So, yes, there are several editors.
First, is the GUI AE Editor64.exe (AE Editor.exe) located in your SCEN directory. Good for minor changes. Irreplaceable for its ability to update specific units to current Class or AC specs, see the Tools tab. Read the manual and practice using a sample scenario until you are proficient. Will save you tons of time for mod creation.
Next, is the witploadAE.exe utility, also found in the SCEN directory. This is needed to access the expanded fields used for DP devices and the field for alternative devices. Also, allows you to make bulk changes easier in Excel. This is the major tool for most modders
Then, witploadAI.exe. This allows you to break up the AI files into individual script files; up to 2000 of them, so do this in a separate folder. Edit them and the re-build it back up. Only used by AI modders. Legend has it that Andy Mac built the original AI with just Excel spreadsheets. I have no idea how, but this tool is a lifesaver in terms of time.
Next, PWHEXE_Editor_0.7.exe. I think you download this one, forget where from. BUT it is the only way to edit the map data, unless you want to decode the hex code yourself. Crucial for any type of map change. If your mod would allow for RR's or roads or bridges to be repaired or built during the war, this is the tool that will let you do that. Want a few more dams to be able to be burst, here you go. Wipe out roads and change the terrain to swamp.
Finally, witpchkAE.exe in the Tools folder. This utility checks the all the data for misuse and gives you a tidy text file output. Run it first on scen 001 to see what are designed errors and why. Then run it on your mod. My first time I ran it on my mod, I had just under 30,000 errors ... ooops!!
