Stringing together Scenarios from existing campaigns into a new campaign
Moderator: MOD_SPWaW
Stringing together Scenarios from existing campaigns into a new campaign
Hello,
I'd like to combine a few camapigns into one LARGE campaign. I'll adjust the scenarios accordingly.
I can't figure out how to do it though. Meaning I've had no luck with extracting the individual scenarios so that I could string them together into a new campaign.
How do you do this?
What am I missing?
Thanks,
Martin
I'd like to combine a few camapigns into one LARGE campaign. I'll adjust the scenarios accordingly.
I can't figure out how to do it though. Meaning I've had no luck with extracting the individual scenarios so that I could string them together into a new campaign.
How do you do this?
What am I missing?
Thanks,
Martin
I wasn't able to accompish anything.
I want to combine 3 or 4 seperate campaigns into 1 campaign.
I don't know how to access and load scenarios from WITHIN an existing campaign into a NEW campaign created by me.
I gotta run out for a couple of hours now I'll check back at 1800 or so EST.
Thanks for your help,
Martin
I want to combine 3 or 4 seperate campaigns into 1 campaign.
I don't know how to access and load scenarios from WITHIN an existing campaign into a NEW campaign created by me.
I gotta run out for a couple of hours now I'll check back at 1800 or so EST.
Thanks for your help,
Martin
You can do this in the campaign editor...gainiac wrote:I wasn't able to accompish anything.![]()
I want to combine 3 or 4 seperate campaigns into 1 campaign.
I don't know how to access and load scenarios from WITHIN an existing campaign into a NEW campaign created by me.
I gotta run out for a couple of hours now I'll check back at 1800 or so EST.
Thanks for your help,![]()
Martin
The first thing I would do is to make a complete copy of the game...
Delete ALL scenarios and campaigns and maps! (in the new copy)
then...copy the camp scens (in the camp folder) in your master camp folder...paste them in the scen folder of the copy game....
Do this and you are ready for lesson 2!
Jess

Im making war, not trouble~
Gotchya!!!!M4 Jess wrote:You can do this in the campaign editor...
The first thing I would do is to make a complete copy of the game...
Delete ALL scenarios and campaigns and maps! (in the new copy)
then...copy the camp scens (in the camp folder) in your master camp folder...paste them in the scen folder of the copy game....
Do this and you are ready for lesson 2!![]()
Jess
I'll confirm upon success!!!
I'll give it a shot tomorrow.
Thanks Jess,
Martin
Well, when I did this to merge 3 of Wild Bill's campigns into Long Long Road to Victory, here's what I did - although, I did not adjust any of the scenarios', though I did adjust some of the rebuild points slightly.
I found the individual scenarios of each campaign on the campaign directory. I then moved them - with new numbers - to the scenario directory, starting with 900. I then opened the campaign editor and opened 'Preparing the Way', which was the first of Bill's 3 I was working with.
I copied it with the new name, and then added the other scen's, one at a time, redoing the paths each time, cross indexing with notes I'd taken - by hand - on how each path was supposed to work, so that Bill's original plans would not change at all.
It was very time consuming, but not difficult, and, it was cool how much he liked it
Alex
I found the individual scenarios of each campaign on the campaign directory. I then moved them - with new numbers - to the scenario directory, starting with 900. I then opened the campaign editor and opened 'Preparing the Way', which was the first of Bill's 3 I was working with.
I copied it with the new name, and then added the other scen's, one at a time, redoing the paths each time, cross indexing with notes I'd taken - by hand - on how each path was supposed to work, so that Bill's original plans would not change at all.
It was very time consuming, but not difficult, and, it was cool how much he liked it
Alex
"Tonight a dynasty is born." Ricky Proehl, then of the Saint Louis Rams. He was right! Go Pats! Winners of Super Bowls 36, 38 and 39.
Campaign strcuture revolves around the 'slot' - the pointer that tells the campaign software which battle to queue up next.
To add a battle to a brand new empty campaign, click any slot - in a brand new campaign, they will all be labeled 'empty slot' - you will then be prompted to select your battle from the scenario list. Once you click or select the scenario and confirm, you will return to the campaign editor and you'll see the scenario title now in the slot you just clicked.
To change an existing campaign, click on the battle (slot) you want to change - the slot will convert to an empty slot - you have, in effect, unloaded the scenario pointer. Now that it is an empty slot, click again and reload it with the scenario of your choosing.
1. The battle must exist as a scenario before being uploaded into a campaign.
2. If you modify a scenario subsequent to uploading it to a campaign, you will have to reload the new version in order to see it in the campaign. I use version numbers in the title to keep track of which version of a given scenario I am on.
Adding battles is easy. The tricky part is balancing the flow, the points, and the text. The harder you work this angle the smoother the campaign will flow but it is time consuming...
Good luck.
To add a battle to a brand new empty campaign, click any slot - in a brand new campaign, they will all be labeled 'empty slot' - you will then be prompted to select your battle from the scenario list. Once you click or select the scenario and confirm, you will return to the campaign editor and you'll see the scenario title now in the slot you just clicked.
To change an existing campaign, click on the battle (slot) you want to change - the slot will convert to an empty slot - you have, in effect, unloaded the scenario pointer. Now that it is an empty slot, click again and reload it with the scenario of your choosing.
1. The battle must exist as a scenario before being uploaded into a campaign.
2. If you modify a scenario subsequent to uploading it to a campaign, you will have to reload the new version in order to see it in the campaign. I use version numbers in the title to keep track of which version of a given scenario I am on.
Adding battles is easy. The tricky part is balancing the flow, the points, and the text. The harder you work this angle the smoother the campaign will flow but it is time consuming...
Good luck.
Alexandra did an excellent job of putting these together. I think I have the zip file for it. Its a big one! And it plays for a long, long time.
I can't remember, but I think there are 36 battles. A couple of the scenarios have been updated since the original publication of the large campaign so you will want the latest.
I've not had the time to review them all for version 7.1, but I think it will play just fine in that version.
Wild Bill
I can't remember, but I think there are 36 battles. A couple of the scenarios have been updated since the original publication of the large campaign so you will want the latest.
I've not had the time to review them all for version 7.1, but I think it will play just fine in that version.
Wild Bill

In Arduis Fidelis
Wild Bill Wilder
Independent Game Consultant
Hey Bill!!!
Wild Bill!!!!
Question for you while we have your attention here.
What's your method for intuitively placing mines like you do?
They always seem to pop up in those places that make me smack myself in the forehead.
Thanks,
Martin
Question for you while we have your attention here.
What's your method for intuitively placing mines like you do?
They always seem to pop up in those places that make me smack myself in the forehead.
Thanks,
Martin
Ah, Martin, you are going to know all my secrets! 
Some of it is intuitive, but still I have some dictating thoughts when I use mines.
I look over the battlefield and two questions dictate mine placement.
1. Would the real historical defenders really plant mines here?
2. What routes or flanking moves would the player take to get to the objectives?
It makes no sense at all simply to scatter them everywhere. It makes even less sense to shut down all routes of approach or place mines in objective hexes or block the way to them with mines. That is not fair to the player nor is it realistic.
So I survey the terrain, and look for possible approaches that a human player might take.
I often leave the way open where there are clear lines of fire for the defender.
But as an example, let's say a pillbox is covering the road. As you know, pillboxes have a limited line of fire.
So how do I protect it and its blind sides? With mines or other units placed to cover them.
If there are some trees to the north, its a good bet the attacker will use those trees to cover his movement. A mine or two would work well there.
If the player is astute, he will seek an alternate route. I look for that alternate route, one the human player is so sure will work, and I place a mine or two.
The secret here to making it fun is not how many mines you place, but how you place them. The designer should do it in such a way that the human player still has a chance of missing them BUT also has a chance of hitting them.
Surprise, but not impossibility, should be in the mind of the designer when placing mines.
Some of it is intuitive, but still I have some dictating thoughts when I use mines.
I look over the battlefield and two questions dictate mine placement.
1. Would the real historical defenders really plant mines here?
2. What routes or flanking moves would the player take to get to the objectives?
It makes no sense at all simply to scatter them everywhere. It makes even less sense to shut down all routes of approach or place mines in objective hexes or block the way to them with mines. That is not fair to the player nor is it realistic.
So I survey the terrain, and look for possible approaches that a human player might take.
I often leave the way open where there are clear lines of fire for the defender.
But as an example, let's say a pillbox is covering the road. As you know, pillboxes have a limited line of fire.
So how do I protect it and its blind sides? With mines or other units placed to cover them.
If there are some trees to the north, its a good bet the attacker will use those trees to cover his movement. A mine or two would work well there.
If the player is astute, he will seek an alternate route. I look for that alternate route, one the human player is so sure will work, and I place a mine or two.
The secret here to making it fun is not how many mines you place, but how you place them. The designer should do it in such a way that the human player still has a chance of missing them BUT also has a chance of hitting them.
Surprise, but not impossibility, should be in the mind of the designer when placing mines.

In Arduis Fidelis
Wild Bill Wilder
Independent Game Consultant



