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
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)
In addition this is an interesting place to compare some battalion level TOE's:
A. http://www.feldgrau.com/ --Naughteous Maximus
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
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
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 >