Editor Q&A

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Redmarkus5
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RE: Looks very interesting

Post by Redmarkus5 »

ORIGINAL: Templer

Looks very interesting.
The names of the smaller towns and villages are too dominant.

We're just testing concepts at the moment. The reason the names are so big is that the map has been imported into an existing DCCB scenario, so that I could test the idea without building a whole new OOB.

If we decide to do a full mod, then we would scale the images to fit better and create new OOBs on top.
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
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Redmarkus5
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RE: Looks very interesting

Post by Redmarkus5 »

Still looking for an OOB volunteer for the Winter Offensive!
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krupp_88mm
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RE: Editor Q&A

Post by krupp_88mm »

ORIGINAL: redmarkus4

ORIGINAL: krupp_88mm
ORIGINAL: redmarkus4

OK, have started deleting the vanilla rivers (roads next). Then I will re-draw them over the map (as close as possible) and turn them to transparent.

Hopefully it will work in play terms.


Pretty cool, have you given any thought to taking your map image in photoshop, importing in the hex grid over it, and then editing the map in photoshop via warps or edits so it fits onto the hex grid? I could probably do that quickly for you if you want.


Also can someone please tell me where the game editor is, i can't find it.

That would be excellent. Here's a link to the map file I'm using: https://dl.dropbox.com/u/29184871/Kharkov1.jpg. I will hold on implementing the rivers and roads until you're done.

here it is
http://www.mediafire.com/view/?h2eyu8n1xj69y43 846x901

I hope this works the way i intended. The rivers are a little stretchy, Casue the hex's are so large.

With grid
Image

Changes
Image

ehh looks like i forgot to affix two river segments to the hex.. if thats a big problem let me know and ill fix it.
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RRRH-Sr Mod Graphix ed V2: http://www.mediafire.com/?dt2wf7fc273zq5k
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Vic
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RE: Editor Q&A

Post by Vic »

I added a Q&A episode on scripting and the weather / season rules:

http://www.vrdesigns.nl/?p=373

best,
Vic
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Ritterkrieg_slith
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RE: Editor Q&A

Post by Ritterkrieg_slith »

Hello Victor.

Thanks again for an excellent game!![&o]

A few Questions if I may:

1. What is the easiest way to change a NATO symbol for a unit NOT placed on the map? I have played with HIS tab in the editor but am not sure if I am doing it right!
2. Is there place I can read about the various terms HISVAR, TV1, TV2 etc?

Thanks!

Troy
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Vic
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RE: Editor Q&A

Post by Vic »

@Ritterkrieg,

I think thats an excellent topic for a next Q&A.
I hope i can squeeze one in before taking a week of summer holidays.

Best,
Vic
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Vic
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RE: Editor Q&A

Post by Vic »

Just added a new tutorial episode on how to add a new historical unit model with a new nato counter graphic:
http://www.vrdesigns.nl/?p=386

best,
Vic
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Ritterkrieg_slith
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RE: Editor Q&A

Post by Ritterkrieg_slith »

Victor, wecome back!

I was wondering, is there a tv setting that prevents a unit from being set to Historic model when using the 'Set All to their MODEL button?

Troy
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RE: Editor Q&A

Post by Ritterkrieg_slith »

Hey Victor, when editing SFT types, the cards for reinforcements no longer work properly. Its seems as if the cards point to a place in the SFT list. When the order is altered, the cards reinforce with infantry or some such when you ask for tanks [:(]

As well, the game engine will treat Soviet Infantry like german Infantry if moved to the top of the SFT list, bringing them into the game as German reinforcements and such.

I really want to make this thing work but am running into some significant roadblocks! [&:]

Troy

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Vic
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RE: Editor Q&A

Post by Vic »

@ritter,
No the only way to avoid a his.unit being set to its model settings is to give it no model.

As for the SFTypes. If you add new ones i recommend adding them on the end of the current list since the slot numbers are indeed also used by reinforcement and other events.

best,
Vic
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Ritterkrieg_slith
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RE: Editor Q&A

Post by Ritterkrieg_slith »

Thanks Victor!

A new question:

Before embarking on modding combat stats in the editor;

Stats are given for the following:

Fav, Pow,Powdef, Artpow, Hitpts, Hitptsdef.

Is there anywhere I can look for formula when using these numbers?

Thanks!

Troy
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Vic
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RE: Editor Q&A

Post by Vic »

ORIGINAL: Ritterkrieg

Thanks Victor!

A new question:

Before embarking on modding combat stats in the editor;

Stats are given for the following:

Fav, Pow,Powdef, Artpow, Hitpts, Hitptsdef.

Is there anywhere I can look for formula when using these numbers?

Thanks!

Troy

Not sure what you mean with that question. But if you'll check the detailed combat reports you'll see their values in use (except for favorite which stays hidden).

best,
Vic
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Ritterkrieg_slith
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RE: Editor Q&A

Post by Ritterkrieg_slith »

Well, how are the numbers derived at and how are they used in calculations. It seems to me that there should be some formula to use the numbers to determine combat results.

Troy
aspqrz02
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RE: Editor Q&A

Post by aspqrz02 »

Hi,

I have been working on expanding the OOB and changing the unit TO&Es to make the game more historically accurate ... so, lots of extra UNITS, lots of extra MODELS and lots of extra HISTORICAL UNITS.

But I seem to have run into a maximum ... I added another UNIT (#153, but some were deleted and the Editor doesn't renumber or reuse numbers, so the total is less than that), and another MODEL unit in HIST (#1497) and, when I put the UNIT on the map and try to SELECT HISTORICAL UNIT, the Unit Type is not on the drop down list ... the last type/unit is the last MODEL before #1497.

So, the question is ... have I run into a hard coded limit to the editor?

Or is it something else? And, if so, any idea?

I mean, I could delete all the UNITS, all the MODELS of Division level or lower and rationalise everything from scratch, but that would be a *lot* more work than I want to do, if I can avoid it at all.

=====

On further experimentation, as far as I can tell the Editor will not allow you to add a single new MODEL for the Russians. That is, you *can* add it to the HIST list, and you *can* add a new UNIT on which to base it, but, when you place it on the Map and try to connect it with a Historical Unit, the last unit on the pull down list is the 3rd Rifle Brigade.

Now, the 3rd Rifle Brigade isn't listed as an AT START unit, and also isn't listed as a reinforcement, so I deleted it from the HIST list ... which means that the last unit on the pull down menu is the Malach Kala NKVD Division ... which *also* isn't on the AT START unit list, and *also* isn't listed as a reinforcement.

Might this be what is causing the problem? Do I need to delete all the units in the HIST list that aren't actually listed as AT START or REINFORCEMENTS?

=====

Further experimentation, as far as I can tell the problem IS that you don't seem to be able to create more than 151-152 UNIT types. Not for love or money.

Is this correct?

If it is, I will have to go through and rationalise the list I have ... as I am trying to model the Historical OOB, and there are a *lot* of unique or small deployment unit types on both sides ... and I would really like to be able to include them all, if possible ... but it doesn't seem as if it is [X(][&:][:(]

Phil McGregor
Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
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Vic
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RE: Editor Q&A

Post by Vic »

ORIGINAL: Ritterkrieg

Well, how are the numbers derived at and how are they used in calculations. It seems to me that there should be some formula to use the numbers to determine combat results.

Troy

It is a lot of answer you ask in your question. :) I hope to get around to it in Q&A.

However not that much changed in the general principle from Advanced Tactics. So I attach a very old powerpoint presentation that at least show the general logic of a battle being resolved. It might help you understand (or not). Be aware that much more rules have been added and some changed somewhat.

Best,
Vic


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Vic
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RE: Editor Q&A

Post by Vic »

@phil (aspqrz),

Can you give me a screenshot of your created historical unit MODEL in the his window?

Did you set its tempregime to the russian regime slot?

best,
Vic
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aspqrz02
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RE: Editor Q&A

Post by aspqrz02 »

OK ... UNIT Screen showing 153 + 1 Units ...

Image

Phil
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RE: Editor Q&A

Post by aspqrz02 »

MODEL Screen showing UNITS being used ...

Phil

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RE: Editor Q&A

Post by aspqrz02 »

Attempt to take a Rifle Brigade UNIT placed on the Map (at AZOV Port) and LINK TO HISTORICAL UNIT ...



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RE: Editor Q&A

Post by aspqrz02 »

In the last screen you will see that the last Unit listed is the Malach Kala NKVD Division (which I linked the Brigade to by accident, but the point is, there's no 24th NKVD Rifle Brigade to link it to.

Phil
Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
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