TOAWxml Editor

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sPzAbt653
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RE: TOAW XML Editor

Post by sPzAbt653 »

Current arrangement is on top, a suggested arrangement is on the bottom. Reason is - I kinda think I am good at designing UI's, lol ! And the bottom arrangement makes more sense. Well, to me. I can explain - most or all Windows applications have Save on the left and Close on the right, and the TOAW Editor is sort of arranged so that you Load a file, then edit Settings, Environment/Calendar then Events. So to me it makes sense to arrange the buttons that way [:)]

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RE: TOAW XML Editor

Post by sPzAbt653 »

ORIGINAL: 76mm
ORIGINAL: sPzAbt653
We could also have '0' instead of '1' for the Number/On Hand.
Yes, Don already asked for it, and in fact, I've already done it. Need to sort out a few more things before I release the next version, maybe as soon as tomorrow.
Darn I missed it, sorry about that, I don't like having you type more unnecessary explanations.
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RE: TOAW XML Editor

Post by Zovs »

Feature Request:

I love how you have the propagate settings for unit and formation. Can that also be extended to include equipment propagation?

So for example I have a Infantry unit with an existing TOE. But later I find I want to add 36 SMG squads and 6 HMG, not only to that inf unit but to the rest in the formation (or force) so it would allow me to updated either specific items or the whole batch.

What I was doing previously was using either the game editor or your tool and modifying one unit, saving that and then using VSCode to copy and past the rest of the units.

Example:

<UNIT ID="318" NAME="7 PzD" ICON="Tank" COLOR="70" SIZE="Division"......snipped
<EQUIPMENT ID="1" NAME="SMG AT Squad" NUMBER="192" MAX="192" DAMAGE="0"/>
<EQUIPMENT ID="2" NAME="PzKpfw I" NUMBER="120" MAX="120" DAMAGE="0"/>
<EQUIPMENT ID="3" NAME="Geschutzwagen I" NUMBER="18" MAX="18" DAMAGE="0"/>
<EQUIPMENT ID="4" NAME="Engineer Squad" NUMBER="96" MAX="96" DAMAGE="0"/>
<EQUIPMENT ID="5" NAME="SdKfz 231-8" NUMBER="36" MAX="36" DAMAGE="0"/>
<EQUIPMENT ID="6" NAME="Motorcycle Squad" NUMBER="96" MAX="96" DAMAGE="0"/>
<EQUIPMENT ID="7" NAME="PzKpfw IIID" NUMBER="24" MAX="24" DAMAGE="0"/>
<EQUIPMENT ID="8" NAME="PzKpfw IVA" NUMBER="12" MAX="12" DAMAGE="0"/>
<EQUIPMENT ID="9" NAME="SdKfz 221" NUMBER="24" MAX="24" DAMAGE="0"/>
<EQUIPMENT ID="10" NAME="SdKfz 222" NUMBER="15" MAX="15" DAMAGE="0"/>
<EQUIPMENT ID="11" NAME="PzKpfw IIB" NUMBER="12" MAX="12" DAMAGE="0"/>
<EQUIPMENT ID="12" NAME="SdKfz 6/2 SPAAG" NUMBER="12" MAX="12" DAMAGE="0"/>
<EQUIPMENT ID="13" NAME="SdKfz 251/1" NUMBER="96" MAX="96" DAMAGE="0"/>
<EQUIPMENT ID="14" NAME="105mm Gun" NUMBER="24" MAX="24" DAMAGE="0"/>
<EQUIPMENT ID="15" NAME="75mm Howitzer" NUMBER="36" MAX="36" DAMAGE="0"/>
<EQUIPMENT ID="16" NAME="Heavy MG" NUMBER="68" MAX="68" DAMAGE="0"/>
<EQUIPMENT ID="17" NAME="37mm AT Gun" NUMBER="52" MAX="52" DAMAGE="0"/>
<EQUIPMENT ID="18" NAME="Medium MG" NUMBER="68" MAX="68" DAMAGE="0"/>
<EQUIPMENT ID="19" NAME="Heavy AT Rifle" NUMBER="68" MAX="68" DAMAGE="0"/>
<EQUIPMENT ID="20" NAME="81mm Mortar" NUMBER="8" MAX="8" DAMAGE="0"/>
<EQUIPMENT ID="21" NAME="Truck" NUMBER="336" MAX="336" DAMAGE="0"/>
</UNIT>

New Unit:

<UNIT ID="318" NAME="7 PzD" ICON="Tank" COLOR="70" SIZE="Division"......snipped
<EQUIPMENT ID="1" NAME="SMG AT Squad" NUMBER="108" MAX="108" DAMAGE="0"/>
<EQUIPMENT ID="2" NAME="Rifle AT Squad" NUMBER="216" MAX="216" DAMAGE="0"/>
<EQUIPMENT ID="3" NAME="PzKpfw IIIE" NUMBER="96" MAX="96" DAMAGE="0"/>
<EQUIPMENT ID="4" NAME="Geschutzwagen II" NUMBER="18" MAX="18" DAMAGE="0"/>
<EQUIPMENT ID="5" NAME="Engineer Squad" NUMBER="48" MAX="48" DAMAGE="0"/>
<EQUIPMENT ID="6" NAME="SdKfz 231-8" NUMBER="12" MAX="24" DAMAGE="0"/>
<EQUIPMENT ID="7" NAME="Motorcycle Squad" NUMBER="96" MAX="96" DAMAGE="0"/>
<EQUIPMENT ID="8" NAME="PzKpfw IIIF" NUMBER="36" MAX="36" DAMAGE="0"/>
<EQUIPMENT ID="9" NAME="PzKpfw IVF2" NUMBER="36" MAX="36" DAMAGE="0"/>
<EQUIPMENT ID="10" NAME="SdKfz 221" NUMBER="24" MAX="24" DAMAGE="0"/>
<EQUIPMENT ID="11" NAME="SdKfz 222" NUMBER="15" MAX="15" DAMAGE="0"/>
<EQUIPMENT ID="12" NAME="SdKfz 6/2 SPAAG" NUMBER="12" MAX="12" DAMAGE="0"/>
<EQUIPMENT ID="13" NAME="SdKfz 251/1" NUMBER="96" MAX="96" DAMAGE="0"/>
<EQUIPMENT ID="14" NAME="105mm Gun" NUMBER="24" MAX="24" DAMAGE="0"/>
<EQUIPMENT ID="15" NAME="75mm Howitzer" NUMBER="36" MAX="36" DAMAGE="0"/>
<EQUIPMENT ID="16" NAME="Heavy MG" NUMBER="68" MAX="68" DAMAGE="0"/>
<EQUIPMENT ID="17" NAME="50mm AT Gun" NUMBER="36" MAX="36" DAMAGE="0"/>
<EQUIPMENT ID="18" NAME="Medium MG" NUMBER="68" MAX="68" DAMAGE="0"/>
<EQUIPMENT ID="19" NAME="Heavy AT Rifle" NUMBER="24" MAX="24" DAMAGE="0"/>
<EQUIPMENT ID="20" NAME="81mm Mortar" NUMBER="12" MAX="12" DAMAGE="0"/>
<EQUIPMENT ID="21" NAME="Truck" NUMBER="200" MAX="200" DAMAGE="0"/>
</UNIT>

Now I want to take that new modified unit and then propagate those new TOE's (systems) to the rest of the units in this Formation.
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RE: TOAW XML Editor

Post by 76mm »

ORIGINAL: sPzAbt653
Darn I missed it, sorry about that, I don't like having you type more unnecessary explanations.
No worries, always glad to get confirmation from experienced developers about feature requests!
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RE: TOAW XML Editor

Post by 76mm »

ORIGINAL: Zovs
I love how you have the propagate settings for unit and formation. Can that also be extended to include equipment propagation?
***
What I was doing previously was using either the game editor or your tool and modifying one unit, saving that and then using VSCode to copy and past the rest of the units.
I'm not sure if I'm understanding you, but isn't this basically the same as copying a unit? If you right-click on a unit and select Copy, you'll get a copy of that unit just below the copied unit. Then you can either keep that unit there or drag-and-drop to another formation.

Of course if you're doing this fifty times it might be easier to propagate, as you suggest, but an alternative might be to copy the unit to fill up a formation, then simply copy the formation (right-click the formation, select Copy).

I should note that every now and then I've run into problems when I copy formations, but usually it works and I can't see why it wouldn't--but proceed with caution, test often, and saves your original file!! Also, whether you copy formations or units, be sure to change the X & Y coordinates of the new units, or you can quickly hit stacking limits and crash your scenario when you load it into the in-game editor (thanks to Lobster for pointing that out!).

If you still think propagation would be worthwhile, let me know and I will put it on the list, but at this point not sure how high it will be...
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RE: TOAW XML Editor

Post by 76mm »

ORIGINAL: sPzAbt653
Current arrangement is on top, a suggested arrangement is on the bottom. Reason is - I kinda think I am good at designing UI's, lol !
I agree with a lot of your suggestions, and the fix could not be easier, so I'll put that in.

But for now I'm going to keep the Close and Save buttons where they are, because all of the data entry boxes are on the right, above the Save button, and at least for me the long diagonal mouse swipe to the bottom left corner is more of a pain than the short vertical drop to the bottom right corner...
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RE: TOAW XML Editor

Post by 76mm »

One more question for the pros: I've changed the Current Quantity inputs to allow for zero, but what about the Max Quantity?

Currently I've got a minimum of 1 for Max Quantity--does that work, or does that need to be zero as well? If you ask for zero, please confirm that entering zero works and will not break a scenario!
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RE: TOAW XML Editor

Post by sPzAbt653 »

the long diagonal mouse swipe to the bottom left corner is more of a pain than the short vertical drop to the bottom right corner
Makes sense ... I tried to get SC3 to change some of their button locations based on the same thing [:)]
Currently I've got a minimum of 1 for Max Quantity--does that work, or does that need to be zero as well?
Entering zero there - TOAW won't let us do it, I'd like to be able to but it sounds scary. In the least, you could possibly create a unit with zero authorized, in which case TOAW will remove the unit. I think there is some gray area there.
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RE: TOAW XML Editor

Post by 76mm »

ORIGINAL: sPzAbt653
Entering zero there - TOAW won't let us do it, I'd like to be able to but it sounds scary. In the least, you could possibly create a unit with zero authorized, in which case TOAW will remove the unit. I think there is some gray area there.
Ah yes, now I remember--you remove equipment line items by zeroing out max authorized.

No gray areas allowed here, don't want to allow any data to be entered if you can't enter it in the game (well, ahem, at least without extensive testing...).

OK then, so the next version is ready, I'll post it shortly.
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RE: TOAW XML Editor

Post by 76mm »

OK, I'm uploading a new version in a few minutes. I wanted to let you know what I've changed so that you can look out to see if old bugs have been fixed, or new ones created!

1) I've redone a lot of the code behind the Deployment selection menu on the Unit screen. While this looks like it doesn't do much, there is actually a lot going on behind the scenes. In particular, let me know if X & Y coordinates or Entry Turns/Events don't seem to behave/save correctly.

2) On the Equipment screen, I've changed the code to allow for zero Current Quantities and to improve data validation--hopefully no more weird bugs, but let me know!

3) Ditto for the Add Equipment screen.

4) Made a couple of minor GUI changes.

Comments welcome, hopefully everything will work better!
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RE: TOAW XML Editor

Post by Zovs »

Tom,

It does not look like the Player 1 Forces info is correct for Rail, Sea and Air, I have these set and all are showing up 0 in the editor.
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RE: TOAW XML Editor

Post by 76mm »

ORIGINAL: Zovs
It does not look like the Player 1 Forces info is correct for Rail, Sea and Air, I have these set and all are showing up 0 in the editor.
Hmm, I haven't touched these settings in months--did you notice if they worked before? And what about Force 2? But I'll check...

[EDIT] Actually, I don't see how to set these values in the in-game editor, other than through events, which would not have been triggered at Turn 0? Am I missing something, or did you edit the XML file directly?

[SECOND EDIT] I've just entered some air, sea, and rail values into the gam file, and they showed up OK. Or are you talking about the in-game editor? Please provide more info about how you added the values, and where you're seeing zeroes...

Also, note that each force actually has three separate air, sea, and rail values. For example:
globalRailcapInitial="10"
globalRailcapCurrent="15"
globalRailcapLast="0"

I don't know exactly what these various values represent, and to save space I don't even show the "Last" value at all (ignore the values above, they are arbitrary figures that I inserted). I can easily change this, but it would be good to understand what changing these various values does.
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RE: TOAW XML Editor

Post by Zovs »

Tom,

So I set the Rail Cap, Sea and Air Cap via events in the in game editor for turn 1. But they don't show up when I click on either force.

Also, using a custom eqp file when I first went to add new equipment (from the new equipment portion, i.e. the new stuff I created) I get this and it crashes:


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.FormatException: Input string was not in a correct format.
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
at System.Int32.Parse(String s)
at TOAWXML.frmEquip.<txtNumber_TextChanged>g__validatePosInt|18_0()
at TOAWXML.frmEquip.txtNumber_TextChanged(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnTextChanged(EventArgs e)
at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)
at System.Windows.Forms.TextBoxBase.WmReflectCommand(Message& m)
at System.Windows.Forms.TextBoxBase.WndProc(Message& m)
at System.Windows.Forms.TextBox.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3394.0 built by: NET472REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
TOAWXML
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/dlazo/AppData/Local/Apps/2.0/0J3ZBGVD.XO7/3L9XK7NQ.Q3W/toaw..tion_bb51667b7c9905d2_0001.0000_e3874bfcc7e5ecbc/TOAWXML.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3324.0 built by: NET472REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3362.0 built by: NET472REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3056.0 built by: NET472REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3056.0 built by: NET472REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3362.0 built by: NET472REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3056.0 built by: NET472REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Xml.Linq
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3056.0 built by: NET472REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml.Linq/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.Linq.dll
----------------------------------------
System.Data
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3260.0 built by: NET472REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
System.Numerics
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3056.0 built by: NET472REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


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RE: TOAW XML Editor

Post by Zovs »

BTW sending you the eqp and gam...
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RE: TOAW XML Editor

Post by 76mm »

ORIGINAL: Zovs
So I set the Rail Cap, Sea and Air Cap via events in the in game editor for turn 1. But they don't show up when I click on either force.
Again, correct me if I'm confused, but it seems like Rail, Sea, and Air cap levels set for Turn 1 will not show up in the gam file, which represents Turn 0?

We can see what happens on Turn 1 by playing the turn, saving it, renaming the sav file to a sce file, opening it, converting it into a gam file, then taking a look... Whew! I will try to do that today.
ORIGINAL: Zovs
Also, using a custom eqp file when I first went to add new equipment (from the new equipment portion, i.e. the new stuff I created) I get this and it crashes:
Have not been able to replicate this yet... Are you using v1.16 of TOAWxml? Are you restarting TOAWxml every time after exporting the gam file? Does this happen every time you try to add equipment, or just sometimes?

Sorry for all of the questions, but trying to pin this down.
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RE: TOAW XML Editor

Post by Zovs »

Again, correct me if I'm confused, but it seems like Rail, Sea, and Air cap levels set for Turn 1 will not show up in the gam file, which represents Turn 0?

We can see what happens on Turn 1 by playing the turn, saving it, renaming the sav file to a sce file, opening it, converting it into a gam file, then taking a look... Whew! I will try to do that today.

Did not think about that but your probably correct. When I start up the turn all is as it should be, I just was not seeing the turn 1 Cap's being display which is what I was thinking would show up. So basically the RR, Sea and Air Caps will never show up in the TOAW-XML-Editor, since those all go into effect on turn 1. Sort of odd to have them listed then.
Are you using v1.16 of TOAWxml?

Yes.
Are you restarting TOAWxml every time after exporting the gam file?

No, should I?
Does this happen every time you try to add equipment, or just sometimes?

It seems on first load of using a new eqp file or when I change the file version.

I started with 2.0 and now am up to 2.32 somewhere around 2.16 I started editing the eqp and had to go through a monkey dance sometimes to get the game to recognize it. It's stupid sometimes. In the game there should be a way to import or connect a new eqp file, but nothing obvious.

Anyway.
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RE: TOAW XML Editor

Post by 76mm »

ORIGINAL: Zovs
So basically the RR, Sea and Air Caps will never show up in the TOAW-XML-Editor, since those all go into effect on turn 1. Sort of odd to have them listed then.
heh, well ultimately I hope to be able to use TOAWxml to edit save game files, in which case these values will be present. I am testing this now.
ORIGINAL: Zovs
No, should I?
Yes, I mentioned this a few days ago [8D]: certain checks/error-correction (including for the erroneous parent attributes) only occur when you restart TOAWxml or explicitly reload a gam file--not if you just have TOAWxml automatically reload a revised gam file with the same name. If you are changing the name of the gam file during every re-export and reload that new file, that will work.
ORIGINAL: Zovs
It seems on first load of using a new eqp file or when I change the file version.
This could be related to the previous issue...if you are using a new eqp file with a new name and reloading it, there should not be any issues. If you are using a new eqp file which uses the same name as the old one, or a new gam export as explained in the previous point, you may have problems.

[/quote]
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RE: TOAW XML Editor

Post by Zovs »

Got it on the process flow.

Got the explanations too and understand.
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RE: TOAW XML Editor

Post by 76mm »

Well, after playing a scenario until Turn 2 and then converting that sal file into a gam file, it does not look like the game exports rail cap values at least--all of the entries are zero. Haven't checked yet whether this also occurs with sea and air cap, or whether these values can be imported from the XML (even though they don't seem to be exported).

[EDIT] After a little more testing, it looks like all of the capacity (rail, sea, air) values in the XML file serve absolutely no function--nothing is exported to or from them. So I'll be disabling those until the time when/if they are fixed!
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RE: TOAW XML Editor

Post by Zovs »

Thanks for investigating and good reporting. So essentially the designer sets them in the editor and they work in the game play but when exporting out they are set to 0. In the XML if you set them to something and import it in does that work?
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