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Editor tutorial

Posted: Mon Mar 08, 2010 3:16 pm
by thewood1
Since there is a dearth of smaller scenarios and campaigns, I thought I would take a shot at creating one. But the editor manual doesn't describe all the fields and what they do. The introduction mentions an editor tutorial. Is there one I am missing?

RE: Editor tutorial

Posted: Mon Mar 08, 2010 3:45 pm
by BigJ62
I can find no mention of an editor tutorial, there was supposed to be a game tutorial but it never got finished.

RE: Editor tutorial

Posted: Mon Mar 08, 2010 4:40 pm
by thewood1
Here is page 4 in the editor manual:
 
"[font=arial][font=arial]The [/font][/font][font=arial][font=arial]War in the Pacific Admiral’s Edition [/font][/font][font=arial][font=arial]Editor Manual is provided in a series of other documents,[left]located on your CD-ROM. The Editor Manual provides all information needed in order to create your[/left][left]own scenarios. The Tutorial Guide is provided to show the basics of [/font][/font][font=arial][font=arial]War in the Pacific [/font][/font][font=arial][font=arial]to a new user,[/left][left]and the Main Manual itself is a storehouse for all applicable information with regards to the game.[/left][left]Please refer to the Main Manual and the Tutorial Guide if you need information other than what is[/left]provided within the Editor Manual."
Here is page 4 in the editor manual"
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The way it was worded, I assumed the tutorial mentioned here was for the editor.  So now I assume they just meant the regular game tutorial, which doesn' seem to exist.
 
Still, my question stands; is there any way to find out what some of the fields mean?  If not, I can see why there are so few scenarios.

RE: Editor tutorial

Posted: Mon Mar 08, 2010 4:54 pm
by BigJ62
Which fields in particular?

RE: Editor tutorial

Posted: Mon Mar 08, 2010 5:31 pm
by thewood1
The first one is what do the x's mean in the listings of devices, classes, ships, etc. It looks like these show if the unit is in the database for the scenario. No mention made in the manual. In fact, the column doesn't even show up in the manul's pictures.

I'll look at the editor again tonight and start a list of questions.

RE: Editor tutorial

Posted: Mon Mar 08, 2010 5:53 pm
by BigJ62
The name of the column is 'Active', if there is a mark(X) then it is probable it will be in scenario. I uses simple logic and there can be many factors why something may or may not be included.

RE: Editor tutorial

Posted: Mon Mar 08, 2010 6:59 pm
by thewood1
Yeah, but what confused me is that ships and classes seem to be selective about what is active, yet airplanes all seem to be checked off.
 
Another point of confusion that just came to mind is on some US carriers, they list different aircraft that did not coexist, like having Wildcats and Corsairs list at the same time.

RE: Editor tutorial

Posted: Tue Mar 09, 2010 3:01 pm
by RedLancer
The best summary of advice (and other goodies) are at

http://www.alternatewars.com/Mods/WITP_AE/Modding_Notes.htm

Thanks Ryan !

RE: Editor tutorial

Posted: Fri Mar 12, 2010 2:20 pm
by topeverest
I am working a Mod myself, and i have had to learn what things mean. The best advice I can offer is to make a small change or series of small changes...perhap to SPS ort replacement amount, or armamant, and then load the Mod, go straight to a test unit, and see if it lists as you want it too. Seperately and for items that need actual turn execution to determine if they work, set up a very simple test scenario (if you cant run the main Mod sceanrio you are designing) and physically test it, wither automated or manual.

I am new to this, so I dont have a feel for what changes don't physically work, and those that wont have the intended outcome. The latter are definately harder to determine. For example, supose severely limited early and mid-game allied heavy bomber replacements really kicks your can, and you feel they are too understated / not historical. Step one of altering the "Aircraft" section is fairly stratightforward. The AE editor manual will get you through. But the impact of actually awarding more planes is very difficult to determine without running many C vs C simulations - and then it still is a matter of opion how a human might differ use from the AI.

Anyway, there are no silver bullets. Be thorough and apply UAT (user acceptance testing) methodoly and you will get to where you want to go.