How to do "en masse" editing in WitP Database/Scenario editors?

Please post here for questions and discussion about scenario design and the game editor for WITP.

Moderators: wdolson, Don Bowen, mogami

Post Reply
User avatar
Apollo11
Posts: 25354
Joined: Thu Jun 07, 2001 8:00 am
Location: Zagreb, Croatia
Contact:

How to do "en masse" editing in WitP Database/Scenario editors?

Post by Apollo11 »

Hi all,

How to do "en masse" editing in WitP Database/Scenario editors?


Is there a way to do the following (for example):

#1
Put all or some ships to "Delayed" at once?

#2
Put all locations to single ownership at once?

#3
Put all air squadron locations to "0000-None" at once?

Etc.


BTW, as far as I saw and understood current implementation of WitP Database/Scenario editors I think that they are very cumbersome and un-user friendly (i.e. they are as user friendly as my UNIX mainframe - things can get done but it is very very tiresome)...


Leo "Apollo11"
Image

Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE
User avatar
pry
Posts: 938
Joined: Fri Dec 06, 2002 7:19 am
Location: Overlooking Galveston Bay, Texas

RE: How to do "en masse" editing in WitP Database/Scenario editors?

Post by pry »

1, No

2, No

3, No

Leo, the editors seem cumbersome at first but once you get used to them there is no problem running around the data bases, you just need to drive them for a while.

I can see no application where an en mass function would be of any practical use.
User avatar
Apollo11
Posts: 25354
Joined: Thu Jun 07, 2001 8:00 am
Location: Zagreb, Croatia
Contact:

RE: How to do "en masse" editing in WitP Database/Scenario editors?

Post by Apollo11 »

Hi all,
ORIGINAL: pry

1, No

2, No

3, No

I was afraid of that... [:D]

Leo, the editors seem cumbersome at first but once you get used to them there is no problem running around the data bases, you just need to drive them for a while.

I think that "cumbersome" was, perhaps, the wrong word I used. The WitP Scenario/Database editors are fully functional and user can change anything and everything.

For that they are 100% perfect but some tasks require much work and mouse clicking - that's the only reason why I asked what I asked in first place.

BTW I work with UNIX (and LINUX) every day professionally in text only command mode so I can always adjust... thank you very much for asking... [;)]

I can see no application where an en mass function would be of any practical use.

I think "en mass" (i.e. ability to change value for all or several entries at once) would be very nice in editor (just like filters would be handy as well).

Let's use the "Tutorial" (Scen#01) as example. I think "Kid" had to click on each and every one of the land units, air units and ships in order to exclude them from his scenery. We are talking about several thousands of units and this means several thousands of mouse clicks. While this is doable (in time) I don't think it was very "user friendly"...

For those cases I thought of adding some filters and "en mass" abilities for editor.

If you (or anyone else) wish I can write explanation of how and why I think such additions would enhance the existing editors...


Leo "Apollo11"
Image

Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE
User avatar
tanjman
Posts: 668
Joined: Sat Jan 26, 2002 10:00 am
Location: Griffin, GA

RE: How to do "en masse" editing in WitP Database/Scenario editors?

Post by tanjman »

Filters would be nice or improve the find function, the one the editor has now is useless. It needs a find and a find again.
Gunner's Mate: A Boatswain's Mate with a hunting license.
User avatar
Apollo11
Posts: 25354
Joined: Thu Jun 07, 2001 8:00 am
Location: Zagreb, Croatia
Contact:

RE: How to do "en masse" editing in WitP Database/Scenario editors?

Post by Apollo11 »

Hi all,
ORIGINAL: tanjman

Filters would be nice or improve the find function, the one the editor has now is useless. It needs a find and a find again.

Let's hope things (with our user help and suggestions) can improve!


Leo "Apollo11"
Image

Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE
User avatar
Captain Cruft
Posts: 3741
Joined: Wed Mar 17, 2004 12:49 pm
Location: England

RE: How to do "en masse" editing in WitP Database/Scenario editors?

Post by Captain Cruft »

A way to do bulk edits should be an integral part of every piece of database editing software in the known universe.

That said, a quick and practical answer to this problem would be the addition of an "Import/Export to CSV file" option. Dump database, fire up spreadsheet/text editor, edit away, re-load database.

I really don't understand why this game (and it's predecessors) take such a "closed" approach. The intellectual property value is in the combat/supply routines et al not the database/user interface ...
User avatar
rhohltjr
Posts: 541
Joined: Thu Apr 27, 2000 8:00 am
Location: When I play pacific wargames, I expect smarter AI.

RE: How to do "en masse" editing in WitP Database/Scenario editors?

Post by rhohltjr »

ORIGINAL: Apollo11

For that they are 100% perfect but some tasks require much work and mouse clicking - that's the only reason why I asked what I asked in first place.

I think "en mass" (i.e. ability to change value for all or several entries at once) would be very nice in editor (just like filters would be handy as well).

Let's use the "Tutorial" (Scen#01) as example. I think "Kid" had to click on each and every one of the land units, air units and ships in order to exclude them from his scenery. We are talking about several thousands of units and this means several thousands of mouse clicks. While this is doable (in time) I don't think it was very "user friendly"...

For those cases I thought of adding some filters and "en mass" abilities for editor.

If you (or anyone else) wish I can write explanation of how and why I think such additions would enhance the existing editors...

Leo "Apollo11"
Yes, I was just wondering about being able to run a customizable script within the editor that the user could adjust each/every/all aspect of the Witp early game as far as ships(damaged or not), units squadrons, fleets.
That would really be handy and a huge time saver. So far Witp is a Micromanagers dream game[8|].
My e-troops don't unload OVER THE BEACH anymore, see:
Amphibious Assault at Kota Bharu
TF 85 troops securing a beachhead at Kota Bharu, 51,75
whew! I still feel better.
Post Reply

Return to “Scenario Design”