The way is open to Set new AI and Unlock HEXs
Moderator: Joel Billings
The way is open to Set new AI and Unlock HEXs
Do you also want to play with Finns in the main campaign? Or do you want to have a chance to play a War in the Europe? Then that's what you need to do:
1) Open the EDITOR from the game and select the campaign you would like to play.
2) Click the RIGHT mouse button in the blue hexagons (they are divided by region/country) and select the last option that appears
3) Assign that region/country to the ''MAP''
4) Manually reassign in the NEW map all the brigades, divisions, AOGs etc.
5) [Unsolved] Is it possible to eliminate the Theater Boxes? Yes, the Finland Mod 4.0 no longer has it.. But how to do it? Any suggestions?
6) Create new AI for a new portion of the map
This is what can be done. It takes time, not so much to assign all the zones to the map, but to then assign all the armies and air forces as well as reinforcements.
I attach a few pictures so you can understand better considering my bad English
1) Open the EDITOR from the game and select the campaign you would like to play.
2) Click the RIGHT mouse button in the blue hexagons (they are divided by region/country) and select the last option that appears
3) Assign that region/country to the ''MAP''
4) Manually reassign in the NEW map all the brigades, divisions, AOGs etc.
5) [Unsolved] Is it possible to eliminate the Theater Boxes? Yes, the Finland Mod 4.0 no longer has it.. But how to do it? Any suggestions?
6) Create new AI for a new portion of the map
This is what can be done. It takes time, not so much to assign all the zones to the map, but to then assign all the armies and air forces as well as reinforcements.
I attach a few pictures so you can understand better considering my bad English
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- Screenshot 2025-02-19 110204.png (2.25 MiB) Viewed 865 times
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- Screenshot 2025-02-19 110141.png (546.47 KiB) Viewed 865 times
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- Screenshot 2025-02-19 110117.png (305.76 KiB) Viewed 865 times
Last edited by Gters on Tue Feb 25, 2025 11:07 am, edited 3 times in total.
Re: Do you want War in Europe? The way to Unlock HEXs
If you know how to implement the AI from WITW into WITE2, then you have a true masterpiece. I personally don't find very helpful bringing the whole of France to the map, as this would allow the Axis player to instantly relocate all Infantry Divisions to the Eastern Front, knowing that nobody will ever land in WE in 1941.
Re: Do you want War in Europe? The way to Unlock HEXs
This player apparently succeeded https://www.matrixgames.com/forums/view ... 0&t=407304.Teo41_ITA wrote: Wed Feb 19, 2025 5:58 pm If you know how to implement the AI from WITW into WITE2, then you have a true masterpiece. I personally don't find very helpful bringing the whole of France to the map, as this would allow the Axis player to instantly relocate all Infantry Divisions to the Eastern Front, knowing that nobody will ever land in WE in 1941.
However, it is beyond my capabilities. I agree that what you said would probably happen, however, it must also be said that it would be fascinating to play on multiple fronts simultaneously and certainly all the events etc. would have to be redone, a huge amount of work. It would be enough for me to have goable Finland and against an AI created for that map area. But again, this is beyond my limited knowledge.
Re: Do you want War in Europe? The way to Unlock HEXs
Don't forget to lock generic data or all work may be lost (depends on what one changes).
“Amateurs study tactics; professionals study logistics.”
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
Re: Do you want War in Europe? The way to Unlock HEXs
Nice suggestion. How i can modify AI? Which files and what software does usually use?
Re: Do you want War in Europe? The way to Unlock HEXs
Afaik you can't.
“Amateurs study tactics; professionals study logistics.”
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
Re: Do you want War in Europe? The way to Unlock HEXs
If it is not possible, how did that user put AI to the finland mod 4.0? I.e. allow fighting also on the Finnish front in the main campaign 

- Joel Billings
- Posts: 33519
- Joined: Wed Sep 20, 2000 8:00 am
- Location: Santa Rosa, CA
- Contact:
Re: Do you want War in Europe? The way to Unlock HEXs
AFAIK the Finland scenario is not set up to be played by the AI.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
Re: Do you want War in Europe? The way to Unlock HEXs
Do you mean in finland mod 4.0?Joel Billings wrote: Fri Feb 21, 2025 11:27 pm AFAIK the Finland scenario is not set up to be played by the AI.
And if so, perhaps it would not be possible to import that part of the AI from WITE 1?
- IslandInland
- Posts: 1189
- Joined: Mon Dec 08, 2014 3:54 pm
- Location: YORKSHIRE
- Contact:
Re: Do you want War in Europe? The way to Unlock HEXs
Load the scenario in the editor. While viewing the map press CTRL+B on the keyboard to bring up the TBs.Gters wrote: Wed Feb 19, 2025 10:10 am
5) [Unsolved] Is it possible to eliminate the Theater Boxes? Yes, the Finland Mod 4.0 no longer has it.. But how to do it? Any suggestions?
Below the name of each TB is ACTIVE or INACTIVE. Set each TB to INACTIVE as desired.
It would probably be wise to remove all the units from the TB before doing this but I'm not sure as before today it has been literally years since I opened the editor in WITE 2.
Beta Tester for:
War In The East 2 & Steel Inferno Expansion
War In The West Operation Torch
Strategic Command American Civil War
Strategic Command WWII: War in the Pacific
XXXCorps
1941 Hitler's Dream Scenario for WITE 2
War In The East 2 & Steel Inferno Expansion
War In The West Operation Torch
Strategic Command American Civil War
Strategic Command WWII: War in the Pacific
XXXCorps
1941 Hitler's Dream Scenario for WITE 2
Re: Do you want War in Europe? The way to Unlock HEXs
First off, thx youIslandInland wrote: Sat Feb 22, 2025 5:36 pmLoad the scenario in the editor. While viewing the map press CTRL+B on the keyboard to bring up the TBs.Gters wrote: Wed Feb 19, 2025 10:10 am
5) [Unsolved] Is it possible to eliminate the Theater Boxes? Yes, the Finland Mod 4.0 no longer has it.. But how to do it? Any suggestions?
Below the name of each TB is ACTIVE or INACTIVE. Set each TB to INACTIVE as desired.
It would probably be wise to remove all the units from the TB before doing this but I'm not sure as before today it has been literally years since I opened the editor in WITE 2.
Theatre Boxes Active.png

Is there any way to add an AI to the Finnish theater and finally have that part of the map replayable or do I have to import the one from WITE1?
Re: Do you want War in Europe? The way to Unlock HEXs
Not to my knowledge. I cycled all available AIs and the only one that present but not yet implemented ingame was/is the 1942 GC AI (and that's why I committed myself in modding the 1942 GC scenario).
- IslandInland
- Posts: 1189
- Joined: Mon Dec 08, 2014 3:54 pm
- Location: YORKSHIRE
- Contact:
Re: Do you want War in Europe? The way to Unlock HEXs
You're welcome.Gters wrote: Sun Feb 23, 2025 11:35 pmFirst off, thx youIslandInland wrote: Sat Feb 22, 2025 5:36 pmLoad the scenario in the editor. While viewing the map press CTRL+B on the keyboard to bring up the TBs.Gters wrote: Wed Feb 19, 2025 10:10 am
5) [Unsolved] Is it possible to eliminate the Theater Boxes? Yes, the Finland Mod 4.0 no longer has it.. But how to do it? Any suggestions?
Below the name of each TB is ACTIVE or INACTIVE. Set each TB to INACTIVE as desired.
It would probably be wise to remove all the units from the TB before doing this but I'm not sure as before today it has been literally years since I opened the editor in WITE 2.
Theatre Boxes Active.png![]()
Is there any way to add an AI to the Finnish theater and finally have that part of the map replayable or do I have to import the one from WITE1?

I have no idea about AI and how to change it in this game. I used to be pretty proficient with the editor through a lot of trial and error but that was several years ago.
The new editor which is now included is something I have barely used. In fact it is largely the reason I stopped using the editor as I felt comfortable using the old editor and did not want to learn to use the new one.
I also moved on to other games, mostly TOAW IV and the WarPlan games but I feel I have unfinished business with this game.
Beta Tester for:
War In The East 2 & Steel Inferno Expansion
War In The West Operation Torch
Strategic Command American Civil War
Strategic Command WWII: War in the Pacific
XXXCorps
1941 Hitler's Dream Scenario for WITE 2
War In The East 2 & Steel Inferno Expansion
War In The West Operation Torch
Strategic Command American Civil War
Strategic Command WWII: War in the Pacific
XXXCorps
1941 Hitler's Dream Scenario for WITE 2
Re: The way to Set new AI and Unlock HEXs
I think I found the solution and it was in plain sight in the editor's manual;
''4.8.9. Scripting the AI
Scenario designers can employ AI scripts in their
scenarios that will tell the computer-controlled units
where to move or make offensive thrusts. You record
them by playing your scenario in human-versus-human
mode. Here’s how to do it. Open up your scenario as a
human versus human game and then play the first side’s
turn like you would want the AI to do it. The game will
automatically track your moves and attacks as a script.
Once the turn is ended, select the end turn button and
save the game. The game saves the scripting information
in its own file (scriptRec.dat) in the Dat folder
of the GGWITW game directory.
Now exit out of your game,
open up the editor and load your scenario. Go to the
MAIN tab and select ‘Load Recorded Script’. The editor
will automatically load the script that you just generated.
Save the scenario in the editor and then run the
scenario as a game and see if the AI script works out to
your satisfaction. If it does not, note what you want to
improve and then play the scenario again as a game to
correct the deficiencies. Repeat this process until you are
satisfied with the performance of the AI in your scenario.
Air Directive Scripting: Strictly speaking you do not
AI Script Air Directives. However you can set up ADs
in the Editor for each side in exactly the same way as
setting ADs when playing the game normally. The AI will
not change any ADs on the first turn of the scenario''
So to have an Axis/Soviet AI in new areas of the map, example Finland, you have to:
1) First deploy all troops in those zones and once finished, save.
2) Play that scenario with both human factions and take a turn on either side playing it as if you were playing it against the AI. Example with the Finns you will probably attack in various sectors. Note that ''depots'' are automatically generated by the AI with the appropriate function.
3) After that is finished, exit, reload from the editor that scenario, go to the main menu and press ''Load Recorded Script.'' Save
4) Now play with one of the 2 factions and see if the AI result satisfies you.
I did a quick test, in the game where I was using both factions, I took 3 turns and invaded Finland in the southern part with the Soviets with 2 CAVs + 1 HQ Corp + 1 HQ Army and i send there on SEC from southwest of Leningrad. Then I went out and did step 3 above. Then I restarted a new game with the Axis and while on the first turn apparently nothing seemed to happen, here is what happened on the second turn...
Soviets move troops toward the Finnish front, and an SEC division penetrates enemy territory. Certainly it will take many tests but the way is open if somenone wants to do something
''4.8.9. Scripting the AI
Scenario designers can employ AI scripts in their
scenarios that will tell the computer-controlled units
where to move or make offensive thrusts. You record
them by playing your scenario in human-versus-human
mode. Here’s how to do it. Open up your scenario as a
human versus human game and then play the first side’s
turn like you would want the AI to do it. The game will
automatically track your moves and attacks as a script.
Once the turn is ended, select the end turn button and
save the game. The game saves the scripting information
in its own file (scriptRec.dat) in the Dat folder
of the GGWITW game directory.
Now exit out of your game,
open up the editor and load your scenario. Go to the
MAIN tab and select ‘Load Recorded Script’. The editor
will automatically load the script that you just generated.
Save the scenario in the editor and then run the
scenario as a game and see if the AI script works out to
your satisfaction. If it does not, note what you want to
improve and then play the scenario again as a game to
correct the deficiencies. Repeat this process until you are
satisfied with the performance of the AI in your scenario.
Air Directive Scripting: Strictly speaking you do not
AI Script Air Directives. However you can set up ADs
in the Editor for each side in exactly the same way as
setting ADs when playing the game normally. The AI will
not change any ADs on the first turn of the scenario''
So to have an Axis/Soviet AI in new areas of the map, example Finland, you have to:
1) First deploy all troops in those zones and once finished, save.
2) Play that scenario with both human factions and take a turn on either side playing it as if you were playing it against the AI. Example with the Finns you will probably attack in various sectors. Note that ''depots'' are automatically generated by the AI with the appropriate function.
3) After that is finished, exit, reload from the editor that scenario, go to the main menu and press ''Load Recorded Script.'' Save
4) Now play with one of the 2 factions and see if the AI result satisfies you.
I did a quick test, in the game where I was using both factions, I took 3 turns and invaded Finland in the southern part with the Soviets with 2 CAVs + 1 HQ Corp + 1 HQ Army and i send there on SEC from southwest of Leningrad. Then I went out and did step 3 above. Then I restarted a new game with the Axis and while on the first turn apparently nothing seemed to happen, here is what happened on the second turn...
Soviets move troops toward the Finnish front, and an SEC division penetrates enemy territory. Certainly it will take many tests but the way is open if somenone wants to do something

Re: The way is open to Set new AI and Unlock HEXs
I did a completed test just now using Finland Mod 4.0 and using the method explained in the previous post to have AI in the new zones.
Result; After 6 turns, I as a German advance on Mumansk, Leningrad and in the center Finland. The Soviet AI gives Mumansk away but strengthens with many divisions the Leningrad front and especially the central front... where there is a large town whose name escapes me now, initial with P.
Both factions have supplies and the AI sends to repair the railroads I conquered.
Without any doubt I would say that the AI is working. Does anyone know if it is possible a fast union of 2+ mods modifying OB, scenery etc?
Result; After 6 turns, I as a German advance on Mumansk, Leningrad and in the center Finland. The Soviet AI gives Mumansk away but strengthens with many divisions the Leningrad front and especially the central front... where there is a large town whose name escapes me now, initial with P.
Both factions have supplies and the AI sends to repair the railroads I conquered.
Without any doubt I would say that the AI is working. Does anyone know if it is possible a fast union of 2+ mods modifying OB, scenery etc?
- Joel Billings
- Posts: 33519
- Joined: Wed Sep 20, 2000 8:00 am
- Location: Santa Rosa, CA
- Contact:
Re: The way is open to Set new AI and Unlock HEXs
The generic AI may try to fill in the hexes along the front, especially when on the defensive. The problem is it's not clear what it will deem the front in areas in the far north. Also, it probably won't differentiate Finnish units (depends on if Road to Karelia AI was generic or specific to that scenario), so will likely move them all over the map. I'm not saying it won't do something, but since no work was made on dealing with this part of the map, it's going to come up short. If it actually tried to fill every hex along the front, it would use up a lot of units in the far north.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard