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senario editor?

Posted: Fri Apr 01, 2005 3:42 am
by Traveler
Is there a senario editor around?

RE: senario editor?

Posted: Fri Apr 01, 2005 5:48 am
by Paul Vebber
"Notepad" [;)] - the txt files in the dat folder can be edited wtih any text editor. i would be careful using a wordprocessor as it can add characters in strange places that may break things...

RE: senario editor?

Posted: Fri Apr 01, 2005 10:59 am
by PDiFolco
Hum, some kind of doc about how the scen files are organized (both internally and between them) should be useful, I can't find how a scenario is defined - there are many files for each scenario, I can't find how they are linked together neither where are the OoBs defined ... [&:]

RE: senario editor?

Posted: Fri Apr 01, 2005 2:36 pm
by Scott_WAR
Honestly, some thought needs to be put into a real scenario editor. Many people either dont know how, or dont want to, fool around with the games files.



RE: senario editor?

Posted: Fri Apr 01, 2005 3:03 pm
by Paul Vebber
I posted this from Joel a couple times - thought it made it here - here it is again!


There are a set of files that need to be created (best by copying and renaming existing scearnio files).

Files needed

pipelinexx.txt
regionsxx.txt
researchxx.txt
scendatxx.txt
unitdataxx.txt

*xx is a common name added to differentiate the files for different scenarios. We used 40,41,42,43, but any number of characters can be used.

Then in the scenario.txt file you add the info about the new scenario and the text to appear on the main menu screen. In the regionsxx.txt file there is a place to reference all the other files that are unique to this scenario. Once you've done all this, you can start making changes to the txt files to make your scenario distinct.

I suppose somebody could make some kind of VB "Parser frame" to parse out the components of the text files. Not sure the effort to would pay off. When I was fooling around I woudl keep the game in windowed mode - edit the "working scenario" file set i made based on teh above, and could load and see the results pretty quickly.

I think what I hear you say is you would like an "in game editor function" more than a "scenario editor" so you could say open a scenario in "editor mode" in the game and just move stuff around, set frozen regins and triggers and other things?

I'm not sure if that is possible

RE: senario editor?

Posted: Fri Apr 01, 2005 6:32 pm
by Traveler
I'm looking at unitdata40.txt. How in the world is anyone who wasnt part of the origional build team suposed to know what any of it means?

The pipline files make are a little easyer. I was able to give the Germany a carrier and a its air wing at the end of the first production phase. Is there a list of each regions coresponding number?

RE: senario editor?

Posted: Fri Apr 01, 2005 9:19 pm
by Marc von Martial
I'm looking at unitdata40.txt. How in the world is anyone who wasnt part of the origional build team suposed to know what any of it means?

When I started to mod games somes 7 or 8 years ago modders were proud to fiddle and find out themselves, that´s the whole fun with modding [;)]

Print the dat files (.txt) out and go through them, alot of comments are posted in them too. You will soon notice the connections.

RE: senario editor?

Posted: Fri Apr 01, 2005 9:19 pm
by color
ORIGINAL: Traveler

The pipline files make are a little easyer. I was able to give the Germany a carrier and a its air wing at the end of the first production phase. Is there a list of each regions coresponding number?

I am not sure if this is what you are looking for, but if you want a list of the regions, the best place would be to go to the regionsXX.txt files where all the regions with their corresponding id, names and other values are listed.

RE: senario editor?

Posted: Sat Apr 02, 2005 12:31 pm
by PDiFolco
ORIGINAL: Traveler

I'm looking at unitdata40.txt. How in the world is anyone who wasnt part of the origional build team suposed to know what any of it means?

The pipline files make are a little easyer. I was able to give the Germany a carrier and a its air wing at the end of the first production phase. Is there a list of each regions coresponding number?
Well, Unitdata doesn't seem that cryptic. Here's the first entry,

// ***************** PLAYER_GER units ******************

UNIT,CARRIER AIR,PLAYER_GER
UNITDATA,TD_TYPE,1,TD_AA,4,TD_SA,4,TD_UA,1,TD_LA,4,TD_TORP,3
UNITDATA,TD_SPEED,2,TD_RANGE,1,TD_EVADE,5,TD_ARMOR,0,TD_DURAB,3
UNITDATA,TD_CAP,5,TD_AMPHIB,0,TD_COST,4,TD_CLASS,1,TD_SUP_USE,1
UNITDATA,TD_FUEL_USE,0

obviously it describes the German Carrier unit characterictics...
UNIT line links the entry to German Carriers, and UNITDATA gives the .. data ;)
TD_TYPE = unit type ID
TD_AA = Aircraft Attack rating
TD_SA = Ship attack rating
etc ...

Anyway noone has to even change that to do a scenario, only the regionXX file has to be changed, (this one indicates region ownerships and OBs, I've found it finally ;) ). It's only needed for real "mods" with unit data changes.
And this region file lists regions ID.

Still I have a question ; is it possible to ADD new units, for example I would want a "Light Armor" unit for the early war and still keep the Armor unit (as Heavy Armor), so I have 20 units types ?
The gamedata file looks like it can be extended, but would the UI and the AI allow additional types ? [&:]


RE: senario editor?

Posted: Sun Apr 03, 2005 6:53 am
by Pocus
IMO CARRIER AIR is an alias for a unit "unique ID" tag. I seriously doubt that the UI and AI would follows you on that!
100 astral gems for you if the game allow that [;)]

A thing I would like, would be to switch seasonal turns to monthly turns, but again I'm unsure if it is moddable.

edited: some of my numerous typos.

RE: senario editor?

Posted: Sun Apr 03, 2005 12:26 pm
by jpinard
ORIGINAL: Traveler

I'm looking at unitdata40.txt. How in the world is anyone who wasnt part of the origional build team suposed to know what any of it means?

The pipline files make are a little easyer. I was able to give the Germany a carrier and a its air wing at the end of the first production phase. Is there a list of each regions coresponding number?

I got my first look same as you (this week). Figured it all out... just depends on how confortable you are with their programming. I created a sandbox mode I may release soon depending on some info I get from 2by3. This will make it a lot easier for those who want to mod the game (but is still all via text).

RE: senario editor?

Posted: Sun Apr 03, 2005 1:05 pm
by PDiFolco
ORIGINAL: Pocus

IMO CARRIER AIR is an alias for a unit "unique ID" tag. I seriously doubt that the UI and AI would follows you on that!
100 astral gems for you if the game allow that [;)]

A thing I would like, would be to switch seasonal turns to monthly turns, but again I'm unsure if it is moddable.

edited: some of my numerous typos.

The tags themselves are assigned to a real id (1-19) in the gamedata.txt file, so I suppose they can be changed - but this as to be tested ! However I doubt we can have more than the standard 19 units ..