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Fictional Scenarios

Posted: Tue Jun 22, 2010 1:44 pm
by AH4Ever
Is it possible to create new fictional scenarios, using the editor?




RE: Fictional Scenarios

Posted: Tue Jun 22, 2010 2:14 pm
by doomtrader
Please define fictional.

If Battle of Hoth is fictional, then yes.

RE: Fictional Scenarios

Posted: Tue Jun 22, 2010 4:29 pm
by AH4Ever
ORIGINAL: doomtrader

Please define fictional.

Not real, non-historical - Fake countries - Map created from scratch.

I guess I want to know is if you can use the editor to start from nothing or do you have to mod an existing scenario?

RE: Fictional Scenarios

Posted: Tue Jun 22, 2010 5:11 pm
by doomtrader
You can make them from scratch.

RE: Fictional Scenarios

Posted: Sat Jun 26, 2010 11:45 am
by Peter123
ORIGINAL: doomtrader

You can make them from scratch.

Where is stored the information of tow misc.csv file? (turn lenght, number of turns each month, etc.). I dont see misc.csv at sop.



Also, when I duplicate and rename a scenario in order to mod, it does not appear at the in game scenario list.



Currently I can only mod existent scenarios.



<edit>I see number of turns each month now in consts.csv

RE: Fictional Scenarios

Posted: Sat Jun 26, 2010 12:51 pm
by Bleck
Info.ini is what you are looking for. After copying scenario, rename it's folder name to your new name, and then enter same name in Info.ini under [Save]ScenarioName (must be exactly the same as scenario folder name). You should also change [General_ENG]Name to anything you like (this name will appear in scenarios list).

RE: Fictional Scenarios

Posted: Sat Jun 26, 2010 1:52 pm
by Peter123
Info.ini is what you are looking for
Exactly. Thank you very much.

RE: Fictional Scenarios

Posted: Sun Jul 04, 2010 11:24 am
by AH4Ever
ORIGINAL: doomtrader

You can make them from scratch.


My enthusiasm may be greater than my capability.

But with the staunch support of the WI contingent, I am determined to see this through.

That said I have a few questions:


ai_data.csv -

There are several variables mentioned that are not on the list of those available to be edited. Can they be added so that they may be ?

AllianceEntryPolicy / CarrierTargetsPriorities / ObligatorySeaInvasionTargets


For the Country variable the "one integer" is the Country ID?

CurrentTargets - Please clarify "strength" for the required set.

MaxUnitCountOnFront - Is the Default per city and how close must a unit be to be counted?



countries.csv -

Can the names of the ALLIANCES be changed?

Is it necessary to have the Alliances as countries?

Can the names of the regions be changed and can there be only one?



RE: Fictional Scenarios

Posted: Sun Jul 04, 2010 5:11 pm
by doomtrader
There are several variables mentioned that are not on the list of those available to be edited. Can they be added so that they may be ?

AllianceEntryPolicy / CarrierTargetsPriorities / ObligatorySeaInvasionTargets
I'm not sure about 1st one, but 2 and three should be fine.
For the Country variable the "one integer" is the Country ID?
yes
CurrentTargets - Please clarify "strength" for the required set.
Strength is the sum of units' strength that AI will gather for the attack. So if you will put 200 there, AI will gather 400 lvl 1 small infantry units, or just a couple of armored large units.
MaxUnitCountOnFront - Is the Default per city and how close must a unit be to be counted?
The best answer would be: "less than a half-way to the neighboring cities"
Can the names of the ALLIANCES be changed?
You don't have an access to that file, so I must say 'No'
Is it necessary to have the Alliances as countries?
Could you please clarify?
Can the names of the regions be changed and can there be only one?
They can not be changed or reduced, however all countries can be in the same region.

RE: Fictional Scenarios

Posted: Sun Jul 04, 2010 7:51 pm
by Tomokatu
AH4Ever pondered:
My enthusiasm may be greater than my capability.

But with the staunch support of the WI contingent, I am determined to see this through.

&nbsp;
Are you planning to create what is called at http://alternatehistory.com/&nbsp;an "ASB" scenario? (Where ASB = "Alien Space Bats?")
&nbsp;
Sounds like fun.[:D]
&nbsp;
It's certainly a site which sparks off possible scenarios at EVERY reading. As well as the wild and whacky, there are lots of serious WWII alternates discussed. I'd love to see some of the ideas generated there incorporated into your future mods. (I just finished reading the "Mussolini opts OUT of the Axis" scenario.)

RE: Fictional Scenarios

Posted: Sun Jul 04, 2010 9:42 pm
by AH4Ever
ORIGINAL: Tomokatu

Are you planning to create what...?

Sounds like fun.

Take a look at the following Post#10, see if it stirs any memories.

Scenario Builder...



RE: Fictional Scenarios

Posted: Mon Jul 05, 2010 2:47 am
by Tomokatu
I see City Two and City Six (Zwei und Sechs) but if that's a recreation of AH's "Blitzkrieg" then it's TOO far back in memory for me to be definite.
It might also be from Dave Drake and Steve Stirling's "The General" series, specifically the seige and investments of Lion City and Wager Bay in the Brigadero Territories.
Other than that, I'm stymied.

RE: Fictional Scenarios

Posted: Mon Jul 05, 2010 3:11 am
by AH4Ever
ORIGINAL: Tomokatu

...if that's a recreation of AH's "Blitzkrieg" then it's TOO far back in memory for me to be definite.

Ladies and Gentlemen of the viewing audience - Please no more phone calls.

WE HAVE OUR WINNER!


If I ever get to your side of the planet I'll have to buy you a coffee.

It won't be anytime soon, I don't like to fly.

RE: Fictional Scenarios

Posted: Mon Jul 05, 2010 6:01 am
by Tomokatu
It won't be anytime soon, I don't like to fly.

I wouldn't recommend trying to swim, either.[;)]&nbsp;The Navy is so small, we've started recruiting the sharks for border protection.
&nbsp;
Psssttt! Beer would be acceptable.
&nbsp;
My copy of "Blitzkrieg" is buried SOOO deep in the "junk under the house" category that I'd have to hire an archaeologist to excavate it.

RE: Fictional Scenarios

Posted: Wed Jul 07, 2010 11:28 am
by AH4Ever
ORIGINAL: doomtrader
Is it necessary to have the Alliances as countries?

Could you please clarify?

In the countries.csv that I was using as an example, I saw the various alliances listed as inactive countries.
I wanted to make sure if they need to be there or not.



Info settings - Will the game function with these choices?

SmallUnitsSize = 4
LargeUnitsSize = 5

How will it effect upgrading size if at all?


Do you have a recommendation for how many sea zones a scenario should have and hexes per zone?


cities_diagram - Should there be connections between cities across borders?

FYI - I am still unable to connect Multi-hex cities if they have a single name. I am using the latest version of the editor, the one you posted July 4th.

RE: Fictional Scenarios

Posted: Wed Jul 07, 2010 5:04 pm
by doomtrader
In the countries.csv that I was using as an example, I saw the various alliances listed as inactive countries.
I wanted to make sure if they need to be there or not.
You need to have at least two alliance leaders in each scenario

Info settings - Will the game function with these choices?

SmallUnitsSize = 4
LargeUnitsSize = 5
No problem, you will just get brigades and divisions

Do you have a recommendation for how many sea zones a scenario should have and hexes per zone?
It should depend on how important the Naval warfare should be. Also remember that you can adjust number of sea moves. Also remember that the less the better AI is doing with initial scenario settings.
cities_diagram - Should there be connections between cities across borders?
You mean in different countries? Yes. This way AI plans strategy if cities are not connected AI might have serious problems with planning offensives.
FYI - I am still unable to connect Multi-hex cities if they have a single name. I am using the latest version of the editor, the one you posted July 4th.
I think that new version should be available this weekend

RE: Fictional Scenarios

Posted: Fri Jul 09, 2010 11:35 am
by AH4Ever
My 1st attempt at creating sea nodes was some what successful, but there are no sea zone borders displayed.

How do you create sea zones of varied sizes like those in the Pacific Campaign?

Are the 3 (X,Y) entries in sea_nodes.csv the only determining factor?



RE: Fictional Scenarios

Posted: Thu Jul 15, 2010 12:05 pm
by AH4Ever


It took awhile put I finally figured out how to configure sea zones.


I am actually almost finished with my little project.

The problem I'm having now is a CTD when the AI is controlling the country Krasnynorad.

Does the consoleout.txt show any indication as to why?

I'm guessing that I might have too few cities linked.


RE: Fictional Scenarios

Posted: Thu Jul 15, 2010 1:27 pm
by Bleck
Something with generating units list, or purchasing units/points. To be sure, I would need to put my hands on this scenario (so if you want, you can send it to bleck[at]wastelands-interactive[dot]com)

RE: Fictional Scenarios

Posted: Thu Jul 15, 2010 3:29 pm
by Bleck
Problem solved. Some water hexes had ownership assigned to them. We will fix for patch 1.03 to ignore such ownership, until then you have to clear those manually in editor (set to "None").