RE: modability (Full Version)

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jwilkerson -> RE: modability (5/19/2009 4:59:59 AM)


quote:

ORIGINAL: pad152

When adding new units with new AE editor, do you also have to edit the AI scripts?

Example: Add a new Japanese land unit to the 4th  fleet,  do you then have to add new land unit to AI scripts for places the 4th fleet invades?




If you want the AI to use a unit you have to plug the unit into the AI.





JuanG -> RE: modability (5/19/2009 5:49:20 AM)

quote:

ORIGINAL: jwilkerson


quote:

ORIGINAL: pad152

When adding new units with new AE editor, do you also have to edit the AI scripts?

Example: Add a new Japanese land unit to the 4th  fleet,  do you then have to add new land unit to AI scripts for places the 4th fleet invades?




If you want the AI to use a unit you have to plug the unit into the AI.




Is this also true for ships?

Suppose one adds the planned second Oyodo (for example) to the Japanese OOB, does one have to 'plug' this into the AI, or will the AI just recognize it as a cruiser suited for whatever role when it becomes available and put it to use?




BigJ62 -> RE: modability (5/19/2009 6:12:59 AM)

No just ag and LCU.


quote:

ORIGINAL: JuanG

quote:

ORIGINAL: jwilkerson


quote:

ORIGINAL: pad152

When adding new units with new AE editor, do you also have to edit the AI scripts?

Example: Add a new Japanese land unit to the 4th  fleet,  do you then have to add new land unit to AI scripts for places the 4th fleet invades?




If you want the AI to use a unit you have to plug the unit into the AI.




Is this also true for ships?

Suppose one adds the planned second Oyodo (for example) to the Japanese OOB, does one have to 'plug' this into the AI, or will the AI just recognize it as a cruiser suited for whatever role when it becomes available and put it to use?





Czert -> RE: modability (5/20/2009 3:29:02 PM)

Will be here option to modify TOE strenght of (all) units ? E.q. modifiing of normal japan SNLF sqad (infantry + 37mm gun + support) . I will e.g. decide to add 4 81mm mortarts to them (and needed support). Will this change apply to all SNLF squads of I have to edit all existing/future SNLF squads ?  And if yes, will be here displayed warning if you excess transport capacity for one run oc (ceratain) unit ? I mean unnmodified squad was able to be transported by one sub in one run , but moddified no longer due to bigger loading cost ?




n01487477 -> RE: modability (5/20/2009 4:05:04 PM)

quote:

Will be here option to modify TOE strenght of (all) units ? E.q. modifiing of normal japan SNLF sqad (infantry + 37mm gun + support) . I will e.g. decide to add 4 81mm mortarts to them (and needed support). Will this change apply to all SNLF squads of I have to edit all existing/future SNLF squads ? And if yes, will be here displayed warning if you excess transport capacity for one run oc (ceratain) unit ? I mean unnmodified squad was able to be transported by one sub in one run , but moddified no longer due to bigger loading cost ?


Just like in WITP, you can either make one unit strength unique and have the TOE the same as the unit edited, or alternatively have the parent unit TOE strengthened and then all those associated with this parent TOE will use it as its standard.

Not sure about your second Q ...

--Damian--




Dili -> RE: modability (5/20/2009 5:30:12 PM)

Units have a TOE, so if you change a TOE and that TOE is the same for all of that kind of units then changing the TOE it changes that units composition. Also if you replace SNLF squad with another squad or modify the existing SNLF squad it will be replicated in TOE if it has that device(all equipement including squads are called a device). What you have to verify is how many TOE's have the different SNLF's. It can be only one but i suspect that some SNLF being a sort of adhoc unit you will get different ones.

Note that AE introduces possibility of an unit having different TOE's. Can be set in editor that an unit have a certain TOE in 1942 and then other TOE replaces that one in 1943 to simulate a new kind of organisation that the unit adopted at that time.




JWE -> RE: modability (5/20/2009 7:23:58 PM)

The editor works just like WiTP.




Terminus -> RE: modability (5/20/2009 7:47:01 PM)

Except in as much as there's only one editor now, rather than two.




Splinterhead -> RE: modability (5/22/2009 10:19:57 PM)

I'm sorry if it's been asked before, but is it possible to have an air group automatically change commands on a certain date (example: 19th BG from USAFFE to Southwest Pacific) or must the group be withdrawn and then returned?




Terminus -> RE: modability (5/22/2009 10:20:59 PM)

No and yes.




Dili -> RE: modability (6/4/2009 7:23:35 PM)

1-Is it possible to force stop the production of an aircrft at a certain date for Japan( i am implying that is possible for Allied planes) even if the plane doesn't upgrade to anything?

2-Is it possible for a factory to start producing a plane at certain date, say one year after that aircraft is already in production in other factories?




pad152 -> RE: modability (6/12/2009 8:40:01 AM)

Is there a way to test scenarios created with the new editor in AE, something like WITPchk?




jwilkerson -> RE: modability (6/17/2009 1:47:07 AM)


quote:

ORIGINAL: pad152

Is there a way to test scenarios created with the new editor in AE, something like WITPchk?



We have an internal version of witpchk for AE. We do not think this is sufficiently polished to release immediately - but we will put it on the list for patch 01.





Shark7 -> RE: modability (7/6/2009 5:45:58 PM)

Don't know if this has been asked before, but will it be possible to add additional 'off map' bases to the game? IE say a person wanted to add in Gibralter (just as an example), is that going to be possible and will it require a map edit?




treespider -> RE: modability (7/7/2009 12:36:46 AM)


quote:

ORIGINAL: Shark7

Don't know if this has been asked before, but will it be possible to add additional 'off map' bases to the game? IE say a person wanted to add in Gibralter (just as an example), is that going to be possible and will it require a map edit?



Not possible...the current off-map bases are hard coded...Andrew and Don can probably provide the particulars...but IIRC the off map base is a hex on a "virtual hex grid" such that the distance to it can be calculated from any base on the map.




Don Bowen -> RE: modability (7/7/2009 4:22:11 AM)


quote:

ORIGINAL: treespider


quote:

ORIGINAL: Shark7

Don't know if this has been asked before, but will it be possible to add additional 'off map' bases to the game? IE say a person wanted to add in Gibralter (just as an example), is that going to be possible and will it require a map edit?



Not possible...the current off-map bases are hard coded...Andrew and Don can probably provide the particulars...but IIRC the off map base is a hex on a "virtual hex grid" such that the distance to it can be calculated from any base on the map.


It's a little better than that. There is a set of two new external data files, sort of like pwhex, that control off map bases.

1. A zone file contains a listing of all the zones involved in off map movement. These are the off map holding boxes related to bases, the base locations, and the map edge entry/exit zones.

2. A link file the describes the links between the zones defined in #1, including data related to distance along each "path".

Plus:

3. The definition of the off map bases in the location data (done in scenario editor).

4. Artwork, if desired, on the map to show the base, holding box(es) and pipes.

Anyone that has worked with pwhex will understand it easily.






apbarog -> RE: Admiral's Edition Editor Thread (7/18/2009 3:29:15 AM)

Can pilot names be editted in the database in AE? (Or in WitP for that matter)




Dili -> RE: Admiral's Edition Editor Thread (7/18/2009 3:32:55 AM)

Yes




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