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RE: f r u s t r a t i o n

Posted: Thu May 16, 2013 7:15 pm
by Rasputitsa
ORIGINAL: Peter123
ORIGINAL: Rasputitsa
Is this something that came in with later versions, or is it my system.[&:]

That happens; the last country Id. in countries.csv is the only thing I must fix.

Do not replace your playable scenario with the Editor outpout (it replaces most files).

Edit a copy of your scenario and move only the files that you have modified (usualy the map, or cities, units, etc.) to your playable scenario folder.

Edit by steps. Keep backups.

Later versions are fine, I was wrong.

Thanks, I have been editing in scenarios separate from the games I am playing. I have several copies of the game on the HDD and have multiple backups, so that I can replace damaged files from the other versions of the scenarios.

It just all takes so much time to achieve anything with the editor.

RE: f r u s t r a t i o n

Posted: Thu May 16, 2013 11:57 pm
by Peter123
ORIGINAL: Rasputitsa

It just all takes so much time to achieve anything with the editor.
I have made a test: 2 hrs. to make a very basic (playable) scenario; indeed the basis for a scenario (Version 1.03).



Image

RE: f r u s t r a t i o n

Posted: Fri May 17, 2013 12:08 am
by Peter123
I have uploaded the scenario here:http://www.mediafire.com/?fjl5kv2oqnncqlc

I have relied upon this map:



Image

RE: f r u s t r a t i o n

Posted: Fri May 17, 2013 5:24 am
by Rasputitsa
Peter123

Thanks, I don't have the experience that you have demonstrated, but I had successfully used the editor to achieve some small scale map changes to correct faults and add to map features. What took the time were constant CTDs when trying to run the edited scenario to check the work.

Now I know that the editor has been scrambling the data in some files and by replacing with clean files from back-up, it has become easier.

It would be useful to know which files are needed to transfer all the required map data from one edited scenario to another, so that I don't have to repeat the map editing work.[:)]

RE: f r u s t r a t i o n

Posted: Fri May 17, 2013 6:14 am
by Magpius
[X(]
Amazing Peter.
Could you please (if time permits) create a walkthrough AAR, for us of a scenario with, say 2 island combatants surrounded by a dozen sea zones.
Playable.
[8|]
A basic model such as that could be tweaked to provide a wide range of scenarios.

RE: f r u s t r a t i o n

Posted: Fri May 17, 2013 6:54 am
by Peter123
ORIGINAL: Rasputitsa

Peter123

Thanks, I don't have the experience that you have demonstrated, but I had successfully used the editor to achieve some small scale map changes to correct faults and add to map features. What took the time were constant CTDs when trying to run the edited scenario to check the work.

Now I know that the editor has been scrambling the data in some files and by replacing with clean files from back-up, it has become easier.

It would be useful to know which files are needed to transfer all the required map data from one edited scenario to another, so that I don't have to repeat the map editing work.[:)]


Thanks Rasputisa. My only intention is to encourage you to not give up because it is easier than it seems.
I'm not sure if you mean passing geographical changes to a different scenario, for example from Grand Campaign to Barbarossa. If so, I Think it is not possible. Geographical data is in the map.wim file, but it includes also ownership data wich is different in each scenario (frontiers are not the same).

RE: f r u s t r a t i o n

Posted: Fri May 17, 2013 7:12 am
by Rasputitsa
ORIGINAL: Peter123
ORIGINAL: Rasputitsa
Peter123

Thanks, I don't have the experience that you have demonstrated, but I had successfully used the editor to achieve some small scale map changes to correct faults and add to map features. What took the time were constant CTDs when trying to run the edited scenario to check the work.

Now I know that the editor has been scrambling the data in some files and by replacing with clean files from back-up, it has become easier.

It would be useful to know which files are needed to transfer all the required map data from one edited scenario to another, so that I don't have to repeat the map editing work.[:)]

Thanks Rasputitsa. My only intention is to encourage you to not give up because it is easier than it seems.
I'm not sure if you mean passing geographical changes to a different scenario, for example from Grand Campaign to Barbarossa. If so, I Think it is not possible. Geographical data is in the map.wim file, but it includes also ownership data wich is different in each scenario (frontiers are not the same).

I was afraid that might be the case and a lot of the frustration on the forum is because due to the lack of documentation, each person has to discover the workings of the editor in turn.

My position has been to say that I am using the editor and making progress, but it has been slow, the work of yourself and others has helped, as I have been able to pick up hints from the forum, so your contributions have been a great encouragement. The more you learn the easier it becomes. [8D]

RE: f r u s t r a t i o n

Posted: Fri May 17, 2013 7:19 am
by Peter123
ORIGINAL: Agent S

[X(]
Amazing Peter.
Could you please (if time permits) create a walkthrough AAR, for us of a scenario with, say 2 island combatants surrounded by a dozen sea zones.
Playable.
[8|]
A basic model such as that could be tweaked to provide a wide range of scenarios.


You will say that it is easier than it seems [:)], but it is hard to me to do so because muy poor english and lack of time. May be you can start such AAR and report the issues you find?.

RE: f r u s t r a t i o n

Posted: Fri May 17, 2013 7:20 am
by Rasputitsa
ORIGINAL: Peter123
ORIGINAL: Rasputitsa
It just all takes so much time to achieve anything with the editor.
I have made a test: 2 hrs. to make a very basic (playable) scenario; indeed the basis for a scenario (Version 1.03).
Image

It looks like you have regimental symbols on your German unit icons, is that just eye-candy, or does it represent a different level in the game. The game runs on two levels, Corps and Division, so have you transferred that into Division and Regiment, or have you got a third level.

P.S. nice work recreating the historical map into game hexes. [&o]

RE: f r u s t r a t i o n

Posted: Fri May 17, 2013 7:36 am
by Peter123
ORIGINAL: Rasputitsa

It looks like you have regimental symbols on your German unit icons, is that just eye-candy, or does it represent a different level in the game. The game runs on two levels, Corps and Division, so have you transferred that into Division and Regiment, or have you got a third level.

P.S. nice work recreating the historical map into game hexes. [&o]

Its a mistake (it was late[>:])
The scenario is a starting point. About the units, my intention is to split the divisions in a lot of subunits covering the front. This can be done "in game" by playing both sides and making a save, then copying the landunits file from the save to the scenario folder.
The level should be the same for all units, because I like free merge and split for every unit.

RE: f r u s t r a t i o n

Posted: Fri May 17, 2013 9:05 am
by Rasputitsa
ORIGINAL: Peter123
ORIGINAL: Rasputitsa
It looks like you have regimental symbols on your German unit icons, is that just eye-candy, or does it represent a different level in the game. The game runs on two levels, Corps and Division, so have you transferred that into Division and Regiment, or have you got a third level.

P.S. nice work recreating the historical map into game hexes. [&o]
Its a mistake (it was late[>:])
The scenario is a starting point. About the units, my intention is to split the divisions in a lot of subunits covering the front. This can be done "in game" by playing both sides and making a save, then copying the landunits file from the save to the scenario folder.
The level should be the same for all units, because I like free merge and split for every unit.

I agree, as there is no stacking I like the merge/split feature that allows some historical flexibility. I have reduced the cost and time delay ( 1 turn) to more realistic levels, renaming component units so that the split units can be identified and possibly merged back into their parent Corps/Division later.

RE: f r u s t r a t i o n

Posted: Fri May 17, 2013 9:40 am
by Peter123
ORIGINAL: Rasputitsa


I agree, as there is no stacking I like the merge/split feature that allows some historical flexibility. I have reduced the cost and time delay ( 1 turn) to more realistic levels, renaming component units so that the split units can be identified and possibly merged back into their parent Corps/Division later.

I personally think that free split and merge of units, even with zero delay and keeping track of the units is a more elegant way of representing the concentration and dispersion of force than stacking. Stacking is necessary in boardgames, but I dont understand why almost every computer wargame uses the same method. Many counters to check and move unnecessarily. But must only be me.

RE: f r u s t r a t i o n

Posted: Fri May 17, 2013 11:47 am
by Rasputitsa
ORIGINAL: Peter123
ORIGINAL: Rasputitsa
I agree, as there is no stacking I like the merge/split feature that allows some historical flexibility. I have reduced the cost and time delay ( 1 turn) to more realistic levels, renaming component units so that the split units can be identified and possibly merged back into their parent Corps/Division later.
I personally think that free split and merge of units, even with zero delay and keeping track of the units is a more elegant way of representing the concentration and dispersion of force than stacking. Stacking is necessary in boardgames, but I dont understand why almost every computer wargame uses the same method. Many counters to check and move unnecessarily. But must only be me.

The text I have is :

[UnitSplitting]
FreezeTimeModifierAfterUnitSplit_Land = 0.1
CostModifierOfUnitSplit_Land = 0.1

Haven't tried to set 0, but above setting allows a move in the next turn and a small cost, I suppose the justification is to stop over-use of split/merge, but thanks for the thought, the flexibility you get from this gives a more realistic control of units.

The value of the TOF system is that it more realistically matches the strategic scale of the game, having hundreds of units on a map is not realistic, as no High Command ever worked at that level, but was mainly dealing with Corps and Divisions, but with the occasional ability to create detachments. [:)]

RE: f r u s t r a t i o n

Posted: Sat Jun 15, 2013 1:40 am
by Steely Glint
I got the editor to work, finally, by nuking all the file permissions for its directory. Right-click, Properties, Security, Advanced. Once they were all gone the editor FINALLY worked!

RE: f r u s t r a t i o n

Posted: Sat Jun 15, 2013 3:25 am
by Rasputitsa
ORIGINAL: Steely Glint
I got the editor to work, finally, by nuking all the file permissions for its directory. Right-click, Properties, Security, Advanced. Once they were all gone the editor FINALLY worked!
Good to hear, you have entered the editing swamp, [:D]see how it goes, the next problem is getting the editor to save a viable edited scenario[;)].

RE: f r u s t r a t i o n

Posted: Sat Jun 15, 2013 1:02 pm
by Steely Glint
I got it to save. It crashes nine times out of ten, but it finally saves.

What a really bad piece of software!