Command event text files use BOM encoding. (UTF-8-BOM)

Byte Order Mark

GraphViz does not understand BOM, so the GraphViz text files will need to use a non-BOM text format.

In my case, I used UTF-8, which GraphViz had no problem with. This can be done as follows:

Code: Select all

tofstream& OpenUnicodeOutFileStream(const TCHAR* szFilename, tofstream& tof)
{
    tof.open(szFilename, std::ios::out | std::ios::binary);

#if defined(UNICODE) || defined(_UNICODE)
    tof.imbue(std::locale (tof.getloc(),
        new std::codecvt_utf8_utf16<wchar_t, 0x10FFFF, std::consume_header>));
#endif

    return tof;
}
DarkHorse2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

FYI - It appears that you are reusing DECISION numbers in various decision events.

I am not sure if it was intentional or by accident, but I am doubtful it will work as intended.

I have a listing of the duplicates below.

The manual is not clear on rather it is allowed. All I can say is that they don't reuse DECISION numbers in the '39 Storm over Europe campaign and if it was really intended, then why limit you to only 1100 decision numbers?

I highly suspect they have 1100 "slots" allocated and when a script reuses a DECISION number, it over-writes that slot with the current decision script - only effectively using the last one read in.
(I don't know this 100%, but highly suspect this is the way it works)

Code: Select all

=====================================================================
          Processing Decision File
=====================================================================
DE 408 - USSR: Should Stalin Stay in Moscow to Lead its Defence? 
   WARNING
   Decision Number ( 407 ) Previously Used Here:
DE 407 - USSR: Issue Order 270 and Enlarge the NKVD to Impose Discipline? 

DE 718 - UK: Dummy Event To Trigger D-Day 1943 
   WARNING
   Decision Number ( 718 ) Previously Used Here:
DE 718 - UK: Dummy Event To Trigger D-Day 1943 

DE 718 - UK: Dummy Event To Trigger D-Day 1943 
   WARNING
   Decision Number ( 718 ) Previously Used Here:
DE 718 - UK: Dummy Event To Trigger D-Day 1943 

DE 718 - UK: Dummy Event To Trigger D-Day 1943 
   WARNING
   Decision Number ( 718 ) Previously Used Here:
DE 718 - UK: Dummy Event To Trigger D-Day 1943 

DE 530 - Stalingrad Supply 
   WARNING
   Decision Number ( 530 ) Previously Used Here:
DE 530 - Stalingrad Supply 

DE 981 - USSR: Operation Countenance: Join with the UK in Invading Persia? 
   WARNING
   Decision Number ( 403 ) Previously Used Here:
DE 403 - USSR: Operation Countenance: Join with the UK in Invading Persia? 

DE 980 - UK: Dummy Event to deduct 50 MPPs for DE 120 if DE 981 is approved 
   WARNING
   Decision Number ( 155 ) Previously Used Here:
DE 155 - UK: Dummy Event to deduct 50 MPPs for DE 120 if DE 403 is approved 
DarkHorse2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

I wrote an algorithm to parse and sort the decisions.txt file and save as UTF-8-BOM.

I really got tired of trying to find whatever I am looking for....

Anyways, is this going to cause a problem I may not be aware?

SortedDecision.jpg
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Attachments
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DarkHorse2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

This screen looks much better with the DEs sorted as well.

SortedDecision2.jpg
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ReinerAllen
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by ReinerAllen »

There is actually a 9.1 version that I have downloaded. Which is the better one 7.3 or 9.1? just curious, making ready to play a game with a friend.
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crispy131313
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by crispy131313 »

Fall Weiss 9.1 is better than 7.3

I would recommend the 11.0 which is even more up to date.
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roy64
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by roy64 »

crispy131313 wrote: Wed Aug 02, 2023 1:57 am Fall Weiss 9.1 is better than 7.3

I would recommend the 11.0 which is even more up to date.
I just finished 9.1 & it was a massive improvement from 7.3.
I didn't realize there was a 11.0 version :o I'll give it a go when I finish my Total Realism Project game :)
Duedman
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by Duedman »

hi there, I was about to start a playthrough and noticed that my tanks seem to miss an action point.
I played this before and tanks with mobility had 7AP. Now they have 6.
Likewise without mobility they have only 5.

The higher maneuverability was one of the things I liked the most.
Am I missing something? Or is this intentional?
DarkHorse2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

Crispy,

FYI -

I think the "Operation Countenance" Decision-line is, at least, partially broken in "Fall Weiss II - WIE 11 Beta".

Working on unraveling/fixing on my end. I added the "(Axis)" "(Allied)" labels in the names to help identify / track it down.

;REMOVE1942
{
#NAME= DE 981 - USSR: Operation Countenance: Join with the UK in Invading (Axis) Persia? (AI - 100% Yes)
; NOTE - this is really DE 403 and not DE 981
#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]
; NOTE - 979 is "DE 979 - UK: Operation Countenance: Call on the USSR to join us in Invading (Allied) Persia?"
; should be linking to "DE 120 - UK: Operation Countenance: Call on the USSR to join us in Invading (Axis) Persia?", instead.
#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:
; NOTE: Persia(82) is Axis
#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]
}
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crispy131313
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by crispy131313 »

I don’t think it’s broken since it’s fired for myself and everyone and has never been reported.
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crispy131313
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by crispy131313 »

Duedman wrote: Sun Aug 06, 2023 3:25 pm hi there, I was about to start a playthrough and noticed that my tanks seem to miss an action point.
I played this before and tanks with mobility had 7AP. Now they have 6.
Likewise without mobility they have only 5.

The higher maneuverability was one of the things I liked the most.
Am I missing something? Or is this intentional?
You may be thinking of the tank division that had different mobility? I don’t recall changing this.
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Duedman
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by Duedman »

crispy131313 wrote: Sun Aug 06, 2023 7:38 pm You may be thinking of the tank division that had different mobility? I don’t recall changing this.
I accidently started this one instead of your mod on page 2 :roll:
2023-08-06 23_26_06-.jpg
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DarkHorse2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

crispy131313 wrote: Sun Aug 06, 2023 7:37 pm I don’t think it’s broken since it’s fired for myself and everyone and has never been reported.
Just because nobody else has reported it doesn't mean anything. You could easily play the entire campaign and never notice it was not all there.

From my end, it does not look like it was fully implemented.

You need at least the following (x2: x1 for Allied Persia, x1 for Axis Persia)
Decision.txt:
UK: Operation Countenance: Call on the USSR to join us in Invading Persia?
USSR: Operation Countenance: Join with the UK in Invading Persia? (one of these is mislinked)
UK: Dummy Event to deduct 50 MPPs <this is missing for one case>
USSR: Dummy Event to deduct 50 MPPs <this is missing for both cases>

surrender_2.txt: (FW only has 1 of the 2 needed)
British And Soviet Forces Launch Operation Countenance - Persia Surrenders

territory.txt: (FW only has 1 of the 2 needed)
Operation Countenance - The UK Gains Southern Persia

I am doing a side-by-side comparison against 1939 SOE and can easily see that it is not fully implemented in FW.
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

You have duplicated #DECISION= 155. One of them misnamed.

One is linked to 981, other is 403.
#DECISION= 981 does not exist

Nothing to deduct any MPPs from USSR. (my bad... I found this now)

... and this is without even looking beyond decision.txt.


{
#NAME= DE 155 - UK: Dummy Event to deduct 50 MPPs for Operation Countenance (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= 403[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]
}

{
#NAME= DE 980 - UK: Dummy Event to deduct 50 MPPs for Operation Countenance (AI - 100% Yes)
; #NAME= DE 155 - UK: Dummy Event to deduct 50 MPPs for Operation Countenance (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]
}

I will tell you how I am going to fix it. One issue you are having is a dependency list of (4 to 5 nodes) x2.

Managing that is difficult without having a continguous block of free DEs to work in.

There is a free block of DE's from DE 311 thru DE 349. (see below)

I am moving these chains to that block of DEs to sort this mess out.
Attachments
complete_list.csv.txt
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DarkHorse2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

Crispy,

Reviewing potential (unintended) duplicates from merging 1939 SOE fixes / changes.

Came across the following (in your original event files)...

see - national_morale.txt

I doubt anybody has reported this, but it appears your are hitting Germany twice with Fall Blau morale penalties here.

Not sure if that is what you meant to do.

#NAME= Germany - Failure of Fall Blau
#POPUP=
#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= 0[0]
#COUNTRY_ID= 45
#TRIGGER= 100
; Set how many NM points should be gained or lost over X turns
#NM_UPDOWN= -1250
#NM_TURNS= 4
#DATE= 1943/01/01
#OBJECTIVE_TEXT_POSITION= 234,85
; Set alignment position and controller's political alignment:
; Stalingrad is in Allied hands
#ALIGNMENT_POSITION= 234,85 [2]
; Set variable conditions:
; 1st Line - Germany politically aligned with the Axis and not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; 2nd Line - USSR politically aligned with the Allies and not surrendered
#VARIABLE_CONDITION= 116 [2] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= Germany - Failure of Fall Blau
#POPUP= German Morale Begins To Falter As Fighting Continues On The Eastern Front
#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= 0[0]
#COUNTRY_ID= 45
#TRIGGER= 100
; Set how many NM points should be gained or lost over X turns
#NM_UPDOWN= -2000
#NM_TURNS= 5
#DATE= 1943/01/01
#OBJECTIVE_TEXT_POSITION= 234,85
; Set alignment position and controller's political alignment:
; Stalingrad is in Allied hands
#ALIGNMENT_POSITION= 234,85 [2]
; Set variable conditions:
; 1st Line - Germany politically aligned with the Axis and not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; 2nd Line - USSR politically aligned with the Allies and not surrendered
#VARIABLE_CONDITION= 116 [2] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}
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