Editor Q&A

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aspqrz02
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RE: Editor Q&A

Post by aspqrz02 »

Showing details of MODEL in HISTORICAL UNITS ...

Phil

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aspqrz02
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RE: Editor Q&A

Post by aspqrz02 »

Showing details of the 24th NKVD Rifle Brigade in HISTORICAL UNITS ...



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anonymous1
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RE: Editor Q&A

Post by anonymous1 »

@aspqrz
You've forgotten to set the regime and shortname when the history unit is created.
Regime 0 means it is an axis history unit, and GfxPeopleUse of NKVD should be 14.

Compare it with the 85th history unit, ID #188, 8th NKVD Rifle Division.
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Vic
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RE: Editor Q&A

Post by Vic »

ORIGINAL: anonymous

@aspqrz
You've forgotten to set the regime and shortname when the history unit is created.
Regime 0 means it is an axis history unit, and GfxPeopleUse of NKVD should be 14.

Compare it with the 85th history unit, ID #188, 8th NKVD Rifle Division.

correct. change the regime of the historical unit MODEL and instances of the MODEL to 1 and it will show up in the list.

the screenshots really help in anlysing the problem. Thanks.
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aspqrz02
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RE: Editor Q&A

Post by aspqrz02 »

D'oh.

Thanks muchly!!! [&o][&o][&o]

That did the trick.

Must have been a mental rut from doing all the fiddly German unit types.

Now for some more OOB modding.

Phil
Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
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aspqrz02
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RE: Editor Q&A

Post by aspqrz02 »

Actually, while I'm at it ... dunno whether this should go in the wishlist for the next update or not, but is it possible to ...

* Have a button for IMPORT ALL PREDEF SFTYPES ... I've created some that aren't in the core game, and modded some that are, and there is no way I can see of importing them into another file ...

... and, since a lot of the UNIT types I have created use these modded sftypes, when I do an IMPORT UNITS, the process causes the Editor to crash, presumably because the Editor can't find the sftypes that I've created.

Recreating them by hand every time you upgrade the core scenarios with the game is ... painfully slow ... as it means entering changed values on several of the sftype pages, often many, many values on each page, each individually, for each sftype

* For the same reason, an IMPORT ALL PREDEF HISTORIC UNIT TYPES button would be good, too, as many of the changes I am making involve adding many new MODELS and changing existing MODELS. They're less of a hassle to change individually (assuming I remember to assign them to the correct regime!), but with a lot of UNITS involved, it's still a pain [:(]

[:(] [X(]

If it is at all possible sometime down the line, it would make life much much much easier [:)]

Thanks for considering it!

And thanks again helping a silly old duffer [;)]

Phil
Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
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anonymous1
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RE: Editor Q&A

Post by anonymous1 »

They are in the Setng, Import & Other Settings.
To avoid crash, you'd better import stuff which doesn't depend on other things first.
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Redmarkus5
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RE: Editor Q&A

Post by Redmarkus5 »

ORIGINAL: anonymous

They are in the Setng, Import & Other Settings.
To avoid crash, you'd better import stuff which doesn't depend on other things first.

I can confirm that it's there and it works. As you deduced, you have to import the SFT types first and then the Units.

Also, I found that if you import units from a different sized map/scenario it crashes the game.
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aspqrz02
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RE: Editor Q&A

Post by aspqrz02 »

Well, ****** me, I would never have looked there [X(]

Thanks. Seems like it's all covered.

Phil
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aspqrz02
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RE: Editor Q&A

Post by aspqrz02 »

That's useful to know. I was considering doing something like that way way way down the track, if I can get this OOB mod done "real soon now" [:D]

Phil
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RE: Editor Q&A

Post by aspqrz02 »

In the Setng page, there is a way to add other Movement type names to the existing list ... but, as far as I can tell, no way to actually add actual additional movement types ...

See, there are some Bicycle units in the historical TO&E (and those pesky short legged Csaba and Sdkfz 222 Armoured Cars) and I'd like to mod them ... somewhere in between Infantry and Cavalry for the Cyclists and shorter range for the Armoured Cars ... but there isn't an obvious way to do this (of course, I am probably looking at the darn thing and not seeing it ...) ...

Any ideas?

Phil
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anonymous1
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RE: Editor Q&A

Post by anonymous1 »

The move cost can be changed in Land.

Maybe you could import it after add group name manually, but i am not sure.
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Vic
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RE: Editor Q&A

Post by Vic »

There are 99 slots for movementtypes. You can set the name of each group in the groupnames tab in settings (stng).

Then you can just change the cost for each type in landscape, road and river windows.

Also you can change the movememttype used by different troops in the SFType window.

best,
Vic
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aspqrz02
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RE: Editor Q&A

Post by aspqrz02 »

Ah. Like I said, not obvious.

I also had some trouble trying to figure out how to change the frontline and areas under axis and soviet control and, related, how to change the course of the Mius River near the coast ... trial and error took me best part of two hours, but I did figure it out ... by complete accident ... in the end.

I will eventually get the hang of things ... thanks [:)]

Phil
Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
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aspqrz02
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RE: Editor Q&A

Post by aspqrz02 »

I am trying to draw a new map ... blank ... and I can't get the road menu to work properly.

You can't import these, so I ... think ... I have entered the correct settings ...

* When I want to draw a road in a hex, no problem

* When I want to draw a rail line in a hex, no problem

* BUT, when I want to draw a road AND a rail line in the same hex, whichever one is there first is wiped out by attempts to draw the second type.

OK, I am obviously missing something, I have copied the settings from one of the existing scenarios, but have obviously missed something ... what?

Phil
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BK6583
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RE: Editor Q&A

Post by BK6583 »

I have played a few scenarions and really like the idea of adding airfields. However, with the 1.05 beta patch, when I clicked on the Editor, I saw a screen that said the Editor was an alpha version and to expect bugs. Is this still the case?
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The Red Baron
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RE: Editor Q&A

Post by The Red Baron »

Yes, no changes have been made to the editor, although it's on Vic's list of things to do for an upcoming patch.
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Redmarkus5
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RE: Editor Q&A

Post by Redmarkus5 »

ORIGINAL: BK6583

I have played a few scenarions and really like the idea of adding airfields. However, with the 1.05 beta patch, when I clicked on the Editor, I saw a screen that said the Editor was an alpha version and to expect bugs. Is this still the case?

I successfully added airfields with a new graphic and terrain type, if I recall correctly - it was months ago. Anyway, the planes landed and took off OK! I think there are a couple of screenies showing this on my Panzerkrieg thread.
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Vic
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RE: Editor Q&A

Post by Vic »

ORIGINAL: BK6583

I have played a few scenarions and really like the idea of adding airfields. However, with the 1.05 beta patch, when I clicked on the Editor, I saw a screen that said the Editor was an alpha version and to expect bugs. Is this still the case?

Yes it still says this, but it is actually quite stable, but allas difficult to use due to the complexity of the engine. Basically the editor gives so much options to design a scenario and script rules and events for it that it is rather hard to use.

And remember its always wise to save often using different filenames when designing your own scenario.

best,
Vic
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BK6583
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RE: Editor Q&A

Post by BK6583 »

Vic,

Boy you sure have the degree of difficulty right. Even trying to digest the editor manual and mucking my around the interface, I have two questions:

1. Can I modify the at start or per turn accumulation of PPs? If so, how?

2. Can I modify the at start or per turn accumulation of replacements? If so, how?

r/

Bob
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