updated admin files for my Mod - best ones to use

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Cavalry Corp
Posts: 4263
Joined: Tue Sep 02, 2003 5:28 pm
Location: Sampford Spiney Devon UK

updated admin files for my Mod - best ones to use

Post by Cavalry Corp »

In my mod I have used the attached admin files. Am I using the best set ? Been using these ones for a long while but doing a complete overhaul and wondering what others have done.

Want realistic stacking etc, can anyone suggest a set to use if there is better out there - I am not sure where these came from but they do seem ok? I also forgot... do I need to add these to the download folder if players want the same map data etc as I have.... sorry forgot all they do? Is there a better modded set someone will let me use or suggest I use?

Any help very welcome as I want the new version to be the definitive and final one ( baring any small patches needed).
Admin Files.jpg
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Cav
Cavalry Corp
Posts: 4263
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Location: Sampford Spiney Devon UK

Re: updated admin files for my Mod - best ones to use

Post by Cavalry Corp »

Guys,

I also just noticed that my new installation ( my same mod) to use the ultra extended map has different dated file of this type - though I have not played that extension at all - I imagine I should be using the same but which is the best set?

problems so many small problems along the way...

Cav
Big mapScreenshot 2024-05-22 234656.jpg
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JanSako
Posts: 510
Joined: Sun Jan 16, 2022 12:06 pm

Re: updated admin files for my Mod - best ones to use

Post by JanSako »

These files are map-specific so yes, they would be different for an extended map and 'regular', and any modded changes in the map would make them different too.
The only 100% way to ensure consistency between you as the creator & the player base is to include them.
Pretty sure the stacking limits etc are part of these too, not sure which file exactly.
Cavalry Corp
Posts: 4263
Joined: Tue Sep 02, 2003 5:28 pm
Location: Sampford Spiney Devon UK

Re: updated admin files for my Mod - best ones to use

Post by Cavalry Corp »

Thanks for that - I am quite happy with what I have been using I was just wondering if anyone could suggest which dated ones to use?

Cav
Cavalry Corp
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Joined: Tue Sep 02, 2003 5:28 pm
Location: Sampford Spiney Devon UK

Re: updated admin files for my Mod - best ones to use

Post by Cavalry Corp »

So only the PWHEX file is the important one. I had not changed anything from the one I think from RA which is the base of this mod - I think it has all the stuff we need esp. stacking info.

Not sure why the others have different dates but assume therefore they cannot be modded??

anyone else want to suggest of chip in please say ?
JanSako
Posts: 510
Joined: Sun Jan 16, 2022 12:06 pm

Re: updated admin files for my Mod - best ones to use

Post by JanSako »

The pwzlink from what I understand manages the off-map areas & their connections
The pwzone I am not sure but if I had to guess would be the malaria & cold zone definitions.

They go hand-to hand with the map file, in a way that if you have made changes in the extended map/new bases etc. they may show the red 9999/9999 travel times or other issues in-game.

I am not familiar enough how these are edited or if this is done directly or the map edit tool pushed changes to them, similar to how the scenario editor pushes changes to all different components of the scenario.
Cavalry Corp
Posts: 4263
Joined: Tue Sep 02, 2003 5:28 pm
Location: Sampford Spiney Devon UK

Re: updated admin files for my Mod - best ones to use

Post by Cavalry Corp »

Jan,

thanks for joining in its appreciated - I want to get this right and understand it.

Ok so the changes to the map ( bases etc) and changes to the scn means all these files are needed.

I put my super extended scn x 2 in a new install with the super map and its working fine. But I still think i should make sure by putting the admin files from my main install in there as well. That will make sure stacking limits etc are all fine.

I wish someone could tell me if I can edit them - though TBH its not totally needed.

I will try it and see.

Cav
JanSako
Posts: 510
Joined: Sun Jan 16, 2022 12:06 pm

Re: updated admin files for my Mod - best ones to use

Post by JanSako »

YW!

I think the bottom line is yes, you should bundle known good files with such extensive changes.

Creating a new base as 'location' is one thing, you just define the coords & properties in the editor. It will show up in the game, regardless of being in the middle of an ocean or Arctic ice or whatever.
The PW files have to do with e.g. defining the hexsides around the base, which ones you want to be land and which ones sea or both.
Then off-map bases need to be connected (or not) to the main map or other off-map bases. If you get this wrong, you could have a 'seemingly' off-map base that is not reachable at all, or reachable by both Allies & Japan. The time it takes to reach each off-map base from any other, or if it possible is another variable.

LST made all sorts of new base types & I know he knows how to edit the map files too so I suggest you reach out to him direct.
Cavalry Corp
Posts: 4263
Joined: Tue Sep 02, 2003 5:28 pm
Location: Sampford Spiney Devon UK

Re: updated admin files for my Mod - best ones to use

Post by Cavalry Corp »

Jan,

Ok and thanks.

Michael
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