Editor Help

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

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Buck Beach
Posts: 1974
Joined: Sun Jun 25, 2000 8:00 am
Location: Upland,CA,USA

Editor Help

Post by Buck Beach »

Pretty frustrated at this point! Can't seem to get an underway TF at the beginning of a scenario to be loaded. Frickin refresh buttons seem to be there just to piss me off. OK, I'm resigned to admit that I just don't know what the hell I'm doing and getting tired of being stupid.

I have had success in placing Replenishment TF both fuel and supply (AE ships) but, although they show, I can't get a Cargo TF to show it has supplies.

Any ideas?????

PS Using the Win 64 version of the Editor if that makes any difference.
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JWE
Posts: 5039
Joined: Tue Jul 19, 2005 5:02 pm

RE: Editor Help

Post by JWE »

ORIGINAL: Buck Beach
Pretty frustrated at this point! Can't seem to get an underway TF at the beginning of a scenario to be loaded. Frickin refresh buttons seem to be there just to piss me off. OK, I'm resigned to admit that I just don't know what the hell I'm doing and getting tired of being stupid.

I have had success in placing Replenishment TF both fuel and supply (AE ships) but, although they show, I can't get a Cargo TF to show it has supplies.

Any ideas?????
There are "some" TFs (dependant on TF type) that can start with a bit of capacity loaded. It's hard coded, and kinda creaky anyway, so not something dependable; it has to do with TF Type and TF Mission - hard code stuff.

Best thing I can say is put your TF in a port, at game start, with a Cargo or Transport Mission, and have it "magic move" to the map location you want, with the requisite destination and perhaps desired Routing instructions. It should load to capacity and teleport to its desired location at turn-1 execution.

Best I can do. Hope it's good enough.

Ciao. John
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topeverest
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Joined: Wed Oct 17, 2007 1:47 am
Location: Houston, TX - USA

RE: Editor Help

Post by topeverest »

I was having this same problem and just thought I didnt know how to do it. I will try this...thx
Andy M
Buck Beach
Posts: 1974
Joined: Sun Jun 25, 2000 8:00 am
Location: Upland,CA,USA

RE: Editor Help

Post by Buck Beach »

ORIGINAL: JWE

ORIGINAL: Buck Beach
Pretty frustrated at this point! Can't seem to get an underway TF at the beginning of a scenario to be loaded. Frickin refresh buttons seem to be there just to piss me off. OK, I'm resigned to admit that I just don't know what the hell I'm doing and getting tired of being stupid.

I have had success in placing Replenishment TF both fuel and supply (AE ships) but, although they show, I can't get a Cargo TF to show it has supplies.

Any ideas?????
There are "some" TFs (dependant on TF type) that can start with a bit of capacity loaded. It's hard coded, and kinda creaky anyway, so not something dependable; it has to do with TF Type and TF Mission - hard code stuff.

Best thing I can say is put your TF in a port, at game start, with a Cargo or Transport Mission, and have it "magic move" to the map location you want, with the requisite destination and perhaps desired Routing instructions. It should load to capacity and teleport to its desired location at turn-1 execution.

Best I can do. Hope it's good enough.

Ciao. John

Not sure I know the "magic move" routine. However, I think I hear that what you are saying is the "Pensacola" TF 8407 and the other one ship TFs around Christmas Island and scattered elsewhere were "hard code" created.

Is my understanding right?
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Don Bowen
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Joined: Thu Jul 13, 2000 8:00 am
Location: Georgetown, Texas, USA

RE: Editor Help

Post by Don Bowen »

ORIGINAL: Buck Beach

Not sure I know the "magic move" routine. However, I think I hear that what you are saying is the "Pensacola" TF 8407 and the other one ship TFs around Christmas Island and scattered elsewhere were "hard code" created.

Is my understanding right?

"Magic Move" is the First Turn Movement Bonus checkbox.

Pensacola TF loads because it and it's troops are both at a land base (not 100% historical but lets the load routines function).

Certain types of ships in certain types of TFs wil auto load a random amount of cargo. This is hard coded. These are:
Any ship with a liquid cargo capacity that is in a Replenishment TF - primarily for the Japanese Pearl Harbor Strike Force replenishment TF.
Oilers in cargo TFs to simulate routine movement of naval fuel that was in progress at the start of the war.
Cargo ships (AK, AKL, xAK, xAKL) and Tankers (TK) that are in single ship TFs to simulate routine merchant traffic at sea at the start of the war.

That's it.



Buck Beach
Posts: 1974
Joined: Sun Jun 25, 2000 8:00 am
Location: Upland,CA,USA

RE: Editor Help

Post by Buck Beach »

ORIGINAL: Don Bowen

ORIGINAL: Buck Beach

Not sure I know the "magic move" routine. However, I think I hear that what you are saying is the "Pensacola" TF 8407 and the other one ship TFs around Christmas Island and scattered elsewhere were "hard code" created.

Is my understanding right?

"Magic Move" is the First Turn Movement Bonus checkbox.

Pensacola TF loads because it and it's troops are both at a land base (not 100% historical but lets the load routines function).

Certain types of ships in certain types of TFs wil auto load a random amount of cargo. This is hard coded. These are:
Any ship with a liquid cargo capacity that is in a Replenishment TF - primarily for the Japanese Pearl Harbor Strike Force replenishment TF.
Oilers in cargo TFs to simulate routine movement of naval fuel that was in progress at the start of the war.
Cargo ships (AK, AKL, xAK, xAKL) and Tankers (TK) that are in single ship TFs to simulate routine merchant traffic at sea at the start of the war.

That's it.





Thanks a lot Don the one ship Cargo TFs helps.

What I was and am trying to do is restate the "Pensacola" TF to realign what appears to be an unrealistic TF load. I know that there were troops on the ships not included but the supply load was anemic. I have now separated the AKs in the convoy (one by one because of editor limitations) and will reform after turn one.

I will try the "Magic Move" with a couple of other APs, specifically the US Grant on it's way to Dutch Harbor and the President Johnson in route to Canton to tweak them.

Thanks again Don,

Buck

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