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The Scenario Builder (Editor) thread - 7/1/2010 5:29:28 PM   
doomtrader


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In this thread I'm going to post new version of scenario builder, commonly known as editor as often as it will be updated.

All you have to do is to unzip files into
/ed/
folder.

Attachment (1)

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RE: The Scenario Builder (Editor) thread - 7/1/2010 9:45:49 PM   
AH4Ever


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Very good, I now have tabs with text and I was able to remove the Allow Invasion from the hexes I mentioned.

Thank you.

One observation - The last or bottom tab labeled City doesn't seem to have anything to do with cities.







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RE: The Scenario Builder (Editor) thread - 7/1/2010 11:32:09 PM   
doomtrader


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It has.

This needs a little bit of polishing, but its working as intended.
Please take a look at cities_diagram.csv file. This one tab is responsible for filling that.

What for is that?
So cities_diagram.csv tells AI how to move it's units, so all nearby cities should be connected each other.
Also AI plans where to make an invasion, so you have to connect ports using See (should be Sea) option.

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RE: The Scenario Builder (Editor) thread - 7/1/2010 11:50:58 PM   
AH4Ever


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OK, that explains the choice between land or see

Thanks

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RE: The Scenario Builder (Editor) thread - 7/2/2010 3:34:29 PM   
AH4Ever


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quote:

ORIGINAL: doomtrader

This needs a little bit of polishing, but its working as intended.
Please take a look at cities_diagram.csv file. This one tab is responsible for filling that.



I could not figure out what to enter to assign connections through the editor.
I entered (X,Y) coordinates directly and I get an error when I open the file.

My map has cities that cover 3 hexes, could the problem be that I connected all 3 hexes to one another?




Attachment (1)

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RE: The Scenario Builder (Editor) thread - 7/2/2010 4:00:57 PM   
Peter123

 

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quote:

I could not figure out what to enter to assign connections through the editor


Click over a city on the map, then click over another city and then push add button.

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RE: The Scenario Builder (Editor) thread - 7/2/2010 4:14:04 PM   
AH4Ever


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quote:

ORIGINAL: Peter123

quote:

I could not figure out what to enter to assign connections through the editor


Click over a city on the map, then click over another city and then push add button.



Boy, do I feel like an idiot.



Sometimes things are as easy as 1 2 3 - Wouldn't you say Peter.

Thank you very much


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RE: The Scenario Builder (Editor) thread - 7/2/2010 7:04:37 PM   
AH4Ever


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POI - A little trial and error, along with taking a look at cities.csv for China '41.

Has shown me that you can't have cities with more than one hex.

ONE HEX PER NAME

At least this seems to be the case, I'm sure someone will let me know if I'm wrong.

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RE: The Scenario Builder (Editor) thread - 7/2/2010 9:18:21 PM   
doomtrader


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Each city can be only at one hex, however you can give the same name for few hexes.
Take a look at Saipan scenario for example.

In terms of game logic those would be separate cities, but in terms of gameplay it's one city.

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RE: The Scenario Builder (Editor) thread - 7/2/2010 10:04:20 PM   
AH4Ever


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quote:


My map has cities that cover 3 hexes, could the problem be that I connected all 3 hexes to one another?


quote:

ORIGINAL: doomtrader

Each city can be only at one hex, however you can give the same name for few hexes.
Take a look at Saipan scenario for example.

In terms of game logic those would be separate cities, but in terms of gameplay it's one city.



The trouble I was having was when I created connections between cities with two or more hexes
but with the same name the editor only recognized the (X,Y) of the 1st entry.




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RE: The Scenario Builder (Editor) thread - 7/2/2010 10:39:48 PM   
doomtrader


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Will take care

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RE: The Scenario Builder (Editor) thread - 7/3/2010 8:31:24 AM   
Peter123

 

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quote:

ORIGINAL: AH4Ever


The trouble I was having was when I created connections between cities with two or more hexes
but with the same name the editor only recognized the (X,Y) of the 1st entry.





Hi AH; is not required to link every city hex, so you can first create a net of one hex cities and then add the aditional city hexes.
Also, I name only one of the city hexes with the city name and leave blank the others of the same city (well, space or two space, and so)

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RE: The Scenario Builder (Editor) thread - 7/3/2010 5:40:17 PM   
AH4Ever


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quote:

ORIGINAL: doomtrader

From the Modding Tutorial for ToW:

I suggest you copy the whole game folder on to another drive. You can still run the game and can be sure no data will be lost and your game will be free of possible bugs and mistakes.



I think your level of support for both ToW and SOP is superb.

I am concerned about working with the editor when it's default location for opening and saving files is the "ed" folder within the game.

I feel in order to follow your above advise, you should consider moving the Builder/Editor outside the game.

I have been seeing changes I have made in the comment section of files reverting back to their original text.

I hope that by making the Editor a separate application you will let the user choose the default path and hopefully the saved files will not revert.

quote:

ORIGINAL: Peter123

...not required to link every city hex.


I realize this, but from looking at other files I thought it would be good to connect Multi-Hex Cities.

Thanks for your response.




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RE: The Scenario Builder (Editor) thread - 7/3/2010 6:26:00 PM   
doomtrader


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Linking cities is required for AI strategic planning

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RE: The Scenario Builder (Editor) thread - 7/4/2010 3:13:33 PM   
doomtrader


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Here is new version of editor

Attachment (1)

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RE: The Scenario Builder (Editor) thread - 7/8/2010 5:06:45 PM   
AH4Ever


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Even though there is another version coming soon, I wanted to let you know what I've been dealing with in case there is something else you want to fix.

Working with the editor is challenging when you are building a scenario. The following tabs have been problematic:

Coastal Zone - the drop down menu still references ToW.

Hex Ownership - was working fine but now it crashes the Editor.

Cities - you cannot create cities, only mod or delete.

Units - units added manually are not seen, those generated through the Editor still need a lot of tweaking after the fact.

Sea Edges - does not recognize the sea nodes that I configured.

Countries - was showing the countries but was crashing when I tried to modify them. Now the don't show at all and they are deleted when you close the Editor.

I have already reported the problem with City Diagram.

Errors:






Attachment (1)

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JJMC

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You weren't there Thursday... You MISSED it!

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RE: The Scenario Builder (Editor) thread - 7/9/2010 1:43:28 AM   
bbmike

 

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How do you start the editor? If I go into the ed directory and double click ed.exe all I get is an "ed has stopped working" error message.  

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RE: The Scenario Builder (Editor) thread - 7/9/2010 2:41:36 AM   
AH4Ever


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I've created a shortcut for it, but that's how to do it.

It requires .net 3.5 and there is a new version available.

doomtrader says another update is comming.

It seems to be more suited to editing existing scenarios.



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RE: The Scenario Builder (Editor) thread - 7/9/2010 8:29:42 AM   
doomtrader


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quote:

It seems to be more suited to editing existing scenarios.


To be honest all scenarios in SoP has been created with this editor from scratch.

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RE: The Scenario Builder (Editor) thread - 7/9/2010 12:41:18 PM   
Peter123

 

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quote:

ORIGINAL: bbmike

How do you start the editor? If I go into the ed directory and double click ed.exe all I get is an "ed has stopped working" error message.  



I had that message because of my computer text fonts being set as big size. When I set the fonts to normal size, the Editor works fine.
I can also make to run the editor without changing font size: launch editor at 800x600, then switch to any resolution and the editor keeps working.

Hope this help u.

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RE: The Scenario Builder (Editor) thread - 7/9/2010 1:04:39 PM   
bbmike

 

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quote:

ORIGINAL: Peter123
I had that message because of my computer text fonts being set as big size. When I set the fonts to normal size, the Editor works fine.
I can also make to run the editor without changing font size: launch editor at 800x600, then switch to any resolution and the editor keeps working.

Hope this help u.


Wow, that was the problem! I would have never figured that out.
Thanks Peter123!

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RE: The Scenario Builder (Editor) thread - 7/9/2010 2:37:31 PM   
Peter123

 

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I either.

Here is where i discovered it:http://forum.wastelands-interactive.com/viewtopic.php?t=2738

Glad it works for you.

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RE: The Scenario Builder (Editor) thread - 7/9/2010 2:57:11 PM   
AH4Ever


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quote:

ORIGINAL: doomtrader

quote:

It seems to be more suited to editing existing scenarios.


To be honest all scenarios in SoP has been created with this editor from scratch.



But you have the advantage of working directly with the gentle person who programmed the tool.

Me, I'm just taking shots in the dark hoping I hit something and when I run low on bullets.

I send up a flare and from somewhere in the vast murky unforgiving abyss, someone yells.

"Hey we're over here!" "And will you please stop shooting at us"






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JJMC

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You weren't there Thursday... You MISSED it!

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RE: The Scenario Builder (Editor) thread - 7/10/2010 1:40:34 AM   
AH4Ever


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FYI - The naval_units.csv generated by the Editor is not the same as the one you are using in the SOP scenarios.



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RE: The Scenario Builder (Editor) thread - 7/14/2010 10:24:10 PM   
Peter123

 

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Hi, when I make a map with the editor, every hex of each terrain picks only one hex of the terrain.gfx (the same hex is tiled) so there are no variation like in the standard scenarios. Someone knows how can I achieve that?. Thanks.

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RE: The Scenario Builder (Editor) thread - 7/15/2010 6:47:25 PM   
Peter123

 

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quote:

ORIGINAL: Peter123

Hi, when I make a map with the editor, every hex of each terrain picks only one hex of the terrain.gfx (the same hex is tiled) so there are no variation like in the standard scenarios.
Someone knows how can I achieve that?.
Thanks.


This is what Im talking about: How can I get rid of those uglies repetitive terrain patterns?
Its the same with any map skin, so it must be a scenario issue.






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RE: The Scenario Builder (Editor) thread - 7/23/2010 7:18:15 PM   
mbar


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Just FYI the new Ed.zip fixed the no text on tabs problem for me. Thanks guys.

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RE: The Scenario Builder (Editor) thread - 7/24/2010 1:41:13 AM   
Bleck


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You have to wait for next editor build to be able to set which tile will be displayed on each hex (also a function to set those values randomly should be there).

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RE: The Scenario Builder (Editor) thread - 7/27/2010 4:10:43 AM   
rmg

 

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Novice question here...I simply want to used the editor, at this point, to change alliances, PP points per country, and add some units.
When I do any of these I press the save tab in the editor.......nothing seems to happen, press again and get the "exception error" message. Also, when trying to save the altered scenario back to the data folder\scenarios...........I get another error "outside of array"..............all I want is a few simple scenario customizations, is that too much to ask, ha.....please if anyone knows how to use editor in simple form, please enlighten me................also, I notice a tab for "manual" but mine has only a cover page, no manual............now if I had a manual, sigh, perhaps I wouldnt be lost.

Addendum: I did just change PP for Japan, and some tech levels, and it seemed to save, great, now when I open the game, NO UNITS are on the map. SOS, thanks.

< Message edited by rmg -- 7/27/2010 4:32:04 AM >

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RE: The Scenario Builder (Editor) thread - 7/27/2010 8:25:49 PM   
AH4Ever


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quote:

ORIGINAL: rmg

Addendum: I did just change PP for Japan, and some tech levels, and it seemed to save, great, now when I open the game, NO UNITS are on the map. SOS, thanks.



Using the editor is challenging, the reason that it will not display existing units, might be that

the editor uses a different land_units.csv than the one from the scenarios

the editor's version has two extra columns HQ bonus & HQ commander ID, while it is missing the Available in turns


This is just an assumption on my part, I'm not stating fact.


When I opened up the Guam scenario it did not show the units but it knew they were there because when I added a unit it placed at the end of the list.

Even if you create units with the editor, you will still have to modify land_units.csv to make them fully functional and to locate them on the map.

I hope this helps.














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JJMC

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