Stridor
Posts: 5081
Joined: 9/8/2007 Status: offline
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ORIGINAL: spellir74 Hey Stridor. I didn't know that that was another of your works. Yep, I did the scenario editor, template editor, campaign editor, random battle generator, random campaign generator, HQ Helper and of course the map maker ... quote:
Yeah, it is very cool. Thanks quote:
As far as under the surface, I haven't checked. I'm a simple creature LOL. How does one get to 'under the surface' features? You need to start looking inside the Data directory (and know something about editing xmls) Specifically Data/Battles ... controls all the battle plans Data/Presets ... controls all the force presets Data/Setups ... controls all the setup placements You can edit the xml files in notepad if you like. There are instructions for working with all these files in the documentation folder (game manual pdfs). quote:
------------- I was going to ask a question somewhere here today but then decided not to, being as it is a complexity question that would've been ignored. But since I have a/the creator of the RBG, I'll ask... When I generate Cas Blau battles (summer-autumn 42), I get few Russian heavy tanks (but lotsa lighter). Was that purposely done, so as to mirror the reality in the summer of '42? (After the Kharkov disastor.) In other words, does the RBG know how to control force mix in unseen, unset-by-user ways for each period of the real war? Or were my Cas Blau RBG force-mixes just coincidence? (That's to anybody; not just Stridor.) ------------ Thanks for your work Stridor. The way the RBG picks units is really complex. At the heart of the system is a lot of historical work done by Erik R, who calculated the normal distribution values for each unit in the game. These values are found in the xml defines for each unit (and you are welcome to change them if you like). So for a faceless generic "default" battle for a given time period you should get pretty accurate representation of unit mixes. However other factors like points spreads, experience, force strength, etc etc also contribute to the final distribution. A little known fact is that the RBG spits out a probability of unit appearing table after the generation of each battle. You can see the results by loading up the RBG_ZD.txt file into notepad (this is found in the root PCK dir). However you can define your own battle plans with specific operations (eg Cas Blau) in mind for even more accurate unit dispositions if you like I like to think of the RBG as a scenario designer in a box! By default it is set up to produce very generic battles. With some knowledge of the xmls you can effectively make it produce high quality and specific actions with as much randomness as you prefer. Regards S.
< Message edited by Stridor -- 12/9/2008 10:57:04 AM >
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