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Editors - help and quick questions

 
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Editors - help and quick questions - 11/19/2021 6:20:11 AM   
briklebritt

 

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Hi Vic, I already posted this questions in the development board as I was part of the beta testing. But I think to post it here again could help other peoples too.

I am new to the simple editor and I found a lot of answers when reading your documentation you did days ago. It helps a lot!

I created my first scenario, but there are some questions. Maybe you could answer them, it would be great.

QUESTION 1:
-----------
"AddRemainSnow" vs. "AddSnow" in "Initial Hex Conditions" table - whats the difference?

QUESTION 2:
-----------
Is it possible to remove really 100% of one unit type (f.e. Tiger tanks) by using the Scramble Table? 100% Change% setting does not remove every tank and there are some left.

QUESTION 3:
-----------
In "vr_ai_lib" what means "frontLength" and "frontDepth"?

QUESTION 4:
-----------
What is the Masterfile and when do I need it? Can you explain please how to use it und for what to use it?

QUESTION 5:
-----------
When it is the AI turn, game stops and AI calculation did not go further. So I have to exit and load the save game nearly every round. Sometimes when not moving my troops, the AI turn will be executed. Can you tell me where the problem is? Maybe I forgot to set basic parameters or set them wrong?

QUESTION 6:
-----------
Historic weather overrule - I did not know how this exactly works. I set a weather type and temperature type for every round and a IF-statement too. But how does random weather kick in here? Do you have an example with a description how to do?

Thanks again!

Tom
Post #: 1
RE: Editors - help and quick questions - 11/19/2021 6:22:40 AM   
briklebritt

 

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@Sam
Perhaps it would be perfect to make this thread sticky, so we can use it for quick questions to the editors.

(in reply to briklebritt)
Post #: 2
RE: Editors - help and quick questions - 11/19/2021 7:06:37 AM   
ernieschwitz

 

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quote:

QUESTION 4:
-----------
What is the Masterfile and when do I need it? Can you explain please how to use it und for what to use it?


The masterfile is the rulevars and other stuff that cannot be changed without deeper knowledge of the editor. You need the full editor to do it, in other words. So far Vic has not made any info on how to get to that very complex editor. In short the masterfile is what makes DC:AO, DC:AO.

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(in reply to briklebritt)
Post #: 3
RE: Editors - help and quick questions - 11/19/2021 8:46:28 AM   
briklebritt

 

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quote:

ORIGINAL: ernieschwitz

quote:

QUESTION 4:
-----------
What is the Masterfile and when do I need it? Can you explain please how to use it und for what to use it?


The masterfile is the rulevars and other stuff that cannot be changed without deeper knowledge of the editor. You need the full editor to do it, in other words. So far Vic has not made any info on how to get to that very complex editor. In short the masterfile is what makes DC:AO, DC:AO.

quote:

The masterfile is the rulevars and other stuff that cannot be changed without deeper knowledge of the editor. You need the full editor to do it, in other words. So far Vic has not made any info on how to get to that very complex editor. In short the masterfile is what makes DC:AO, DC:AO.


Thanks!
Ok, the editor asks to import masterfile when beginning with a new scenario, so it is mandatory to import it as I understand.

(in reply to ernieschwitz)
Post #: 4
RE: Editors - help and quick questions - 11/19/2021 9:59:34 AM   
Vic


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quote:


QUESTION 1:
-----------
"AddRemainSnow" vs. "AddSnow" in "Initial Hex Conditions" table - whats the difference?

If snow on the hex it will be coloured white. If no snow, but remainSnow it will be coloured partially mud/partially snow.

quote:


QUESTION 2:
-----------
Is it possible to remove really 100% of one unit type (f.e. Tiger tanks) by using the Scramble Table? 100% Change% setting does not remove every tank and there are some left.

I think so, please just give it a try to see what happens.

quote:


QUESTION 3:
-----------
In "vr_ai_lib" what means "frontLength" and "frontDepth"?

The AI cuts the frontline in smaller pieces. About 10 hexes of front length , with a depth of 4. Each piece of front is executed seperately. It seems the ideal chunck, however I might be wrong so I allow people to change these chunks. If you turn on AI debugging you can find a screenshot of the Ai front chunks in the logs/ directory.

quote:


QUESTION 5:
-----------
When it is the AI turn, game stops and AI calculation did not go further. So I have to exit and load the save game nearly every round. Sometimes when not moving my troops, the AI turn will be executed. Can you tell me where the problem is? Maybe I forgot to set basic parameters or set them wrong?

You'll need to send me a savefile to vic@vrdesigns.net to check that out. Please link to this thread.

quote:


QUESTION 6:
-----------
Historic weather overrule - I did not know how this exactly works. I set a weather type and temperature type for every round and a IF-statement too. But how does random weather kick in here? Do you have an example with a description how to do?

The vanilla scenarios should serve as good examples. You can ignore the IF condition if you are not using scenario variants. Basically the weather is random by default, but if a historic weather overrule row exists that weather setting is used instead.

best,
Vic

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(in reply to briklebritt)
Post #: 5
RE: Editors - help and quick questions - 11/19/2021 6:10:57 PM   
Oberst_Klink

 

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Just a quick question. Where (library | table) to find the event cards, e.g. road block etc and how to add | modify them? Reason is, I'd like to add German road blocks (Straßensperre) cards for the Germans in the late stage of 'The Tide Turns' scenario. Thanks Vic!👍

Klink, Oberst

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(in reply to Vic)
Post #: 6
RE: Editors - help and quick questions - 11/22/2021 6:02:19 PM   
nikdav


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From: Italy
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Hi Klaus,
you must load the scenario and check " Card Table" (60) and than " Give card rule (62)
Add new card type in table (60) and then use the same card type ID in the table (62)





Attachment (1)

< Message edited by nikdav -- 11/22/2021 6:08:03 PM >

(in reply to Oberst_Klink)
Post #: 7
RE: Editors - help and quick questions - 11/26/2021 6:30:52 PM   
Oberst_Klink

 

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Thanks!👍

Klaus

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Post #: 8
RE: Editors - help and quick questions - 12/3/2021 5:28:45 PM   
carll11


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Added here as a Q I posed to Oberst Klink;

the VPs per hex values disappeared when I saved the map for Wacht am Rhine (I hit yes for overwrite vict points by accident).....so there are no Vps assigned now, its says zero on the dashboard 'Victory points on map' line.....


is there a table where in I can import them back in?


If not I'll type them into the appropriate table, which is it? #37? I tried that and it didnt seem to work.

Or if I have to do it the very hard way, in the map, in the simple editor, I can highlight and add the Vps back in to each hex, BUT I dont know the locations and VPs you had set up....




< Message edited by carll11 -- 12/3/2021 5:34:15 PM >

(in reply to Oberst_Klink)
Post #: 9
RE: Editors - help and quick questions - 12/3/2021 6:11:47 PM   
Oberst_Klink

 

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quote:

ORIGINAL: carll11

Added here as a Q I posed to Oberst Klink;

the VPs per hex values disappeared when I saved the map for Wacht am Rhine (I hit yes for overwrite vict points by accident).....so there are no Vps assigned now, its says zero on the dashboard 'Victory points on map' line.....


is there a table where in I can import them back in?


If not I'll type them into the appropriate table, which is it? #37? I tried that and it didnt seem to work.

Or if I have to do it the very hard way, in the map, in the simple editor, I can highlight and add the Vps back in to each hex, BUT I dont know the locations and VPs you had set up....




Check your PM.

Klink, Oberst

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(in reply to carll11)
Post #: 10
RE: Editors - help and quick questions - 12/3/2021 7:06:48 PM   
carll11


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ty!

(in reply to Oberst_Klink)
Post #: 11
RE: Editors - help and quick questions - 12/4/2021 5:03:54 PM   
Markarbio

 

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Is there a way to look at the stats for the "based on" units? For example, finding the the recon value, or the front line / back line setting, or movement type? It would make it much easier to select which unit to use as the base for new units.

Markarbio

(in reply to carll11)
Post #: 12
RE: Editors - help and quick questions - 12/4/2021 5:20:20 PM   
Oberst_Klink

 

Posts: 4778
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quote:

ORIGINAL: Markarbio

Is there a way to look at the stats for the "based on" units? For example, finding the the recon value, or the front line / back line setting, or movement type? It would make it much easier to select which unit to use as the base for new units.

Markarbio

There is.

Klink, Oberst




Attachment (1)

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Post #: 13
RE: Editors - help and quick questions - 12/5/2021 10:48:05 PM   
briklebritt

 

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(1) What does the "VR Basic Lib" table "Actual Battlegroup Names List" do?
(2) What does the "VR Basic Lib" table "Trooptype adjustments" do?
(3) Custom Battlegroup Names #1 and #2 table > will these names set in the tables overwrite the standard names for Battlegroups? When left blank, there are already names for Battlegroups there, so I think they will overrite these standard names? And then I have to set for each regime in "VR Basic Lib/Regime LibVars" die table #1 or #2 .... is this correct?
(4) "AiOilModifier" in "VR Basic Lib/Global LibVars", has it anything to do with fuel?

< Message edited by briklebritt -- 12/5/2021 10:49:52 PM >

(in reply to Oberst_Klink)
Post #: 14
RE: Editors - help and quick questions - 12/6/2021 7:52:19 AM   
Vic


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1) It should have been hidden from the Simple Editor. Will do so next version. Thanks.

2) It allows you to change the Supply-In stat of all trooptypes (with a certain indirect artillery range) of specified trooptype library.

3) Correct

4) Its a rule to give extra fuel to the AI, but this has been superseded, so you basically ignore this variable for now. I am leaving it in since scripting fuel quantities for the AI will need some work in the future.

best,
vic

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(in reply to briklebritt)
Post #: 15
RE: Editors - help and quick questions - 12/6/2021 11:03:11 AM   
briklebritt

 

Posts: 125
Joined: 3/28/2021
From: Germany
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quote:

ORIGINAL: Vic

1) It should have been hidden from the Simple Editor. Will do so next version. Thanks.

2) It allows you to change the Supply-In stat of all trooptypes (with a certain indirect artillery range) of specified trooptype library.

3) Correct

4) Its a rule to give extra fuel to the AI, but this has been superseded, so you basically ignore this variable for now. I am leaving it in since scripting fuel quantities for the AI will need some work in the future.

best,
vic


Thanks!

(in reply to Vic)
Post #: 16
RE: Editors - help and quick questions - 12/6/2021 11:17:34 AM   
Oberst_Klink

 

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quote:

ORIGINAL: briklebritt


quote:

ORIGINAL: Vic

1) It should have been hidden from the Simple Editor. Will do so next version. Thanks.

2) It allows you to change the Supply-In stat of all trooptypes (with a certain indirect artillery range) of specified trooptype library.

3) Correct

4) Its a rule to give extra fuel to the AI, but this has been superseded, so you basically ignore this variable for now. I am leaving it in since scripting fuel quantities for the AI will need some work in the future.

best,
vic


Thanks!

Point 2 is helpful to limit precious ammo, e.g. rockets for the NbW units and so on.

Klink, Oberst

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(in reply to briklebritt)
Post #: 17
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