technicalities of making map changes

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WanderingHead
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technicalities of making map changes

Post by WanderingHead »

ORIGINAL: JanSorensen
1) Make a copy of your WaW folder and only work on the copy (just in case).
2) In the coordinates.txt file add the following line
map_region,365,1020,230
3) In the mapregionsloc.txt file add the following lines
region_id 365 0 1168 284
portloc 365 1148 294
4) In the regions40.txt file change the following lines
From:
REGION,18,Iceland,PLAYER_NEU,Denmark,TER_RCOLD
MOVECOST,1
POP,0
FORT,0
CONNECT,17,19
SIDE,4,4
To
REGION,18,Iceland,PLAYER_NEU,Denmark,TER_RCOLD
MOVECOST,1
POP,0
FORT,0
CONNECT,17,19,365
SIDE,4,4,6
and add the following lines
REGION,365,Iceland2,PLAYER_NEU,Denmark,TER_RCOLD
MOVECOST,1
POP,0
FORT,0
CONNECT,18
SIDE,6
5) In the Dat/Art/Map folder make a copy of cold18.tga and rename it to cold365.tga and make a copy of region18.tga and rename that to region365.tga.

Voila, you now have a new territory on your map. Its called Iceland2 and looks exactly like Iceland and its placed in the middle of nowhere. Its only connection is to the normal Iceland. So, to test that its working have Germany take Denmark, then land a WA unit on Iceland and on the next turn move that unit to Iceland2.

Indeed, if you have the TGA files this appears to be almost all you need to get started. But I was playing around with this the other night, trying to cut some territories into two, and I was unable to create new TGA files that would actually work.

The existing TGA files (of land zones) appear to contain rectangular images, with a black background outside of the territory and the territory in a textured grey. If I open the file in Adobe Photoshop Elements (little brother to Photoshop) and then just resave the file without making any (intentional) changes, it is somehow changed. And if I then run the game, that black background in the image appears on the map, rather than being covered by the images of the adjacent territories.

I tinkered with this a while, but couldn't figure it out. How does one make the image files for the territories?
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Lebatron
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RE: technicalities of making map changes

Post by Lebatron »

Boy its been awhile since I had to troubleshoot my way though this very problem. A lot of things didn't go as easy as I hoped they would, but eventually I got it to work. Its been months so I don't remember any specifics of what I did anymore, sorry. If your persistent I'm sure you'll get it all worked out. So are you attempting to split Spain like you mentioned to me before?
Jesse LeBreton, AKA Lebatron
Development team- GG's WAW A World Divided
JanSorensen
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RE: technicalities of making map changes

Post by JanSorensen »

It also took me a bit to find a problem that will let you edit the tga files properly. As I recall I was using a Photoshop trial (or was it Paint Shop pro, not certain). I deleted it after the trial experied so I cannot tell you the exact details. I never really was a graphics person.
WanderingHead
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RE: technicalities of making map changes

Post by WanderingHead »

ORIGINAL: JanSorensen
It also took me a bit to find a **problem** that will let you edit the tga files properly.

"program"?

I want to split several territories. I'm undecided about Spain.

I'd like to do the Soviet far east, but different from Franco's Alliance. I don't like the right angle borders (square zones) which limit maneuverability. I'd like to stagger the borders so it is more like hexes instead of squares. Also, I'd like to try to have single borders instead of double. For me, cutting up the zones is intended to force rail repair and add a little bit of maneuverability, not make marching through more expensive.

I'd cut the following into east/west halves: Western Siberia (maybe), Irkutsk, Yakutsk, Mongolia, staggered borders.

Then, in general I don't like hard restraints, I prefer them to be soft. The Sahara is not literally impassible, it is difficult. So I'd cut all of the Sahara zone into north/south halves, rough terrain, maybe have a couple of single borders. The Germans can march across the desert if they want. It's just not likely to do them any good, since they'd have a bear of a time supplying Africa through the desert, and the WA could very easily harrass any actual progress into Africa by sea.

The problem with this is resource flow. It would be nice if resources actually required rail/transports to flow. I'd think that the rule should be "must flow through rail/transport in adjacent zone", so they could effectively move one zone to reach the rail and then flow from there. I think that would usually have no effect at all with the current map (some requirements on WA shipping near Africa which actually make sense anyway), but make rail/transport links more important with the changes I'd like.

I'd add a "Aswan" territory south of Cairo, with rail through to Sudan (probably also cut in half). It'd be low capacity to model the ferry hop south of Aswan, maybe as low as 10.

Possibly some political changes. Syria would go German with French surrender, unfrozen, to model the Vichy control there (the Brits and Free French had to actually fight to take it back). Probably Finland unfreezing rules would be similar to yours.

Possibly split Spain, not sure. I wouldn't want it frozen, I think that ties the Germans' hands too much. I'm sure that a ticked off Hitler would have gone ahead and betrayed Franco if he'd thought it important. The reality was simply that he was more interested in Russia. Splitting Spain would allow for it to be somewhat realistically undesirable in that some Spanish units would survive and go WA to bolster that effort.

But, probably I'm not going to do anything at all since I haven't had any luck with the graphics.
JanSorensen
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RE: technicalities of making map changes

Post by JanSorensen »

I suggest you try Photoshop. Thats what worked for me. You can download a trial here: http://www.adobe.com/support/downloads/ ... rm=Windows

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Lebatron
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RE: technicalities of making map changes

Post by Lebatron »

ORIGINAL: WanderingHead

The problem with this is resource flow. It would be nice if resources actually required rail/transports to flow. I'd think that the rule should be "must flow through rail/transport in adjacent zone", so they could effectively move one zone to reach the rail and then flow from there. I think that would usually have no effect at all with the current map (some requirements on WA shipping near Africa which actually make sense anyway), but make rail/transport links more important with the changes I'd like.

I totally agree. Were you aware I did exactly that in Franco v2.2? You could have read it under the section South America and Africa while I still had 2.2 posted. But its a little late now as I just deleted it last night and replaced it with v2.3 In my new version I of coarse kept these changes, but I chose not to go into any great detail to keep the readme as short as possible. Here's a clip from my old readme which has the long version.

South America and Africa:
27. One of the issues with this game design is that the UN player can pull almost all his transports from around the world and still collect resources from continents like South America and Africa. After a few turns the picture looks nothing like it does at start. The transports will be pulled from the coast of South America and other places and placed neatly into strait lines. If the Germans sink a couple transports the UN just pulls a few from unneeded places without affecting the collection effort at all. This can go on for a while since very few transports are needed to collect the worlds resources. This has created the problem of what many have said to be an overly large amphibious capability early in the game. This problem comes from the fact that many of the transports are not needed to collect resources, yet the designers placed many on the map with the impression that is what they are for. It seems like they had some intent to make it necessary to move resource production by transport, but in the end didn't do the code. And so we end up with resource production magically making its way through thousands of miles of jungle and rough terrain. I find it flunky and unrealistic that the UN does not even need a single transport for South America. All its resources can flow back to the US via land bridge. In Africa only one transport is needed off French West Africa and magically all resources are collected there too. In real life most things produced for the war effort were shipped out of ports, not sent by mule train through jungles. I have come up with a way to simulate what should have been standard. I changed it so that in some places the resources will sit where they are unless a linked transport is adjacent. In South America most areas have been isolated in this way and require a transport. In Africa I isolated the deep south. South Africa and its rail link to Rhodesia sends its 4 resources to Cape Town port. By doing this the UN player can't get all of Africa's resources with one transport off the west coast. He will need to have a link all the way to the port. I also fixed the port in South Africa so that it connects to both sea zones.
Patch 1.070 moved some transports away from South America. Because of my changes, the original setup works better. I also took 2 transports from the Irish sea and put them on the west coast of South America to collect the resource production from Chile. I also removed 1 resource from French West Africa and put it in Madagascar.
One of the best things 2by3 could do, would be to change the code on how resources trace over land. Right now the distance is unlimited. It should be changed to only trace to an adjacent zone. If that adjacent zone has rail or a transport in it, then the resource can travel that path. For instance, in Siberia there is rail within one zone of the resources there so they could trace a path. But in South America, where there is no rail, only adjacent transports could pick up the resource production. In Africa all territories adjacent to South Africa and Rhodesia can feed their resources into this rail link and from there a transport off of South Africa can continue that link. If this change was made it would be very similar to what I just did.

That was rather long hey[:)] Which is why I don't continue to repeat it in new readme's. I figure that once I explain my reasoning for a big change like that the first time around, I don't need to continue to repeat myself. If many miss it the first time around what can I do?Anyway, as I said a rule change on how resources trace would be a welcome change. Resource collection around Africa and South America would be more realistic as this change would require transports in this case. It wouldn't effect Siberia because the areas with resources are all adjecent to rail somewhere. The only time the resources in the Soviet Far East could be isolated would be when the Japs take the Russian territories directly below leaving them without any adjacent rail. That would be fair and realistic. The only place on the map where it could have a negative impact on gameplay would be North Africa. If this rule was adopted then the Germans would not be able to collect the resources from Morocco and Algeria by placing a transport in the Central Med. But that can be simply solved by creating a rail line from Morocco to Tunisia. Actually Algeria to Tunisia would do, since the rail at Algeria would auto collect Morocco's resource. Was there even a small amount of rail in these areas to justify this? There must have been.

Well even without a hard coded rule change I was able to simulate this effect pretty well. In South America the effect I achieved is identical to my proposed rule change. Transports are required off the coast of all the territories since there is no rail. The only effect my mod causes is that units if landed there can't move by land to another adjacent territory. Thats not much of a concern since the area is without a doubt beyond the area of normal play anyway. Besides I think its more realistic to use amphibious assaults to take each area. Since most of South America at the time was very inaccessible you can't really expect an army to march through the jungles of Bazil to Argentina for instance. But that is exactly what they can do now, which I feel is unrealistic. In real life, only port towns and some up the river a little way would have been a target for capture. Once these important areas were secured the invading army would have reboarded their ships and moved onto the next target down the coast. This is exactly how it needs to be done when using my mod.

In Africa I had to do things a bit different, because I had to allow for the chance of a German unit going on the raid. Which is S.O.P. when that militia in Italian East Africa wins that first fight. In this case, units had to be allowed to cross some borders, because this part of Africa can sometimes come into play, unlike South America. Basically I cut Africa in half. A north and south, with the dividing line along Angola, Rhodesia, and Mozambique. In the north, German raiding units are free to move around this area, but are cut off from moving further south into places like Rhodesia or Mozambique. Thats realistic anyway just like in South America. How far can you expect an army to travel through Africa starting from a place like Italian East Africa? Just moving from Italian East Africa to British East Africa by land is a feat in itself. The artificail barrier that prevents units in the north from entering the south was neccessary to keep several resource points from the south down there. In this way the UN can't collect all of Africa's resources unless they keep a chain of transports connected to South Africa. If they don't they would lose out on 4 regular and 2 free trade resoures per turn. I think that's enough to keep the UN player honest.

Give Franco v2.3 a try. I included a standard Spain for players like you who want the option to attack Spain.
Jesse LeBreton, AKA Lebatron
Development team- GG's WAW A World Divided
WanderingHead
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RE: technicalities of making map changes

Post by WanderingHead »

ORIGINAL: Lebatron
Actually Algeria to Tunisia would do, since the rail at Algeria would auto collect Morocco's resource. Was there even a small amount of rail in these areas to justify this? There must have been.

Spot on man.

http://mikes.railhistory.railfan.net/r052.html

It's on the web, it must be true!

Check out the map. It looks to me like there should be a line from Morocco to Tunisia. I'd leave it low capacity, maybe 20 or even 10. The French did a job building it out in the interwar years, but it was started in the 19th century.

This would have a huge impact on game play. North Africa would become extremely desirable to the WA if it were more accessible. I can only guess that that is why the rail was not included. Because of this, the capacity must be low so things don't get out of hand. But on the whole, it may be a good change, because I find North Africa nearly useless for the WA as it is.

I totally agree that the rule should change. I'd go a step further and state that it must be functional rail. It must have a carrying capacity >0, i.e. not be 2 levels damaged.

I would love for 2by3 to implement this. At least the rule. Modding can take over from there.
ORIGINAL: Lebatron
The only effect my mod causes is that units if landed there can't move by land to another adjacent territory. Thats not much of a concern since the area is without a doubt beyond the area of normal play anyway.

Of course, this is exactly the opposite of the overall approach I was contemplating, which is that very little terrain is literally impassible over an expanse of 1500 miles (a typical territory in WAW) and I'd rather leave the freedom to try it but make it difficult and expensive. Somehow, I prefer this even if it never gets exercised. I suppose it would only happen in those long 10 year wars to absolute victory, no AV.

E.g., take my idea of splitting the every Sahara space into 2 north and south, rough terrain. Make them neutral. Then the neutral DOW charge can be seen as expenses associated with grading those first roads. Given 9 months a lot of material, why can't an Italian army march from Algeria to French West Africa?

However, the concept is perhaps ruined by resources flowing through the Sahara. In fact, resource flow is the only "good" reason I know for the unnatural bisection of Africa. At least the East and West coasts should allow passage.
WanderingHead
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RE: technicalities of making map changes

Post by WanderingHead »

I found a free image editor that will work for GGWAW. Apparently the TGA files use an "alpha channel", which is essentially a grey scale mask that indicates which parts of the image are supposed to be asserted. Photoshop Elements, and some versions of Photoshop, do not support the alpha channel.

There is a free Gnu tool called GIMP which does support it and seems to do a good job.

This is now a very low priority but active project. Time will tell if anything comes of it.
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