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WitP:AE Editor - 10/28/2018 2:04:29 PM   
Rising-Sun


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Just curious is there a way to change other details such as aircraft's engine that demand 18 HIs and other data that I cannot find under the editor?

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RE: WitP:AE Editor - 10/28/2018 4:18:39 PM   
m10bob


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Yes...If you look at an individual aircraft. Look toward the bottom left and it will list the "load out" of the plane.
The engine type on that plane will be listed.
Just change the engine to the one you want.
If you don't like the quantity being produced, go to "DEVICES" and find your engine...You can alter production numbers.
The editor is VERY user friendly.

We always urge folks to remember what they changed, and even make notes to remind yourself why you changed them.

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RE: WitP:AE Editor - 10/28/2018 4:25:29 PM   
btd64


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Also, save your mod to a slot above number 025....GP

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RE: WitP:AE Editor - 10/28/2018 4:34:50 PM   
m10bob


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quote:

ORIGINAL: btd64

Also, save your mod to a slot above number 025....GP



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RE: WitP:AE Editor - 10/28/2018 5:36:52 PM   
Rising-Sun


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Alright and thank you guys, I did look and didn't expect to see it under that section. Probably overlooked.

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RE: WitP:AE Editor - 10/29/2018 9:17:49 AM   
Rising-Sun


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I want to point out, that you guys probably didn't understand what I mention above. On the Japanese side, they have to build aircraft engines and each one of those cost 18 heavy industrial points and that is where I am trying to find in the editor. To assembly a aircraft cost also 18 HIs too. Unfort the Allied side, esp USA don't have to build aircraft engines for their aircraft frames. So if I cant find those numbers to change on the cost to build those aircraft engines, I could either add engines that Allied/USA have to build in order to complete the aircraft or simply cut the engine plants from Japan and stick with only 18 HIs to build each plane. But each planes have different sizes and some can be more expensive to build.

So I wanted to change this for 1-engine plane would cost XX, 2-engine plane would cost XX and 4-engine plane would be much more of course.

Anyway been trying to improve my mod for the full campaign, coming around slowly.

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RE: WitP:AE Editor - 10/29/2018 12:04:18 PM   
BBfanboy


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As Alfred strongly hinted, playing with industrial data will change the nature of the game. Japan should be able to fight a good campaign just by increasing the amount of oil and resources in stock and adding some HI and LI to allow the outputs you want.

Some things are hard-wired in the game engine and the amount of HI required to build things may be one of them.

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RE: WitP:AE Editor - 10/29/2018 1:49:38 PM   
Rising-Sun


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quote:

ORIGINAL: BBfanboy

As Alfred strongly hinted, playing with industrial data will change the nature of the game. Japan should be able to fight a good campaign just by increasing the amount of oil and resources in stock and adding some HI and LI to allow the outputs you want.

Some things are hard-wired in the game engine and the amount of HI required to build things may be one of them.


Agreed, that is why I am trying something different and I figured that the HI requirement are hardcoded. But that is fine, the Allied as well USA will build planes later on that will require engines too.

I didn't like the ideas that the Japanese had to build the engines for the aircrafts and the Allied/USA did not. So far it worked what I was doing, gonna take time for me go over the details on models for each country.

< Message edited by Rising-Sun -- 10/29/2018 2:24:58 PM >


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RE: WitP:AE Editor - 10/31/2018 11:55:39 AM   
Rising-Sun


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Also like to know if possible to change hex that have roads and rails and how they are connected to the nearest zones.

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RE: WitP:AE Editor - 10/31/2018 2:34:03 PM   
m10bob


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quote:

ORIGINAL: Rising-Sun

Also like to know if possible to change hex that have roads and rails and how they are connected to the nearest zones.


This is determined by the info within the "pwhexe.dat" file...I do not know how to open and alter it, but there are a few that do.

Suggest you contact our friend El Cid.....

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RE: WitP:AE Editor - 10/31/2018 2:52:42 PM   
BBfanboy


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quote:

ORIGINAL: Rising-Sun

Also like to know if possible to change hex that have roads and rails and how they are connected to the nearest zones.

A few players have tried a non-game software to change the map hex data (what the computer sees) and graphics editing software to change the map art that the player sees. This is in effect creating a new version of the map so both players have to change to the same map data edit file and the same graphic edit file to be "on the same page".

The way they were doing it was allowing ONE section of road or railroad to be built by each side PER MONTH. A section is the 23 statute mile distance from the hex centre to the hex edge. (Press R when on the in-game screen and you can see what this looks like to the computer). The graphic map is cosmetic, it just helps the players keep track of what has been done. After the monthly changes, both players have to update their map files with the agreed data/graphics.

The idea is a good one, I just don't know how to change computer code or I would try it for my games vs. the computer.

I thought I had the page bookmarked but now I can't find it. You could search the modding forum section for road building or railroad building.

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RE: WitP:AE Editor - 11/1/2018 6:56:18 AM   
Rising-Sun


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Ah I figured, need a hex coder. That part of codes already been compiled and tricky doing this. So I will leave this part alone and didn't want to screw up the game. Just curious if possible to change it, but I can leave it as it is.

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RE: WitP:AE Editor - 11/1/2018 10:34:36 AM   
BillBrown


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At the end of this thread is a link to a map editor that works. http://www.matrixgames.com/forums/tm.asp?m=3560562&mpage=1&key=map%2Ceditor�

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RE: WitP:AE Editor - 11/1/2018 1:32:52 PM   
m10bob


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quote:

ORIGINAL: BillBrown

At the end of this thread is a link to a map editor that works. http://www.matrixgames.com/forums/tm.asp?m=3560562&mpage=1&key=map%2Ceditor�



(Bill has a habit of keeping things stuffed into his closets for just the right moment!...lol)

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RE: WitP:AE Editor - 11/1/2018 1:37:40 PM   
BillBrown


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Actually I do have it stuffed in a closet now, but I just did a quick forum search this morning. Only took about 2 minutes to find it.

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RE: WitP:AE Editor - 2/21/2019 11:51:04 PM   
Nuklearpinguin

 

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Can I the R&D Factories at start switch to no "damage" with the Editor?

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RE: WitP:AE Editor - 2/22/2019 12:52:22 AM   
BillBrown


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Yes. The number in the num column is the number of undamaged factories.
The number in the dis column is the number of damaged factories.




Attachment (1)

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RE: WitP:AE Editor - 2/22/2019 9:14:02 AM   
Nuklearpinguin

 

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THX :)

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