Game Event Editor Questions
Moderator: Joel Billings
Game Event Editor Questions
Going through the Game Event Editor I've been trying to get my head around both all the events and also how they work.
Attached is a text document of just the North African TB game events and the questions I have (so far) come from these events. If there is a Game Event Editor manual somewhere please direct me to it and I will read that before posting more questions, otherwise here are my questions.
1. What does "Recurrence" mean? (incidentally I think it is misspelled in the editor)
2. What are a base description for combat intensities? VERY LOW, LOW, MEDIUM, HIGH and VERY HIGH?
3. In a condition there is a "formula" basically saying "Ground Defence Pct (78) 'North Africa' (3) < Die(100) ... does this mean that there is a 78% chance of this event happening?
4. In the conditions what does (CHECK) FALSE or TRUE mean?
5. When events are moved forward or back and the editor either adds or subtracts a value, is that value in days or weeks?
6. Why do some, for example, have an Active Date of 1941-12-16 but in the conditions it seems to have a scenario date check of >= 1941-10-25?
7. In the attachment events #231 and #232 are set active by event #101; however there are events #219, #220, #221, #222, #223 and #224 which start as active and seem to do basically the same thing BUT with different criteria and results. I'm confused as to why they seem to conflict with each other.
Thank you very very much for any help in helping me understand this.
Attached is a text document of just the North African TB game events and the questions I have (so far) come from these events. If there is a Game Event Editor manual somewhere please direct me to it and I will read that before posting more questions, otherwise here are my questions.
1. What does "Recurrence" mean? (incidentally I think it is misspelled in the editor)
2. What are a base description for combat intensities? VERY LOW, LOW, MEDIUM, HIGH and VERY HIGH?
3. In a condition there is a "formula" basically saying "Ground Defence Pct (78) 'North Africa' (3) < Die(100) ... does this mean that there is a 78% chance of this event happening?
4. In the conditions what does (CHECK) FALSE or TRUE mean?
5. When events are moved forward or back and the editor either adds or subtracts a value, is that value in days or weeks?
6. Why do some, for example, have an Active Date of 1941-12-16 but in the conditions it seems to have a scenario date check of >= 1941-10-25?
7. In the attachment events #231 and #232 are set active by event #101; however there are events #219, #220, #221, #222, #223 and #224 which start as active and seem to do basically the same thing BUT with different criteria and results. I'm confused as to why they seem to conflict with each other.
Thank you very very much for any help in helping me understand this.
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Re: Game Event Editor Questions
dereck wrote: Sat Sep 23, 2023 4:46 pm Going through the Game Event Editor I've been trying to get my head around both all the events and also how they work.
Attached is a text document of just the North African TB game events and the questions I have (so far) come from these events. If there is a Game Event Editor manual somewhere please direct me to it and I will read that before posting more questions, otherwise here are my questions.
1. What does "Recurrence" mean? (incidentally I think it is misspelled in the editor)
I had to look this up myself: "Though both mean to occur or happen again, “Recurrence” is used when there is a periodic occurrence of the same thing. “Reoccurrence” means to happen again; though there is no nuance of periodicity. It could happen again only once!"
So it looks like it is spelled correctly. What it means is that if the event happens (and it will check each turn during the date range to see if it happens), it will be set to start checking again in x number of turns. So the event 156 with a recurrence of 15 means that once the event happens, it won't start checking again for 15 turns. Since there is only a 25% chance of the event happening once it starts checking, and the date range is 4 months (17-18 turns), there is a good chance it will only happen once.
2. What are a base description for combat intensities? VERY LOW, LOW, MEDIUM, HIGH and VERY HIGH?
You'd have to look at some examples in the event table to get a sense for it. I don't have definitions and it's been a while since I worked on this. I do remember that the losses ramp up somewhat exponentially, not linearly, as you go up in intensity.
3. In a condition there is a "formula" basically saying "Ground Defence Pct (78) 'North Africa' (3) < Die(100) ... does this mean that there is a 78% chance of this event happening?
This means the current ground defense is 78. Each time the event is checked, it will roll 1 100 sided die, and if the current ground defense is less than that die roll than the event will happen. The chance that 78 is less than die 100 is 22%. If the ground defense percentage was 40, there would be a 60% chance that the event would happen.
4. In the conditions what does (CHECK) FALSE or TRUE mean?
It means that the current condition is either being met (true), or not being met (false). For those items that have some randomness to them (a die roll check), it appears that every time you view the event in the editor it will roll the die. So you may see True or False for these. What matters in game is what is rolled when the event is being checked.
5. When events are moved forward or back and the editor either adds or subtracts a value, is that value in days or weeks?
Days.
6. Why do some, for example, have an Active Date of 1941-12-16 but in the conditions it seems to have a scenario date check of >= 1941-10-25?
Event 98 has this. This means that there is an absolute requirement that it cannot happen prior to Oct 25 1941. However, if no events change things, it will actually happen on Dec 16 1941. Since this is a North African tagged event, changes in the timeline can move the actual date forward or back from Dec 16 1941, however, even if events move it up before Oct 25 1941, that requirement will keep it from happening until October 25.
7. In the attachment events #231 and #232 are set active by event #101; however there are events #219, #220, #221, #222, #223 and #224 which start as active and seem to do basically the same thing BUT with different criteria and results. I'm confused as to why they seem to conflict with each other.
Until North Africa surrenders (101), the checks are mostly on what's going on in North Africa. North Africa impacts when the Italian Campaign will start (and thus the entire campaign timing). During this time, the Italian TB only impacts APs and VPs. Once the Axis surrender in North Africa, the Italian TB becomes more important (fighting shifts to Italy), and the new events 231 and 232 impact the timing on the Italian Campaign (there is no more North African campaign to impact it).
Thank you very very much for any help in helping me understand this.
North Africa Theater Box.txt
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
Re: Game Event Editor Questions
Thanks Joel.
I also just now noticed an event - #165-RAF Long Range Raids 1945 which has nothing in it's Conditions section. What effect will that have on the event?
I also just now noticed an event - #165-RAF Long Range Raids 1945 which has nothing in it's Conditions section. What effect will that have on the event?
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Re: Game Event Editor Questions
There is no condition, so they will always happen when the info above the conditions are met (passed the date, but before expiration, and if the percentage is rolled but subject to recurrence delay before the next check).
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
Re: Game Event Editor Questions
Is there any way for someone with programming skills to add to or mass update a scenario's events?
Thanks
Thanks
Re: Game Event Editor Questions
You can "easily" edit the event file in excel/Notepad++. Be careful though, it's not yet possible to save the events for a specific scenario (at least by doing the "Save" and "Load CVS" options).
Re: Game Event Editor Questions
Joel, I'm still confused. Do I have the below correct? If not can you correct it for me?Joel Billings wrote: Sat Sep 23, 2023 6:42 pmdereck wrote: Sat Sep 23, 2023 4:46 pm
3. In a condition there is a "formula" basically saying "Ground Defence Pct (78) 'North Africa' (3) < Die(100) ... does this mean that there is a 78% chance of this event happening?
This means the current ground defense is 78. Each time the event is checked, it will roll 1 100 sided die, and if the current ground defense is less than that die roll than the event will happen. The chance that 78 is less than die 100 is 22%. If the ground defense percentage was 40, there would be a 60% chance that the event would happen.
a) Ground Defense Pct (82) < Die(100) -- 82% chance of happening?
b) Ground Defense Pct (82) > Die(100) -- 18% chance of happening?
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Re: Game Event Editor Questions
dereck wrote: Tue Sep 26, 2023 6:27 pmJoel, I'm still confused. Do I have the below correct? If not can you correct it for me?Joel Billings wrote: Sat Sep 23, 2023 6:42 pmdereck wrote: Sat Sep 23, 2023 4:46 pm
3. In a condition there is a "formula" basically saying "Ground Defence Pct (78) 'North Africa' (3) < Die(100) ... does this mean that there is a 78% chance of this event happening?
This means the current ground defense is 78. Each time the event is checked, it will roll 1 100 sided die, and if the current ground defense is less than that die roll than the event will happen. The chance that 78 is less than die 100 is 22%. If the ground defense percentage was 40, there would be a 60% chance that the event would happen.
a) Ground Defense Pct (82) < Die(100) -- 82% chance of happening?
b) Ground Defense Pct (82) > Die(100) -- 18% chance of happening?
82< die (100) should happen 18% of the time.
80< die (100) should happen 20% of the time.
82> die (100) should happen 81% of the time.
Die (100) is rolling a die that can result in an integer from 1 to 100. So lets say your defense value is 99. You have only 1 chance of being less than a number from 1 to 100 (only if it rolls 100), thus a 1% chance. The chance that 99 will be greater is 98%, as only rolls of 99 and 100 will cause 99 not to be less than the roll.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
Re: Game Event Editor Questions
I had statistics in college more than 40 years ago and obviously don't remember any of it because I'm getting more confused.
Here are 8 formulas from the game editor. If you could explain what they do and how they do it that might help better:
==== Norway Die( Ground Def Req (64) ) > 100 <--- why does this one use REQ instead of PCT?
==== Finland Die( Ground Defense Pct (87) ) > 100
==== Finland Ground Defense Pct (87) < Die(100)
==== Norway Ground Defense Pct (103) < Die(100)
==== Far East Ground Defense Pct (25) < Die(100)
==== Northern Front Ground Defense Pct (11) < Die(115)
==== Northern Front Die( Ground Defense Pct (11) ) > 115
==== Far East Die( Ground Defense Pct (25) ) > 100
Thanks a lot for your patience Joel. I'm digging up more things I'm not to sure about but will hold off until I'm sure I haven't figured it out.
Here are 8 formulas from the game editor. If you could explain what they do and how they do it that might help better:
==== Norway Die( Ground Def Req (64) ) > 100 <--- why does this one use REQ instead of PCT?
==== Finland Die( Ground Defense Pct (87) ) > 100
==== Finland Ground Defense Pct (87) < Die(100)
==== Norway Ground Defense Pct (103) < Die(100)
==== Far East Ground Defense Pct (25) < Die(100)
==== Northern Front Ground Defense Pct (11) < Die(115)
==== Northern Front Die( Ground Defense Pct (11) ) > 115
==== Far East Die( Ground Defense Pct (25) ) > 100
Thanks a lot for your patience Joel. I'm digging up more things I'm not to sure about but will hold off until I'm sure I haven't figured it out.
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USS Midway CV-41 (1981-1984)
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Re: Game Event Editor Questions
dereck wrote: Tue Sep 26, 2023 7:26 pm I had statistics in college more than 40 years ago and obviously don't remember any of it because I'm getting more confused.
Here are 8 formulas from the game editor. If you could explain what they do and how they do it that might help better:
==== Norway Die( Ground Def Req (64) ) > 100 <--- why does this one use REQ instead of PCT? --- The requirement item is a typo. Thanks for finding that.
==== Finland Die( Ground Defense Pct (87) ) > 100 ---This takes the current Finnish defense percent, which on turn 1 is 87 so it rolls an 87 sided die (so 1-87). It then compares this roll to see if it is greater than 100. So value must be greater than 100 to have a chance of rolling greater than 100. So if you have a Finland ground defense percent value of 200 (twice the current requirement), you get a value from 1-200 and see if it is greater than 100 (so a 50% chance of happening)
==== Finland Ground Defense Pct (87) < Die(100) --- The lower the Finnish TB ground defense value, the greater the chance this condition will be met. The 87 in this case is the current Finland TB ground defense percent, but this will change during the game.
==== Norway Ground Defense Pct (103) < Die(100) ---- Same as above but for Norway TB. With a current value of 103, this condition will fail, but the value will change during the game.
==== Far East Ground Defense Pct (25) < Die(100) --- Similar to above, but the current value of 25 is very low so a good chance the condition will be met at this level
==== Northern Front Ground Defense Pct (11) < Die(115) --- Similar to above but rolls a die from 1-115 instead of 1-100 like most of the other events. So you need 115% of the requirement to guarantee this won't happen
==== Northern Front Die( Ground Defense Pct (11) ) > 115 --- Here you need 116% to have a chance of condition being met. So these set 115% as the "real" requirement.
==== Far East Die( Ground Defense Pct (25) ) > 100
Thanks a lot for your patience Joel. I'm digging up more things I'm not to sure about but will hold off until I'm sure I haven't figured it out.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
Re: Game Event Editor Questions
So the values for the ground defense pct aren't user variables but come from the game. So the true variables that could be modified would by the die and the constant.Joel Billings wrote: Tue Sep 26, 2023 8:38 pmdereck wrote: Tue Sep 26, 2023 7:26 pm I had statistics in college more than 40 years ago and obviously don't remember any of it because I'm getting more confused.
Here are 8 formulas from the game editor. If you could explain what they do and how they do it that might help better:
==== Norway Die( Ground Def Req (64) ) > 100 <--- why does this one use REQ instead of PCT? --- The requirement item is a typo. Thanks for finding that.
==== Finland Die( Ground Defense Pct (87) ) > 100 ---This takes the current Finnish defense percent, which on turn 1 is 87 so it rolls an 87 sided die (so 1-87). It then compares this roll to see if it is greater than 100. So value must be greater than 100 to have a chance of rolling greater than 100. So if you have a Finland ground defense percent value of 200 (twice the current requirement), you get a value from 1-200 and see if it is greater than 100 (so a 50% chance of happening)
==== Finland Ground Defense Pct (87) < Die(100) --- The lower the Finnish TB ground defense value, the greater the chance this condition will be met. The 87 in this case is the current Finland TB ground defense percent, but this will change during the game.
==== Norway Ground Defense Pct (103) < Die(100) ---- Same as above but for Norway TB. With a current value of 103, this condition will fail, but the value will change during the game.
==== Far East Ground Defense Pct (25) < Die(100) --- Similar to above, but the current value of 25 is very low so a good chance the condition will be met at this level
==== Northern Front Ground Defense Pct (11) < Die(115) --- Similar to above but rolls a die from 1-115 instead of 1-100 like most of the other events. So you need 115% of the requirement to guarantee this won't happen
==== Northern Front Die( Ground Defense Pct (11) ) > 115 --- Here you need 116% to have a chance of condition being met. So these set 115% as the "real" requirement.
==== Far East Die( Ground Defense Pct (25) ) > 100
Thanks a lot for your patience Joel. I'm digging up more things I'm not to sure about but will hold off until I'm sure I haven't figured it out.
So Far East Die(Ground Defense Pct (25) ) > 50 would make the requirement 50%? and > 150 would be a requirement of 150%
The Ground Pct(x) changes during the game but what if you wanted to change the requirement percent?
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Re: Game Event Editor Questions
If you wanted to change the target you had to reach to have the event succeed, the 50 or 150 in your case, then you'd need to have a new event. This number is controlling how likely the event is to succeed or fail, based on the what you actually had in the TB at the time of the check.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
Re: Game Event Editor Questions
But the "constant" for the GAME EVENT would remain as the original 25 since there would be no way of knowing what it would be at a certain point in the game other than the very start. Correct?Joel Billings wrote: Tue Sep 26, 2023 10:40 pm If you wanted to change the target you had to reach to have the event succeed, the 50 or 150 in your case, then you'd need to have a new event. This number is controlling how likely the event is to succeed or fail, based on the what you actually had in the TB at the time of the check.
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Re: Game Event Editor Questions
You don't know what the player will have as his ground defense %, yes. What I was saying is that if you wanted to have the check be against a different number later in the game, you'd have to have a superseding event that replaced the event that had a different number to check against. So instead of >50 you had a new event become active that did a >100 and inactivate the initial event. Not sure why you'd want to do it, but you could.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
Re: Game Event Editor Questions
Just a hypothetical to see if I understand this.Joel Billings wrote: Wed Sep 27, 2023 4:12 pm You don't know what the player will have as his ground defense %, yes. What I was saying is that if you wanted to have the check be against a different number later in the game, you'd have to have a superseding event that replaced the event that had a different number to check against. So instead of >50 you had a new event become active that did a >100 and inactivate the initial event. Not sure why you'd want to do it, but you could.
So: ==== Far East Ground Defense Pct (25) < Die(100) uses the 25 which is the ground percentage from the Far East command at the beginning of the game. The Ground Defense Pct (x) is "variable" so later in the game if the theater box ground percent is 60% then the game would calculate the formula using the 60 instead of the old 25 value?
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Re: Game Event Editor Questions
I join this thread because I believe it fits my questions:
I am trying to simulate the loss of freight on specific regions of the map, ideally to mimick the loss of railway bridges over the Dnepr, that forced the Germans to use other lines to bring supplies for Stalino and Voroshilovgrad prior to their 1942 summer offensive.
There is this option in the event editor which, however, does not seem to do anything (at least by setting the value to 60.000 and letting the Soviet logistics phase go): I have already PMed Trey but I would like to ask it to everyone:
1) What do the "SU/AX Rail Use" mean?
2) Is there an alternative way to reduce the freight going through a specific map region? I was also trying to add Axis interdiction: but this equally doesn't seem to work. I thought of adding partisan attacks behind German lines once Dnepropetrovsk falls but this could cause additional damage to ground units/limit their MP, which is something I don't want to add.
Thanks a lot in advance!
EDIT: I also tested the AX/SU Recon but this doesn't seem to work either...
I am trying to simulate the loss of freight on specific regions of the map, ideally to mimick the loss of railway bridges over the Dnepr, that forced the Germans to use other lines to bring supplies for Stalino and Voroshilovgrad prior to their 1942 summer offensive.
There is this option in the event editor which, however, does not seem to do anything (at least by setting the value to 60.000 and letting the Soviet logistics phase go): I have already PMed Trey but I would like to ask it to everyone:
1) What do the "SU/AX Rail Use" mean?
2) Is there an alternative way to reduce the freight going through a specific map region? I was also trying to add Axis interdiction: but this equally doesn't seem to work. I thought of adding partisan attacks behind German lines once Dnepropetrovsk falls but this could cause additional damage to ground units/limit their MP, which is something I don't want to add.
Thanks a lot in advance!
EDIT: I also tested the AX/SU Recon but this doesn't seem to work either...
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Re: Game Event Editor Questions
My guess about what this would do is it would put that much rail usage on rail hexes in the region. It may not be working, or it may be that it gets placed on and then at the end of the phase some of it is reduced. Are you seeing no rail usage caused by this kind of event? Unfortunately, not all items are hooked up in the event editor. If you have a save with the event about to happen, and you can't see any impact by the event, please send it to me and I'll try to have Pavel take a look as he has been working on the new editor including the new event editor recently. Same goes for the Interdiction item. I think we decided early in development to use the partisan attack so it's very possible these other items were never hooked up to work.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
Re: Game Event Editor Questions
I don't know if you tried this OR if it would work (Joel would have a better idea), but there is a RAIL Dmg attribute that you can pick for Locations. Would setting the rail damage to 100 simulate what you're after?Teo41_ITA wrote: Thu Sep 28, 2023 11:05 am I join this thread because I believe it fits my questions:
I am trying to simulate the loss of freight on specific regions of the map, ideally to mimick the loss of railway bridges over the Dnepr, that forced the Germans to use other lines to bring supplies for Stalino and Voroshilovgrad prior to their 1942 summer offensive.
There is this option in the event editor which, however, does not seem to do anything (at least by setting the value to 60.000 and letting the Soviet logistics phase go):
Rail use.png
I have already PMed Trey but I would like to ask it to everyone:
1) What do the "SU/AX Rail Use" mean?
2) Is there an alternative way to reduce the freight going through a specific map region? I was also trying to add Axis interdiction:
Interdiction.png
but this equally doesn't seem to work. I thought of adding partisan attacks behind German lines once Dnepropetrovsk falls but this could cause additional damage to ground units/limit their MP, which is something I don't want to add.
Thanks a lot in advance!
EDIT: I also tested the AX/SU Recon but this doesn't seem to work either...
PO2 US Navy (1980-1986);
USS Midway CV-41 (1981-1984)
Whidbey Island, WA (1984-1986)
Naval Reserve (1986-1992)
USS Midway CV-41 (1981-1984)
Whidbey Island, WA (1984-1986)
Naval Reserve (1986-1992)

