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RE: a radical proposal for OOB & TOE
Posted: Tue Jul 31, 2012 11:30 am
by Vic
@Zoc discussion,
Zoc pts are given based on number and type of troops inside a unit. You can define the zoc value of each individual trooptype.
Enemy Zoc has no effect if it is X times lower than friendly Zoc.
The issue discussed will only be an issue in low unit to hex density scenarios. In that case having more units will be an advantage. However in scenarios where you have 1 or more units per frontline hex it will not be.
Best,
Vic
RE: a radical proposal for OOB & TOE
Posted: Tue Jul 31, 2012 12:48 pm
by Iñaki Harrizabalagatar
ORIGINAL: Vic
@Zoc discussion,
Zoc pts are given based on number and type of troops inside a unit. You can define the zoc value of each individual trooptype.
Enemy Zoc has no effect if it is X times lower than friendly Zoc.
The issue discussed will only be an issue in low unit to hex density scenarios. In that case having more units will be an advantage. However in scenarios where you have 1 or more units per frontline hex it will not be.
Best,
Vic
Hi Vic
It is great you took into consideration this when you designed the game.
Could you go into specific data? or at least the logical behind the numbers selected?
It is only dependant on trooptype? Is terrain type a modifier depending of troopstype? (I mean, woods would interfere with the ZOC of an armour much more heavily than with infantry, for instance)
RE: a radical proposal for OOB & TOE
Posted: Wed Aug 01, 2012 2:05 am
by Redmarkus5
Vic has explained to me the critical importance of events in any mod, which I had not fully grasped. Basically, we are wasting our time on the map and OOB if we can't handle the event code edits and additions.
So, I have stopped map modding for a while and dived into that. I edited Events 1 through 20 so far, to try and make them conform to a 22 June 1941 start and new hex boundaries, especially for supply etc.
I've asked Vic to look at my WIP and let me know if I am on the right track or not.
Are there any event code modders out there?
RE: a radical proposal for OOB & TOE
Posted: Wed Aug 01, 2012 2:09 am
by Redmarkus5
This is the status of the terrain drawing. Towns, rivers and rail are also done for the Lublin-Lvov area and the Crimea-Odessa area.

RE: a radical proposal for OOB & TOE
Posted: Wed Aug 01, 2012 9:35 am
by Redmarkus5
OK, the Kharkov WITE mod...
There being a dearth of volunteers for looking at VPs and Events, I have done a bit more on the scenario. You need to re-download and re-install the whole Mod as I changed a few graphics as well.
Link deleted - see later post.
1. I removed all old VPs and set all new towns/city VPs.
2. I started to edit the victory conditions, but it seems to say that it's not a VP-based victory. (Vic? Can you maybe take a quick look at this file and let us know if it looks ok?)
3. I went through the events code and couldn't find a victory event relevant to this scenario (or didn't understand what I was seeing!)
However, I played the first two turns and the Soviet AI seemed to be its normal blistering self, smashing through my lines and heading west and NW.
So, I suggest some play testing and comments now before we release this one.

RE: a radical proposal for OOB & TOE
Posted: Wed Aug 01, 2012 11:17 am
by Redmarkus5
Damn! Mud still over writes the whole map, even though I set each graphic class to transparent. I need to figure that problem out...
RE: a radical proposal for OOB & TOE
Posted: Wed Aug 01, 2012 12:38 pm
by Redmarkus5
OK, made the mud graphic 75% transparent, which I had actually done before, but the folder structure was wrong... Will repeat the fix for all zooms and terrain types, then upload version 1.3 tonight or tomorrow.

RE: a radical proposal for OOB & TOE
Posted: Wed Aug 01, 2012 1:34 pm
by Redmarkus5
Mud fixed at all zooms levels and tested. Snow should also be fixed, but not yet tested as I don't have a WitE snow scenario yet.
https://dl.dropbox.com/u/29184871/The%2 ... B_V1_3.zip
RE: Kharkov for WitE ready for final work and testing
Posted: Wed Aug 01, 2012 1:47 pm
by Redmarkus5
ORIGINAL: goranw
Hi!
I would like to try that. Havnt succeded in finding out how to do what you describe as a possibility.
Goran
Sorry - been a bit busy.
OK:
1. Create a JPEG or BMP image of the map you want, then save it in your DCCB Graphics Folder (inside the game install). The game will only read overlays that are in the main graphics folder.
NOTE - my game crashes out if I try to load JPEG overlays more than 2MB in size.
2. Load the scenario you want to edit and open the editor.
3. Your JPEG is going to auto size to fit the number of hexes on the scenario map when you load it. If you crop hexes later in the edit mode, the JPEG will resize and it is not cropped. So, play around with this until you are happy that you have the right image and right map size in the editor.
4. In Edit mode, click on 'Setng' button.
5. Now click the blue arrow shown here and then select the JPEG you saved in 'graphics'.
6. Go back to map mode and you should see the jpeg under your DCCB map.
7. If you want to use it for tracing, you are all set. If you want to actually play on it, you need to draw over it with the editor, then turn the various graphics to Transparent=True. You will also need to make your own transparent images for the Mud and Snow seasons for certain hexes, or take them from my WitE mod file set.

RE: Kharkov for WitE ready for final work and testing
Posted: Wed Aug 01, 2012 5:25 pm
by Redmarkus5
And, Presto!
Case Blue on a WitE map, but a huge amount of modding will be needed:
1. Edit the terrain to match the overlay.
2. Move units to match new terrain layout.
3. Edit Game variables, events, settings etc. to reflect map changes etc.
4. Recalculate VPs if new towns are added.
And probably a lot more I don't yet understand.
BUT, it is feasible to make the game look like anything you want.

RE: Kharkov for WitE ready for final work and testing
Posted: Wed Aug 01, 2012 5:36 pm
by Redmarkus5
This was 9MB JPEG, by the way, and no crash this time...
RE: Kharkov for WitE ready for final work and testing
Posted: Wed Aug 01, 2012 6:41 pm
by olivier34
amazing! I had a great time playing WITE specially because of the beauty of the map. do you think you could mod the Road to leningrad scenario for exemple ?
RE: Kharkov for WitE ready for final work and testing
Posted: Wed Aug 01, 2012 6:46 pm
by goranw
Hi Mark!
Thanx for your advices.
I will try around.
Put the AI in action on my WitE planning map.
As you say; a lot do do!
Goran

RE: Kharkov for WitE ready for final work and testing
Posted: Thu Aug 02, 2012 2:56 am
by Redmarkus5
ORIGINAL: olivier34
amazing! I had a great time playing WITE specially because of the beauty of the map. do you think you could mod the Road to leningrad scenario for exemple ?
You can mod anything, but with a new OOB and a completely new map it's a lot more work.
It will be easiest to do this in stages. First, try to mod an existing scenario by just changing the map graphic. Next, try modding an existing events list, because that's the toughest part, as Vic has advised. Then try modding an existing OOB. Finally, you'll be ready to combine a new map, new OOB and new events list, which is what Road to Leningrad would need.
RE: Kharkov for WitE ready for final work and testing
Posted: Thu Aug 02, 2012 2:57 am
by Redmarkus5
ORIGINAL: goranw
Hi Mark!
Thanx for your advices.
I will try around.
Put the AI in action on my WitE planning map.
As you say; a lot do do!
Goran
Now that you have joined us it will move faster! Do you know a modder who would be good with the Events code? That's the really tough part.
RE: Kharkov for WitE ready for final work and testing
Posted: Thu Aug 02, 2012 3:01 am
by Redmarkus5
Also, remember that every town on your bitmap needs to be added to the game, with a name and VP value, or you will confuse the player as to which town is important and which is not. So, I suggest using 'clean' WitE maps to reduce the effort.
Actually, I am planning to edit my WitE maps to remove all small towns. This will allow me to keep the towns in the game and just move the ones I have to. Not 100% accurate, but it will take A LOT of time off the project. Town locations can be fine tuned later.
RE: Kharkov for WitE ready for final work and testing
Posted: Thu Aug 02, 2012 4:51 am
by goranw
ORIGINAL: redmarkus4
Also, remember that every town on your bitmap needs to be added to the game, with a name and VP value, or you will confuse the player as to which town is important and which is not. So, I suggest using 'clean' WitE maps to reduce the effort.
Actually, I am planning to edit my WitE maps to remove all small towns. This will allow me to keep the towns in the game and just move the ones I have to. Not 100% accurate, but it will take A LOT of time off the project. Town locations can be fine tuned later.
Hi!
I think that my WitE "planning map" is not well suited for this game. At least in small scenarios. Too messy and a bit strange in colour.
If I add some names for historical information an alternative is to give that dot another colour. ( And take some other names away)
I havent even yet "though of" the Events code.
Goran
RE: Kharkov for WitE ready for final work and testing
Posted: Thu Aug 02, 2012 5:39 am
by Iñaki Harrizabalagatar
Towns can be used as airfields in DC, so I imagine you should be careful with the number of towns in a map not to unbalance an scenario
RE: Kharkov for WitE ready for final work and testing
Posted: Thu Aug 02, 2012 9:53 am
by Redmarkus5
Events code is very tough and 100% essential. Before you do anything more than basic modding of stock scenarios, you will need to learn it.
RE: Kharkov for WitE ready for final work and testing
Posted: Thu Aug 02, 2012 9:54 am
by Redmarkus5
ORIGINAL: Iñaki Harrizabalagatar
Towns can be used as airfields in DC, so I imagine you should be careful with the number of towns in a map not to unbalance an scenario
Well, maybe, but there are plenty of airfields in the stock scenarios, so I don't think it should have too much effect. Correctly recalculating the VP points is maybe more important.