Q - Moving LCU to different slot in editor

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Monter_Trismegistos
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Q - Moving LCU to different slot in editor

Post by Monter_Trismegistos »

I am curious how editor behaves in this matter. Ive heard, that units have some hidden atributes (like para unit). Does editor moves LCU along with those atributes, which arent normally seen?
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RE: Q - Moving LCU to different slot in editor

Post by Dereck »

ORIGINAL: Monter_Trismegistos

I am curious how editor behaves in this matter. Ive heard, that units have some hidden atributes (like para unit). Does editor moves LCU along with those atributes, which arent normally seen?

Who knows. You "may" be safe if you keep within the ranges for nationalities. I've compiled a list of WITP "database" fields and general info. If you think it may help you just PM me your email (or email me directly if I've sent you anything before). What I have you could find in the editor manual -- I've just already taken the info out and compiled it in one place.
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RE: Q - Moving LCU to different slot in editor

Post by treespider »

ORIGINAL: Monter_Trismegistos

I am curious how editor behaves in this matter. Ive heard, that units have some hidden atributes (like para unit). Does editor moves LCU along with those atributes, which arent normally seen?


To quote the editor manual...

Under Section 3.1 Devices on Page 8

"These devices can be altered, but they should never be moved."

Under Section 3.6 Locations on Page 28

"These devices can be altered, but they should never be moved."

Here's a link to:
Treespider's Grand Campaign of DBB

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RE: Q - Moving LCU to different slot in editor

Post by akdreemer »

ORIGINAL: Monter_Trismegistos

I am curious how editor behaves in this matter. Ive heard, that units have some hidden atributes (like para unit). Does editor moves LCU along with those atributes, which arent normally seen?
My experience has been unfavorable. Wierd things like dumping two months of reinforcements on the first turn. Best leave in place and fill in the empty slots instead. Aesthetically less pleasing but it does not seem to hamper functionalbility.
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RE: Q - Moving LCU to different slot in editor

Post by el cid again »

Good news:

1) IF you move a unit with the game editor, it moves the hidden fields as well. The only risk is when you deal with a special slot - not a regular land unit. Exceptions include support, mechanized support and aviation support: copy as you like, but the copies won't support! And ANYTHING in those slots WILL support! Similarly, it appears HQ don't function as HQ unless below a certain slot number.

2) If you use WITP Excel to review the data, you can SEE the hidden fields!

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RE: Q - Moving LCU to different slot in editor

Post by Monter_Trismegistos »

Im doing mostly sorting thing. Main problem is functionality - when at some point I want to see what units are in hex, I see: a division, brigade, engineer regiment, next division, on the 2nd page anorther division. For me unsorted database is unacceptable.
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RE: Q - Moving LCU to different slot in editor

Post by Aawulf »

ORIGINAL: Monter_Trismegistos

Im doing mostly sorting thing. Main problem is functionality - when at some point I want to see what units are in hex, I see: a division, brigade, engineer regiment, next division, on the 2nd page anorther division. For me unsorted database is unacceptable.
I delved fairly deep into what opportunities might exist in the LCU slot order. I can only guess that some slots are hard wired in the executable as certain unit types. It is a bit frustrating to have several mechanized divisions and forts ignore orders and begin marching to bases that are not in the same area of operations...sometimes even warping there.

Generally, any changes to slots will be ok so long as the side is entirely under human control. And, as others have pointed out, currently unused slots seem to be free of hard wired behavior. We do have the ability to edit the "hidden" data fields and have defined all but a few of them, but there is a mysterious force in the works that I can only guess is the executable.

"michaelm" seems to have a good understanding of what is and isn't hard wired in the executable and may be able to shed some light on this.
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RE: Q - Moving LCU to different slot in editor

Post by el cid again »

Im doing mostly sorting thing. Main problem is functionality - when at some point I want to see what units are in hex, I see: a division, brigade, engineer regiment, next division, on the 2nd page anorther division. For me unsorted database is unacceptable.

_____________________________

I did this as much as possible for air units - and some naval units. Land units are "sorted" by location, mostly - not by name. This works once you understand it.
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RE: Q - Moving LCU to different slot in editor

Post by el cid again »

Generally, any changes to slots will be ok so long as the side is entirely under human control. And, as others have pointed out, currently unused slots seem to be free of hard wired behavior. We do have the ability to edit the "hidden" data fields and have defined all but a few of them, but there is a mysterious force in the works that I can only guess is the executable.

The key is TEST TEST TEST. Do this after each change and you will detect most problems.

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Monter_Trismegistos
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RE: Q - Moving LCU to different slot in editor

Post by Monter_Trismegistos »

I did differently... air units are sorted only by name.
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RE: Q - Moving LCU to different slot in editor

Post by Kereguelen »

ORIGINAL: Aawulf

ORIGINAL: Monter_Trismegistos

Im doing mostly sorting thing. Main problem is functionality - when at some point I want to see what units are in hex, I see: a division, brigade, engineer regiment, next division, on the 2nd page anorther division. For me unsorted database is unacceptable.
I delved fairly deep into what opportunities might exist in the LCU slot order. I can only guess that some slots are hard wired in the executable as certain unit types. It is a bit frustrating to have several mechanized divisions and forts ignore orders and begin marching to bases that are not in the same area of operations...sometimes even warping there.

This is not in all cases related to the exe but rather to the Scenario Editor and should only occur if playing under AI control (if for example 1st Division is in slot 2300 and you move it to another slot and place 2nd Division in slot 2300 instead, the AI will assume that 1st Division still is in slot 2300 and use the unit that is in the slot now as if it were 1st Division).

ORIGINAL: Aawulf
Generally, any changes to slots will be ok so long as the side is entirely under human control.

Basically correct. But some units have to remain in certain slots due to certain events that trigger special "functions": 1) The Soviet "August Storm" reinforcements will automatically appear at a certain date (June 1945?). There're no database slots for them, instead they will "double" certain slots. Seems to be hardwired... 2) Certain US divisions will appear if Japan invades the US in addition to the units that appear because of accelerated reinforcements. I think these are 6th US, 77th US and 1st US Cav Divisions (they appear at SF even if you invade US in 1941). Seems to be hardwired too.

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RE: Q - Moving LCU to different slot in editor

Post by el cid again »

Basically correct. But some units have to remain in certain slots due to certain events that trigger special "functions": 1) The Soviet "August Storm" reinforcements will automatically appear at a certain date (June 1945?). There're no database slots for them, instead they will "double" certain slots. Seems to be hardwired... 2) Certain US divisions will appear if Japan invades the US in addition to the units that appear because of accelerated reinforcements. I think these are 6th US, 77th US and 1st US Cav Divisions (they appear at SF even if you invade US in 1941). Seems to be hardwired too.

All correct - but not comprehensive. Other things are hard wired as well. Some militia for example. I don't think we know it all.
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