Good news re locking generic data
Posted: Sat May 07, 2022 8:11 pm
So the good news is that we just put out a version to our testers that allows for the locking of generic data in a scenario file. It works as it did in WitW. We've done a bit of internal testing and it seems to be working as expected. If there's anyone out there that is waiting for this feature and willing to test it, I can make the exe available here as a hotfix. Let me know if you'd try it out. Also, if you use the editor, and want to have early access to the editor changes being worked on, consider joining the test group. Very soon there will be a public announcement recruiting testers for the first scenario expansion DLC. We'd also like to get some people who are actively using the editor to join to test the editor changes that are in progress.
Because of HOW, the next update with an installer and revised data/scenario files isn't likely to go out for at least 10 days. Here's what's in the exe portion of this update.
New Features and Rule Changes
• Several tweaks were made to reduce the intensity of air to air combat.
• Added a line to the scenario victory screen to display victory points scored from Events (campaign victory screen already shows event points).
• Editor – Added the ability to Lock Generic Data in a scenario file. On the main tab in the editor, selecting yes will allow you to alter generic data in your scenario file, save the changes in your scenario, and not have the changes overwritten when loading the scenario. This functions as it did in WitW. There are 16 generic/semi-generic files. When you have these locked, there is the ability to either update your scenario with all of these files, or check just those you want to use to update and click on the ‘update selected generic data’ option. Locking the generic data in a scenario file will only impact the scenario. Note that for the 3 semi-generic files, only some of the data in these files have been treated as generic (i.e. things like depot levels and storage in cities are not generic and never required locking in order to make changes in each scenario, while the name of a city is generic and to change this in a scenario would require locking). Note: Currently you will not see all the generic files listed if using a minimum resolution display. A height of at least 960 is required. This will be corrected in future versions when we add in-game scaling to the editor.
• Editor – Added the ability to set starting number of ships in the production screen. Also added the ability to set the number of ships in Lake Ladoga.
Bug Fixes and AI Improvements
• Combat execution slowdown caused by a bug fix in v1.02.27. Fixed.
• Theater box garrison values, and CV values of units in the unit display were dropping the 0 to the right of the decimal place (i.e. 0.08 was displaying as 0.8). Fixed.
• At minimum resolution, in the production screen the number of ships was not displaying in all sea zones. Fixed.
Because of HOW, the next update with an installer and revised data/scenario files isn't likely to go out for at least 10 days. Here's what's in the exe portion of this update.
New Features and Rule Changes
• Several tweaks were made to reduce the intensity of air to air combat.
• Added a line to the scenario victory screen to display victory points scored from Events (campaign victory screen already shows event points).
• Editor – Added the ability to Lock Generic Data in a scenario file. On the main tab in the editor, selecting yes will allow you to alter generic data in your scenario file, save the changes in your scenario, and not have the changes overwritten when loading the scenario. This functions as it did in WitW. There are 16 generic/semi-generic files. When you have these locked, there is the ability to either update your scenario with all of these files, or check just those you want to use to update and click on the ‘update selected generic data’ option. Locking the generic data in a scenario file will only impact the scenario. Note that for the 3 semi-generic files, only some of the data in these files have been treated as generic (i.e. things like depot levels and storage in cities are not generic and never required locking in order to make changes in each scenario, while the name of a city is generic and to change this in a scenario would require locking). Note: Currently you will not see all the generic files listed if using a minimum resolution display. A height of at least 960 is required. This will be corrected in future versions when we add in-game scaling to the editor.
• Editor – Added the ability to set starting number of ships in the production screen. Also added the ability to set the number of ships in Lake Ladoga.
Bug Fixes and AI Improvements
• Combat execution slowdown caused by a bug fix in v1.02.27. Fixed.
• Theater box garrison values, and CV values of units in the unit display were dropping the 0 to the right of the decimal place (i.e. 0.08 was displaying as 0.8). Fixed.
• At minimum resolution, in the production screen the number of ships was not displaying in all sea zones. Fixed.