Matrix Games Forums

Pandora: Eclipse of Nashira is now availableDistant Worlds Gets another updateHell is Approaching Deal of the Week Battle Academy Battle Academy 2 Out now!Legions of Steel ready for betaBattle Academy 2 gets trailers and Steam page!Deal of the Week Germany at WarSlitherine Group acquires Shenandoah StudioNew information and screenshots for Pike & Shot
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RCG Editing Questions

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [Discontinued Games] >> Panzer Command: Kharkov >> Maps, Models and Mods >> RCG Editing Questions Page: [1]
Login
Message << Older Topic   Newer Topic >>
RCG Editing Questions - 4/12/2008 5:59:30 AM   
Erik Rutins

 

Posts: 32914
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Use this thread for questions related to editing the Random Campaign Generator Files.


< Message edited by Erik Rutins -- 4/12/2008 6:00:27 AM >


_____________________________

Erik Rutins
Director of Product Development


For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.
Post #: 1
RE: RCG Editing Questions - 4/12/2008 10:48:31 AM   
Mraah

 

Posts: 1084
Joined: 2/20/2008
Status: offline
Stridor,

Ok ... I've read the manual ... I'm stuck ... see screen shot.

Question ... How can I add a scenario to list circled in red?
Question ... How can I edit a scenario from the list circled in red?

EDIT NOTE : I want to make my own scenario to use in this list.

I've looked in the scenario editor and it's not there ( German Winter 41 (attack) - 1st Pzr Div )
I've looked for an XML file with that name, no luck.



Also, suggestion ... The Replacements button needs pull down default menu's for Historical/Increased/Generous/Maximum ... I had to reference the other campaign's to find out what goes it what field.

Thanks !!

Rob



Attachment (1)

< Message edited by Mraah -- 4/12/2008 10:50:20 AM >

(in reply to Erik Rutins)
Post #: 2
RE: RCG Editing Questions - 4/12/2008 11:10:04 AM   
Stridor


Posts: 5078
Joined: 9/8/2007
Status: offline
If you press the little S (tick) button with a battle plan selected then that will be added to the sequence list.

You can double click on the battle plan once it has been loaded into the sequence list to edit its xml. This will load up the battle plan xml into whatever you have defined to load the xml file extension (eg notepad, xml notepad 2007, etc).

This is if you are in random campaign mode. In the "normal" campaign mode you add fixed scenarios (not battle plans) to the sequence list and when you dbl click on them it loads them up into the scenario editor.

There is no Battle plan editor as such, just raw xml edits but it should be pretty easy to work out.

If you want to add a brand new battle plan just copy one of the old ones over in the Data/Battles directory.


So just to be clear. Fixed campaigns use scenarios. Random campaigns use battle plans.

(in reply to Mraah)
Post #: 3
RE: RCG Editing Questions - 4/12/2008 11:17:10 AM   
Mraah

 

Posts: 1084
Joined: 2/20/2008
Status: offline

quote:

ORIGINAL: Stridor
You can double click on the battle plan once it has been loaded into the sequence list to edit its xml. This will load up the battle plan xml into whatever you have defined to load the xml file extension (eg notepad, xml notepad 2007, etc).


Ahhh, that was my problem.

quote:

There is no Battle plan editor as such, just raw xml edits but it should be pretty easy to work out.


Not a problem, I like raw data

quote:

If you want to add a brand new battle plan just copy one of the old ones over in the Data/Battles directory.

Dang it ... never occured to me to look in the battles folder ... Doh!!

Much appreciate your fast reply!!
Back to the drawing board ...
Rob

(in reply to Stridor)
Post #: 4
RE: RCG Editing Questions - 4/12/2008 11:36:49 AM   
Mraah

 

Posts: 1084
Joined: 2/20/2008
Status: offline

quote:

You can double click on the battle plan once it has been loaded into the sequence list to edit its xml. This will load up the battle plan xml into whatever you have defined to load the xml file extension (eg notepad, xml notepad 2007, etc).


Hmm, double clicking not working ... where can I define to load the xml extension? I'm using xml notepad 2007.

No problem loading it up seperately from explorer.

Rob

(in reply to Stridor)
Post #: 5
RE: RCG Editing Questions - 4/12/2008 2:10:46 PM   
Stridor


Posts: 5078
Joined: 9/8/2007
Status: offline
quote:

ORIGINAL: Mraah


quote:

You can double click on the battle plan once it has been loaded into the sequence list to edit its xml. This will load up the battle plan xml into whatever you have defined to load the xml file extension (eg notepad, xml notepad 2007, etc).


Hmm, double clicking not working ... where can I define to load the xml extension? I'm using xml notepad 2007.

No problem loading it up seperately from explorer.

Rob



Hmmm, I don't know why that would be. I have checked it and it works ok for me. What happens if you double click an xml file in explorer, what program loads it? Try also clicking on the edit xml function in the specs sheet of a unit in the scenario editor and see if that works because it uses the same mechanism.

I have noticed that sometimes xml notepad 2007 can sometimes take an "age" to load. So try giving it a little time and see what happens.

< Message edited by Stridor -- 4/12/2008 2:11:03 PM >

(in reply to Mraah)
Post #: 6
RE: RCG Editing Questions - 4/12/2008 2:26:27 PM   
Mraah

 

Posts: 1084
Joined: 2/20/2008
Status: offline

quote:

What happens if you double click an xml file in explorer, what program loads it?


Yes, xml notepad.


quote:

Try also clicking on the edit xml function in the specs sheet of a unit in the scenario editor and see if that works because it uses the same mechanism. I have noticed that sometimes xml notepad 2007 can sometimes take an "age" to load. So try giving it a little time and see what happens.


Nope. I waited 5 minutes. I tried again in the RCG, nope.

I'm going to put another quarter in the slot and see ... nope .

Rob

(in reply to Stridor)
Post #: 7
RE: RCG Editing Questions - 4/12/2008 2:45:10 PM   
Stridor


Posts: 5078
Joined: 9/8/2007
Status: offline
Just as a hunch, try setting up xmls to be opened by IE and then try double clicking again.

Otherwise I don't know?

Try opening a fixed campaign and double clicking on a scenario, that should take you to the scenario editor. Does that work?

If you click on the unit edit button in the specs window in the editor does that allow you to edit the xml?

(in reply to Mraah)
Post #: 8
RE: RCG Editing Questions - 4/12/2008 3:05:54 PM   
Mraah

 

Posts: 1084
Joined: 2/20/2008
Status: offline
quote:

ORIGINAL: Stridor

Just as a hunch, try setting up xmls to be opened by IE and then try double clicking again.

Otherwise I don't know?

Try opening a fixed campaign and double clicking on a scenario, that should take you to the scenario editor. Does that work?

If you click on the unit edit button in the specs window in the editor does that allow you to edit the xml?


Hmmm, when IE is the opener it prompts me about running Active X ... I can view it though.

I know in the security options it won't run Unsigned Active X. Is that what RCG or RBG is doing?

Rob

EDIT NOTE : see screen shot






Attachment (1)

< Message edited by Mraah -- 4/12/2008 3:08:54 PM >

(in reply to Stridor)
Post #: 9
RE: RCG Editing Questions - 4/12/2008 3:56:18 PM   
Mraah

 

Posts: 1084
Joined: 2/20/2008
Status: offline
By the way ... speaking of ActiveX ...

I'm running the Scenario Editor and the manual states that if I press button (7), I can view the terrain in 3D ... which I tried and it does not.

The manual states on page 12 ... "On the first time the Scenario editor is run you will be asked to install an activeX component. Please ensure that you do so for maximum editor functionality".

It did not ask me to install an activeX component when first ran program.

Thanks again for your support!

Rob

EDIT NORE : Maybe there needs to be a SceneXML for the template ... just guessing, the Winter L5W has none, I think.

< Message edited by Mraah -- 4/12/2008 4:02:43 PM >

(in reply to Stridor)
Post #: 10
RE: RCG Editing Questions - 4/12/2008 4:02:26 PM   
Erik Rutins

 

Posts: 32914
Joined: 3/28/2000
From: Vermont, USA
Status: offline

quote:

ORIGINAL: Mraah
I'm running the Scenario Editor and the manual states that if I press button (7), I can view the terrain in 3D ... which I tried and it does not.


It does, but chances are if you have the map maximized that it's hidden behind it. Try zooming out of the main map, then click on it and drag it to the side, you should see the 3D version behind it.


_____________________________

Erik Rutins
Director of Product Development


For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Mraah)
Post #: 11
RE: RCG Editing Questions - 4/12/2008 4:07:07 PM   
Mraah

 

Posts: 1084
Joined: 2/20/2008
Status: offline

quote:

ORIGINAL: Erik Rutins
It does, but chances are if you have the map maximized that it's hidden behind it. Try zooming out of the main map, then click on it and drag it to the side, you should see the 3D version behind it.


Ok ... Good morning Erik . You caught me by surspise ... read my post again, edit note ...

This does work for Karkov maps ... I'm using the Winter L5W map, which appears to need the sceneXMl for it to view 3D.

Thanks for quick reply!

Rob

(in reply to Erik Rutins)
Post #: 12
RE: RCG Editing Questions - 4/12/2008 4:12:28 PM   
Erik Rutins

 

Posts: 32914
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Aha, that may be true - I'm not sure why that scene file would not be there, let me find out.

_____________________________

Erik Rutins
Director of Product Development


For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Mraah)
Post #: 13
RE: RCG Editing Questions - 4/18/2008 11:41:58 PM   
Romeo13

 

Posts: 56
Joined: 4/18/2008
Status: offline
OK, searched throught the multiple XML files pretty well...

Just where can you modify the base Core Units to build a random Campaign?

I don't see a unit list anywhere except in the already generated random scenario files, and I'd really like to build a Tank Destroyer unit...

Thanks

(in reply to Erik Rutins)
Post #: 14
RE: RCG Editing Questions - 4/18/2008 11:56:05 PM   
Erik Rutins

 

Posts: 32914
Joined: 3/28/2000
From: Vermont, USA
Status: offline

quote:

ORIGINAL: Romeo13
OK, searched throught the multiple XML files pretty well...
Just where can you modify the base Core Units to build a random Campaign?
I don't see a unit list anywhere except in the already generated random scenario files, and I'd really like to build a Tank Destroyer unit...


In the Battle Plans, which are found in the /Data/Battles folder. Your core units are determined as those that show up in the very first battle of the random campaign (and that's why the first battle plan is always set to the first date and set as a "key" battle in the Campaign Editor).

To add to or change a core force for a campaign or create a new campaign with a new core force, you need to make sure of the following:

1. Each unit in your core force shows up in the first scenario in the campaign
2. Each unit in your core force shows up in every later scenario in some form, even if as a late reinforcement, as long as it's in the list

This will allow your core units to follow along and keep continuity as far as their experience, medals, abilities, kills, etc.

Regards,

- Erik


_____________________________

Erik Rutins
Director of Product Development


For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Romeo13)
Post #: 15
RE: RCG Editing Questions - 4/19/2008 9:01:05 PM   
Romeo13

 

Posts: 56
Joined: 4/18/2008
Status: offline
Thanks, got it...

(in reply to Erik Rutins)
Post #: 16
RE: RCG Editing Questions - 4/20/2008 2:33:31 AM   
WhiteOwl

 

Posts: 121
Joined: 6/9/2006
From: Sydney, Australia
Status: offline
Just a quick one, what is the "multiplier" attribute in the "replacement" tag used for?

(in reply to Romeo13)
Post #: 17
RE: RCG Editing Questions - 4/20/2008 3:32:05 AM   
Mraah

 

Posts: 1084
Joined: 2/20/2008
Status: offline
quote:

ORIGINAL: WhiteOwl

Just a quick one, what is the "multiplier" attribute in the "replacement" tag used for?




Multiplier is the % value of total core points given for replacements from hqhelp.

Example ... historical .4 / 2 hqhelp means 40% of core points given as replacements .... 2 chances to ask for help.

Rob

EDIT NOTE : Description found in the Random Campaign and Battle Generator manual, p. 8, 2nd paragraph.

< Message edited by Mraah -- 4/20/2008 3:37:50 AM >

(in reply to WhiteOwl)
Post #: 18
RE: RCG Editing Questions - 4/20/2008 4:11:13 AM   
WhiteOwl

 

Posts: 121
Joined: 6/9/2006
From: Sydney, Australia
Status: offline
Thanks for that, I missed that in the manual, did a search for "multiplier" but came up empty...

(in reply to Mraah)
Post #: 19
RE: RCG Editing Questions - 4/20/2008 4:35:19 AM   
Mraah

 

Posts: 1084
Joined: 2/20/2008
Status: offline

quote:

ORIGINAL: WhiteOwl

Thanks for that, I missed that in the manual, did a search for "multiplier" but came up empty...


Your welcome!! I know how you feel ... I couldn't even find the reference again, at first when I posted.

I know the answer is buried in there somewhere!! ... I kept telling myself. hehe

Rob

(in reply to WhiteOwl)
Post #: 20
RE: RCG Editing Questions - 4/20/2008 5:28:04 AM   
Stridor


Posts: 5078
Joined: 9/8/2007
Status: offline
Wait till you get to the points calculation formulas

(in reply to Mraah)
Post #: 21
RE: RCG Editing Questions - 4/20/2008 6:03:14 AM   
Mraah

 

Posts: 1084
Joined: 2/20/2008
Status: offline

quote:

ORIGINAL: Stridor

Wait till you get to the points calculation formulas


You know ... I skipped over that section when I saw all the variables ....

Knowing my luck I'll be chasing my tail for days ... like I've been doing already, modding the Level 8 map

(in reply to Stridor)
Post #: 22
RE: RCG Editing Questions - 4/20/2008 6:48:13 AM   
WhiteOwl

 

Posts: 121
Joined: 6/9/2006
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: Stridor

Wait till you get to the points calculation formulas


Well, if you brought up the subject Stridor, perhaps you might venture to explain it a bit more

As I understand it, %ON is equal to the value of your current core units (as defined in the current battle file), while %OM is the max value (also from the battle file, but using the max attribute for the unit as opposed to the num attribute). I am however, having trouble understaning the %OP value - if it is the calculated value, which calculations are involved? Also, how can the result be in a formula as a variable, doesn't this create an infinite recursion?

Now, to the enemy values. What are these based on if there is no such thing as an enemy core unit list?

I gather that %RM is the value from the random campaign XML file as taken from the "historical", "maximum", "generous", etc. values?

Finally, the RAND function is listed in the doc as taking two parameters, while in the actual files, it takes one. Am I correct in guessing it will generate a linearly random value between 0 and the parameter?

Thanks

(in reply to Stridor)
Post #: 23
RE: RCG Editing Questions - 4/20/2008 10:09:49 AM   
Stridor


Posts: 5078
Joined: 9/8/2007
Status: offline
See my post to your excellent tut.

Also see page 18 of the rbg pdf manual

There is side 1 which is calculated first (so this side can't reference their own points) and side 2 which is calculated second (so they can reference side 1 points)

side 1 is the human player with a core force (either russian or german)
side 2 is the AI player (note the AI player is allowed a core force if you define it, this is usefull for key battles)

%ON, %OM is as you have indicated %OP is not used (These are for side 1 or side 2 the manual is wrong here)
%EN, %EM should be obvious (only for side 2)
%EP is the total calculated points for side 1 (only for side 2)

%RM is the replacement modifier a multiplier set by the designer but selectable by the player at campaign generation. This is a handy value to have as it effectively allows you to set historical limits on what the core strength will trend to. For example if an outfit historically ran at ~ 50% max (paper) strength (points = "%OM * %RM where %RM = 0.5) but the player can choose a higher non-historical replacement modifier to make the game easier (eg %RM = 0.9) or harder (eg %RM = 0.3)

%OA = on attack (1 if on attack, 0 on defense)
%OD = on defense (0 if on attack, 1 on defense)

%OA and %OD are used to set points bonuses or penalities depending on what type of battle the side is participating in. Obviously if side 1 is %OA then side 2 will be %OD and so on ...

Along these lines you get select is certain core units will be available depending on the battle type

eg

probability="0.5" = 50% flat chance of that platoon appearing in any battle
probability="A=0.3;D=0.9" 30% if on attack, 90% if on defense

You get the idea.

With these variables you can essentially write self balancing campaigns that always stay interesting, or not, depending on what you want.

Regards

S.

(in reply to WhiteOwl)
Post #: 24
RE: RCG Editing Questions - 4/20/2008 11:12:48 AM   
WhiteOwl

 

Posts: 121
Joined: 6/9/2006
From: Sydney, Australia
Status: offline
Thanks for that Stridor - this makes a lot more sense now :)

Cheers

(in reply to Stridor)
Post #: 25
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [Discontinued Games] >> Panzer Command: Kharkov >> Maps, Models and Mods >> RCG Editing Questions Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.109