A Layman's Guide to Successfully Editing the MWiF Game File.

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Joseignacio
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by Joseignacio »

Ok, today I spent all the afternoon and evening "playing" :cry: with these matters.

1) I was able to change the optional very easily (and by now it doesnt call any warnign). :D

2) I was able to (with the permission of my partner) just in case the game doesnt let me reorg with IT oil, delete one IT oil and reorg several units of Vichy :D

3) I was unable to relocate the NE TRS and the ISO TERR to SA and to ISO respectively, because it seems the TRS has a code that indicates it is loaded (I think there was some literature about this but no answers) so I got both units to their places but the ISO was also in SA and there was an error message that I didnt like a bit. :(

So I did it again sending both to SA and the result was the same error code although of course no duplication.

So I finally decided I will edit them once the units are unloaded (even though this is very much less convenient for the game schedules for meeting to NP).

4) I tried (with the permission of my partner) to deploy the two possible GE ENGs (which were at the force pool) at Brest and Bordeaux, trying to follow the instructions, i.e. changing the -1 to the 4th box and editing the right line 8th field with the new location. To no avail, they do not appear. :(

For 4) can somebody tell me what else I need to do? :?:
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Joseignacio
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by Joseignacio »

Ok, forget 4) I was able to solve it. It seems I forgot I had to set field #7 to 0 besides inputing the location in #8

All that was needed was banging my head on the wall 20 more times... :lol:
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rkr1958
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by rkr1958 »

Joseignacio wrote: Tue Mar 18, 2025 8:18 pm Ok, today I spent all the afternoon and evening "playing" :cry: with these matters.

1) I was able to change the optional very easily (and by now it doesnt call any warnign). :D

2) I was able to (with the permission of my partner) just in case the game doesnt let me reorg with IT oil, delete one IT oil and reorg several units of Vichy :D

3) I was unable to relocate the NE TRS and the ISO TERR to SA and to ISO respectively, because it seems the TRS has a code that indicates it is loaded (I think there was some literature about this but no answers) so I got both units to their places but the ISO was also in SA and there was an error message that I didnt like a bit. :(

So I did it again sending both to SA and the result was the same error code although of course no duplication.

So I finally decided I will edit them once the units are unloaded (even though this is very much less convenient for the game schedules for meeting to NP).

4) I tried (with the permission of my partner) to deploy the two possible GE ENGs (which were at the force pool) at Brest and Bordeaux, trying to follow the instructions, i.e. changing the -1 to the 4th box and editing the right line 8th field with the new location. To no avail, they do not appear. :(

For 4) can somebody tell me what else I need to do? :?:
Joseignacio wrote: Tue Mar 18, 2025 8:38 pm Ok, forget 4) I was able to solve it. It seems I forgot I had to set field #7 to 0 besides inputing the location in #8

All that was needed was banging my head on the wall 20 more times... :lol:
I now bestow on you the title of, "MASTER MWIF EDITOR". Congrats! :D
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Joseignacio
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by Joseignacio »

I have gone through rkr's post in page 14 midpage on how to edit those Turkish units, to see if I could learn a bit more in order to edit a cruiser that should not have died , out from the destroyed pool and into the map.

I think I have read this post like 20 times, the combination of English (not my native language), technical terms, and my reluctancy towards anything that smells of programming (in spite of how useful I deem it to be) :( has made it very difficult for me to understand it. I had to go back to page 1 to understand again the term USR, record # and field # for example and how are they related.

Ok, so finally I think I understood it somehow.

We have a CR that shouldnt have died, so I changed it's location like in the usual moves within the map, and then I did reverse to what was explained in page #16 to include a unit in the destroyed pool (because else I had simply duplicated the unit), and so I decreased the number of units inside it and deleted the number of that unit. It worked. I hope I didnt f*ck anything up, but I got no error and it seems to run well with the review visualization.

So if nobody says the opposite, this would be a way to extract a killed unit from destroyed to the map in case of a bug or a mistake.

Edit: we played today and it went fine.
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rkr1958
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by rkr1958 »

Convoy Route Editing. (Advanced Editing)

(1) Back in the earlier versions of MWIF, instruction of which are still included in the tutorials, was the ability to reroute a RP to factory.

(2) Somewhere along the upgrade versions that ability to reroute was loss (unintentionally I believe).

(3) I have successfully been able to edit the game file to reroute a non-trade RP.

(4) I considering what I'm about to share with you a straight forward but advance editing technique to reroute non-trade RPs.

(5) The following is an actual and recent situation in which I found this edit very useful.

Pre Rerouting Situation.
CW Production.
(6) Full production, all is good; but why do I have a 3 unused CP chain from the US to the UK.

(7) Oh Well, I can use that chain to save an additional (US traded oil) to the UK vs saving it to Canada.
01-convoy-route-editing.png
01-convoy-route-editing.png (220.13 KiB) Viewed 112 times
French Production.
02-convoy-route-editing.png
02-convoy-route-editing.png (205.28 KiB) Viewed 112 times
(8) NO! The French should have 11 factories producing NOT 10.

(9) Why is the Kayes, Senegal RP idle?

(10) Because all CPs in Cape Verde Basin are being used.

The Culprit.
03-convoy-route-editing.png
03-convoy-route-editing.png (150.67 KiB) Viewed 112 times
(11) The Dutch Guyana (Paramaribo) RP is being routed through Cape Verde Basin instead of the Central Atlantic, using up the CP designated for the Kayes, Senegal RP and blocking that RP from getting to a French factory.

(12) So, there is an edit to reroute the Dutch Guyana (Paramaribo) RP through the Central Atlantic vs Cape Verde Basin, which then will allow the Kayes, Senegal RP to be routed as planned.

(13) As always, make a backup of your game file before attempting any edits; especially advanced edits such as this.

(14) By the way, the following edit allowed me to take a land with the CW vs having to choose between (a) combine to get an "extra" CP out to the CVB in order to route the Kayes, Senegal RP or (b) land (which I wanted and really needed to take with the CW) and then likely loose 1 PP (and 1 to 2 BPs) of additional French production (there was an 80% chance this was the last impulse of the turn). So me getting another impulse this turn was not much above 0%; especially if my opponent chose to pass then in which case it would be 0%.
Ronnie
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rkr1958
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by rkr1958 »

Convoy Route (Advance Editing). Editing Steps.

(1) Make Sure your Non-trade RP is defaulted to the factory that wish it routed.
(2) In this specific case, Parmaribo, Dutch Guyana RP was defaulted to Coverntry (UK blue factory).
03-convoy-route-editing.png
03-convoy-route-editing.png (150.67 KiB) Viewed 110 times
(3) Next, search your game file for the section that contains the RP routing information.

(4) The search key is, column, row of the RP; in this case 334, 110

(5) NOTE. This convention is the reverse of the row, column shown for the RP in the production form (above).
04-convoy-route-editing.png
04-convoy-route-editing.png (52.09 KiB) Viewed 110 times
(6) You will likely run into your search string a couple of times before you find the section that contains the routing information.

(7) The routing section you're searching for contains the nodes (land hexes & sea boxes) used to route the RP, which in this case is 8 nodes (4 land hexes, 4 sea boxes).
05-convoy-route-editing.png
05-convoy-route-editing.png (39.72 KiB) Viewed 110 times
(8) In this case all we wish to do is to change the route from Cape Verde Basin AL[0] sea box (column=0, row=102) to Central Atlantic AL[0] sea box (column=88, row=339).

(9) In this specific case, since we're just replacing one node (i.e., CVB AL[0]) with another node (i.e., C. Atlantic AL[0]) then all we need to do is edit the column, row of the CVB AL[0] node to that of the C. Atlantic AL[0] node.

(10) As noted in this graphic, I have successfully reroute where I added additional nodes, in which case I had to renumbered the nodes and edit the number of nodes to that consistent with the reroute.
06-convoy-route-editing.png
06-convoy-route-editing.png (20.76 KiB) Viewed 110 times
Ronnie
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rkr1958
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by rkr1958 »

Convoy Route (Advance Editing). Result.
07-convoy-route-editing.png
07-convoy-route-editing.png (154.08 KiB) Viewed 109 times
(1) Paramaribo, Dutch Guyana successfully rerouted through the Central Atlantic.
09-convoy-route-editing.png
09-convoy-route-editing.png (160.08 KiB) Viewed 109 times
(2) Kayes, Sengal RP now routed to a French Factory.
10-convoy-route-editing.png
10-convoy-route-editing.png (372.93 KiB) Viewed 109 times
(3) In fact, an additional French factory producing via oil that was saved but not used in production.

(4) More significantly, I was able to fix French production as I wanted without having to take a CW combine or lose 1 BP.
Ronnie
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rkr1958
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by rkr1958 »

Editing US Entry Chits.

(1) Search 0,USEntry

(2) Don't know what the next line, -1,1,3,4,5,6,7,-1,USEOptions in specific case, is

(3) However; 2nd line after is Ge/It Entry Pool (# Chits & chit values in ascending order)

(4) 3rd line after is Jp Entry Pool (# Chits & chit values in ascending order)

(5) 4th line after is Ge/It Tension Pool (# Chits & chit values in ascending order)

(6) 5th line after is Jp Tension Pool (# Chits & chit values in ascending order)
00-editing-US-Entry-Chits.png
00-editing-US-Entry-Chits.png (199.72 KiB) Viewed 69 times
Ronnie
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rkr1958
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by rkr1958 »

Link (below) to the latest version of my MWIF game file editing document. Will keep it up until I upload another update or run out of room on my google drive.


https://docs.google.com/document/d/12IG ... sp=sharing
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Joseignacio
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.

Post by Joseignacio »

Great! Downloaded

Eager to see the new possibilities as soon as I end this game session.
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