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 »

For the most part, I think most of the previous typos were caught.

However, there were about 1/2 a dozen remaining and I corrected in the attachment. (English)

Regarding 'defence' vs 'defense'... I do admit seeing 'defence' used makes my eyes bleed... but it appears it is still used in UK-English. So I left it unchanged except for the US-Islandic event.

https://www.grammarly.com/blog/defence-defense/
Attachments
decision.txt
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DarkHorse2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

Hmm... Armor unit action points were increased from 5 to 6. (vs base game and Fall Weiss II - 20)

This means that upgraded armor units will have 7 action points.

My initial impressions are it feels a bit excessive I think.
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

Fixed a lot more in the following files:
Campaigns\_Fall Weiss II - WIE 11.0 beta\Scripts\Events\decision.txt
Campaigns\_Fall Weiss II - WIE 11.0 beta\Scripts\Events\EN\decision.txt

* typos, mispellings, etc...
* punctuation
* consistently now uses %B(YES) or %B(NO) to ensure those choices stand out and are properly bolded by game engine.
* removed/replaced unreadable non-standard characters when encountered (don't believe I caught all of these...yet)
* removed unneeded periods in acronyms. (i.e. O.S.S. -> OSS)
* removed "..to this" (i.e. ".. if you say (YES) to this," -> ".. if you say (YES), ")
* added space after %N (or %N%N) to make it easier to proof-read (this won't be seen in the game...)
* added country names to some of the events that were missing them. (won't see this except via game editor...)
Event_Script_Names.png
Event_Script_Names.png (106.87 KiB) Viewed 1399 times

FYI - the cgn file has to be rebuilt (from game editor) after dropping in these two files.
Attachments
decision.txt
Campaigns\_Fall Weiss II - WIE 11.0 beta\Scripts\Event\decision.txt
(757.63 KiB) Downloaded 14 times
decision.txt
Campaigns\_Fall Weiss II - WIE 11.0 beta\Scripts\Events\EN\decision.txt
(119.39 KiB) Downloaded 8 times
Last edited by DarkHorse2 on Mon Jul 03, 2023 1:20 pm, edited 1 time in total.
DarkHorse2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

grrr.... some more I missed....

9 cases of oppurtunity.
Alabania (instead of Albania)
brining (instead of bringing)
SC3_Typo2.JPG
SC3_Typo2.JPG (220.54 KiB) Viewed 1395 times
Attachments
decision.txt
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DarkHorse2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

Transport costs for Italy seem extreme, especially in early years.

For example, 75% of Italy's monthly GDP just to transport 2 units to Libya in 1940. That feels way extreme.
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crispy131313
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by crispy131313 »

Thanks for the clean up, I admittedly use notepad when modding and it has not features to correct spelling lol.

The additional movement points are for higher likelihood of encirclement strategies actually working, noting I believe I have more stricter zone of controls then the base game to help also defend against it.

I’m not sure I want to tinker with the operational costs at this point.
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DarkHorse2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

This is embarassing, as when I thought I was about done, a bunch more were found (and fixed..). :oops:

Appears, my spell checker had a configurable limit of only catching the 1st 100 or so misspellings. DOH!

I was wondering why I kept finding more and more, later, that were previously not caught :?:

Also corrected the event names to contain the correct AI 'Yes' percentages as contained in the subsequent script.

For example:

Code: Select all

#NAME= DE 308 - Order OSS to Intrigue in Vichy Algeria? (AI - 50% Yes)
...
#AI_RESPONSE= 50
FYI - Nothing was changed in any of the script mechanics or script variables.
Attachments
decision.txt
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Elessar2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by Elessar2 »

DarkHorse2 wrote: Sat Jul 01, 2023 4:43 pm Hmm... Armor unit action points were increased from 5 to 6. (vs base game and Fall Weiss II - 20)

This means that upgraded armor units will have 7 action points.

My initial impressions are it feels a bit excessive I think.
As I've argued before, it may still be too little.
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crispy131313
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by crispy131313 »

I'm surprised Fall Weiss - 20 still has so many players. It must be because it was in the DLC obviously, but I feel bad for those who haven't kept up with the new versions.
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by OldCrowBalthazor »

crispy131313 wrote: Tue Jul 04, 2023 2:53 am I'm surprised Fall Weiss - 20 still has so many players. It must be because it was in the DLC obviously, but I feel bad for those who haven't kept up with the new versions.
I wish Lothos had used your latest version of Fall Weiss II for his foundation of TRP-WiE. So much new and interesting content and tweaks you added since the version that's in the community pack.
Your mod is brilliant. ☀️
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DarkHorse2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

I really miss this from the base game -
- 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
:(
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Elessar2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by Elessar2 »

That was just added in the recent patch, so crispy likely hasn't had a chance to put them in yet.
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

Have a question about the following event & description.

The best I can tell, only thing it does is add a 1/2 strength Mech Corp, correct?

Is this description accurrate? Especially regarding reduction in supply levels if you don't agree to it?
Honestly, this is the real reason I always agreed to it - out of fear of suffering further reduction in supply levels if I said (NO).

So, in essence, Italy is given the choice of paying 280 MPPs total for a 1/2 strength Mech Corp?
(note - a full strength Mech Corps costs Italy 250 MPPs)

Code: Select all

{
#NAME= DE 832 - Italy: Egypt Offensive (AI - 100% Yes)
#POPUP=
#MESSAGE= Commander in Chief %N%N Il Duce, Italian Command In North Africa believe they are ill equipped for an immediate offensive against Egypt. Our Army is lacking motorization and our supply lines will be extremely stretched should our forces attack eastward from Tobruk.  %N%N We should consider rushing additional supplies and motorized equipment to Tobruk to support our planned offensive, otherwise our forces will be hard pressed to march further then Sidi Barrani for some time.  %N%N Should we support Italian Command in North Africa and deliver additional motorized equipment and other much needed supplies to Tobruk at a cost of 35 MPPs for 8 turns %B(YES) or should we take a more defensive approach in North Africa until our supply lines can be better established? %B(NO) 
#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]
#LINK= 0[0]
#COUNTRY_ID= 59
#TRIGGER= 100
#DISPLAY_ORDER= 1
; Set decision value
#DECISION= 832
#MPP_UPDOWN= -35
#MPP_TURNS= 8
#MPP_TEXT= Reinforce North Africa
#NOTES= Historically the Italians fared poorly in North Africa almost from the beginning. Italian Command complained to Mussolini that the North African forces were not properly equipped for such an operation, and that an attack into Egypt could not possibly succeed; nevertheless, Mussolini ordered his Command to proceed.  %N%N If you select %B(YES), a half strength Mechanized Corps will deploy at Tobruk.  %N%N If you select %B(NO), Italy can expect significant supply reductions in the regions of Bardia, Sidi Barrani, and Mersa Matruh until supply lines can be better established in the beginning of 1941.
#NOTES_POSITION= 
; Set AI acceptance % (AI will accept 75% of the time) // FYI, this comment no longer correct
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= Italy Reinforces North African Front Near Tobruk
#DATE= 1939/09/03
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
;Set Friendly Position (Berlin) // FYI, following is NOT Berlin
#ALIGNMENT_POSITION= 194,122 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Italy politically aligned with the Axis and Fully Active
#VARIABLE_CONDITION= 59 [1] [100] [0]
#VARIABLE_CONDITION= 116 [2] [0] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

Way too many changes and fixes made to continue posting, individually here. (100+ misspellings corrected? 200? more?)

I went ahead and created a repo for it and published it on github.

https://github.com/mlshort/Fall-Weis-II

You should be able to drill down into the text files and see a history of changes made. This is really the best way to do it so the modifications are evident.

I will add a disclaimer asserting I take no credit for the original work, I am just trying to address punctuation, grammar, etc.

If you select a file and hit the "history" link, you should be able to see the changes made to the file as follows:
GitHub_Diff.JPG
GitHub_Diff.JPG (171.09 KiB) Viewed 1289 times
Nearly 100% of the changes will reside here: /_Fall Weiss II - WIE 11.0 beta/Scripts/Events
GitHub_Files.JPG
GitHub_Files.JPG (281.98 KiB) Viewed 1289 times
If you are not familiar with GitHub, HMU and I will try to help you out.

I am hopefull this will be incorporated into a future release. :mrgreen:
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crispy131313
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by crispy131313 »

Elessar2 wrote: Tue Jul 04, 2023 4:53 pm That was just added in the recent patch, so crispy likely hasn't had a chance to put them in yet.
Correct, I usually try to incorporate everything relevant from the patches in as I go and have time.
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crispy131313
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by crispy131313 »

OldCrowBalthazor wrote: Tue Jul 04, 2023 3:48 am
crispy131313 wrote: Tue Jul 04, 2023 2:53 am I'm surprised Fall Weiss - 20 still has so many players. It must be because it was in the DLC obviously, but I feel bad for those who haven't kept up with the new versions.
I wish Lothos had used your latest version of Fall Weiss II for his foundation of TRP-WiE. So much new and interesting content and tweaks you added since the version that's in the community pack.
Your mod is brilliant. ☀️
Thanks I didn't realize that was what he did. I thought he just picked and chose some events and not others!
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crispy131313
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by crispy131313 »

DarkHorse2 wrote: Tue Jul 04, 2023 5:28 pm Have a question about the following event & description.

The best I can tell, only thing it does is add a 1/2 strength Mech Corp, correct?

Is this description accurrate? Especially regarding reduction in supply levels if you don't agree to it?
Honestly, this is the real reason I always agreed to it - out of fear of suffering further reduction in supply levels if I said (NO).

So, in essence, Italy is given the choice of paying 280 MPPs total for a 1/2 strength Mech Corp?
(note - a full strength Mech Corps costs Italy 250 MPPs)

Code: Select all

{
#NAME= DE 832 - Italy: Egypt Offensive (AI - 100% Yes)
#POPUP=
#MESSAGE= Commander in Chief %N%N Il Duce, Italian Command In North Africa believe they are ill equipped for an immediate offensive against Egypt. Our Army is lacking motorization and our supply lines will be extremely stretched should our forces attack eastward from Tobruk.  %N%N We should consider rushing additional supplies and motorized equipment to Tobruk to support our planned offensive, otherwise our forces will be hard pressed to march further then Sidi Barrani for some time.  %N%N Should we support Italian Command in North Africa and deliver additional motorized equipment and other much needed supplies to Tobruk at a cost of 35 MPPs for 8 turns %B(YES) or should we take a more defensive approach in North Africa until our supply lines can be better established? %B(NO) 
#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]
#LINK= 0[0]
#COUNTRY_ID= 59
#TRIGGER= 100
#DISPLAY_ORDER= 1
; Set decision value
#DECISION= 832
#MPP_UPDOWN= -35
#MPP_TURNS= 8
#MPP_TEXT= Reinforce North Africa
#NOTES= Historically the Italians fared poorly in North Africa almost from the beginning. Italian Command complained to Mussolini that the North African forces were not properly equipped for such an operation, and that an attack into Egypt could not possibly succeed; nevertheless, Mussolini ordered his Command to proceed.  %N%N If you select %B(YES), a half strength Mechanized Corps will deploy at Tobruk.  %N%N If you select %B(NO), Italy can expect significant supply reductions in the regions of Bardia, Sidi Barrani, and Mersa Matruh until supply lines can be better established in the beginning of 1941.
#NOTES_POSITION= 
; Set AI acceptance % (AI will accept 75% of the time) // FYI, this comment no longer correct
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP= Italy Reinforces North African Front Near Tobruk
#DATE= 1939/09/03
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
;Set Friendly Position (Berlin) // FYI, following is NOT Berlin
#ALIGNMENT_POSITION= 194,122 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Italy politically aligned with the Axis and Fully Active
#VARIABLE_CONDITION= 59 [1] [100] [0]
#VARIABLE_CONDITION= 116 [2] [0] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}
You're a good man cleaning up my patchwork mess of scripts. Appreciate the work your doing.

And you are correct those supply line issues will happen if you do not accept Yes and march into Egypt, there are multiple supply line scripts that look like below. Selecting yes will give the Italians a window to march into Egypt before Malta effects start happening. If you don't plan on attacking immediately, the value of the unit is negated and it's best to select No.

#NAME= Supply Line Effect (Bardia, Sidi Barrani, Mersa Matruh)
#POPUP= Italian Supply Lines Are Severely Stretched East Of Tobruk
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DarkHorse2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

Thank you for the info. I am running your campaign again now and this time I selected (NO) when given the choice.

Will see how that plays out.
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

FYI - In my changes, there were a couple of event reformatting I did to make it (IMO), more readable.

I haven't consistently applied this every place there is a "list" of units yet. I wanted to see how it felt in-game first.

For example, the following:

SC3_Event_Format.JPG
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DarkHorse2
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by DarkHorse2 »

I have been asked what spell checker I am using.

I am using Visual Studio Code and a spell checker extension.

I open the root script directory as a workspace and then go through each script file, one-by-one. If extension is working correctly, it flags suspect words and marks their location in the file.

Sometimes you can tell, right off, if word is incorrect.

In this case, it has marked Falangists. :?:

I have no idea if correct and have to "google it". :idea:

So happens, it is good.

see - https://www.wikiwand.com/en/Falangism

So now, I add to local spell-checking dictionary so it is not flagged in the future.

There is a little bit of configuration involved as I don't wan't words containing leading '#' or trailing '.ogg', '.png', '.jpg' checked. (having to learn how to configure this as I go.... extension uses "Regular Expressions" for this, which I still have a hard time with. :) )

VSCode_SpellCheck.png
VSCode_SpellCheck.png (445.23 KiB) Viewed 1218 times
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