Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Understanding Scenario Editor

 
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.] >> [Modern] >> Larry Bond's Harpoon - Commander's Edition >> Understanding Scenario Editor Page: [1]
Login
Message << Older Topic   Newer Topic >>
Understanding Scenario Editor - 12/22/2007 8:39:54 PM   
PatinAZ


Posts: 32
Joined: 12/5/2007
Status: offline
Hello All!
Enjoying the new HCE. I've played scenarios often enough, and I'm enjoying the newer scenarios and the old ones in HCE. But I'm a rookie in the SE. I want to take a couple of the scenarios in the original GIUK battleset and re-make in the EC2003 battleset. To run them with the newer DB and the changes that makes.
Need some help understanding how to do this. Getting the platforms from the OrderofBattle is easy enough. Then translating to the HCDB platforms, most are still there, some need to convert to similar units. Starting positions and courses, no big problem. But where do I get what the orders are? For missions and anything else that is beyond formations?
Obviously the patrols and strike missions are a vital part....

Pat in the desert
Post #: 1
RE: Understanding Scenario Editor - 12/22/2007 9:30:36 PM   
RolandRahn_MatrixForum

 

Posts: 588
Joined: 3/18/2001
From: Beloit, USA
Status: offline
Hi!

I am currently attemoting to design a scenario, but I am a beginner, so take the following with a grain of salt....

Attacks against enemy bases:
Like in normal game, either focus a base, click F6 and define an attack mission. Or focus a group and order it to attack an enemy group. Only difference to normal game is that you have to define when it should take place and if it shoult be repeated.

Attacks against enemy groups are not defined when creating a scenario but are done automatically during gameplay (???).

Hope this helps,
Roland

< Message edited by RolandRahn -- 12/22/2007 9:33:14 PM >

(in reply to PatinAZ)
Post #: 2
RE: Understanding Scenario Editor - 12/22/2007 10:05:58 PM   
CV32


Posts: 1046
Joined: 5/15/2006
From: The Rock, Canada
Status: offline
quote:

ORIGINAL: PatinAZ
But where do I get what the orders are? For missions and anything else that is beyond formations? Obviously the patrols and strike missions are a vital part....
Pat in the desert


In your Scenario Editor, and with the chosen group or base selected, go to the 'Orders' button at the top task bar and then choose 'Edit Group Orders'.

_____________________________

Brad Leyte
HC3 development group member for HCE
Author of HCDB official database for HCE
Harpgamer.com Co-Owner

(in reply to PatinAZ)
Post #: 3
RE: Understanding Scenario Editor - 12/22/2007 10:08:55 PM   
CV32


Posts: 1046
Joined: 5/15/2006
From: The Rock, Canada
Status: offline
quote:

ORIGINAL: RolandRahn
Attacks against enemy groups are not defined when creating a scenario but are done automatically during gameplay (???).
Hope this helps,
Roland


You can't script AI attacks against player controlled groups (i.e. ships at sea, submarines, mobile land units, etc). (Of course, the AI doesn't know where those groups are at the start of the scenario). Therefore the AI chooses attacks of its own making against those groups. With a little tinkering, though, you can 'encourage' certain AI formation patrols to carry out particular kinds of attacks.

_____________________________

Brad Leyte
HC3 development group member for HCE
Author of HCDB official database for HCE
Harpgamer.com Co-Owner

(in reply to RolandRahn_MatrixForum)
Post #: 4
RE: Understanding Scenario Editor - 12/22/2007 11:00:53 PM   
TonyE


Posts: 1551
Joined: 5/23/2006
From: MN, USA
Status: offline
If you want a little more visual view (but doesn't help you see the contents of the patrol/striker, for that Brad is right, follow the Edit... stuff), use the 'p' hotkey to see the long range patrols, ferries, and attacks that are configured in the scenario.




Attachment (1)

< Message edited by TonyE -- 12/22/2007 11:09:05 PM >


_____________________________

Sincerely,
Tony Eischens
Harpoon (HC, HCE, HUCE, Classic) programmer
HarpGamer.com Co-Owner

(in reply to CV32)
Post #: 5
RE: Understanding Scenario Editor - 12/22/2007 11:06:54 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline

quote:

ORIGINAL: CV32

quote:

ORIGINAL: RolandRahn
Attacks against enemy groups are not defined when creating a scenario but are done automatically during gameplay (???).
Hope this helps,
Roland


You can't script AI attacks against player controlled groups (i.e. ships at sea, submarines, mobile land units, etc). (Of course, the AI doesn't know where those groups are at the start of the scenario). Therefore the AI chooses attacks of its own making against those groups. With a little tinkering, though, you can 'encourage' certain AI formation patrols to carry out particular kinds of attacks.


For instance, if you have a Carrier Group ABC you want attacked for example, then schedule a patrol craft with a good radar to a point that it will be sure to make contact. You can either schedule strike units in formation patrols, or the ai will launch them if they have no current orders.

The AI absolutely loves sinking carriers, so you won't have any problem getting it to strike such a target.


_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to CV32)
Post #: 6
RE: Understanding Scenario Editor - 12/23/2007 7:31:35 PM   
SteveF2006

 

Posts: 111
Joined: 11/5/2006
Status: offline
I have found that creating you own scenarios is the most enjoyable part of the game. It takes lots of practice to create fun scenarios. For the most enjoyable play, make sure that after you have put all the groups and bases together, to go back and check weapons load-outs on all aircraft, check formations on all ship and sub groups, check formation air patrols for all bases and ship formations with any type of aircraft and check that you have set all of your long distance patrols and attacks. There is nothing more frustrating than creating a scenario only to find out while you are playing, that either you are unprepared because you have the wrong weapons load-out at a base or that your enemy is easily defeated because they are unprepared!

A great way to learn is to go to sites like Harpgamer.com and download a few user-created scenarios and see what others have done. This will give you ideas and insite to either create you own scenarios or to tweak other's scenarios! Good luck and have fun!!

(in reply to Shark7)
Post #: 7
RE: Understanding Scenario Editor - 12/23/2007 8:11:29 PM   
PatinAZ


Posts: 32
Joined: 12/5/2007
Status: offline
Thanks for the responses with the advice and encouragement. 'Edit Group Orders' I did find that after posting, yes that is where the nuts & bolts are on setting up part of the scenario. You can set up attacks of enemy bases or airfields as these are known locations. I have not seen if there a way to put a time factor on the missions. So that if I want to, for example, launch a SEAD mission from base A at start plus 1.00 hours and then launch a guided bombing attack mission at 1.50 hours to coordinate. Is there an option for this?

Tony, the 'p' hotkey is very cool. Does this correspond to any of the commands on the top of the screen or is it a special feature?

I get what was said about not being able to script for attacks against surface groups because of unknown location or movements. The tip from Akula about sending a patrol that will 'find' the group so the AI can mount the attack is great.

One last question, I assign aircraft to a base or to a carrier. They are brought in with a default loadout for the type. I change the loadout for all or some of the type to match the use intended. It gets the 'ready 30 minutes' status for reloading. Is there a way to make it an instant switch so it's ready to go???

I will make a separate post in the Scenario Design section about what I was doing on Saturday.

Pat in the desert


< Message edited by PatinAZ -- 12/23/2007 8:12:10 PM >

(in reply to SteveF2006)
Post #: 8
RE: Understanding Scenario Editor - 12/23/2007 9:33:32 PM   
SteveF2006

 

Posts: 111
Joined: 11/5/2006
Status: offline
Pat,
It says ready in 30 minutes. But in reality, the aircraft will be ready at the start of your scenaroi. In fact, if you ready those aircraft, close out the base or carrier group, then go back in, you'll see that the aircraft now have the load-out you selected!

(in reply to PatinAZ)
Post #: 9
RE: Understanding Scenario Editor - 12/24/2007 4:41:01 PM   
CV32


Posts: 1046
Joined: 5/15/2006
From: The Rock, Canada
Status: offline
quote:

ORIGINAL: SteveF2006
Pat,
It says ready in 30 minutes. But in reality, the aircraft will be ready at the start of your scenaroi. In fact, if you ready those aircraft, close out the base or carrier group, then go back in, you'll see that the aircraft now have the load-out you selected!


SteveF2006 is correct.

_____________________________

Brad Leyte
HC3 development group member for HCE
Author of HCDB official database for HCE
Harpgamer.com Co-Owner

(in reply to SteveF2006)
Post #: 10
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [Modern] >> Larry Bond's Harpoon - Commander's Edition >> Understanding Scenario Editor 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

1.217