Understanding Scenario Editor (Full Version)

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PatinAZ -> Understanding Scenario Editor (12/22/2007 8:39:54 PM)

Hello All!
Enjoying the new HCE. I've played scenarios often enough, and I'm enjoying the newer scenarios and the old ones in HCE. But I'm a rookie in the SE. I want to take a couple of the scenarios in the original GIUK battleset and re-make in the EC2003 battleset. To run them with the newer DB and the changes that makes.
Need some help understanding how to do this. Getting the platforms from the OrderofBattle is easy enough. Then translating to the HCDB platforms, most are still there, some need to convert to similar units. Starting positions and courses, no big problem. But where do I get what the orders are? For missions and anything else that is beyond formations?
Obviously the patrols and strike missions are a vital part....

Pat in the desert




RolandRahn_MatrixForum -> RE: Understanding Scenario Editor (12/22/2007 9:30:36 PM)

Hi!

I am currently attemoting to design a scenario, but I am a beginner, so take the following with a grain of salt....

Attacks against enemy bases:
Like in normal game, either focus a base, click F6 and define an attack mission. Or focus a group and order it to attack an enemy group. Only difference to normal game is that you have to define when it should take place and if it shoult be repeated.

Attacks against enemy groups are not defined when creating a scenario but are done automatically during gameplay (???).

Hope this helps,
Roland




CV32 -> RE: Understanding Scenario Editor (12/22/2007 10:05:58 PM)

quote:

ORIGINAL: PatinAZ
But where do I get what the orders are? For missions and anything else that is beyond formations? Obviously the patrols and strike missions are a vital part....
Pat in the desert


In your Scenario Editor, and with the chosen group or base selected, go to the 'Orders' button at the top task bar and then choose 'Edit Group Orders'.




CV32 -> RE: Understanding Scenario Editor (12/22/2007 10:08:55 PM)

quote:

ORIGINAL: RolandRahn
Attacks against enemy groups are not defined when creating a scenario but are done automatically during gameplay (???).
Hope this helps,
Roland


You can't script AI attacks against player controlled groups (i.e. ships at sea, submarines, mobile land units, etc). (Of course, the AI doesn't know where those groups are at the start of the scenario). Therefore the AI chooses attacks of its own making against those groups. With a little tinkering, though, you can 'encourage' certain AI formation patrols to carry out particular kinds of attacks.




TonyE -> RE: Understanding Scenario Editor (12/22/2007 11:00:53 PM)

If you want a little more visual view (but doesn't help you see the contents of the patrol/striker, for that Brad is right, follow the Edit... stuff), use the 'p' hotkey to see the long range patrols, ferries, and attacks that are configured in the scenario.

[image]local://upfiles/20766/BA5768AA88F94E878C7BBD8E2D67A3D4.jpg[/image]




Shark7 -> RE: Understanding Scenario Editor (12/22/2007 11:06:54 PM)


quote:

ORIGINAL: CV32

quote:

ORIGINAL: RolandRahn
Attacks against enemy groups are not defined when creating a scenario but are done automatically during gameplay (???).
Hope this helps,
Roland


You can't script AI attacks against player controlled groups (i.e. ships at sea, submarines, mobile land units, etc). (Of course, the AI doesn't know where those groups are at the start of the scenario). Therefore the AI chooses attacks of its own making against those groups. With a little tinkering, though, you can 'encourage' certain AI formation patrols to carry out particular kinds of attacks.


For instance, if you have a Carrier Group ABC you want attacked for example, then schedule a patrol craft with a good radar to a point that it will be sure to make contact. You can either schedule strike units in formation patrols, or the ai will launch them if they have no current orders.

The AI absolutely loves sinking carriers, so you won't have any problem getting it to strike such a target.




SteveF2006 -> RE: Understanding Scenario Editor (12/23/2007 7:31:35 PM)

I have found that creating you own scenarios is the most enjoyable part of the game. It takes lots of practice to create fun scenarios. For the most enjoyable play, make sure that after you have put all the groups and bases together, to go back and check weapons load-outs on all aircraft, check formations on all ship and sub groups, check formation air patrols for all bases and ship formations with any type of aircraft and check that you have set all of your long distance patrols and attacks. There is nothing more frustrating than creating a scenario only to find out while you are playing, that either you are unprepared because you have the wrong weapons load-out at a base or that your enemy is easily defeated because they are unprepared!

A great way to learn is to go to sites like Harpgamer.com and download a few user-created scenarios and see what others have done. This will give you ideas and insite to either create you own scenarios or to tweak other's scenarios! Good luck and have fun!!




PatinAZ -> RE: Understanding Scenario Editor (12/23/2007 8:11:29 PM)

Thanks for the responses with the advice and encouragement. 'Edit Group Orders' I did find that after posting, yes that is where the nuts & bolts are on setting up part of the scenario. You can set up attacks of enemy bases or airfields as these are known locations. I have not seen if there a way to put a time factor on the missions. So that if I want to, for example, launch a SEAD mission from base A at start plus 1.00 hours and then launch a guided bombing attack mission at 1.50 hours to coordinate. Is there an option for this?

Tony, the 'p' hotkey is very cool. Does this correspond to any of the commands on the top of the screen or is it a special feature?

I get what was said about not being able to script for attacks against surface groups because of unknown location or movements. The tip from Akula about sending a patrol that will 'find' the group so the AI can mount the attack is great.

One last question, I assign aircraft to a base or to a carrier. They are brought in with a default loadout for the type. I change the loadout for all or some of the type to match the use intended. It gets the 'ready 30 minutes' status for reloading. Is there a way to make it an instant switch so it's ready to go???

I will make a separate post in the Scenario Design section about what I was doing on Saturday.

Pat in the desert




SteveF2006 -> RE: Understanding Scenario Editor (12/23/2007 9:33:32 PM)

Pat,
It says ready in 30 minutes. But in reality, the aircraft will be ready at the start of your scenaroi. In fact, if you ready those aircraft, close out the base or carrier group, then go back in, you'll see that the aircraft now have the load-out you selected!




CV32 -> RE: Understanding Scenario Editor (12/24/2007 4:41:01 PM)

quote:

ORIGINAL: SteveF2006
Pat,
It says ready in 30 minutes. But in reality, the aircraft will be ready at the start of your scenaroi. In fact, if you ready those aircraft, close out the base or carrier group, then go back in, you'll see that the aircraft now have the load-out you selected!


SteveF2006 is correct. [:)]




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