Matrix Games Forums

The fight for Armageddon begins! The Matrix Holiday sales are starting today! Warhammer - Weapons of WarFlashpoint Campaigns: Red Storm gets huge update and a Steam release!Battle Academy 2 opens up a new front!Flashpoint Campaigns Featured on weekly Streaming SessionFrontline: The Longest Day - New Screenshots!Deal of the Week: Hannibal Rome and CarthageFlashpoint Campaigns: Red Storm gets Players Edition!To End All Wars gets its first major patch!
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

WITE Scenario Design: Lessons Learned

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

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> Scenario Design and Modding >> WITE Scenario Design: Lessons Learned Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
WITE Scenario Design: Lessons Learned - 12/30/2010 7:40:21 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline
This post (and those that follow) are about learning how to design and deliver an acceptable scenario to the WitE gaming community. If you are reading this, you already know that WitE is a great game with even greater potential--if only YOU could just get your gaming ideas into digits.

This is my attempt at a User's Guide for scenario design and development. It's Design and Development 101 all the way...cuz frankly, that's exactly where I'm at in the learning tree. I don't claim to be right; I'm just trying to learn and pass on lessons learned to others in an organized manner.

So...where did I start on my Korsun Pocket scenario journey? The "easy place" of course--the scenario text file. It seems like the logical place. After all, if you can't fill out the details for this file--then maybe you don't really know what you want to do in the first place. Or maybe that "luvin' feelin'" will come to you later once you've had quality time with The Editor. Whatever--let's just get started!

Now...back to this scenario text file; where do you find it? Well--It doesn't exist yet cuz you haven't created it. BUT...once created, it will be located in the Gary Grigsby's War in the East/Dat/Scen folder. It is simply a text file that YOU create for YOUR scenario using Notepad or some other text editing program that's saved to this folder.

Let's take a look at the contents of one of the existing files...yes--my favorite testing scenario...The Road to Minsk.

Open the file and it looks something like this:



// this is a test?

That junk's not even required. It's gotta go--DELETE!

And now for the meat and taters...NAMING YOUR SCENARIO! I call mine:

ScenarioText(0,"Korsun Pocket 24 January 1944 - 16 February 1944 ~


What do you call yours? How does it look?

< Message edited by bcgames -- 12/25/2011 8:28:51 AM >
Post #: 1
RE: WitE Scenario Design: Lessons Learned - 12/30/2010 8:25:18 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline
This is how mine looks:



That's right, WTF means I haven't come up with adequate verbiage to describe what it is that The Player needs to know about my scenario--so sue me. I'm WORKIN' on it. While that's happening let's talk about more IMPORTANT things--like these little dinky squiggly thingees that look like this:

~

They are im-por-TANT...in the formating department...along with the quotes and the parentheses. Mess with the Road to Minsk file. Load up this scenario every time you make a change to see how it appears in the scenario text. File this information away for later use.

Next lesson...

< Message edited by bcgames -- 12/30/2010 9:04:14 AM >

(in reply to bcgames)
Post #: 2
RE: WitE Scenario Design: Lessons Learned - 1/2/2011 3:32:54 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline
Questions and Answers:

Q. How do you start a brand new scenario from scratch?

A. What I would do, is load a scenario, go the MAIN tab and rename it to your new scenario under the SCENARIO NAME. Save the scenario. Go to the CSV tab and click the EXPORT TO CSV. When done, it will show SUCCESS when all of your files have been exported. Go to your game's /DAT/CSV folder and open up the SCENARIO NAME_unit.csv file. Delete all the unit data and replace all of the fields with a '0' in the spreadsheet but leave row 1 and save the file under the exact file name as when you loaded it. It is my understanding that you have to have some data in each field or the editor will crash when you try to save. You may get a warning about saving an incompatible file, select 'YES'. Go back to the editor under the CSV tab and IMPORT FROM CSV. You will get a SUCCESS when it works and the editor will crash if it doesn't. --el hefe

Discussion: http://www.matrixgames.com/forums/tm.asp?m=2646999

---

Q. If I make a copy of the 1941-1945 campaign to make changes, do I have to do anything special to have the AI from the original scenario?

A. No, but you should be careful changing HQ unit names as they are used by AI. --Helpless

---

Q. Why can't I save an edited existing WitE scenario as a different .scn file?

A. Once in the editor, go to the Main Section. You will see the label Scenario Name. Click on it, change the name, and then save it. The game engine program will create a new--additional copy--of the existing scenario with the new name you entered. In addition, you have to copy the original scenario description text file and paste it in the Dat/scen folder of the game directory. Rename this file to match the name you selected for your new, modified scenario. --Murat30

---

Q. How do you make a copy of a scenario so you can edit the copy and leave the original intact?

A. Start the editor, load a scenario, choose the scenario you wish to base your mod on. When it opens, click on the large X on the editor task bar, then click on the scenario name - top left. This opens a 'field' where you can enter the scenario's new name and save it. Close The Editor and restart selecting your new scenario. --Iron Duke

---

Q. How do I make the scenario start up with the game map centered on the area of operation?

A. Right now the game map should be centered automatically over the highest level HQ on map. This is true when you hit end the turn. In the editor, it should go to the calculated center of the front line. --Helpless

---

Q. Do you have to maintain the command hierarchy...even in a small scenario? IOW, do I have to have a chain of command all the way up to OKH and STAVKA? If so, do these higher HQs have to be in the playable area of the scenario?

A. Yes, you need to have them in the hierachy and on the map for best results. --el hefe

---

Q. In other games I just used MS Paint to Mod Bitmaps but this game uses TARGA files which are not recognized by MS Paint. Is there a free program that will do the job? I don't want to buy Photoshop just to make minor changes.

A. http://www.gimp.org/ Gimp should support it. --Helpless

---

Q. Is it possible to make cosmetic changes to the map?

A. You can edit the map art. --Helpless

---

Q. How do I edit the amount of Manpower/Armament points that each side starts off the war with?

A. You have to edit the cities individually by adjusting their manpower points and add armament factories. --el hefe
A. Go to the ground element Manpower(1482) or Armaments(1489) and set the Axis number and Soviet number in the pool. --Helpless

---

Q. How do I add extra support units at Soviet HQs at the start of a scenario? Assign/Form doesn't seem to be available for them.

A. Add the units in the UNIT EDITOR manually (copy & paste works well) and then assign them to their respective headquarters. -- el hefe

---

Q. How exactly does the Maximum Import settings on AFVs for the Axis Minors work? Would it be unlimited if I set it to zero?

A. The number set in Max Import defines target built value of the particular ground element or aircraft. GE or AC will be exported until this value is reached. 0 means nothing is exported. --Helpless

---

Q. Is there a character limit to unit titles?

A. The limit for the unit name is 40 characters. However, I would try to avoid long names, as we currently do the in-code truncation. Unit names that are too will overlap in various places. --Helpless

---

Q. How do I free units up in an existing scenario so that they can be plotted from Turn 1?

A. Go to the map in your scenario, select the unit you want to unfreeze. Right click on the unit on the right side information panel to bring up the unit details. You will see a 'FREEZE FORMATION' button so click that. It will ask you how many turns so you want to freeze this unit. Just hit enter to clear out any delay and it will reset the unit and all sub-units to being usable on the first turn. This function will freeze/unfreeze all subordinate units if you use this function on a HQ. If you use it on any other unit, it will just impact that unit. -- el hefe

---

Q. What does the "score mod" setting in The Editor do?

A. The Score Modifiers have an effect in non-campaign games; when scores count for the losses suffered. You can make the Score Modifiers uneven if you think that one side could afford to lose more than the other. --Helpless

---

Q. How do I load an already saved game into The Editor?

A. You should be able to rename the saved game to a scenario file by changing the .sav to a .scn. Go to the editor, open up the new .scn file. Go to the MAIN tab and change the scenario name to something you want to name the new game. The scenario file will conviently already have the start time changed to the end of your saved game. Change the end dates and save. To play it, you should see this new game in the list of scenarios with the others and run as normal. -- el hefe

---

Q. If I make a change to generic data in the editor, how can I restore the original data?

A. From the backup file you already saved, or reinstalling the WitE program, or asking someone to send original .dat file(s). --Helpless

---

Q. Does anyone connected with the game have good sources for unit strengths, compositions that they would be willing to share?

A. Here are some that I regularly use in my own scenario creation. I am working on a Ukraine 43-44 scenario right now and I have open the following:

http://www.lexikon-der-wehrmacht.de/inhaltsverzeichnis1.htm (Best German unit site that I have found)

http://victory.mil.ru/war/oob/bs_1944.1.10.html (Best Soviet OOB site - has OOBs for every 3 months of the conflict)

http://www.ordersofbattle.darkscape.net/site/sturmvogel/Panzerkeil.html (German support units)

http://www.translate.ru/site_Translation.aspx?direction=re&from=adv&template=General&autotranslate=on&transliterate=on&flw=1&showvariants=&viewModeSelected=result&sourceURL=http://allaces.ru/cgi-bin/s2.cgi/sssr/struct/main.dat (Soviet Air)

http://www.ww2.dk/ (Best Luftwaffe Site)

http://www.generals.dk/ (WW2 Generals)

http://www.gutenberg-e.org/esk01/frames/feskmap.html (OKH Situation Maps)

http://www.cgsc.edu/CARL/nafziger/ (Nafziger's OOB collection from the US Army General Staff College) -- el hefe


A. In addition to what has been mentioned:

General OOB info for 41: http://niehorster.orbat.com/011_germany/__ge_index.htm

Romanian information: http://www.worldwar2.ro/

Wehrmacht: http://www.wehrmachtdivisionen.de/ (some stuff one has to pay for)
http://www.achtungpanzer.com/ (generic but still interesting if you are starting out)
http://www.wwiidaybyday.com/ (site is still being built, but it looks like it will be great some day)
with Google books look for:"Panzer Divisions: The Eastern Front 1941-43" (Some good information can be got with the Preview function, even worth buying IMO if you are really interested in the subject material)
http://forum.panzer-archiv.de/viewforum.php?f=36&sid=befe4083caf87ffc58d9f58794872e14 (a forum with excellent info)

Finland: http://www.jaegerplatoon.net/MAIN.html

In addition this is an interesting place to compare some battalion level TOE's:

http://www.bayonetstrength.150m.com/General/site_map.htm --MechFO


A. http://www.feldgrau.com/ --Naughteous Maximus


A. http://www.rkka.es/Estructura/asignacion_terrestre/BoevojSostavSA1941.pdf
http://www.rkka.es/Estructura/asignacion_terrestre/BoevojSostavSA1942.pdf
http://www.rkka.es/Estructura/asignacion_terrestre/BoevojSostavSA1943.pdf
http://www.rkka.es/Estructura/asignacion_terrestre/BoevojSostavSA1944.pdf
http://www.rkka.es/Estructura/asignacion_terrestre/BoevojSostavSA1945.pdf
--Jabba

---

Q. What do the PRODUCTION USAGE and SURRENDER FLAGS portions in the editor mean/do?

A. For Production Usage, you set a % of full production to be applicable in your scenario. Useful when you are doing smaller sized scenarios that maybe only deal with a single army group and you don't want an entire theater's worth of replacements going to a single army group. Surrender flags turn on immediate surrender conditions for that country. --el hefe

---

Q. When I adjust the per-turn and EG values of Victory Point (VP) locations in the editor, it looks like only the Axis changes in the VP list and my results tend to vary. What is the correct procedure?

A. You have to switch sides with the 'w' key and edit both sides victory objectives. --el hefe

---

Q. When using the Scenario editor there are 2 lines on the Main tab which I do not understand.

1. Attack Stance: Axis 0 Allies 0. The choice is 0-4. What does this mean?

2. AI Usage: Axis : 0 Allies: 0. Choices are 0-3. Once again I do not understand the choices.

A. Attack stances: 4- All out attack, 3 - Sustained Attack, 2 - Normal attack, 1 - Cautious Attack, 0 - Defend

AI usage: 2- Use Defend AI Only, 1 = Use Attack AI Only, 0 - Use Campaign AI. In scenarios where a side is only going to attack or defend, setting the AI usage will speed up the AI and will lead to slightly improved AI. If the AI usage is set to campaign, the attack stance will be ignored. --Joel Billings

---

Q. All the stock game scenarios list the Axis and Soviet Supply Hex as 0,0. Is there any reason to change these numbers?

A. There have been cases where it is helpful to add an additional supply source somewhere besides the normal east and west map edges. --el hefe

---

Q. Are there any rules-of-thumb we can use for putting numbers to Men Disabled?

A. I would look at your starting OOB manpower numbers and use something relative here. For example, if the Germans have 1.6M men in the field, I would use maybe 200k in the disabled as this number will provide some return to duty replacements. --el hefe

---

Q. I have been trying to add new ground elements via the editor using copy and paste then save; but when I load the scenario up in the game it is always gone. What step have I missed that will "make it stick" permanently?

A. If you are in the scenario editor and change things under the 'TOE' or 'ground element' fields they don't take and the same for when you are in the 'Generic data' editor if you create a new unit under the 'unit tab' it will not appear in tha scenario. The steps I use to create a new unit with new equipment is as follows:

1 start Editor and load generic data
2 create new ground element ie 'Flamm Pz II '
3 create new TOE using the new ground element
4 save generic data
5 select load scenario
6 select the scenario you are modding
7 select unit tab
8 in vacant slot enter data ie TOE number,nationality, designation etc.
9 save scenario

--Iron Duke

A. You have to add the new TOE's, ground elements and planes (and changes of existing ones) in the generic data files. After you are done you can load a scenario file and insert the new units using your edited TOE's (they are available there then). --Grouchy

---NEW---NEW---NEW---

Q. How do you set which side goes first in a scenario?
A. Save the scenario when the correct current side is selected. IOW, if you want the Soviet player to be the first player, make sure the current player is the Soviet player in the game editor. (NOTE: You can only switch the current player when you are in GO TO THE MAP mode; you cannot switch the current player while in any other mode (i.e. Main, Units, Air Groups, etc.)

Q. WEATHER ZONES. What rule-of-thumb should be used for setting ICE (0-10)? IOW, what do the numbers mean? At what setting do rivers/lakes freeze?
A. 1-2 are loose ice, 3-4 is thin ice, and 5+ are frozen. -- el hefe

Q. FUNCTIONS. How do you damage on-map rail?
A. Use the "d" key to damage/repair the rail in a hex. -- Helpless

Q. FUNCTIONS. Why would you want to damage off-map rail?
A. If you need to damage a big area to affect production. -- Helpless

Q. FUNCTIONS. How do you set the initial rail capacity for both sides in a small scenario?
A. You can't set rail capacity as it is initialized based on the size of the map and I believe railyards in the cities on the map. -- el hefe

< Message edited by bcgames -- 4/19/2011 2:52:45 AM >

(in reply to bcgames)
Post #: 3
RE: WitE Scenario Design: Lessons Learned - 1/2/2011 8:32:06 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline
Q&A Updated.

< Message edited by bcgames -- 1/3/2011 3:30:07 AM >

(in reply to bcgames)
Post #: 4
RE: WitE Scenario Design: Lessons Learned - 1/3/2011 6:24:35 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline
Q&A Updated.

(in reply to bcgames)
Post #: 5
RE: WitE Scenario Design: Lessons Learned - 1/4/2011 4:46:13 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline
Q&A Updated.

(in reply to bcgames)
Post #: 6
RE: WitE Scenario Design: Lessons Learned - 1/5/2011 5:42:11 AM   
rosseau

 

Posts: 1078
Joined: 9/13/2009
Status: offline
This is a very helpful resource. I don't want to distract you from the Korsun scenario you are doing, but one question:

Creation of new units seem to be possible when editing a scenario only--i.e., I can create the new unit in the Units Tab but they don't stick after saving the general database.

(in reply to bcgames)
Post #: 7
RE: WitE Scenario Design: Lessons Learned - 1/5/2011 7:22:28 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline

quote:

ORIGINAL: rosseau

Creation of new units seem to be possible when editing a scenario only.

You are correct. Creating a new Unit for a scenario is done in the Scenario Mode--not the Generic Data Mode.

(in reply to rosseau)
Post #: 8
RE: WitE Scenario Design: Lessons Learned - 1/5/2011 9:43:40 AM   
Bletchley_Geek


Posts: 3070
Joined: 11/26/2009
From: Living in the fair city of Melbourne, Australia
Status: offline
Thank you very much for taking the time to compile this FAQ/guide

(in reply to bcgames)
Post #: 9
RE: WitE Scenario Design: Lessons Learned - 1/6/2011 2:43:59 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline
You are welcome. It's good for me too.

_____________________________


(in reply to Bletchley_Geek)
Post #: 10
RE: WitE Scenario Design: Lessons Learned - 1/9/2011 12:51:23 PM   
Iron Duke


Posts: 521
Joined: 1/7/2002
From: UK
Status: offline

For Info.. don't know if you've come across this but if in the editor and you wish to remove an entry do not r do not use the 'Delete' command ,this deletes the entry but moves every entry after it up one slot this is both in the scenario editor and generic data editor ... better to use the 'Clear' command.
Just messed up not only my mod but the core scenarios as well , going to reload game from scratch and start again &%%$^%^

_____________________________

"Bombers outpacing fighters - you've got to bloody well laugh!" Australian Buffalo pilot - Singapore

(in reply to bcgames)
Post #: 11
RE: WitE Scenario Design: Lessons Learned - 1/9/2011 3:32:36 PM   
Helpless


Posts: 12044
Joined: 8/27/2004
Status: offline
Delete function should be safe, but it requires a lot of data manipulation, so we use to find some bugs. The last one was with withdrawals, which are not shifted. Fixed in coming patch.

_____________________________

Pavel Zagzin
WITE/WITW Development

(in reply to Iron Duke)
Post #: 12
RE: WitE Scenario Design: Lessons Learned - 1/10/2011 5:41:38 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline
What part of TOE(OB) don't you understand? If you have looked at the .csv version of this data, you know that there are enough columns and lines of data in the TOE(OB) file to make your head swim backwards in a sea of information overload. Here's A WAY that I have tried to tame the beast.

I started at pg. 387 of Douglas E. Nash's, Hell's Gate. This is where the orders of battle for the Germans and Soviets participating in the Korsun-Tscherkassy Pocket battle begins. I then opened up a blank Excel spreadsheet, scanned through Nash's OOBs and then entered the unique unit types that I saw in Hell's Gate. The result for the Germans is shown here:



If you wonder how the list of unique units came to be in the order displayed above, well...I went through the German OOB in Nash's book several times. First time through, the goal was to determine the list of unique headquarters types. Then I went back through to see what unique types of divisions there were; then brigades, regiments, and battalions--and for both sides. I'm sure another way of finding and entering your scenario unique types will work just as well (lets us know what they are).

The next step is to determine whether the units YOU need for your scenario exist in the generic TOE(OB) file...and if so, what are their all powerful id numbers?

< Message edited by bcgames -- 1/10/2011 7:35:41 AM >

(in reply to Helpless)
Post #: 13
RE: WitE Scenario Design: Lessons Learned - 1/10/2011 6:10:25 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline
Given the list of required TOE(OB)s that I identified above for my Tscherkassy Pocket scenario, I opened the _ob.csv file and extracted the "best fit" from the list of available TOE(OB)s. Here's what it it looks like for the Germans--line-for-line as compared to the image above:



The lines that have a red box over their id numbers represent TOE(OB)s that do not exist in the generic files--but have a close cousin; a slight OB modification is required. The lines in white indicate TOE(OB)s that do not exist in the generic files or if they do, require a major modification--or creation--to make them useable for my scenario.

For the Germans, these are the only lines in the entire TOE(OB) .csv file that I need to worry about.

< Message edited by bcgames -- 1/10/2011 7:43:19 AM >


_____________________________


(in reply to bcgames)
Post #: 14
RE: WitE Scenario Design: Lessons Learned - 2/15/2011 5:23:40 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline
bump

_____________________________


(in reply to bcgames)
Post #: 15
RE: WitE Scenario Design: Lessons Learned - 4/4/2011 3:51:18 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline
When designing a scenario for WitE, you are faced with decisions about what to enter into The Editor. The current set of scenarios provides a departure point for acceptable "rules of thumb". They are a start anyway. Here are the current editor settings for Admin Points and Score Mods in the published scenarios:



Given the year of your scenario and this table, you might be able to find a "sweet spot" that is consistent with existing scenarios.

(in reply to bcgames)
Post #: 16
RE: WitE Scenario Design: Lessons Learned - 4/5/2011 5:15:54 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline
And continuing the theme presented above, the Pilot's quality...



(in reply to bcgames)
Post #: 17
RE: WitE Scenario Design: Lessons Learned - 4/15/2011 1:13:47 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline
See also:

Editor Functions

(in reply to bcgames)
Post #: 18
RE: WitE Scenario Design: Lessons Learned - 4/17/2011 5:05:59 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline
Editor Hotkeys

The hotkeys in The Editor do not always act as they do in the game. Here's what I have found to be true while using The Editor:

a	?
b	Build-up/breakdown units on controlling side
c	Show Commander’s Screen
d	Damage/Repair rail hex
e	Toggle enemy hexes on/off
f	Toggle fort levels on/off
g	Auto assign unit(s) to nearest applicable HQ
h	Show help locate hex/city/unit/air group
i	Show Reinforcement/Withdrawal schedule	
j	?
k	?
l	Show Losses screen
m	?
n	?
o	Show Order of Battle screen
p	Show Production screen
q	Quick save
r	Toggle rail damage info on/off
s	Sets the selected hex and all hexes to the west to Axis (if the current player is Axis) or to the east to Soviet (if the current player is Soviet). 

t	?
u	Changes the control of the selected hex to the current player.
v	Show Victory screen
w	Switch sides; toggles the current player between Axis and Soviet (NOTE: Units must be toggled ON.  If units are not toggled on, pressing the w key will not change sides)
x	?
y	?
z	?
+	Zoom Map In
-	Zoom Map Out
Esc	Exit Current Display
Tab	?
;	Enter fort level in hex
,	Go forward through OB
.	Go backward through OB
Shift-A	Show AI Scripts
Shift-B	?
Shift-C
Shift-D
Shift-E	Toggle enemy hexes on/off
Shift-F	Toggle fort levels on/off
Shift-H	Show Hotkey List
Shift-I	Toggle identify army/front by color on/off
Shift-J	Toggle jump map on/off
Shift-K	?
Shift-L	Show Losses screen
Shift-M	?
Shift-N	?
Shift-O	Set AI Objectives
Shift-P	Show Preferences screen
Shift-Q	Quit Map and exit to Editor Main screen
Shift-R	?
Shift-S	Sets the selected hex and all hexes to the west to Axis (if the current player is Axis) or to the east to Soviet (if the current player is Soviet)
Shift-T	Selected units set to Static mode
Shift-U	?
Shift-V	Set Victory Cities
Shift-W Switch sides; toggles the current player between Axis and Soviet
Shift-X	?
Shift-Y	?
Shift-Z	?
Shift-<	Cycle forward through OB
Shift->	Cycle backward through OB

(in reply to bcgames)
Post #: 19
RE: WitE Scenario Design: Lessons Learned - 4/18/2011 2:50:20 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline
DESIGN TIP. This technique works well for small scenarios. It is easy to assign units to their actual start hexes by first getting them on the map. Once on the map, you can select them as you normally do during game play...then right click in the hex you want them in for your scenario.

Here's how to do it. Find a hex on your scenario map for each side that is away from the action. Record the x,y coordinates of each of these hexes. Now open the _unit.csv file for your scenario and enter those x,y coordinates in columns F and G for as many units you wish to position at one time (hint: you can do technique over and over again...placing units a bite at a time). Make sure the delay column equals 0 for each of the units that you are interested in placing. If the delay setting is greater than 0 you will not see the units. When you are done, save and close the _unit.csv file.

Go to the CSV tab and import the .csv files for your scenario using the import button. Now select the GO TO THE MAP command at the bottom of the editor. Once the game map appears, you should see the units in the hex you assigned on the _units.csv file. In my example below, it is in the lower left hand corner of the game map.



Select the unit(s) you want to place and then right click in the hex you want them to start the scenario in.

(in reply to bcgames)
Post #: 20
RE: WitE Scenario Design: Lessons Learned - 4/19/2011 2:53:50 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline
Q&A updated.

(in reply to bcgames)
Post #: 21
RE: WitE Scenario Design: Lessons Learned - 4/21/2011 3:01:51 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline
See also:

WitE Custom Fonts

Change the way fonts appear in game play.

_____________________________


(in reply to bcgames)
Post #: 22
RE: WitE Scenario Design: Lessons Learned - 4/30/2011 12:55:50 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline
Setting Victory Objectives.

See the following link:

Setting Victory Objectives in Non-Campaign Scenarios

< Message edited by bcgames -- 5/4/2011 6:08:07 AM >

(in reply to bcgames)
Post #: 23
RE: WitE Scenario Design: Lessons Learned - 5/3/2011 5:11:16 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline
Setting AI Objectives.

Here's how to get to the Select AI Objectives screen. While in the editor select Go To The Map mode and then press shift-O:

SET AI OBJECTIVES Screen (Hotkeys):

CTRL-0 Highlight all Partisans
CTRL-1 Highlight all HQs
CTRL-2 Highlight all Air Groups
CTRL-3 Highlight all Armor, Mech, & Mot
CTRL-4 Highlight all Cav
CTRL-5 Highlight all Inf
CTRL-6 Highlight all Sec
CTRL-7 Highlight all AT, Art
CTRL-8 ???
CTRL-9 Highlight all Rail Repair units

developing...

< Message edited by bcgames -- 5/4/2011 6:07:01 AM >

(in reply to bcgames)
Post #: 24
RE: WitE Scenario Design: Lessons Learned - 5/5/2011 8:27:31 AM   
Daveion Steel

 

Posts: 47
Joined: 8/27/2009
Status: offline

quote:

ORIGINAL: bcgames

Editor Hotkeys

The hotkeys in The Editor do not always act as they do in the game. Here's what I have found to be true while using The Editor:

a	?
b	Build-up/breakdown units on controlling side
c	Show Commander’s Screen
d	Damage/Repair rail hex
e	Toggle enemy hexes on/off
f	Toggle fort levels on/off
g	Auto assign unit(s) to nearest applicable HQ
h	Show help locate hex/city/unit/air group
i	Show Reinforcement/Withdrawal schedule	
j	?
k	?
l	Show Losses screen
m	?
n	?
o	Show Order of Battle screen
p	Show Production screen
q	Quick save
r	Toggle rail damage info on/off
s	Sets the selected hex and all hexes to the west to Axis (if the current player is Axis) or to the east to Soviet (if the current player is Soviet). 

t	?
u	Changes the control of the selected hex to the current player.
v	Show Victory screen
w	Switch sides; toggles the current player between Axis and Soviet (NOTE: Units must be toggled ON.  If units are not toggled on, pressing the w key will not change sides)
x	?
y	?
z	?
+	Zoom Map In
-	Zoom Map Out
Esc	Exit Current Display
Tab	?
;	Enter fort level in hex
,	Go forward through OB
.	Go backward through OB
Shift-A	Show AI Scripts
Shift-B	?
Shift-C
Shift-D
Shift-E	Toggle enemy hexes on/off
Shift-F	Toggle fort levels on/off
Shift-H	Show Hotkey List
Shift-I	Toggle identify army/front by color on/off
Shift-J	Toggle jump map on/off
Shift-K	?
Shift-L	Show Losses screen
Shift-M	?
Shift-N	?
Shift-O	Set AI Objectives
Shift-P	Show Preferences screen
Shift-Q	Quit Map and exit to Editor Main screen
Shift-R	?
Shift-S	Sets the selected hex and all hexes to the west to Axis (if the current player is Axis) or to the east to Soviet (if the current player is Soviet)
Shift-T	Selected units set to Static mode
Shift-U	?
Shift-V	Set Victory Cities
Shift-W Switch sides; toggles the current player between Axis and Soviet
Shift-X	?
Shift-Y	?
Shift-Z	?
Shift-<	Cycle forward through OB
Shift->	Cycle backward through OB




Just quoting this because it appears to bleed over onto the post below and is not posible to read on my screen, odd, very odd, maybe because I just installed firefox 4?

A question. I wish to create a couple of additional TOE's based around existing ones but cannot see a copy and paste option on the TOE/OB screen in Generic Data, is there a short cut to enable me to copy and paste sellected units?

Thanks for all your effort.

Mr Steel...

(in reply to bcgames)
Post #: 25
RE: WitE Scenario Design: Lessons Learned - 5/5/2011 4:41:45 PM   
Red Lancer


Posts: 1880
Joined: 11/16/2005
From: UK
Status: offline
The 1.04.10 Patch Changelog says:

43) New Editor Feature - Added COPY/CLEAR functions to the TOE(OB) editor.

However I've patched with 1.04.14 and not found this new functionality.

Failing this your only option is to export to CSV and edit in a spreadsheet program.

Hope this helps.

_____________________________

John
WitW Test Co-ordinator
WitE & WitW Scenario Designer

(in reply to Daveion Steel)
Post #: 26
RE: WitE Scenario Design: Lessons Learned - 5/6/2011 1:57:20 AM   
Bob Pendleton

 

Posts: 202
Joined: 9/24/2000
From: Texas, USA
Status: offline
I think I figured out how it works. I've tried this on 104.14 and 104.15
1. Load Generic Data
2. Go to TOE(OB) page. COPY should be displayed upper right side above the list of TOEs.

As an example:
3. First of all, left click on empty slot 600, the slot to the right of the number, not the number itself
4. Directions pop up in red and say "Pick TOE(OB) to copy (600)"
5. Go to slot 70 (43 Static Division (Ger 10/42)). Click on the slot description
6. When you scroll back to slot 600, there will be a copy of the static division from slot 70.

Hope this helps

< Message edited by Bob Pendleton -- 5/6/2011 2:00:00 AM >

(in reply to Red Lancer)
Post #: 27
RE: WitE Scenario Design: Lessons Learned - 5/6/2011 5:27:05 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline

quote:

ORIGINAL: Red Lancer
...your only option is to export to CSV and edit in a spreadsheet program.


I believe Red Lancer is correct on this. If I understand what it is that you are trying to do--use x TOE(OB) as the basis for creating y TOE(OB)--your only tool is to use .csv export/import and MS Excel or Open Office Calc to add a new TOE(OB) or modify an existing one.

(in reply to Red Lancer)
Post #: 28
RE: WitE Scenario Design: Lessons Learned - 5/7/2011 4:09:10 PM   
Bob Pendleton

 

Posts: 202
Joined: 9/24/2000
From: Texas, USA
Status: offline

What I described in my earlier message works. I've used it many times to create new TOE(OB)s for my games. The editor also allows you to modify existing TOE(OB)s. There is also a COPY command in the Ground Elements that works the same way. Whatever new TOE(OB)s you create and changes you make to existing ones save to your Generic Data. Just remember, if you make a change to an existing TOE(OB) that is used by multiple games, and you save in Generic Data, it applies to all those games.

When I got this game, I used the CSV file import/export capability extensively, then got tired of it. So, now I use the Editor. If you want to continue using import/export to and from CSV files, knock yourself out. But the Editor tool is already a very powerful tool that works well, without having to use the CSV file capability.

(in reply to bcgames)
Post #: 29
RE: WitE Scenario Design: Lessons Learned - 5/9/2011 4:37:25 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline
quote:

ORIGINAL: Bob Pendleton

What I described in my earlier message works.

Bob, you are quite right in the method you described. Your technique works too.

v/r

bcg


< Message edited by bcgames -- 5/9/2011 4:38:34 AM >

(in reply to Bob Pendleton)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> Scenario Design and Modding >> WITE Scenario Design: Lessons Learned Page: [1] 2   next >   >>
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

0.859