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RE: Editor Q&A - 8/28/2012 1:17:55 AM   
Ritterkrieg_slith

 

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Thanks Victor!

A new question:

Before embarking on modding combat stats in the editor;

Stats are given for the following:

Fav, Pow,Powdef, Artpow, Hitpts, Hitptsdef.

Is there anywhere I can look for formula when using these numbers?

Thanks!

Troy

(in reply to Vic)
Post #: 31
RE: Editor Q&A - 8/28/2012 9:41:37 AM   
Vic


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quote:

ORIGINAL: Ritterkrieg

Thanks Victor!

A new question:

Before embarking on modding combat stats in the editor;

Stats are given for the following:

Fav, Pow,Powdef, Artpow, Hitpts, Hitptsdef.

Is there anywhere I can look for formula when using these numbers?

Thanks!

Troy


Not sure what you mean with that question. But if you'll check the detailed combat reports you'll see their values in use (except for favorite which stays hidden).

best,
Vic


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(in reply to Ritterkrieg_slith)
Post #: 32
RE: Editor Q&A - 8/28/2012 6:38:22 PM   
Ritterkrieg_slith

 

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Well, how are the numbers derived at and how are they used in calculations. It seems to me that there should be some formula to use the numbers to determine combat results.

Troy

(in reply to Vic)
Post #: 33
RE: Editor Q&A - 8/29/2012 3:23:53 PM   
aspqrz02

 

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Hi,

I have been working on expanding the OOB and changing the unit TO&Es to make the game more historically accurate ... so, lots of extra UNITS, lots of extra MODELS and lots of extra HISTORICAL UNITS.

But I seem to have run into a maximum ... I added another UNIT (#153, but some were deleted and the Editor doesn't renumber or reuse numbers, so the total is less than that), and another MODEL unit in HIST (#1497) and, when I put the UNIT on the map and try to SELECT HISTORICAL UNIT, the Unit Type is not on the drop down list ... the last type/unit is the last MODEL before #1497.

So, the question is ... have I run into a hard coded limit to the editor?

Or is it something else? And, if so, any idea?

I mean, I could delete all the UNITS, all the MODELS of Division level or lower and rationalise everything from scratch, but that would be a *lot* more work than I want to do, if I can avoid it at all.

=====

On further experimentation, as far as I can tell the Editor will not allow you to add a single new MODEL for the Russians. That is, you *can* add it to the HIST list, and you *can* add a new UNIT on which to base it, but, when you place it on the Map and try to connect it with a Historical Unit, the last unit on the pull down list is the 3rd Rifle Brigade.

Now, the 3rd Rifle Brigade isn't listed as an AT START unit, and also isn't listed as a reinforcement, so I deleted it from the HIST list ... which means that the last unit on the pull down menu is the Malach Kala NKVD Division ... which *also* isn't on the AT START unit list, and *also* isn't listed as a reinforcement.

Might this be what is causing the problem? Do I need to delete all the units in the HIST list that aren't actually listed as AT START or REINFORCEMENTS?

=====

Further experimentation, as far as I can tell the problem IS that you don't seem to be able to create more than 151-152 UNIT types. Not for love or money.

Is this correct?

If it is, I will have to go through and rationalise the list I have ... as I am trying to model the Historical OOB, and there are a *lot* of unique or small deployment unit types on both sides ... and I would really like to be able to include them all, if possible ... but it doesn't seem as if it is

Phil McGregor

< Message edited by aspqrz -- 8/30/2012 3:01:49 AM >


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(in reply to Ritterkrieg_slith)
Post #: 34
RE: Editor Q&A - 9/1/2012 7:29:33 PM   
Vic


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quote:

ORIGINAL: Ritterkrieg

Well, how are the numbers derived at and how are they used in calculations. It seems to me that there should be some formula to use the numbers to determine combat results.

Troy


It is a lot of answer you ask in your question. :) I hope to get around to it in Q&A.

However not that much changed in the general principle from Advanced Tactics. So I attach a very old powerpoint presentation that at least show the general logic of a battle being resolved. It might help you understand (or not). Be aware that much more rules have been added and some changed somewhat.

Best,
Vic




Attachment (1)

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(in reply to Ritterkrieg_slith)
Post #: 35
RE: Editor Q&A - 9/1/2012 7:33:04 PM   
Vic


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@phil (aspqrz),

Can you give me a screenshot of your created historical unit MODEL in the his window?

Did you set its tempregime to the russian regime slot?

best,
Vic

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(in reply to aspqrz02)
Post #: 36
RE: Editor Q&A - 9/2/2012 6:45:34 AM   
aspqrz02

 

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OK ... UNIT Screen showing 153 + 1 Units ...




Phil

Attachment (1)

< Message edited by aspqrz -- 9/2/2012 6:46:51 AM >


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Post #: 37
RE: Editor Q&A - 9/2/2012 6:46:27 AM   
aspqrz02

 

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MODEL Screen showing UNITS being used ...

Phil




Attachment (1)

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(in reply to Vic)
Post #: 38
RE: Editor Q&A - 9/2/2012 6:47:39 AM   
aspqrz02

 

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Attempt to take a Rifle Brigade UNIT placed on the Map (at AZOV Port) and LINK TO HISTORICAL UNIT ...






Attachment (1)

< Message edited by aspqrz -- 9/2/2012 6:56:14 AM >


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(in reply to Vic)
Post #: 39
RE: Editor Q&A - 9/2/2012 6:50:23 AM   
aspqrz02

 

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In the last screen you will see that the last Unit listed is the Malach Kala NKVD Division (which I linked the Brigade to by accident, but the point is, there's no 24th NKVD Rifle Brigade to link it to.

Phil

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Post #: 40
RE: Editor Q&A - 9/2/2012 6:54:20 AM   
aspqrz02

 

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Showing details of MODEL in HISTORICAL UNITS ...

Phil




Attachment (1)

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(in reply to Vic)
Post #: 41
RE: Editor Q&A - 9/2/2012 6:55:24 AM   
aspqrz02

 

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Showing details of the 24th NKVD Rifle Brigade in HISTORICAL UNITS ...






Attachment (1)

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(in reply to Vic)
Post #: 42
RE: Editor Q&A - 9/2/2012 1:24:08 PM   
anonymous1

 

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@aspqrz
You've forgotten to set the regime and shortname when the history unit is created.
Regime 0 means it is an axis history unit, and GfxPeopleUse of NKVD should be 14.

Compare it with the 85th history unit, ID #188, 8th NKVD Rifle Division.

< Message edited by anonymous -- 9/2/2012 1:25:16 PM >

(in reply to aspqrz02)
Post #: 43
RE: Editor Q&A - 9/2/2012 1:30:45 PM   
Vic


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quote:

ORIGINAL: anonymous

@aspqrz
You've forgotten to set the regime and shortname when the history unit is created.
Regime 0 means it is an axis history unit, and GfxPeopleUse of NKVD should be 14.

Compare it with the 85th history unit, ID #188, 8th NKVD Rifle Division.


correct. change the regime of the historical unit MODEL and instances of the MODEL to 1 and it will show up in the list.

the screenshots really help in anlysing the problem. Thanks.


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Post #: 44
RE: Editor Q&A - 9/2/2012 2:30:14 PM   
aspqrz02

 

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D'oh.

Thanks muchly!!!

That did the trick.

Must have been a mental rut from doing all the fiddly German unit types.

Now for some more OOB modding.

Phil

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----------------------------------------------
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(in reply to Vic)
Post #: 45
RE: Editor Q&A - 9/2/2012 2:38:01 PM   
aspqrz02

 

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Actually, while I'm at it ... dunno whether this should go in the wishlist for the next update or not, but is it possible to ...

* Have a button for IMPORT ALL PREDEF SFTYPES ... I've created some that aren't in the core game, and modded some that are, and there is no way I can see of importing them into another file ...

... and, since a lot of the UNIT types I have created use these modded sftypes, when I do an IMPORT UNITS, the process causes the Editor to crash, presumably because the Editor can't find the sftypes that I've created.

Recreating them by hand every time you upgrade the core scenarios with the game is ... painfully slow ... as it means entering changed values on several of the sftype pages, often many, many values on each page, each individually, for each sftype

* For the same reason, an IMPORT ALL PREDEF HISTORIC UNIT TYPES button would be good, too, as many of the changes I am making involve adding many new MODELS and changing existing MODELS. They're less of a hassle to change individually (assuming I remember to assign them to the correct regime!), but with a lot of UNITS involved, it's still a pain



If it is at all possible sometime down the line, it would make life much much much easier

Thanks for considering it!

And thanks again helping a silly old duffer

Phil

< Message edited by aspqrz -- 9/2/2012 2:43:03 PM >


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(in reply to aspqrz02)
Post #: 46
RE: Editor Q&A - 9/2/2012 3:42:21 PM   
anonymous1

 

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They are in the Setng, Import & Other Settings.
To avoid crash, you'd better import stuff which doesn't depend on other things first.

(in reply to aspqrz02)
Post #: 47
RE: Editor Q&A - 9/2/2012 3:48:13 PM   
Redmarkus5


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quote:

ORIGINAL: anonymous

They are in the Setng, Import & Other Settings.
To avoid crash, you'd better import stuff which doesn't depend on other things first.


I can confirm that it's there and it works. As you deduced, you have to import the SFT types first and then the Units.

Also, I found that if you import units from a different sized map/scenario it crashes the game.

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Post #: 48
RE: Editor Q&A - 9/3/2012 1:51:47 AM   
aspqrz02

 

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Well, ****** me, I would never have looked there

Thanks. Seems like it's all covered.

Phil

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Post #: 49
RE: Editor Q&A - 9/3/2012 1:53:05 AM   
aspqrz02

 

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That's useful to know. I was considering doing something like that way way way down the track, if I can get this OOB mod done "real soon now"

Phil

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Post #: 50
RE: Editor Q&A - 9/3/2012 1:56:59 AM   
aspqrz02

 

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In the Setng page, there is a way to add other Movement type names to the existing list ... but, as far as I can tell, no way to actually add actual additional movement types ...

See, there are some Bicycle units in the historical TO&E (and those pesky short legged Csaba and Sdkfz 222 Armoured Cars) and I'd like to mod them ... somewhere in between Infantry and Cavalry for the Cyclists and shorter range for the Armoured Cars ... but there isn't an obvious way to do this (of course, I am probably looking at the darn thing and not seeing it ...) ...

Any ideas?

Phil

< Message edited by aspqrz -- 9/3/2012 1:58:01 AM >


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Post #: 51
RE: Editor Q&A - 9/3/2012 6:13:57 AM   
anonymous1

 

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The move cost can be changed in Land.

Maybe you could import it after add group name manually, but i am not sure.

(in reply to aspqrz02)
Post #: 52
RE: Editor Q&A - 9/3/2012 8:39:14 AM   
Vic


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There are 99 slots for movementtypes. You can set the name of each group in the groupnames tab in settings (stng).

Then you can just change the cost for each type in landscape, road and river windows.

Also you can change the movememttype used by different troops in the SFType window.

best,
Vic

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Post #: 53
RE: Editor Q&A - 9/3/2012 2:00:18 PM   
aspqrz02

 

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Ah. Like I said, not obvious.

I also had some trouble trying to figure out how to change the frontline and areas under axis and soviet control and, related, how to change the course of the Mius River near the coast ... trial and error took me best part of two hours, but I did figure it out ... by complete accident ... in the end.

I will eventually get the hang of things ... thanks

Phil

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Post #: 54
RE: Editor Q&A - 9/5/2012 6:41:36 AM   
aspqrz02

 

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I am trying to draw a new map ... blank ... and I can't get the road menu to work properly.

You can't import these, so I ... think ... I have entered the correct settings ...

* When I want to draw a road in a hex, no problem

* When I want to draw a rail line in a hex, no problem

* BUT, when I want to draw a road AND a rail line in the same hex, whichever one is there first is wiped out by attempts to draw the second type.

OK, I am obviously missing something, I have copied the settings from one of the existing scenarios, but have obviously missed something ... what?

Phil

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Post #: 55
RE: Editor Q&A - 12/10/2012 10:57:25 PM   
BK6583

 

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I have played a few scenarions and really like the idea of adding airfields. However, with the 1.05 beta patch, when I clicked on the Editor, I saw a screen that said the Editor was an alpha version and to expect bugs. Is this still the case?

(in reply to Ritterkrieg_slith)
Post #: 56
RE: Editor Q&A - 12/15/2012 2:24:49 PM   
The Red Baron


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Yes, no changes have been made to the editor, although it's on Vic's list of things to do for an upcoming patch.

(in reply to BK6583)
Post #: 57
RE: Editor Q&A - 12/18/2012 3:25:53 PM   
Redmarkus5


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quote:

ORIGINAL: BK6583

I have played a few scenarions and really like the idea of adding airfields. However, with the 1.05 beta patch, when I clicked on the Editor, I saw a screen that said the Editor was an alpha version and to expect bugs. Is this still the case?


I successfully added airfields with a new graphic and terrain type, if I recall correctly - it was months ago. Anyway, the planes landed and took off OK! I think there are a couple of screenies showing this on my Panzerkrieg thread.

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Post #: 58
RE: Editor Q&A - 12/24/2012 3:11:17 PM   
Vic


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quote:

ORIGINAL: BK6583

I have played a few scenarions and really like the idea of adding airfields. However, with the 1.05 beta patch, when I clicked on the Editor, I saw a screen that said the Editor was an alpha version and to expect bugs. Is this still the case?


Yes it still says this, but it is actually quite stable, but allas difficult to use due to the complexity of the engine. Basically the editor gives so much options to design a scenario and script rules and events for it that it is rather hard to use.

And remember its always wise to save often using different filenames when designing your own scenario.

best,
Vic


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Post #: 59
RE: Editor Q&A - 1/9/2013 9:50:59 PM   
BK6583

 

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Vic,

Boy you sure have the degree of difficulty right. Even trying to digest the editor manual and mucking my around the interface, I have two questions:

1. Can I modify the at start or per turn accumulation of PPs? If so, how?

2. Can I modify the at start or per turn accumulation of replacements? If so, how?

r/

Bob

(in reply to Vic)
Post #: 60
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