Page 3 of 4

RE: Editor

Posted: Mon Sep 12, 2016 1:02 pm
by BillRunacre
Hi

1. How do I make desert mountains or hills? There is only the green mountain/hill, no sandy versions...

If you change the Weather Zone to Desert then the mountain/hill will look a whole lot sandier! [:)]

2. If I make a map, only map with terrain, cities and roads etc, no units, scripts etc. will I be able to load that scenario in future versions?

It should (almost certainly) be fine. To be doubly sure, before installing the patch you could use the export data function in the Editor so that you'll have the data from the campaign as a backup. If it wouldn't load in a future version then this data could be imported into a new campaign.

RE: Editor

Posted: Thu Sep 15, 2016 11:40 am
by Ason
Thanks Bill! Is it possible to make a scenario that starts with a war in progress? Basically can I create occupied territory in the editor, so I can place enemy units in another country's territory?

RE: Editor

Posted: Thu Sep 15, 2016 1:51 pm
by BillRunacre
Yes, as long as all relevant countries are set to 100% mobilization, with the Majors being Belligerent towards their opposing Majors, then units can start on enemy soil.

RE: Editor

Posted: Thu Sep 15, 2016 10:08 pm
by Hairog
So far I've been able to bring my scenario about WWIII to all versions starting with 1.06.

Thank goodness because the map was a pain and I've started on the scripts.

RE: Editor

Posted: Fri Sep 16, 2016 2:48 pm
by Ason
Is it possible to show different color on counters and map for each nation in the editor? It's really hard to see the frontlines..
Also, why does belligerence always reset? I check the box but after a couple of tweaks here and there it's suddenly not checked..

RE: Editor

Posted: Sun Sep 18, 2016 2:08 pm
by Hubert Cater
Last but not least, I found a bug. Whenever you use the river tool and go off into water you will get constant error message:

Thanks, I've fixed this

RE: Editor

Posted: Sun Sep 18, 2016 4:50 pm
by EdwinP
I like the editor. My one suggestion would be to have seperare AI Offensive scripts for the Allies and Axis as these files can become quite big. I ended up adding bookmarks to the text files so I can quickly go to a desired section via the editor's find command.

I am polishing an Axis decision event chain (Decision events, Mobilization events, Popup events, Unit event) for a German-Japanese Joint attack on Russia. If accepted the benefits are 1)that the Siberian Reinforcements will be delayed and fewer in number (but more experienced) and 2) there is no Pearl Harbor event. US war entry will be delayed. The cost is that Japan is asking for advisors and industrial technology; shipped via Spanish, Swedish, and Turkish merchant ships, and the USSR intelligence services have a chance per turn; via the Tokyo based German journalist Richard Sorge, to discover the German plans. If they do, they mobilize for war.

Image

Image

RE: Editor

Posted: Sun Sep 18, 2016 5:08 pm
by EdwinP
Editor Question - IF UK and France are Neutral; at 85% mobilization, after the Surrender of Poland, the AI operates units West to the Belgium, Netherlands border despite those offensive(and excess Western Front garrison) scripts being inactive, and replaced by garrison and offensive scripts targeting Soviet cities. Any suggestion on how I can keep the German units on the Eastern front? I want to script an Axis USSR first offensive - to see if the AI can recreate what I as a human player can do with this strategy. Is the AI operating units west because UK and French war mobilization is greater than the Russian war mobilization?

RE: Editor

Posted: Tue Sep 20, 2016 3:49 am
by Hubert Cater
Hi Edwin,

If the AI is operating west to Belgium, Netherlands etc., then my guess is that the #BUILD_UP_OFFENSIVE plans are still active. Perhaps a recompile of the scripts after your changes will do the trick just in case the campaign has not been updated with your changes.

The other possibility is that they are just moving west towards French units. One way is to check to see if the German units have any plans by using the '~' key either before selecting an AI unit or after selecting an AI unit. If you select an AI unit it will provide info on that exact unit and whatever plans it may have.

On top of that if you want to have the AI have a USSR offensive first then you can script build up offensive plans with very high turn numbers for the #BUILD_LENGTH field... let's say 200 so essentially those plans will never cause a DoW but it will keep units built up towards Soviet targets along the border there until you cancel the plans or if you script for those plans to check for USSR full mobilization.

Then you can have a single specific plan cause a DoW with the USSR at the time of your choosing etc. and that will free up those stationed units when the BUILD_UP plans then cancel.

Hope this helps,
Hubert

RE: Editor

Posted: Tue Sep 20, 2016 4:26 am
by EdwinP
Hubert, thank you for the AI tips. They are greatly appreciated.

RE: Editor

Posted: Thu Sep 22, 2016 11:58 am
by EdwinP
Hubert, just to let you know that my Early Russia DOW is working fine. This Early Russia DOW is coupled with an Allied Decision event where the UK and France opt to remain neutral over Germany's invasion of Poland.

Axis Pros: Opportunity to defeat Russia first. Axis leaning neutrals are more likely to join Axis.
Axis Cons: France and UK can build up a strong army while Germany is busy fighting Russia, No MPPs from conquest of Western European nations; Denmark, Iceland, Ireland, Norway, Netherlands, Belgium, Luxemburg, France, as attacking any of brings UK and France into the war.

Allied Pros: Early Soviet war entry directs Germany to the East, France does not surrender in 1940.
Allied Cons: Axis leaning nations more likely to join Axis, US war readiness declines

I need to fine-tune the Axis AI invasion scripts and the Allied AI scripts for this.


RE: Editor

Posted: Wed Sep 28, 2016 1:41 am
by sPzAbt653
I set some units to arrive using the Unit script. They are set to arrive at a designated 'DESTINATION_RESOURCE', but they won't arrive if that hex is occupied ? Is there a way to allow them to arrive at an available adjacent hex ? Or is there a way to let the player know that such a unit is available [so that we know to vacate the hex] ?

RE: Editor

Posted: Wed Oct 05, 2016 12:58 pm
by TheBattlefield


Is it basically necessary to restart a (editor) modified campaign (including the AI and Event Scripts) for a test match or can "old" saves be tested further with the updated files? I have never tried this for all areas and have always assumed from the fact that every small change with the editor also requires a new start of the campaignto to check their correct implementation. The testing of changes which affect only in the later course of the modified campaign was partly exhaustingly and (time)costly. Or is there even a (unnoticed) debugging mode?

RE: Editor

Posted: Tue Oct 11, 2016 6:27 am
by sPzAbt653
If you look in the version notes, you should see a message pertaining to compatibility with previous versions.

RE: Editor

Posted: Tue Oct 11, 2016 6:33 am
by sPzAbt653
For v1.10b, I have gone thru my usual routine of backing up my custom campaign to a different location, uninstalling the previous version and deleting anything still left, then rebuilding the custom campaign. Tonight I started a new game and scripts that I had disabled were now firing [by 'disabled' I mean that I had set their Trigger to '0']. I tried a lot of different things but these scripts kept firing, so I deleted one and now it doesn't fire [obviously]. So I am wondering if I still have something fouled up somewhere, or if it is at all possible that a 'Trigger = 0' is somehow still firing ?

RE: Editor

Posted: Tue Oct 11, 2016 8:10 am
by BillRunacre
Have you opened up the campaign in the Editor and updated any scripts that need to be updated?

RE: Editor

Posted: Tue Oct 11, 2016 8:11 am
by TheBattlefield
ORIGINAL: sPzAbt653

If you look in the version notes, you should see a message pertaining to compatibility with previous versions.



Well, I have not asked for a ongoing game of the beta test. Hence, your tip was absolutely right. But for my question also not really helpfully. [;)]

RE: Editor

Posted: Tue Oct 11, 2016 9:03 am
by sPzAbt653
ORIGINAL: TheBattlefield
ORIGINAL: sPzAbt653
If you look in the version notes, you should see a message pertaining to compatibility with previous versions.
Well, I have not asked for a ongoing game of the beta test. Hence, your tip was absolutely right. But for my question also not really helpfully. [;)]
Ok, I reread your question and I see I misunderstood the first time. Sorry about that !

RE: Editor

Posted: Tue Oct 11, 2016 9:07 am
by sPzAbt653
ORIGINAL: Bill Runacre
Have you opened up the campaign in the Editor and updated any scripts that need to be updated?
Yes I have. I also thought that maybe somehow the scripts were being read from one of the other campaigns, so I renamed those but that didn't do anything.

I haven't gotten to it yet, but I was planning on changing the pop-up news for one of the events that is set to Trigger = 0, then I will know if it is still triggering [which makes no sense, but I need to try it anyway].

RE: Editor

Posted: Tue Oct 11, 2016 2:33 pm
by BillRunacre
It's worth a try to help track it down, but it does sound like providing everything is being read from the right folders then it shouldn't be going wrong at all.

I did once have a situation where files in my recycle bin were still being read so perhaps emptying that if all else fails.