Scenario Editing and game clock

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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pmsteinm
Posts: 24
Joined: Fri Nov 19, 2010 2:20 am

Scenario Editing and game clock

Post by pmsteinm »

I have a couple of questions about the scenario editor:

1) If I un-pause (accidentally usually) while creating a scenario the game starts running, units might be detected, fuel is burned, etc. How do I undo that? Or am I out of luck? Or is this a good thing? Is it ok to create a scenario where it has run for a while and then save it (as a .scen)?
2) What is the difference between scenario start time and current time and why are they specified separately? Does the scenario start trigger events? I get that the current time also selects borders on the map, but it seems like scenario start==current time when you are creating a new scenario.
3) It appears that there is no way to change the loadouts available for an aircraft on the ground/ship? (Unlike H3:ANW where you did that by editing the DB). I like how you can adjusts mounts/weapon records for other platforms, so it would be nice to be able to add/edit loadouts for aircraft too.
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DeltaIV
Posts: 171
Joined: Mon Mar 03, 2014 4:11 pm
Location: Czech Republic

RE: Scenario Editing and game clock

Post by DeltaIV »

1) You are most likely out of luck. When I'm doing scenarios i usually save them at certain points, if i unpause it and test certain things i will always reload the saved state afterwards.

2) Don't know, But i understand it the same way as you do, in my scens scenario start == current time.

3) Not possible at the moment, not sure if it's planned at all.

Idea for devs that would help me much (and probably others) in scenario creation: Create hotkey for scenario reload from saved version? [&o]
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