Admiral's Edition Editor Thread

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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Dili
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RE: modability

Post by Dili »

1-Is it possible to force stop the production of an aircrft at a certain date for Japan( i am implying that is possible for Allied planes) even if the plane doesn't upgrade to anything?

2-Is it possible for a factory to start producing a plane at certain date, say one year after that aircraft is already in production in other factories?
pad152
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RE: modability

Post by pad152 »

Is there a way to test scenarios created with the new editor in AE, something like WITPchk?
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jwilkerson
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RE: modability

Post by jwilkerson »

ORIGINAL: pad152

Is there a way to test scenarios created with the new editor in AE, something like WITPchk?

We have an internal version of witpchk for AE. We do not think this is sufficiently polished to release immediately - but we will put it on the list for patch 01.

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Shark7
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RE: modability

Post by Shark7 »

Don't know if this has been asked before, but will it be possible to add additional 'off map' bases to the game? IE say a person wanted to add in Gibralter (just as an example), is that going to be possible and will it require a map edit?
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treespider
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RE: modability

Post by treespider »

ORIGINAL: Shark7

Don't know if this has been asked before, but will it be possible to add additional 'off map' bases to the game? IE say a person wanted to add in Gibralter (just as an example), is that going to be possible and will it require a map edit?


Not possible...the current off-map bases are hard coded...Andrew and Don can probably provide the particulars...but IIRC the off map base is a hex on a "virtual hex grid" such that the distance to it can be calculated from any base on the map.
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Don Bowen
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RE: modability

Post by Don Bowen »

ORIGINAL: treespider

ORIGINAL: Shark7

Don't know if this has been asked before, but will it be possible to add additional 'off map' bases to the game? IE say a person wanted to add in Gibralter (just as an example), is that going to be possible and will it require a map edit?


Not possible...the current off-map bases are hard coded...Andrew and Don can probably provide the particulars...but IIRC the off map base is a hex on a "virtual hex grid" such that the distance to it can be calculated from any base on the map.

It's a little better than that. There is a set of two new external data files, sort of like pwhex, that control off map bases.

1. A zone file contains a listing of all the zones involved in off map movement. These are the off map holding boxes related to bases, the base locations, and the map edge entry/exit zones.

2. A link file the describes the links between the zones defined in #1, including data related to distance along each "path".

Plus:

3. The definition of the off map bases in the location data (done in scenario editor).

4. Artwork, if desired, on the map to show the base, holding box(es) and pipes.

Anyone that has worked with pwhex will understand it easily.


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apbarog
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RE: Admiral's Edition Editor Thread

Post by apbarog »

Can pilot names be editted in the database in AE? (Or in WitP for that matter)
Dili
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RE: Admiral's Edition Editor Thread

Post by Dili »

Yes
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