Editor & Scen#19 ?

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pad152
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Editor & Scen#19 ?

Post by pad152 »

Using 2.11

When using the editor and a copy of scen#19 as a start, the production rates seem to default back the those in Scen#17?:confused:

Is there any way to create scenario with the same production rates as scenario 19?

I don't know if this is a bug or a limitation of the editor.
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tanjman
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Editing Scenatio 19

Post by tanjman »

pad152,

Sorry but it can't be done by copying sceanrio 19 to another slot, the increased Japanese aircraft replacement rates is hard wired for scenario/slot 19. If you want to risk it you can edit sceanrio 19 and leaving it in slot 19 but I suggest you back it up first. IIRC someone (AdmiralDadman I think) did this awhile back but had some strange thinks happen.

I trick you can use (when editing scenario 17) is to give all japanese land based air groups alot of damaged aircraft (over the maximum air group size) which will end up in the replacement pool, thus giving you a backhanded increase in production.
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Yamamoto
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Re: Editing Scenatio 19

Post by Yamamoto »

Originally posted by tanjman
I trick you can use (when editing scenario 17) is to give all japanese land based air groups alot of damaged aircraft (over the maximum air group size) which will end up in the replacement pool, thus giving you a backhanded increase in production.


That's a very clever idea.

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Admiral DadMan
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Re: Editing Scenatio 19

Post by Admiral DadMan »

Originally posted by tanjman
pad152,

Sorry but it can't be done by copying sceanrio 19 to another slot, the increased Japanese aircraft replacement rates is hard wired for scenario/slot 19. If you want to risk it you can edit sceanrio 19 and leaving it in slot 19 but I suggest you back it up first. IIRC someone (AdmiralDadman I think) did this awhile back but had some strange thinks happen.

I trick you can use (when editing scenario 17) is to give all japanese land based air groups alot of damaged aircraft (over the maximum air group size) which will end up in the replacement pool, thus giving you a backhanded increase in production.

There were two problems I ran into:
  1. Counting Damaged Ships caused me to not be able to sent ships back to Pearl/Tokyo
  2. Making SoPac subordinate to 3rd Fleet screwed up reinforcements
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Black Cat
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Re: Re: Editing Scenatio 19

Post by Black Cat »

Originally posted by Admiral DadMan
There were two problems I ran into:
  1. Counting Damaged Ships caused me to not be able to sent ships back to Pearl/Tokyo
  2. Making SoPac subordinate to 3rd Fleet screwed up reinforcements
    [/list=1]


It`s my opinion and experience that the only things that can be edited using the default shipped scenarios without screwing other values up is the Experience Levels and Arrival Times, ( or Non Arrival times by setting it to 9999 ) .

If Rich. D. or anyone in the know has another view I would like to hear it.

Actually you can accomplish quite a lot with those two features if your willing to do a lot of testing.
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Post by Yamamoto »

I think there is a lot one can do with the current editor, especially with the shorter scenarios. I’m currently working on modifying “Four Weeks of Hell” to “Four Weeks of Surface Hell” by removing land-based attack planes and CVs. Since there are very few reinforcements in that scenario I doubt there will be any problems. I also plan to add a few ships and land units in. The problems are not with the editor—it’s the same editor they used to create the scenarios in the first place, I believe. The problems are with the slot-specific hard-coded items. Hopefully WiTP will have less hard-coding.

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dtx
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Air Replacement & 19

Post by dtx »

Tanjman - Thanks for your input, I had suspected the hard-wiring you mentioned. Scen 19 is one of the most interesting for the US human player and it's too bad we can't just edit the scenario. The damaged plane idea is a nice quick fix.

I think it would add much to the replayability of the game if we could change or edit replacement rates. For example, when you are winning as a human, it would be great to dynamically change the enemies replacement rates (as with the ships, increase by 20, 30 or 100%). Maybe this is too hard to program.

Even just to be able to change replacement rates of scenarios would be great.
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Mr.Frag
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Post by Mr.Frag »

Just to add in the glitch section:

The editor for some reason loads the scenario wrong sometimes, you can see this by looking at the captain of the Akagi getting set to 1999-

If you load the editor and select the locations button instead of the ships button, it loads 100% of the time correct and you'll see that the Akagi has the proper captain: 423 - T. Aoki

If you leave the editor on any panel that has an entry in the 001- slot, it seems to have this strange corruption problem. Since the Location section does not have a 001- record, it seems immune to this glitch.

I have played with modifying 19 and messed with many things and not had any problems once catching this glitch and making sure that the files loaded correctly. (who knows, might be a Windows 2000 thing on my end)

sps###.dat = ships
spp###.dat = pilots
spl###.dat = locations
sph###.dat = leaders
spg###.dat = planes

So, if you want to make changes to any of these for scenario 19, load scenario 19 (ensuring you don't get the above glitch) and save it to slot 50 without making any changes. Load slot 50 now (again checking for above glitch) and modify to your hearts content. When you are finished with your changes, just rename the sp?019.dat to spold019.dat and rename your sp?050.dat to sp?019.dat and you are playing with your changes. This lets you get the scenario 19 plane rates with your changes. You can mess with these files independantly without having to replace them all (ie: you mess with ships in editor, you only need sps###.dat to be renamed)

Just keep a copy of the SCEN directory in case you mess things up and need to reload back to proper settings. It would seem that once a scenario is started, these are not used at all, so you can PBEM with a modified 19 if you want.
dtx
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Great suggestion

Post by dtx »

Mr Frag - Thanks much. I expected that one of the players was bright enough to figure a work around. I'm looking forward to trying your idea. ....
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Mr.Frag
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Post by Mr.Frag »

Wish they would post the file formats, then we could whip together a editor that links all the data together in a relational manner so one can click through and pop between catagories quickly ... oh well, heres hoping :)

I hope none of the Matrix folks are annoyed by us messing with their scenarios and such, and we promise to not report bugs on *messed up* scenarios ;)
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Admiral DadMan
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Post by Admiral DadMan »

There's some ship class info that I would like to get my hands on ....:D
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Yamamoto
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Post by Yamamoto »

Originally posted by Admiral DadMan
There's some ship class info that I would like to get my hands on ....:D


Such as?

We have all the info, I think, it's just that Matrix decided not to make everything editable to prevent cheating in multiplayer games. I think that was a good move.

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Mr.Frag
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Post by Mr.Frag »

Originally posted by Yamamoto
Matrix decided not to make everything editable to prevent cheating in multiplayer games.


We are war gamers, we don't need to cheat, this is a strategy game, not a game of Quake! :D

Loosing while doing better then history is just as rewarding as winning ... the nice thing about a VP system is it can balance out a loss to actually be a win!

I can understand how Matrix didn't want people messing with the 000.dat files for a completely different reason, changing them affects EVERY scenario, not just the one you are modifying. I doubt it was because of cheating :)
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Admiral DadMan
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Post by Admiral DadMan »

Originally posted by Yamamoto
Such as?

We have all the info, I think, it's just that Matrix decided not to make everything editable to prevent cheating in multiplayer games. I think that was a good move.

Yamamoto
I thought the game compared scenario files, and if there were a mismatch, it would send a warning?
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