Ah, no.ORIGINAL: jcprom
On the downside are 2 items:
1 - changing any of the data files while in the middle of a game is verboten.
2 - the AI Opponent may not be able to cope, since it assumes certain aspects of the map are unchanged from how it was shipped in the product release.
I gather it's possible to add or remove 1 or 2 units from at start forces ? (for play-balance purposes using a particular set of options).
The starting setups are taken from the WIF FE spreadsheets and if you look at them you will notice all these 'notes' that apply to each scenarios, and each major power. There is also all that stuff at the start of the scenario booklet about which optional rules are being used, sorting out the counters, and on and on.
The scenario booklet has a bunch of text at the end describing game play strategies, but if you remove all of that, you are still left with a hefty volume of fine print about how to set up the units for each major power for each scenario. That is 11 scenarios with an average of 6 or 7 major powers per scenario. Let's call it 70 major powers, each of which has, on average, over 6 set up locations. I make it 400+ setup locations, each of which has units that are to be placed on the map or in one of the off-map pools.
It is very difficult to write code to accommodate all the variety of 'special' rules concerning setup. [vast under-statement][8|]
Most, but not all, of the code concerning setting up units is in one Pascal module containing 5400 lines of code. 3200 of those lines are 'pure' data. The rest of the code is to handle 'stuff'.
I have put zero effort into making this accessible to the players - the code is far too complex with interactions within it that can cause program failure if they are even slightly out of sync.
This is something for the "WIF game design kit", and not part of my current task list.