exsonic01
Posts: 1131
Joined: 7/26/2016 From: Somewhere deep in appalachian valley in PA Status: offline
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This is so far I have learned about scenario editing. (By the way, am I only one who feels the Matrix games forum is unstable?) 1) Developer mode: In the data\scenario\development.cfg file you can enable the 'developer mode' by changing the developerMode value from '0' to '1'. 2) Map editor mode: In the data\scenario\development.cfg file, set the 'mapEditMode' value to '1'. This doesn't needed for scenario editing. 3) Scenario editor mode: To start a scenario edit, first, you need to prepare a skirmish game you wish to make a scenario, and save it. Then, engage developer mode, start game. Then from main menu, select "Single mission" and search for the scenario you saved. Then select the side you wish to edit, and hit "edit" above the "play" button. 4) About locking positions from scenario editing mode. In the scenario editor mode, you can lock / unlock formation. Also, you can lock the player side unit's position by editing scenario .xml file. If formation something is not -1, -1 then it is locked. Meanwhile, Player cannot lock the position of AI units, because of dynamic AI. 5) About changing VP name and position from scenario editing mode. This is possible by editing scenario.xml file, you can delete VP and add a new VP by this method. Regarding coordinate of VP, trial and error is needed to where designer put VP. But this is not easy and a bit annoying. So, make sure to put VP at the position you really want, from the moment when you generate a battle from battle generator (Thanks Kevin) 6) Tips so far. - When you prepare AI units from "generate mission", let them have platoon units for better mobility of AI forces. Don't give AI company units. - When you prepare map from "generate mission", try to give some good empty space (less forest, less city) on AI deploy zone. It is OK to have some forest or town in AI deploy zone, but not too much. This might help to prevent piecemeal attack. - AI deploy zone should have good amount of area, this will help dynamic AI to set up their battle in reasonable fashion. - Try to maximize "dummy" option from "Objectives" screen of "generate mission", where you can set VPs. This may help AI to become a bit more unpredictable. - You can control VP zone size by dragging from "Objectives" screen. Unfortunately, you cannot make "neutral, empty" zone from battlefield. If you really want to make "empty, neutral" zone, then you need to give no recon units for both sides, and drag deploy zone of both sides, to have enough wide area of "no mans zone" between two deploy zones. - (From Kevin) Make sure to assign plenty of unit points from "generate mission", since you can't redo the OOBs after the fact. Maybe via the xml, but that might be messy. - One other method to make "no man's allowed netural zone" is to make a scenario something similar to "Armored Cavalry Regiment vs Tank Regiment" mission. There, deploy zone is placed right next to each other, only few hundred meters of recon zones are allowed. We can try something similar from scenario editor. A. Make a Scenario using "Generate Mission". B. During "Objectives" stage, drag deploy zone of both sides right next to each other, as much as possible, like you are not allowing recon zone for both sides. C. While doing so, make AI deploy zone to have 1/3, 1/4, or 1/5 width of the map. This is because we cannot fix AI unit's position during scenario editing mode. (But that 1/3~1/5 width of the map should be a good enough area for AI) D. Then, purchase units and save scenario. You can purchase recon units for both sides as much as you want. But AI recon units may be limited, because recon zone is very narrow in this condition. E. After this, engage developer mode, and load scenario with 'edit' button, to get in scenario editor mode. F. Now, you have 2/3, 3/4 or 4/5 width of map as your deploy zone. But you shall NOT use all of deploy zone. From here, move your units to opposite boundary from AI's deploy zone, as if you have 1/3~1/5 width of map. G. Then, lock all of your friendly unit's position. H. If you play game, you will see enemy will start from opposite end 1/3~1/5 width of the map, while you start from 1/3~1/5 width of the map, leaving no one in zone between two. I. If you use zones.bmp wisely, then you can confine the deploy position of you or AI in more precise fashion. (Please someone let me know how to make and edit zones.bmp) Now here are my questions: 1) Is the zones.bmp and movement.bmp the same or different? Manual mentioned "movement.bmp". However, in game shows "zones.bmp". Are they the same ones? 2) How can I make zones.bmp (or movement.bmp) Is this should be used photoshop or something? I can't find any tool to make or edit zones.bmp, even in developer/scenario editor mode. 3) Regarding zones.bmp Manual mentioned: No-go zones: 0 Destruction zones: 64 Water crossing points: 128 Passable terrain: 255 But I can't find where to set those numbers. Thanks
< Message edited by exsonic01 -- 11/22/2018 3:55:52 AM >
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