What would you want to see in the editor?
Moderator: Joel Billings
- Joel Billings
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- Joined: Wed Sep 20, 2000 8:00 am
- Location: Santa Rosa, CA
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What would you want to see in the editor?
So as you've probably noticed, progress on the "new" editor has slowed considerably. Pavel lost momentum for several reasons (need to work on non-editor game issues that keep coming up, difficulty of some of the editor work, items asked for by our internal scenario/data designers, real life intrusions). As he's only working on WitE2 part time (often only an hour or two a week), there's only so much he can do. It's not entirely clear when momentum may pick up again, but it's worth asking those of you that are using the editor, exactly what you think are the most important items to be done that could improve your use of the editor. We did this exercise over a year ago, IIRC, with our internal editor users. Pavel was able to make a few improvements at that time, although there were a lot of things that were just not possible. However, if we don't ask, we don't know what users actually want to see, so here's your chance to let us know. Clearly we can't make any promises about what might be done, but we will look at what you have to say and I'll make sure the info gets to Pavel so he can see exactly what editor users would like. It also helps us if we know a little about what you are doing with the editor and how a specific request would make your work easier/better. Thanks.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
Re: What would you want to see in the editor?
- What I'd like to have:
I'd like to have the Date/Turns to be represented simultaneously in every appearence.
It wouldn't need to be changeable in every instance, some "greyed" (see attachment) date would be sufficient mostly. - What I am doing:
I am working on the Insignias and simultaneously checking for Unit histories.
Therefore checking Delays + Renames + TOE/OB(Suffix) changes. - What it would improve for me:
It would help to reduce steps in comaring history vs. programmed dates/turns and makes it easier to identify errors and makes it less likely to create new ones.
- Attachments
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- Dates and Turns_example.png (539.85 KiB) Viewed 2409 times
“Amateurs study tactics; professionals study logistics.”
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
Re: What would you want to see in the editor?
CSV import and export function for units. This will make massive changes to combat units (e.g. replacing one ground element with another) much easier as changes could be carried out by spreadsheet on .csv files.
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- Posts: 127
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Re: What would you want to see in the editor?
Can you implement a CSV download in the NEW editor for: AOG (Air Operational Groups), Event, Weather, Ground Type, Air Profile, Nation, Factory, Nation (Morale, Color, Production Modifiers), Weather Effects (River Costs, Weather Fronts, Movement Costs)?
Can you implement a ".csv" dowload for ALL 17 fields?
Just my thought, implementing the CSV download will GREATLY enhance the creation of NEW scenarios? It will make the effort MUCH EASIER
Re: The Editor
Post by oldMarinePanzer » Mon Nov 28, 2022 12:01 pm
Here is what I see in the NEW editor.
There are 17 fields in the NEW Editor -> Scenario, Unit, AOG, Air Group, Event, Location, Weather, TOE (OB), Leader, Ground Element, Ground Type, Device, Aircraft, Air Profile, Nation, Factory, CSV
There are 15 fields in the old editor, with Nat/Weather has 6 sub fields that can be edited: Main, +Game Event Editor, Units, Air Group, +Air Operational Groups, Locations, Leaders, TOE(OB), +TOE(OB) Chains, Ground Elem, +Ground Types, Aircraft, +Air Profiles, Device, Nat/Weather (Morale, Color, Production Modifiers), +Edit Weather Effects (River Costs, Weather Fronts, Movement Costs), CSV
Here is how the old and new match up:
Scenario -> Main
Unit -> Units
AOG -> Air Operational Groups
Air Group -> Air Group
Event -> Game Event Editor
Location -> Locations
Weather -> Nat/Weather
TOE (OB) -> TOE(OB)
Leader -> Leaders
Ground Element -> Ground Elem
Ground Type -> Ground Types
Device -> Device
Aircraft -> Aircraft
Air Profile -> Air Profiles
Nation -> Nat/Weather
Factory ->
CSV -> CSV
The user can now download using the old editor CSV files for: Units, OB Types, Cities, Leaders, Air Groups, Aircraft, Ground Elements, Devices, MAP Text, Pilot, Pilot Name, City Owner, Hex Art
These fields below are not implemented for a CSV download.
Can you implement a CSV download in the NEW editor for: AOG (Air Operational Groups), Event, Weather, Ground Type, Air Profile, Nation, Factory, Nation (Morale, Color, Production Modifiers), Weather Effects (River Costs, Weather Fronts, Movement Costs)?
Just my thought, implementing the CSV download will GREATLY enhance the creation of NEW scenarios? It will make the effort MUCH EASIER
Can you implement a ".csv" dowload for ALL 17 fields?
Just my thought, implementing the CSV download will GREATLY enhance the creation of NEW scenarios? It will make the effort MUCH EASIER
Re: The Editor
Post by oldMarinePanzer » Mon Nov 28, 2022 12:01 pm
Here is what I see in the NEW editor.
There are 17 fields in the NEW Editor -> Scenario, Unit, AOG, Air Group, Event, Location, Weather, TOE (OB), Leader, Ground Element, Ground Type, Device, Aircraft, Air Profile, Nation, Factory, CSV
There are 15 fields in the old editor, with Nat/Weather has 6 sub fields that can be edited: Main, +Game Event Editor, Units, Air Group, +Air Operational Groups, Locations, Leaders, TOE(OB), +TOE(OB) Chains, Ground Elem, +Ground Types, Aircraft, +Air Profiles, Device, Nat/Weather (Morale, Color, Production Modifiers), +Edit Weather Effects (River Costs, Weather Fronts, Movement Costs), CSV
Here is how the old and new match up:
Scenario -> Main
Unit -> Units
AOG -> Air Operational Groups
Air Group -> Air Group
Event -> Game Event Editor
Location -> Locations
Weather -> Nat/Weather
TOE (OB) -> TOE(OB)
Leader -> Leaders
Ground Element -> Ground Elem
Ground Type -> Ground Types
Device -> Device
Aircraft -> Aircraft
Air Profile -> Air Profiles
Nation -> Nat/Weather
Factory ->
CSV -> CSV
The user can now download using the old editor CSV files for: Units, OB Types, Cities, Leaders, Air Groups, Aircraft, Ground Elements, Devices, MAP Text, Pilot, Pilot Name, City Owner, Hex Art
These fields below are not implemented for a CSV download.
Can you implement a CSV download in the NEW editor for: AOG (Air Operational Groups), Event, Weather, Ground Type, Air Profile, Nation, Factory, Nation (Morale, Color, Production Modifiers), Weather Effects (River Costs, Weather Fronts, Movement Costs)?
Just my thought, implementing the CSV download will GREATLY enhance the creation of NEW scenarios? It will make the effort MUCH EASIER

Re: What would you want to see in the editor?
New editor desperately needs date mouseover info for turn data. At the moment you have to guess dates for units with delays or renames. Applies to Ground and Air units
- Joel Billings
- Posts: 33491
- Joined: Wed Sep 20, 2000 8:00 am
- Location: Santa Rosa, CA
- Contact:
Re: What would you want to see in the editor?
I made Pavel aware of this thread yesterday.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
Re: What would you want to see in the editor?
maybe this helps until we hopefully get some date-turn-infoDenniss wrote: Sun Jan 15, 2023 3:26 pm New editor desperately needs date mouseover info for turn data. At the moment you have to guess dates for units with delays or renames. Applies to Ground and Air units
https://docs.google.com/spreadsheets/d/ ... sp=sharing
“Amateurs study tactics; professionals study logistics.”
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
Re: What would you want to see in the editor?
Thank you, I think this will come in handy!Wiedrock wrote: Thu Feb 02, 2023 5:44 pmmaybe this helps until we hopefully get some date-turn-infoDenniss wrote: Sun Jan 15, 2023 3:26 pm New editor desperately needs date mouseover info for turn data. At the moment you have to guess dates for units with delays or renames. Applies to Ground and Air units
https://docs.google.com/spreadsheets/d/ ... sp=sharing
SCPO USN (Ret.)
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- Posts: 127
- Joined: Mon Feb 09, 2015 7:27 pm
Re: What would you want to see in the editor?
Team, can we get an update on the editor work? I really feel that if this gets completed the output of new scenarios will significantly increase.
Re: What would you want to see in the editor?
I hope I'm not too late but: will it ever be possible to alter the disbandment turn of any unit via event? So far we can only change the delay or the TB location, but if a unit is set to be disbanded on turn Y, there is no way to prevent it.
Thank you!
Thank you!
Re: What would you want to see in the editor?
The ability to use the ID of the Unit to add it to an Event would also be awesome instead of typing the whole name.
Otherwise you could also make for every historical "Disband-Date" an Event and make this Events reliant upon circumstances, like add all the Units which Disband in Stalingrad into the Event and remove their normal Unit-Disbanding ...and so on.
I have not yet played around with that Event stuff too much but it has lots of potential
Have you tried to use Disband "0" (FALSE)? If it works as I guess the unit then may never disband so you may need to add an Event to disband the unit later if you just want to delay the Disbanding. This could be done by adding a Event chain which takes the FALSE-Disband Event to activate an Event which then may occur 6 months later and will Disband the Unit.Teo41_ITA wrote: Tue Apr 18, 2023 10:41 pm I hope I'm not too late but: will it ever be possible to alter the disbandment turn of any unit via event? So far we can only change the delay or the TB location, but if a unit is set to be disbanded on turn Y, there is no way to prevent it.
Thank you!
Otherwise you could also make for every historical "Disband-Date" an Event and make this Events reliant upon circumstances, like add all the Units which Disband in Stalingrad into the Event and remove their normal Unit-Disbanding ...and so on.
I have not yet played around with that Event stuff too much but it has lots of potential

“Amateurs study tactics; professionals study logistics.”
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
Re: What would you want to see in the editor?
Change National morale settings
Change National alliance settings
Change the map, to add roads or rail.
Better interface.
Change National alliance settings
Change the map, to add roads or rail.
Better interface.
"Actions Speak Louder than Words"
Re: What would you want to see in the editor?
Thank you Wiedrock, I just tested your suggestion but unfortunately it does not work. Any unit with a scheduled disbandment still disappears from the mapWiedrock wrote: Wed Apr 19, 2023 12:22 am Have you tried to use Disband "0" (FALSE)?
false_disband.png
If it works as I guess the unit then may never disband so you may need to add an Event to disband the unit later if you just want to delay the Disbanding. This could be done by adding a Event chain which takes the FALSE-Disband Event to activate an Event which then may occur 6 months later and will Disband the Unit.
Otherwise you could also make for every historical "Disband-Date" an Event and make this Events reliant upon circumstances, like add all the Units which Disband in Stalingrad into the Event and remove their normal Unit-Disbanding ...and so on.
I have not yet played around with that Event stuff too much but it has lots of potential![]()

Re: What would you want to see in the editor?
These can be already modified via events!
- Attachments
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- event wite2.png (371.11 KiB) Viewed 1978 times
Re: What would you want to see in the editor?
An increase in the number of entries allowed for data like AOG and aircraft.
Re: What would you want to see in the editor?
Yep, need to be able to add rails and roads. I don't know why this is locked as it is.Zemke wrote: Wed Apr 19, 2023 8:14 pm Change National morale settings
Change National alliance settings
Change the map, to add roads or rail.
Better interface.
Re: What would you want to see in the editor?
I guess that map text via CSV is absolutely necessary.
If in some way airfields that historically existed could be added insted of many that didnt would be good.
Goran
If in some way airfields that historically existed could be added insted of many that didnt would be good.
Goran
- Joel Billings
- Posts: 33491
- Joined: Wed Sep 20, 2000 8:00 am
- Location: Santa Rosa, CA
- Contact:
Re: What would you want to see in the editor?
National morale can be changed in the events, but it can also be changed in the generic data file or by locking generic data in a scenario. It's in the Nat/Weather tab by clicking on Nation Morale.
As for disbanding, you should be able to change the turn to 0 in order to remove the disband (or any kind of withdrawal) info for a unit. How is that not working for you?
As for disbanding, you should be able to change the turn to 0 in order to remove the disband (or any kind of withdrawal) info for a unit. How is that not working for you?
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
Re: What would you want to see in the editor?
Not sure if this has been asked, but a way to start the invasion possibly in May or earlier for hypothetical scenarios?
Re: What would you want to see in the editor?
I'd like to have in game ability to actually create units/factories by both sides using custom TOEs. Something to have in-game ahistorical use of resurces.
Somethng rather in contrasdt to strict historical course made by designers. So probably will not happen.
Somethng rather in contrasdt to strict historical course made by designers. So probably will not happen.
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There is no such thing as a historically accurate strategy game. Every game stops being historically accurate from the very first move player do. First unit that moves ahistorically, first battle with non-historical results, mean we ride in unknown.
There is no such thing as a historically accurate strategy game. Every game stops being historically accurate from the very first move player do. First unit that moves ahistorically, first battle with non-historical results, mean we ride in unknown.