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. . . can be altered but should *never* be moved.
Posted: Fri Dec 03, 2004 6:07 pm
by bstarr
The editor manual basically says "Thou shalt moveth nothing" but I haven't had any problems with my tremendous altering of the "ships" category. I imagine as far as "moving" goes, "Devices" are off limits, as well as "Air Groups" (unless you want to alter every pilot in the game), but I can't think of any reason not to move some of the other items in the game, as long as you remember to adjust the affected items (like assigned aircraft, etc).
Anyone else have any tibits of knowledge on this subject? I know Tankerace has had to do a lot of reworking for Plan Orange, I was wondering if there have been quirks or no-nos that have been found.
RE: . . . can be altered but should *never* be moved.
Posted: Sat Dec 04, 2004 6:23 am
by michaelm75au
Most of the references to not moving anything generally refer to not moving things outside of dedicated ranges of slots.
Although there are several things which MUST remain in a specific slot because the game references "these slots". As you mentioned there are several devices that must remain where "thou art".
With regard to Class slots, the slots used for converting AKs to AR/AE/etc. Also a couple of the Japanese ships also seem to need to stay put.
SHIP CONVERSIONS
(a)
Certain Ship Class are used within WITP itself. The ones I show below are the ones used when converting Large AK ships at the player's Home base.
Converting the AK type to
type.........IJN ship class#..................USN ship class#
AE............92 (Kashino).....................353 (Pyro)
AR............90 (Akashi).......................357 (Vulcan)
AS............106(Nagoya Maru).............375 (Otus)
AV............56 (Akitsushima)...............261 (Tangier)
MLE..........108(Large MLE)..................359 (Large MLE)
AD...........[NONE]..............................381 (Dixie)
If the new conversion Ship Class does not exist, the game crashed on me.
Also, the new conversion class does not have to be an auxilliary type. I change class# 92 to have Yamato's values. When I converted to AEs, I got a string of BBs in the pipeline.
The conversion class from a PG/LST to AGP is class# 384(Dixie).
(b)
The Ise conversion converts the ship #s 51 and 52 to the ship class# 514. The ships do not actually have to been upgraded to the latest Ise class, or even a BB class!. I changed the ship #51 to a Hosho CVE and allowed the AI to convert the ship. It showed in the building pipeline as a converted Ise BB class (514).
The Chitose conversion converts the ship #s 37 and 38 to ship class# 560.
Both of these conversions seem to work on the actual ship numbers not the class number. Creating extra ships base on the original un-converted class do NOT seem to get converted.
Michael
RE: . . . can be altered but should *never* be moved.
Posted: Sun Dec 05, 2004 12:52 am
by Ron Saueracker
Go into the leader bug save thread in the support forum. Paul Yarnall is giving us a few pointers on the editor as we try to figure out what is causing the various leader anomalies.
RE: . . . can be altered but should *never* be moved.
Posted: Sun Dec 05, 2004 5:13 am
by michaelm75au
As has been stated before, NEVER use INSERT to add items to any other database lists.
INSERT will push in a blank slot and push down all the other slots.
** IT WILL NOT RE-NUMBER EXISTING SLOTS IF IN USE SOMEWHERE ELSE in the database lists.**
[The only time I would use insert is if I was building a brand new database, and only before I started assigning specific devices/leaders/etc. to other database slots]
Use copy and paste to overwrite or fill in blank/unused slots.
My checker will pick up orphaned slots, but it wont pick up a error where the wrong device/leader/class is assigned to a LCU/ship.
Michael
RE: . . . can be altered but should *never* be moved.
Posted: Sun Dec 05, 2004 5:35 am
by Tankerace
ORIGINAL: bstarr
The editor manual basically says "Thou shalt moveth nothing" but I haven't had any problems with my tremendous altering of the "ships" category. I imagine as far as "moving" goes, "Devices" are off limits, as well as "Air Groups" (unless you want to alter every pilot in the game), but I can't think of any reason not to move some of the other items in the game, as long as you remember to adjust the affected items (like assigned aircraft, etc).
Anyone else have any tibits of knowledge on this subject? I know Tankerace has had to do a lot of reworking for Plan Orange, I was wondering if there have been quirks or no-nos that have been found.
I haven't found too many quirks, nothing that couldn't be solved. The main thing that buggered me was the AK conversions, which I solved with the Q ship. Since the date is in 1922, I don't think the Ise or Chitose conversions will bother me much.
On Devices, you can rip out everything, with the exception of the A bomb, Okha, etc. I left all the land units alone, except I ripped out the tanks. Of course, I went through and the few Tank Rgts and Bns in the game I either deleted or modified to use a new tank. I deleted all the radars, but left the sound detectors (for the LCUs). I also left in all the engines and industry stuff. On the airgroups, I ripped everyone out. On pilots, I'm leaving them in, but I am reassigning them and changing arrival dates.
RE: . . . can be altered but should *never* be moved.
Posted: Sun Dec 05, 2004 5:53 am
by michaelm75au
A note about the Sound Detectors (A) and (J). They don't show up in the Replacement pool - the slots assigned to them are outside the Allied and Japanese replacement range slots.
Interesting, in the screenshot in the manual of the Replacement Pool, they do show up. So either the device range has changed or their assigned slot have been changed.
You should check to see if they are showing up in WPO.
It is not a problem in WITP because they upgrade immediately to Radars, which are in the pool.
Michael
RE: . . . can be altered but should *never* be moved.
Posted: Sun Dec 05, 2004 5:54 am
by Tankerace
Hey thanks for the tip... I'll check that out.
RE: . . . can be altered but should *never* be moved.
Posted: Sun Dec 05, 2004 6:03 am
by michaelm75au
Units in replacement pool are basically those specified in Editor manual at bottom of page 7- slots 137-139 (which are the Radars the Sound Detectors upgrade to), 315-517,237-249,250-314. I say 250 rather than 255 from the manual, because Engineer and Support are also pooled - same rate for both sides by the looks of it (if IJ production is OFF at least).
Michael