Page 1 of 1

Editor questions

Posted: Fri Sep 02, 2022 5:09 am
by Pocus
I don't have very advanced knowledge of the editor, so here they are

1 - How can you set or edit the initial level of a resource, in 'Properties' for say Cleveland, there is no level to tweak.
2 - City names have the state indicated with 2 letters, and yet it does not appear on map, how it is done?
3 - what simultaneous turns do contrary to alternate? same time period (effectively doubling turns number?), same weather?
4 - is it possible to set specifically a harbor to not go above level 2 for example, kind of like a mere anchorage?
5 - is there a command/script to alter terrain? Specifically, I would like to add railways through the war.
6 - Is there any way to reinstate the laying mine procedure of the WW1 opus? I doubt that though.

Re: Editor questions

Posted: Fri Sep 02, 2022 8:07 am
by BiteNibbleChomp
1/ If you set up a RESOURCE script to fire on turn 1, this will set that location's starting supply to zero (or have it fire on a later turn, in which case the supply will remain at zero until it fires). It isn't possible to set a resource to start on say, 2, however.

2/ Easy: set the name of the resource to, for example, 'Columbus OH', and then when you add a map text tag, just use the name of the town 'Columbus'. The editor has a tool to automatically add the map text, you won't be able to use that to make this work.

3/ It means both sides get a turn using a particular date before moving to the next date. So instead of Confederate 1861/04/12, then Union 1861/04/23, then Confederate 1861/05/04, you would instead see Confederate 1861/04/12, then Union 1861/04/12, then Confederate 1861/04/23. So yes, double the turns. Weather still changes at the end of each player's turn.

4/ Not possible, except by setting all resources of a particular type to be limited to a certain size in the Edit Resource Data screen.

5/ Not possible

6/ Gunboats and Torpedo Boats can do this, all you should need to do is increase the build limits of the naval mines. This was going to be in the game originally and all the code was added - then we found it didn't work as well as we hoped and decided to leave it out. It could certainly make for an interesting addition to a mod!

- BNC

Re: Editor questions

Posted: Fri Sep 02, 2022 11:55 am
by Pocus
Thanks! Too bad for railways.
On second thought, adding mines would probably not work that well, because of the many places where you can easily ambush the AI with it (rivers and harbors entries).
Unrelated, but did you consider adding the Ohio-Erie canal? I would definitely use it in my modded campaign. Was it because it would have altered too much the map for its benefit, in a historical campaign?

Re: Editor questions

Posted: Fri Sep 02, 2022 4:13 pm
by Beriand
For 4., there are things like 'submarine pen', 'bridge' and 'airfield', not used in campaign, I guess one can change names and set desired strengths. If someone needs 2 str port/something very badly, there is always option to create artificial minors, give them control of the hex and set resource strength as needed. It might look strange though, ok on oceans, too much borders inland I guess. Something like this is with St. Nazaire in WW2.

Re: Editor questions

Posted: Sat Sep 03, 2022 4:02 am
by Pocus
But do these 3 structures not have special properties too?

Re: Editor questions

Posted: Sat Sep 03, 2022 2:46 pm
by Beriand
I'm not sure, but do not think so, as they are not used in campaigns? There are almost no 'special properties', they are set in editor, strength/defence bonuses/MPPs.

Re: Editor questions

Posted: Sun Sep 04, 2022 6:51 pm
by BillRunacre
Pocus wrote: Sat Sep 03, 2022 4:02 am But do these 3 structures not have special properties too?
As far as I can remember (as these slots were added quite a few years ago) they are free for use with no special inherent properties that differentiate them from other resources. I think you'd soon tell if there were any too.

Re: Editor questions

Posted: Mon Sep 05, 2022 4:31 am
by Pocus
Very interesting! The problem then might be on the protection they afford to ships, see the other thread. One might want to add an anchorage, but without the anchorage absorbing most of the damages destined to the ship...