Unofficial Editor Manual

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

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Chris21wen
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Unofficial Editor Manual

Post by Chris21wen »

Been working on this for a few weeks. It's more comprehensive than the other, laid out better with images you can see. It includes all the stuff missing from the original and some that's no longer apply.

Bearing in mind this is not the game's manual, (if you use this you really need to know how the game works before editing), let me know of any corrections etc, how ever small and I'll make the changes if the consenus agree.

One small caveat, I know virtually nothing about scripts, or didn't until I started this. This is one area were it is likely to need correction. Input form those that so write scripts appreciated.
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Chris21wen
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Re: Unofficial Editor Manual

Post by Chris21wen »

Small update about Torpedo Ordnance. See first post.
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RangerJoe
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Re: Unofficial Editor Manual

Post by RangerJoe »

You could ask Andy Mac about writing scripts. He hasn't been on for awhile so you might want to ask the Beta team for assistance contacting him.

But searching for "scripts" with Andy Mac as the author, I found this:

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https://www.matrixgames.com/forums/view ... s#p1865945
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seanmac456
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Re: Unofficial Editor Manual

Post by seanmac456 »

I was just going through this and I found an error in section 2.2. In regards to leaders there is no limit on their rank as you can see with the Admiral that was generated in my game.
opAdmiral.png
opAdmiral.png (110.39 KiB) Viewed 1221 times
I have no idea what causes it but yes they can generate up to Flag rank. Also probably worth putting in 3.9.1 in regards to names the Convention with names is that all historical people have a comma separating their first initial or name from their last name where as the fictitious people generated during play do not have a comma so you can tell them apart if you are curious.
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Chris21wen
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Re: Unofficial Editor Manual

Post by Chris21wen »

In bold a small addition I've just found out.

On Scenario tab

Score dam ships indicates whether or not victory points should be scored by a side that inflicts damage to another’s ships (as opposed to just for sinking ships). See the rules on Victory Conditions for details on what points are scored for damage versus sinking of ships. This rule is generally only applied to full scenarios.

If this is set to Yes in small scenarios (i.e. not full map) then it will also prevent ships from returning to their National Base for repair. Normally off map but it doesn't have to be. E.g. Osaka, Pearl, Sydney, etc. (page 115 main manual).

Note: Currently the rule is wrong as there's no reference to repair of standard flooding, you have to repair it first. Ships with only major flooding can be sent back.
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Re: Unofficial Editor Manual

Post by Chris21wen »

Small change see first post.

Clarification of what Delay means for units and TOEs.
MikeRaymond
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Re: Unofficial Editor Manual

Post by MikeRaymond »

Hi guys

First time posting on the forum, so forgive if wrong discussion.
Also first time trying to edit the game, same forgiveness request.

What I want to do is create a scenario in which both sides have all their [R] Restricted attributes removed,
so all units are available for movement and use. Crazy, I know, but I get so frustrated by not being'
able to use them.

Any info would be appreciated, like where in the spreadsheet is this attribute?

MikeRaymond
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Bo Rearguard
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Re: Unofficial Editor Manual

Post by Bo Rearguard »

MikeRaymond wrote: Sun Oct 19, 2025 5:30 pm What I want to do is create a scenario in which both sides have all their [R] Restricted attributes removed, so all units are available for movement and use. Crazy, I know, but I get so frustrated by not being' able to use them.
One option would be to find any permanently restricted air groups in the editor, for example like the Portland, Oregon ones and untick the box that says 'Static HQ". Then they could transfer to a free command like Pacific Oceans Area and be transported overseas. For land units untick the boxes that say "Static Attached" and "Restricted Permanent" and change the HQ field to something overseas-friendly like South Pacific.

unrestricted-HQ.jpg
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Chris21wen
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Re: Unofficial Editor Manual

Post by Chris21wen »

MikeRaymond wrote: Sun Oct 19, 2025 5:30 pm Hi guys

First time posting on the forum, so forgive if wrong discussion.
Also first time trying to edit the game, same forgiveness request.

What I want to do is create a scenario in which both sides have all their [R] Restricted attributes removed,
so all units are available for movement and use. Crazy, I know, but I get so frustrated by not being'
able to use them.

Any info would be appreciated, like where in the spreadsheet is this attribute?

MikeRaymond
Please stop posting in every thread the same question. Create you own thread.

To answer your question, not everything can be edited by the tools provided with the game. The editor has limitaions and there are further limitaions placed on the csv files that can be extracted. Official modder must have the ability however. I do not know why and it is frustraing at times but to post as you have is not the answer.

In this instance you can edit restrictions via the varous tabs (e.g. location tab) in the editor.
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Re: Unofficial Editor Manual

Post by MikeRaymond »

Sorry guys, about posting at more than one thread. I'm a newbie and saw the 'last posted' dates, many very old, and wanted to kind of use a shotgun effect to find an answer. It won't happen again.

Thanks for the answer that helps. My first problem was the install folder that I used, resulting in the editor not finding any scenarios. Fixed that. Now, thanks you your help, I can make the changes I want, saving it in slot 44.

My goal is to let each player actually be the 'Commander in Chief' and decide what and when to move. None of the costs to change HQ or Leaders has been changed, so there is a cost to switching HQ for units and for switching leaders. Now, a player has access to reinforcements. How he uses them, against an equally liberated foe, will make or break his war.

The partisan rule remains for both sides, so removing forces can have a cost. Likewise, Russia and Canada enter as per original rules. They are not restricted once in. So, I'm going to now play solo to see how it goes.
Thanks again for the replies.
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btd64
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Re: Unofficial Editor Manual

Post by btd64 »

I believe that you are going to mess up the balance of the game. Keep that in mind....GP
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Re: Unofficial Editor Manual

Post by MikeRaymond »

Yes, I know the game will be different, to be sure, but I'm an explorer, seeking new views.

I am especially interested in seeing what the AI does with the new abilities.

Those new abilities are available to both sides now. If Japan decides to abandon China, there are consequences as per the normal game rules. Likewise, if the Allies move everything from the West Coast, Japan could invade. I'm thinking now of a human Japanese commander.

Since I'm doing it solo, it is just for fun.
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