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RE: Admirals Edition Editor Thread - 4/6/2010 10:10:44 PM   
AW1Steve


Posts: 14507
Joined: 3/10/2007
From: Mordor Illlinois
Status: offline

quote:

ORIGINAL: Terminus

The idea is that you take one ship class as a base line (any type), and generate a bunch of classes that the first ship class can convert into. Then you group them together, by assigning all the classes the same number, and the editor takes care of the rest.

It replaces the old hard-coded AK -> auxiliary system, and can be used for any class and any ship type. You can also make the chain circular, so class A can convert to classes B, C, and D and then back to A again, to start from the top. That way, you can simulate (for instance) the Japanese minesweepers which converted to PC's and back again.

It's a very excellent tool for modders. I'm really looking forward to getting my mitts on it.


So one could take a common AK and set it so you could convert it to a AR?

_____________________________


(in reply to Terminus)
Post #: 31
RE: Admirals Edition Editor Thread - 4/7/2010 7:30:27 AM   
39battalion


Posts: 246
Joined: 7/27/2004
From: Adelaide, South Australia
Status: offline

Is it possible to edit leader names ?

For example could you put your own name in for a bit of role playing ?

Thx

(in reply to AW1Steve)
Post #: 32
RE: Admirals Edition Editor Thread - 4/7/2010 1:24:46 PM   
ckammp

 

Posts: 756
Joined: 5/30/2009
From: Rear Area training facility
Status: offline

quote:

ORIGINAL: 39battalion


Is it possible to edit leader names ?

For example could you put your own name in for a bit of role playing ?

Thx



Yes, you can edit leader names.

(in reply to 39battalion)
Post #: 33
RE: Admirals Edition Editor Thread - 4/7/2010 2:39:24 PM   
morganbj


Posts: 3634
Joined: 8/12/2007
From: Mosquito Bite, Texas
Status: offline

quote:

ORIGINAL: 39battalion


Is it possible to edit leader names ?

For example could you put your own name in for a bit of role playing ?

Thx

Yes, you, too could be known as Dougout Fred, or Tojo con Mojo, or whatever.

(in reply to 39battalion)
Post #: 34
RE: Admirals Edition Editor Thread - 4/7/2010 3:17:48 PM   
John 3rd


Posts: 17171
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
As a computer idiot, I have to say that this Editor is wonderful.  IT is intuitive and makes SENSE.  I would never have considered my Mod without having had a taste of easy the Editor can be.  Thanks bunches guys...


_____________________________



Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.

Reluctant Admiral Mod:
https://sites.google.com/site/reluctantadmiral/

(in reply to morganbj)
Post #: 35
RE: Admirals Edition Editor Thread - 4/8/2010 6:27:30 AM   
39battalion


Posts: 246
Joined: 7/27/2004
From: Adelaide, South Australia
Status: offline

Thanks guys !

Thinking of putting myself in as captain of a destroyer and see how long I survive

Could be a short game

(in reply to John 3rd)
Post #: 36
RE: Admirals Edition Editor Thread - 4/8/2010 9:46:28 AM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline

quote:

ORIGINAL: 39battalion


Thanks guys !

Thinking of putting myself in as captain of a destroyer and see how long I survive

Could be a short game



Put yourself on the U.S.S. Dale..Much action, survived the war with only one casualty.

_____________________________




(in reply to 39battalion)
Post #: 37
RE: Admirals Edition Editor Thread - 4/8/2010 10:18:32 AM   
39battalion


Posts: 246
Joined: 7/27/2004
From: Adelaide, South Australia
Status: offline

Thanks for the suggestion but it will have to be an Aussie destroyer

(in reply to m10bob)
Post #: 38
RE: Admirals Edition Editor Thread - 4/8/2010 12:33:15 PM   
AW1Steve


Posts: 14507
Joined: 3/10/2007
From: Mordor Illlinois
Status: offline

quote:

ORIGINAL: AW1Steve


quote:

ORIGINAL: Terminus

The idea is that you take one ship class as a base line (any type), and generate a bunch of classes that the first ship class can convert into. Then you group them together, by assigning all the classes the same number, and the editor takes care of the rest.

It replaces the old hard-coded AK -> auxiliary system, and can be used for any class and any ship type. You can also make the chain circular, so class A can convert to classes B, C, and D and then back to A again, to start from the top. That way, you can simulate (for instance) the Japanese minesweepers which converted to PC's and back again.

It's a very excellent tool for modders. I'm really looking forward to getting my mitts on it.


So one could take a common AK and set it so you could convert it to a AR?

bump


_____________________________


(in reply to AW1Steve)
Post #: 39
RE: Admirals Edition Editor Thread - 4/8/2010 1:07:33 PM   
BigJ62


Posts: 1800
Joined: 12/28/2002
From: Alpharetta, Georgia
Status: offline
Don or JWE would know for certain, alternately you could just experiment and see.


quote:

ORIGINAL: AW1Steve


quote:

ORIGINAL: AW1Steve


quote:

ORIGINAL: Terminus

The idea is that you take one ship class as a base line (any type), and generate a bunch of classes that the first ship class can convert into. Then you group them together, by assigning all the classes the same number, and the editor takes care of the rest.

It replaces the old hard-coded AK -> auxiliary system, and can be used for any class and any ship type. You can also make the chain circular, so class A can convert to classes B, C, and D and then back to A again, to start from the top. That way, you can simulate (for instance) the Japanese minesweepers which converted to PC's and back again.

It's a very excellent tool for modders. I'm really looking forward to getting my mitts on it.


So one could take a common AK and set it so you could convert it to a AR?

bump




_____________________________

Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.

(in reply to AW1Steve)
Post #: 40
RE: Admirals Edition Editor Thread - 4/8/2010 1:48:24 PM   
ckammp

 

Posts: 756
Joined: 5/30/2009
From: Rear Area training facility
Status: offline

quote:

ORIGINAL: AW1Steve


quote:

ORIGINAL: AW1Steve


quote:

ORIGINAL: Terminus

The idea is that you take one ship class as a base line (any type), and generate a bunch of classes that the first ship class can convert into. Then you group them together, by assigning all the classes the same number, and the editor takes care of the rest.

It replaces the old hard-coded AK -> auxiliary system, and can be used for any class and any ship type. You can also make the chain circular, so class A can convert to classes B, C, and D and then back to A again, to start from the top. That way, you can simulate (for instance) the Japanese minesweepers which converted to PC's and back again.

It's a very excellent tool for modders. I'm really looking forward to getting my mitts on it.


So one could take a common AK and set it so you could convert it to a AR?

bump




Yes, it is possible to convert an AK to an AR.

I set the EC2 Liberty Cargo class to convert to the EC2 Xanthus class.

(in reply to AW1Steve)
Post #: 41
RE: Admirals Edition Editor Thread - 4/8/2010 4:08:31 PM   
AW1Steve


Posts: 14507
Joined: 3/10/2007
From: Mordor Illlinois
Status: offline

quote:

ORIGINAL: ckammp


quote:

ORIGINAL: AW1Steve


quote:

ORIGINAL: AW1Steve


quote:

ORIGINAL: Terminus

The idea is that you take one ship class as a base line (any type), and generate a bunch of classes that the first ship class can convert into. Then you group them together, by assigning all the classes the same number, and the editor takes care of the rest.

It replaces the old hard-coded AK -> auxiliary system, and can be used for any class and any ship type. You can also make the chain circular, so class A can convert to classes B, C, and D and then back to A again, to start from the top. That way, you can simulate (for instance) the Japanese minesweepers which converted to PC's and back again.

It's a very excellent tool for modders. I'm really looking forward to getting my mitts on it.


So one could take a common AK and set it so you could convert it to a AR?

bump




Yes, it is possible to convert an AK to an AR.

I set the EC2 Liberty Cargo class to convert to the EC2 Xanthus class.


Thanks! But what block on which screen do I do that at?

_____________________________


(in reply to ckammp)
Post #: 42
RE: Admirals Edition Editor Thread - 4/8/2010 7:05:00 PM   
ckammp

 

Posts: 756
Joined: 5/30/2009
From: Rear Area training facility
Status: offline
quote:

Thanks! But what block on which screen do I do that at?


To convert EC2 Liberty class to EC2 Xanthus:

1)From your desired scenario in the AE Editor, click "Ship Class" tab.
2)Select 2655 - EC2 Xanthus.
3)On the right of the screen, click box labeled "Convert To Class".
4)In the box to the right of the one you clicked in step 3, enter the number "375".
5)Save scenario.

When you start the scenario, you will be able to convert EC2 Liberty ships to either an AR (EC2 Xanthus) or an AP (EC2 USAT).
Note that once you upgrade the ship as an AK, you will not be able to convert to either AR or AP.

In the case of the EC2 Liberty class, it was already designed to be able to upgrade to the EC2 USAT class, so all that needed to be done was add the Bind Class value (in this case, 375) to the EC2 Xanthus class.

If you wish to add conversions to a ship class that isn't already designed to upgrade to another class, you will have to give the same Bind Class value to both the original class and the conversion class.
To add a Bind Class value, simply select a 3-digit number (make sure it isn't already being used in the editor).
For the original class, check the box labeled "Convert From Class" and enter the Bind Class value in the adjacent box.
For the conversion class, check the box labeled "Conversion To Class" and enter the Bind Class value in the adjacent box.

If you want to be able to convert a ship after it upgrades in it's original class, you must add the Bind Class value and check "Convert To Class" in the ship's upgrade slots.
For example, if you want the EC2 Liberty class(slot 2406) to upgrade as an AK, then convert to either AR or AP, you must go to it's upgrade(slot 2506) and enter the Bind Class value and check "Convert To Class". Also do the same for the EC2 Xanthus slots. (the EC2 USAT doesn't upgrade)

Hope this helps.




(in reply to AW1Steve)
Post #: 43
RE: Admirals Edition Editor Thread - 4/8/2010 10:16:14 PM   
AW1Steve


Posts: 14507
Joined: 3/10/2007
From: Mordor Illlinois
Status: offline

quote:

ORIGINAL: ckammp

quote:

Thanks! But what block on which screen do I do that at?


To convert EC2 Liberty class to EC2 Xanthus:

1)From your desired scenario in the AE Editor, click "Ship Class" tab.
2)Select 2655 - EC2 Xanthus.
3)On the right of the screen, click box labeled "Convert To Class".
4)In the box to the right of the one you clicked in step 3, enter the number "375".
5)Save scenario.

When you start the scenario, you will be able to convert EC2 Liberty ships to either an AR (EC2 Xanthus) or an AP (EC2 USAT).
Note that once you upgrade the ship as an AK, you will not be able to convert to either AR or AP.

In the case of the EC2 Liberty class, it was already designed to be able to upgrade to the EC2 USAT class, so all that needed to be done was add the Bind Class value (in this case, 375) to the EC2 Xanthus class.

If you wish to add conversions to a ship class that isn't already designed to upgrade to another class, you will have to give the same Bind Class value to both the original class and the conversion class.
To add a Bind Class value, simply select a 3-digit number (make sure it isn't already being used in the editor).
For the original class, check the box labeled "Convert From Class" and enter the Bind Class value in the adjacent box.
For the conversion class, check the box labeled "Conversion To Class" and enter the Bind Class value in the adjacent box.

If you want to be able to convert a ship after it upgrades in it's original class, you must add the Bind Class value and check "Convert To Class" in the ship's upgrade slots.
For example, if you want the EC2 Liberty class(slot 2406) to upgrade as an AK, then convert to either AR or AP, you must go to it's upgrade(slot 2506) and enter the Bind Class value and check "Convert To Class". Also do the same for the EC2 Xanthus slots. (the EC2 USAT doesn't upgrade)

Hope this helps.







Many, many thanks! Tjat's exactly what I needed!

_____________________________


(in reply to ckammp)
Post #: 44
RE: Admirals Edition Editor Thread - 4/9/2010 12:36:25 AM   
gajdacs zsolt

 

Posts: 113
Joined: 9/16/2009
Status: offline
I have a few questions regarding devices, i hope these were not asked before.
(I'm modding AFVs)

I'm asking these because the manual doesn't really give a clear explanation.

What distance was used for the penetration value? 1000m? 500m? What is this value based on? Is the angle of impact (in case of sloped armor) taken into account?

Armor: Am i correct in assuming that the frontal value (which is the highest usually) is used here? Is sloping somehow taken into account, or is this just the "raw" thickness of the armor?

Anti-armor: This seems to be the same as penetration, am i correct in this?

Anti-soft: I tried figuring this one out, but so far it eluded me. I saw no relation to effect or penetration, what is it based on? What does it do?

Load cost: From what is this calculated? I saw several japanese light tanks with the value of 10, even though they greatly differed in size and weight.

Thank you very much!

(in reply to AW1Steve)
Post #: 45
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