A Layman's Guide to Successfully Editing the MWiF Game File.

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Courtenay
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by Courtenay »

In my current game, the Free French took a naval action. They always take a naval action -- their only land unit is defending their capital. However, this turn they had a new partisan that they wanted to move that I forgot about. Oops. I only noticed this deep into the Allied naval move, but before any French ships had moved. Ricky on page 11 of this thread has told us how to change the number of actions a country has. Here is how to change the action type:

There is only one number that has to be changed. It is quite close to the action limits section that is described on page 11. Here is a picture.
ChangingActions.jpg
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If that number is a zero, the action is a naval. If it is a three, it is a combined. I am reasonably sure that 1 is air, 2 is land, and 4 is pass, the same order as the choose action screen. I do NOT know how O-chits affect this. After you make this change, you also have to change the activities limits to the correct values.

One finds this by the -1,CSet -1,MCSet lines, and one finds the country by the doubled country code (in this case 80,80 for France; other countries are in the players manual).

As always, before editing a GAM file, save a copy.

Very useful command for finding out things like this are Unix's diff or Windows fc. It tells me that the only things that changed with a different action choice are that one number and the activities limit.
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rkr1958
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by rkr1958 »

Thanks Courtenay,

Just added the above to my MWIF-Game-File-Editing-Capture-Document.

I need to find a (better) place where I can upload this word document so folks can download if they wish. I am (was) using the free version of dropbox and they've seemed to have made a change where I can no longer give "community" access to view/download. Apparently I have to specify it by individual person.

It's too large to upload to this forum. Not sure where to put it so folks have access to it.
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by paulderynck »

You can use Google Docs and make it available that way.
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by Courtenay »

"Reasonably sure" about land, air, and pass being 2, 1, and 4 means I made a logical guess, but did not check them. Before adding them to your document, you might want to check that. Or, we could just be "reasonably sure".
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rkr1958
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by rkr1958 »

paulderynck wrote: Wed Dec 06, 2023 11:10 pm You can use Google Docs and make it available that way.
If you wish to download the latest, try the link below and please let me know if that works.

https://www.dropbox.com/scl/fi/qm72a7s9 ... 0t0mg&dl=0
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Courtenay
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by Courtenay »

When I clicked on that, I first got a blank screen. However, telling my browser to reload then got me the file. Trying to save did not work; it asked me to log in. However, telling it to download did work. I picked pdf, but it was saved as a docx file. Computers are strange.
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Courtenay
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by Courtenay »

I checked that Air and Land are indeed one and two. Still haven't checked Pass.
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by Courtenay »

I just discovered that in the action type, 5 is "non-phasing player". If that value is 5, I would not change it to anything else, and if it is not 5, I would not change it to 5; either would probably cause all kinds of problems. I am posting this because, while not useful for editing, except to tell us what not to do, it is one more piece of information about the save files. (I still haven't checked that 4 is pass, but it probably is. 0, 1, 2, 3 are Naval, Land, Air, and Combined.)
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by Courtenay »

Just checked. 4 is indeed pass.
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by Courtenay »

I have found out where one more set of numbers are in the save file: The # of pilots killed in a turn.
This number is purely informational, with no effect on game play, but I wanted to change it.
The number is in the country information section, like the action limits. It is the penultimate number in the section, just before the 255 before the closing "-1, CSet" lines.
PilotsKilled.jpg
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rkr1958
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by rkr1958 »

Courtenay included all your latest.

For folks who don't already have access to this latest PM mean an email address to included it in the dropbox access list.
Last edited by rkr1958 on Sun May 05, 2024 7:33 pm, edited 1 time in total.
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by rkr1958 »

May 5,2024. Added section on how to increase (or decrease) BPs during production for a given Major Power.

MWIF Game File Editing Capture Document
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Joseignacio
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by Joseignacio »

HI, guys.

I finally read all the stuff in this thread, which I had previously gone through, kinda randomly.

Still, I am not sure I saw a way to delete units from the board.

I mean, you can send them elsewhere, and that place may be a pool, but in our case the game at the beginning of the Scenario deployed an IND infantry in Australia.

To minimize the effect, in the first production phase, the Allied player split it in two and moved them to India by SCS, but now some disturbing PART have appeared and he should attack them, better with a united corps.

I was planning to set the original corps on the map (I hope I can do it) but, how do I send the divs to the "unlimited breakdown" pool, or destroy them outright?
WhatsApp Image 2024-05-09 at 19.25.45.jpeg
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Joseignacio
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by Joseignacio »

I finally was able to deploy the 3-3 corps and relocated the divs somewhere where they wont disturb.
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by Joseignacio »

.
Last edited by Joseignacio on Fri May 10, 2024 8:31 pm, edited 1 time in total.
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by Joseignacio »

I made changes as well regarding the 2 GE CBV lacking at start in 5.00, and I believe I followed well the 4 easy steps recipe.

However I made a test changing to Solitaire mode and the game eventually hangs, which made me wary, not about theses changes but abou the 3-3 INF.

What I did was to send it to a certain hex from the Break Down Pool but I kind of have the feeeling I didnt do completely right.

And besides, maybe I should have increased the number of units in the game since the divs that came from the split are still on the map (although we play with unlimited breakdown...).

Here is the edition, the blue one is the change, I suspect I should have done something in the yellow line. Can somebody advise?
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rkr1958
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by rkr1958 »

If you attach your game file and provide specific instructions on what you'd like to do, I'll take a look, see if I can make the edits and provide details back in this thread on how to do the edits, if I can.

I view this thread as a community self help thread on edits we in this community would like to make and how we might make them.
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Courtenay
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by Courtenay »

It is a very bad idea to delete units from MWiF once they have been created. MWiF itself does not do this. Instead, it moves units to the "Removed" pool. Do an edit to move the unit in pools. Find the unit, there will be a line with a bunch of zeros and a -1. Change that -1 to a zero, and change the next to last number to a -1. (The last number is the production cycle, if the unit is on the production spiral.)
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by Joseignacio »

rkr1958 wrote: Sat May 11, 2024 4:27 pm If you attach your game file and provide specific instructions on what you'd like to do, I'll take a look, see if I can make the edits and provide details back in this thread on how to do the edits, if I can.

I view this thread as a community self help thread on edits we in this community would like to make and how we might make them.
Thanks. We had run out of time so we loaded the old game and went on.

I didn't pretend to send a game for edition, I edited the file as well as I could, counting with the help of a friend who knows a bit more on editing MWIF, but considering other edits from pools that I read in this thread, I thought there should be a -1 and 0 swap somewhere (my friend didn't), in the line of Courtenay's response.

I thought that would be easy to pinpoint with the info given. Sorry for the inconveniences.
Last edited by Joseignacio on Tue May 14, 2024 8:51 am, edited 1 time in total.
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by Joseignacio »

Courtenay wrote: Tue May 14, 2024 1:36 am It is a very bad idea to delete units from MWiF once they have been created. MWiF itself does not do this. Instead, it moves units to the "Removed" pool. Do an edit to move the unit in pools. Find the unit, there will be a line with a bunch of zeros and a -1. Change that -1 to a zero, and change the next to last number to a -1. (The last number is the production cycle, if the unit is on the production spiral.)
Thanks for the advice. We did not delete any unit, basically because we didnt know how to do it. And thanks for the tip.

What I kad done was to bring the 3-3 corps from the Break Down Pool to the map and put the divisions in a remote area of Canada, where we would not use them even by mistake.
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