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RE: WitE Scenario Design: Lessons Learned
Posted: Mon Apr 18, 2011 11:53 pm
by bcgames
Q&A updated.
RE: WitE Scenario Design: Lessons Learned
Posted: Thu Apr 21, 2011 12:01 am
by bcgames
See also:
WitE Custom Fonts
Change the way fonts appear in game play.
RE: WitE Scenario Design: Lessons Learned
Posted: Fri Apr 29, 2011 9:55 pm
by bcgames
Setting Victory Objectives.
See the following link:
Setting Victory Objectives in Non-Campaign Scenarios
RE: WitE Scenario Design: Lessons Learned
Posted: Tue May 03, 2011 2:11 am
by bcgames
Setting AI Objectives.
Here's how to get to the Select AI Objectives screen. While in the editor select Go To The Map mode and then press shift-O:
SET AI OBJECTIVES Screen (Hotkeys):
CTRL-0 Highlight all Partisans
CTRL-1 Highlight all HQs
CTRL-2 Highlight all Air Groups
CTRL-3 Highlight all Armor, Mech, & Mot
CTRL-4 Highlight all Cav
CTRL-5 Highlight all Inf
CTRL-6 Highlight all Sec
CTRL-7 Highlight all AT, Art
CTRL-8 ???
CTRL-9 Highlight all Rail Repair units
developing...
RE: WitE Scenario Design: Lessons Learned
Posted: Thu May 05, 2011 5:27 am
by Daveion Steel
ORIGINAL: bcgames
Editor Hotkeys
The hotkeys in The Editor do not always act as they do in the game. Here's what I have found to be true while using The Editor:
Code: Select all
a ?
b Build-up/breakdown units on controlling side
c Show Commander’s Screen
d Damage/Repair rail hex
e Toggle enemy hexes on/off
f Toggle fort levels on/off
g Auto assign unit(s) to nearest applicable HQ
h Show help locate hex/city/unit/air group
i Show Reinforcement/Withdrawal schedule
j ?
k ?
l Show Losses screen
m ?
n ?
o Show Order of Battle screen
p Show Production screen
q Quick save
r Toggle rail damage info on/off
s Sets the selected hex and all hexes to the west to Axis (if the current player is Axis) or to the east to Soviet (if the current player is Soviet).
t ?
u Changes the control of the selected hex to the current player.
v Show Victory screen
w Switch sides; toggles the current player between Axis and Soviet (NOTE: Units must be toggled ON. If units are not toggled on, pressing the w key will not change sides)
x ?
y ?
z ?
+ Zoom Map In
- Zoom Map Out
Esc Exit Current Display
Tab ?
; Enter fort level in hex
, Go forward through OB
. Go backward through OB
Shift-A Show AI Scripts
Shift-B ?
Shift-C
Shift-D
Shift-E Toggle enemy hexes on/off
Shift-F Toggle fort levels on/off
Shift-H Show Hotkey List
Shift-I Toggle identify army/front by color on/off
Shift-J Toggle jump map on/off
Shift-K ?
Shift-L Show Losses screen
Shift-M ?
Shift-N ?
Shift-O Set AI Objectives
Shift-P Show Preferences screen
Shift-Q Quit Map and exit to Editor Main screen
Shift-R ?
Shift-S Sets the selected hex and all hexes to the west to Axis (if the current player is Axis) or to the east to Soviet (if the current player is Soviet)
Shift-T Selected units set to Static mode
Shift-U ?
Shift-V Set Victory Cities
Shift-W Switch sides; toggles the current player between Axis and Soviet
Shift-X ?
Shift-Y ?
Shift-Z ?
Shift-< Cycle forward through OB
Shift-> Cycle backward through OB
Just quoting this because it appears to bleed over onto the post below and is not posible to read on my screen, odd, very odd, maybe because I just installed firefox 4?
A question. I wish to create a couple of additional TOE's based around existing ones but cannot see a copy and paste option on the TOE/OB screen in Generic Data, is there a short cut to enable me to copy and paste sellected units?
Thanks for all your effort.
Mr Steel...
RE: WitE Scenario Design: Lessons Learned
Posted: Thu May 05, 2011 1:41 pm
by RedLancer
The 1.04.10 Patch Changelog says:
43) New Editor Feature - Added COPY/CLEAR functions to the TOE(OB) editor.
However I've patched with 1.04.14 and not found this new functionality.
Failing this your only option is to export to CSV and edit in a spreadsheet program.
Hope this helps.
RE: WitE Scenario Design: Lessons Learned
Posted: Thu May 05, 2011 10:57 pm
by rlp2
I think I figured out how it works. I've tried this on 104.14 and 104.15
1. Load Generic Data
2. Go to TOE(OB) page. COPY should be displayed upper right side above the list of TOEs.
As an example:
3. First of all, left click on empty slot 600, the slot to the right of the number, not the number itself
4. Directions pop up in red and say "Pick TOE(OB) to copy (600)"
5. Go to slot 70 (43 Static Division (Ger 10/42)). Click on the slot description
6. When you scroll back to slot 600, there will be a copy of the static division from slot 70.
Hope this helps
RE: WitE Scenario Design: Lessons Learned
Posted: Fri May 06, 2011 2:27 am
by bcgames
ORIGINAL: Red Lancer
...your only option is to export to CSV and edit in a spreadsheet program.
I believe Red Lancer is correct on this. If I understand what it is that you are trying to do--use x TOE(OB) as the basis for creating y TOE(OB)--your only tool is to use .csv export/import and MS Excel or Open Office Calc to add a new TOE(OB) or modify an existing one.
RE: WitE Scenario Design: Lessons Learned
Posted: Sat May 07, 2011 1:09 pm
by rlp2
What I described in my earlier message works. I've used it many times to create new TOE(OB)s for my games. The editor also allows you to modify existing TOE(OB)s. There is also a COPY command in the Ground Elements that works the same way. Whatever new TOE(OB)s you create and changes you make to existing ones save to your Generic Data. Just remember, if you make a change to an existing TOE(OB) that is used by multiple games, and you save in Generic Data, it applies to all those games.
When I got this game, I used the CSV file import/export capability extensively, then got tired of it. So, now I use the Editor. If you want to continue using import/export to and from CSV files, knock yourself out. But the Editor tool is already a very powerful tool that works well, without having to use the CSV file capability.
RE: WitE Scenario Design: Lessons Learned
Posted: Mon May 09, 2011 1:37 am
by bcgames
ORIGINAL: Bob Pendleton
What I described in my earlier message works.
Bob, you are quite right in the method you described. Your technique works too.
v/r
bcg
RE: WitE Scenario Design: Lessons Learned
Posted: Wed May 18, 2011 12:28 am
by bcgames
When to change NO to YES...
Surrender Flags (Yes/No)
* Germany – Yes, 8 May 1945
* Finland – Yes, 19 Sep 1944
* Italy – Yes, 8 Sep 1944
* Rumania – Yes, 23 Aug 1944
* Hungary – Yes, 1 Apr 1945
* Slovakia – Yes, 8 May 1945
* Bulgaria – Yes, 16 Sep 1944
* Soviet Union - No
If you have better YES dates, let me know.
RE: WitE Scenario Design: Lessons Learned
Posted: Thu Jun 02, 2011 1:45 am
by bcgames
RE: WitE Scenario Design: Lessons Learned
Posted: Wed Feb 08, 2012 3:10 am
by bcgames
This thread needs to drop below the line; it is no longer relevant or accurate.
RE: WitE Scenario Design: Lessons Learned
Posted: Sat Jun 07, 2014 3:29 pm
by vandorenp
ORIGINAL: bcgames
Q. How do I free units up in an existing scenario so that they can be plotted from Turn 1?
A. Go to the map in your scenario, select the unit you want to unfreeze. Right click on the unit on the right side information panel to bring up the unit details. You will see a 'FREEZE FORMATION' button so click that. It will ask you how many turns so you want to freeze this unit. Just hit enter to clear out any delay and it will reset the unit and all sub-units to being usable on the first turn. This function will freeze/unfreeze all subordinate units if you use this function on a HQ. If you use it on any other unit, it will just impact that unit. -- el hefe
Unfreezing individual divisions works.
Unfreezing HQ's and subordinates does not work
Freezing previously unfrozen units, even individually, does not work. Nothing happens. Units keep their movement allowance.
I am working in the 43 Campaign Game.
RE: WitE Scenario Design: Lessons Learned
Posted: Sun Jun 08, 2014 10:13 am
by Denniss
AFAIR you need to remove their movement points as well or the freezed unit may still move (but won't get new MP)
RE: WitE Scenario Design: Lessons Learned
Posted: Sun Jun 08, 2014 4:25 pm
by vandorenp
Thanks. I vaguely remember reading something like that in the editor manual but don't remember where. How do you do it for many units at once?
When a designer elects to freeze or unfreeze units the designer should be taken immediately to the screen for changing movement points. Or at the least be directed to change the MP.