New scenario

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Lemurs!
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New scenario

Post by Lemurs! »

Okay, I have finished scenario 15 mod, using slot 26.
I sent it to Spooky with a fairly comprehensive read me. I hope many of you get some enjoyment from this work.

Michael
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tanjman
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RE: New scenario

Post by tanjman »

ORIGINAL: Lemurs!

Okay, I have finished scenario 15 mod, using slot 26.
I sent it to Spooky with a fairly comprehensive read me. I hope many of you get some enjoyment from this work.

Michael

Lemurs!

You may want to read the quoted post by Pry concerning the upcoming patch and user created scenarios.

Otherwise, great job on your scenario 26.
Tanjman

I would *Strongly* consider waiting until after the 1.20 patch (Very Soon Now) before starting work on your scenario.

As a rule bug fixes should not effect scenario data base files *Unless* the data base was the cause of the bug/issue, Patch 1.20 does have one such fix that I can think of right of the top of my head. So scenarios created after 1.20 will work fine down the road unless these is another change to the data base to correct an issue at some point later.


< Message edited by pry -- 7/22/2004 5:16:33 AM >
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Lemurs!
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RE: New scenario

Post by Lemurs! »

Yeah, and i will make a post patch update!

In fact i will make a radar detector detector detector to counter your radar detector detector!
or something....

Mike
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brisd
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RE: New scenario

Post by brisd »

Lemurs, I've read your attached notes and think you've done a great job. Hopefully some of these changes can be considered for the 'official scenario 15". Have you posted all yours suggestions to the OOB thread? Thanks for the scenario too.
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Buck Beach
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RE: New scenario

Post by Buck Beach »

I am trying your new scenario and if I play the Allies there is no damage to Pearl on 12/7/1942. If I play the Japannese then I find that the KB sends 8 Zeros to attach Pearl. Are these results before a patch or what?
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tanjman
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RE: New scenario

Post by tanjman »

ORIGINAL: Lemurs!

Yeah, and i will make a post patch update!

In fact i will make a radar detector detector detector to counter your radar detector detector!
or something....

Mike

LOL oh no mr. bill! ok I
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Lemurs!
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RE: New scenario

Post by Lemurs! »

!~@#$%^&*(<?!!!! bleep!

I have no clue what happened.
I have made 2 scenarios; 26&27. 26 i released to you guys and 27 is the same but without Yamatos.

I did this as 1 scenario that diverged when i got to my ship changes for 27.
The weird thing is that my scn 27 (basically the same as 26) works just fine!
Scenario 26 that i put on spookys board for whatever reason the Jap carrier TF moves 1 hex with either historical first turn or not. damn!

I did not even touch the carrier TF in any way in my mod! I was mostly changing aircraft & ship stats.
Every ship in the carrier force still has fuel.
The 'carrier force' in the location portion of the database editor has the exact same values in my 2 scenarios.

I am running out of ideas.

Are there any Betas or Matrix people that are good with the editor that might have an idea or might take a look at this and see what the problem is?
Please?

Mike
lysimachus@charter.net
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TheElf
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RE: New scenario

Post by TheElf »

Hey Lemurs,
I know you are busy trouble shooting this Scen 26, but I have a question if you have time.

If I were to start your Scen 26 (assuming this KB thing has been worked out) and you later made some changes, say a ver.3 after the official WitP 1.20 patch. Would I have to start the scenario all over to get the added database changes you made.

Like wise, say you put out an update to Scen 26, yet this time I wait to start the scenario til after the official 1.20 patch, would I still have to start over? I guess watch I am really asking in short is...As long as your patch isn't as a result of an official Matrix patch, will they patch to an existing save game that is say in the 1st 6 mos of a game so we don't have to start over?

Thanks for all you do.

Is my question clear as mud?

PS for those interested I attached the readme for Scen 26 for all to see. Hope you don't mind the free advert Lemurs.
Attachments
WitPscn26.txt
(5.61 KiB) Downloaded 27 times
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SunDevil_MatrixForum
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RE: New scenario

Post by SunDevil_MatrixForum »

yes, just like you have to start over any game you are playing now with the grand campaign when the patch comes out.
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Lemurs!
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RE: New scenario

Post by Lemurs! »

most of my work is database related, so yeah, if you get an update from me or Spooky you would need to start over.

The good news is that i hope to have the Kidi Butai problem solved tonight and i will then post the fix to Spooky and it will include a couple errors that slipped through that were caught by some of you guys. And that will essentially be it for this scenario. I realize many people want the Flower corvettes in and i cannot blame them, but, i am probably not going to do it. probably. not. I think.

I am also finishing my alt history scenario but i am not sure if anyone will be interested in that. It presupposes the Yamatos were not built and those saved resources went into several projects.
Paying Vickers for the 15"/45cal gun that they really did design for Japan in the 30's, building 3 medium battleships & 3 medium battlecruisers (and you might not see all of them because the last 2 show up in '43), 1 aditional Taiho, plus the origional Taiho 1 year earlier. Plus, the 4 Fusos are sold for scrap. Few other minor changes.

Anyway, i do have one last question; should i change the Sea Gladiator to Sea Hurricanes and put it in as the upgrade for Fulmars? Should the Sea Hurri Maneuver rating be 32 or 33?

Mike
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Lemurs!
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RE: New scenario

Post by Lemurs! »

This is working again, so as soon as Spooky gets it on his site (I almost said 'as soon as Spooky gets it up', but thats just a nasty mental image, i am probably scarred for life!)
Download it again.

Have fun!

Mike
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TheElf
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RE: New scenario

Post by TheElf »

How will we know it is up? Will it be under the same link from the last version? or will it have a new link on the day it comes out?

Waiting with baited breath...
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Lemurs!
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RE: New scenario

Post by Lemurs! »

I am hoping Spooky will write something like 'non-broken version' or something[;)]

Mike
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TheElf
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RE: New scenario

Post by TheElf »

Roger that. Could you email it to me I am going through withdrawal [8|]

elf30@cox.net

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Lemurs!
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RE: New scenario

Post by Lemurs! »

I just emailed it to you; Check your mail box!

Mike
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TheElf
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RE: New scenario

Post by TheElf »

I think the file was corrupted by my firewall. I have turned email protection off. Could you please re-send. Sorry.
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Montrose
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RE: New scenario

Post by Montrose »

First of all I want to say a big cheers to Mike for the excellent work he's done here.

If you get the time, can can you confirm a couple of queries I have. I'm going to start a new game with this scenario and 1.20 this weekend, and have seen you advise that further refinements to this scenario wll be released. Should I wait or will they be backwards compatible?

Secondly could you advise if it is possible for me to have a go at altering the targetting routine that the AI uses in surface combat. Specifically I want to stop it using DL levels as the prime consideration, as it is locking the AI into an overkill spiral on ships which are already massively ablaze (and therefore have the highest DL levels) and already totally wrecked. IMHO I don't want to see one or two unfortunates getting overkilled while 90% escape scott free. Do you know if this kind of code is moddable at all?

Thanks in advance for any answers, and good luck with any more work which you do on this scenario [:)].
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pry
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RE: New scenario

Post by pry »

ORIGINAL: Montrose

First of all I want to say a big cheers to Mike for the excellent work he's done here.

If you get the time, can can you confirm a couple of queries I have. I'm going to start a new game with this scenario and 1.20 this weekend, and have seen you advise that further refinements to this scenario wll be released. Should I wait or will they be backwards compatible?

No OOB changes are backwards compatable, scenario data is read and utilized when the first turn is set up after that the information is retained in the save file. In order for a OOB change to become useable a new game must be started.
Secondly could you advise if it is possible for me to have a go at altering the targetting routine that the AI uses in surface combat. Specifically I want to stop it using DL levels as the prime consideration, as it is locking the AI into an overkill spiral on ships which are already massively ablaze (and therefore have the highest DL levels) and already totally wrecked. IMHO I don't want to see one or two unfortunates getting overkilled while 90% escape scott free. Do you know if this kind of code is moddable at all?

Thanks in advance for any answers, and good luck with any more work which you do on this scenario [:)].

No this code may not be modified by the end user, it is contained in the game executable
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Lemurs!
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RE: New scenario

Post by Lemurs! »

Hi,

I will have the OOB changes from the patch added to my game around 2.00pm today, would be earlier but i have some Masonic activities.
Once i get these changes made i probably will not upgrade for a week or two so just start your game. It will not be backwards compatible but future upgrades to my scenario are bound to be minor.

I cannot change the EXE code because i suspect if i did that they would send Aussie Betas to make me drink Aussie beer until i died, which wouldn't take long considering the low quality! [8D]

Mike
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Buck Beach
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RE: New scenario

Post by Buck Beach »

I just tried to start you most resent updated seanario with the 1.20 patch and it CDT after a couple of seconds (10/15). I started several of the other Matrix seanarios and they worked OK. Thought you would like to know.
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