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Masterfile and Fill function

 
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Masterfile and Fill function - 2/23/2008 4:10:19 PM   
zook08

 

Posts: 138
Joined: 2/19/2008
Status: offline
I began playing with the editor and it's great fun, but two things really bugged me:

1) I was working on a naval war scenario with a number of islands, and several times I accidentally filled most of the map with sea or plains because I didn't realize I was still in fill mode. Luckily I had already set the regime borders, so I could trace the islands by adding a line of sea hexes around the borders and then fill the rest with sea again. I know I'm a fool, but in the absence of an undo function... do you think you could make this a bit more foolproof? Maybe a "Do you really want to?" popup, or at least changing the mouse pointer into a bucket to remind fools like me that they're about to erase hours of work with a single click?

2) Did I mention I'm a fool? So I copied the masterfile, edited some SFTypes and made my scenario load the new master. Hmmm. When I opened it again, I had somehow replaced my scenario with the masterfile. You know, all units, the map, it's all copied from the master now. I'm not sure what I did wrong...
Post #: 1
RE: Masterfile and Fill function - 2/23/2008 7:41:57 PM   
BULLDOGINTHEUK


Posts: 505
Joined: 10/12/2007
From: Cardiff, UK
Status: offline
Silly question but you did call the masterfile by another name didn't you? Its just practice with the map editor.

(in reply to zook08)
Post #: 2
RE: Masterfile and Fill function - 2/23/2008 8:25:25 PM   
zook08

 

Posts: 138
Joined: 2/19/2008
Status: offline
I named them wolfpack.ptmaster and wolfpack.pt2.

Oh, I see: the problem is that when you save the master, the default ending and file filter are set to *.pt2, not *.master.

(in reply to BULLDOGINTHEUK)
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RE: Masterfile and Fill function - 2/23/2008 8:52:51 PM   
BULLDOGINTHEUK


Posts: 505
Joined: 10/12/2007
From: Cardiff, UK
Status: offline
Yes. Thats bad luck losing all that data. There are lots of things you will forget to do when editing and have to go back and redoo again .

(in reply to zook08)
Post #: 4
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