New to Modding

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

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

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cplprice
Posts: 99
Joined: Fri Jul 08, 2011 11:13 am
Location: Chickamauga GA

New to Modding

Post by cplprice »

I'm new to modding and have modded a few smaller scenarios and have some more questions for the experts.

I have noticed that if you start playing the mod and realize you've forgotten something or done something incorrectly and go in and correct it in the editor, that the changes do not take effect within the current saved game. You have to restart the scenario. Before I start modding longer scenarios and get months into them before I realize I've left something out. Is there anyway to have the changes take effect without going back to the first and restarting and then playing months more (game time) before I find another error?

An example would be, you've modded the Guadalcanal scenario. It starts on 07 Aug and you have a cruiser appear as a reinforcement in October, but you've forgotten to assign it a squadron with it's two or three scout planes. It's not a big deal in the overall scenario, but you'd like to correct it without having to go back to August and restarting.

Is there an easy way to create a new scenario based upon the ending values in a previous scenario. Say I've played the Guadalcanal scenario and would like to produce a follow on scenario representing the follow on operations in the Solomons. Obviously, there will be many variances from the historical situation because of events that transpired within the previous game. I could use tracker to give me the data on all units, but then I'd have to enter it unit by unit. Not a small task. Is there anyway to import the final game situation from the previous mod into a new scenario as a starting point for modding the next scenario?
Buck Beach
Posts: 1974
Joined: Sun Jun 25, 2000 8:00 am
Location: Upland,CA,USA

RE: New to Modding

Post by Buck Beach »

ORIGINAL: cplprice

I'm new to modding and have modded a few smaller scenarios and have some more questions for the experts.

I have noticed that if you start playing the mod and realize you've forgotten something or done something incorrectly and go in and correct it in the editor, that the changes do not take effect within the current saved game. You have to restart the scenario. Before I start modding longer scenarios and get months into them before I realize I've left something out. Is there anyway to have the changes take effect without going back to the first and restarting and then playing months more (game time) before I find another error?

An example would be, you've modded the Guadalcanal scenario. It starts on 07 Aug and you have a cruiser appear as a reinforcement in October, but you've forgotten to assign it a squadron with it's two or three scout planes. It's not a big deal in the overall scenario, but you'd like to correct it without having to go back to August and restarting.

Is there an easy way to create a new scenario based upon the ending values in a previous scenario. Say I've played the Guadalcanal scenario and would like to produce a follow on scenario representing the follow on operations in the Solomons. Obviously, there will be many variances from the historical situation because of events that transpired within the previous game. I could use tracker to give me the data on all units, but then I'd have to enter it unit by unit. Not a small task. Is there anyway to import the final game situation from the previous mod into a new scenario as a starting point for modding the next scenario?

Regarding the on going correcting of erroneous entries, WELCOME TO OUR WORLD. We've learned to live with Matrix's hard and fast policy on the save game issue.

Welcome aboard.
cplprice
Posts: 99
Joined: Fri Jul 08, 2011 11:13 am
Location: Chickamauga GA

RE: New to Modding

Post by cplprice »

Thanks. I was afraid of that. Matrix's rule does make sense in a way, but it does make things hard. On the plus side I've re-played the scenarios enough now that I've learned a lot of the more arcane functions.
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PaxMondo
Posts: 11130
Joined: Fri Jun 06, 2008 3:23 pm

RE: New to Modding

Post by PaxMondo »

There are some things that update right away from DB changes, some that require the unit to upgrade before getting into the game, and some that require a restart. After a while with experience you can predict which category your change falls into. I think someone had compiled a list, but I either can't find it or I never saved it. [&:]

Anyway, as BB says, Welcome!!!
Pax
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JWE
Posts: 5039
Joined: Tue Jul 19, 2005 5:02 pm

RE: New to Modding

Post by JWE »

The Official Matrix scenarios are in slots 1 through 25. Nothing in those slots can ever be modified and updated into a savegame, unless it is done by an honest-to-gosh Official Matrix Patch. As it was in the beginning, is now and ever shall be, world without end, amen, amen.

So here’s how you do it.

Pick a scenario you want to play with; just for grins, let’s say Scen004 – Guadalcanal. Open it in the editor – and then – do “Save Scenario As’ and pick a slot number than 004; m’kay, let’s pick 044. You will want to enter something in the ‘comment’ field, so it will show up on the game’s load screen, so enter ‘My Guadalcanal’. Now you got Scen044 that is identical with 004, but is outside the “exclusion zone”.
WARNING
The editor only saves the base scenario files. It only loads/transfers the base aei004.dat AI file, it does not load or transfer the alternative AI files (aei004-xx.dat), so you must do this manually. Fortunately they are all grouped together, so it’s relatively easy to gang copy and paste them into an empty folder somewhere and then rename them to aei044-xx.dat and move them back into your scenario folder. So now you have Scen044 ready to go.

You MUST start your game with Scen044. Since it’s exactly the same as Scen004, what’s the issue? Then, when you tweak your Scen044 file, your tweaks will be captured, for the most part. You must restart the game engine – not restart the scenario, just re-fire-up the game launch icon. Open your savegame and there will be a screenie that says “Scen data has changed, do you wish to update/continue”, click yes and you are smiling and dialing.

As to database changes, some port right through, others may require patience. Those database files that are used by other database files require patience, those that do not, do not. Device and Airplane files will port in with no difficulty at all. Classes are touchy, because Ships depend on them and if you have Ships already in your savegame, those ships may not update properly to new Class “armament” specs. The rest of the Ships data (spd, endure, dur, maneuver, tonnage, armor, etc..) will port over fine. Same with LCUs; if you change an LCU’s TO&E, eehhh .. blivet. If you change a Device spec within and existing TO&E, ok.

Thing is, it’s hard to change nested data values within a savegame. But you can change “basic” (top level) data. You can add new things (because there’s no old thing in the savegame that has to be changed). If you have any computer or math savy, this should make sense. If ya don’t, then follow the instructions blindly and when you hit a wall, ask for help.

This is the best I can do. If you are really looking to mod, then hang around here. There’s lots of people who know their stuff. There’s also others that don’t, but you will soon figure out who’s who.

Let me add my Welcome !! to Buck and Pax’s.

Ciao. J
dwg
Posts: 319
Joined: Tue Jan 22, 2008 1:35 am

RE: New to Modding

Post by dwg »

ORIGINAL: cplprice
An example would be, you've modded the Guadalcanal scenario. It starts on 07 Aug and you have a cruiser appear as a reinforcement in October, but you've forgotten to assign it a squadron with it's two or three scout planes.

One thing you can do to try and catch this kind of stuff before you get months into play is to temporarily set the start date of your scenario to just after the last reinforcement unit is due to arrive, start the scenario, then work your way around the map checking everything is where it is supposed to enter, has the right stats, assigned equipment and the right squadrons aboard. That doesn't check everything - such as upgrades becoming available on the right dates, but it does cover a lot of the potential errors.
cplprice
Posts: 99
Joined: Fri Jul 08, 2011 11:13 am
Location: Chickamauga GA

RE: New to Modding

Post by cplprice »

Thank you all for the welcome and the valuable information. Dwg, your date change to de-bug will prove valuable and I will start using it to "check" my scenarios prior to playing, so I don't get weeks or months in before I see the problem.

Jwe, I think I understand most of what you wrote. I wasn't sure however which additional files you were speaking of when you said they needed to be copied and pasted manually. I went and looked closer and saw that if I used the 044 slot as you suggested. The game editor copied over the following files:
aei044 (data)-appears to be AI
cam044 (data)
scn044 (cmt) The scenario name I enter.
wpa044 (data)-appears to be aircraft data
wpc044 (data)-appears to be ship class data
wpd044 (data)-appears to be device data
wpg044 (data)-appears to airgroup data
wph044 (data)-appears to be data on leaders or pilots
wpl044 (data)-appears to be location data
wpp044 (data)-appears to be data on leaders or pilots
wps044 (data)-appears to be individual ship data

It did not copy over the aei004-1, aei004-2, aei004-3 and aei004-4 data files so I now understand they must be done manually and renamed aei044-1 through -4 so the AI works properly. VERY GOOD information. Thank you.

I understand the principle behind the nested data being an issue, and will remain aware of that potential issue. As to the second part of my question. If I wanted to create a follow on scenario that begins at the end date of scenario 004/044. We'll call it 045. Load 004/044 in the editor save as 045. I enter a new start date for the day after the end of 044 and have it run for X number of turns say taking me to January 44. I edit all my new changes to take place after the previous scenarios end date. Can I use the previous scenarios final PWS file to alter the status of the units that will still be active in the new scenario or must they be entered manually?




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PaxMondo
Posts: 11130
Joined: Fri Jun 06, 2008 3:23 pm

RE: New to Modding

Post by PaxMondo »

Just renumber the AI files to be consistent with your scenario number. No need to re-enter.

Now having said that, if you make changes to LCU or Ship or Air Group numbers, you need to consider that you may interfere with the AI.

Example: If you are using Scen 1 your start point, air group ID=002, Amakusa Ku T-1 is a FP group of Petes. If you change this to a fighter group of Claudes, you may cause a problem with the AI IF this unit is being used specifically in an AI routine as you have changed its type and it might not be able to do its assigned task.

Just something to keep in mind if you want the AI to stay intact ...
Pax
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John 3rd
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Joined: Thu Sep 08, 2005 5:03 pm
Location: La Salle, Colorado

RE: New to Modding

Post by John 3rd »

I knew NOTHING about the editor when we started Reluctant Admiral. Found the Editor to be fairly friendly and just asked lots of questions. Do that and you will do well. Modding takes a TON of dedication and time so be prepared for that. Also make sure you do differing saves just in case you....ahhhh...screw something up!
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Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
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JWE
Posts: 5039
Joined: Tue Jul 19, 2005 5:02 pm

RE: New to Modding

Post by JWE »

ORIGINAL: cplprice
Can I use the previous scenarios final PWS file to alter the status of the units that will still be active in the new scenario or must they be entered manually?
Manually. One can't get into a pws file. Tracker can help list out some things.
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