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IronFist00 -> Editor Help (12/22/2012 4:08:04 PM)

I've never used the CoH editor before and this might not be the correct place to ask but I was hoping my post would be more visible here (and I'd get some help [:)])

With the release of the second edition of the AtB board game, Academy Games took time to rebalance some of the Firefights from first edition. In particular I am interested in their rebalancing of the Partisans (FF #1) since my friend and I play that one a lot (it's fast so we can sneak it in most evenings).

The balance changes they added were an extra Soviet Rifle squad at H12, The Soviet player starting out with 7 CAPs (instead of the current 6), and the German player always getting initiative on Round 1. See the attached screen capture for more info.

I opened the existing Partisans FF in the editor and figured out how to add a Soviet Rifle squad. However I could not figure out how to give it the same AI instruction as the other Rifle squads. I found the AI script but how do I assign it? Or can I just clone one of the existing squads and use that in H12?

Also I could find a screen to change the number of starting CAPs not could I find one to set starting Initiative. Finally, I wanted to make sure I didn't overwrite the existing Partisans with this new one but was unsure if I clicked save would it prompt me before saving?

Any help would be appreciated!

[image]local://upfiles/39379/6ADAA356771A4558AD4E1140776D0CA8.jpg[/image]




junk2drive -> RE: Editor Help (12/22/2012 4:25:50 PM)

Starting initiative is a dice roll. It has been brought up before. I think Eric has said he will look into adding a fixed initiative. Best way around it in Persistent mode is for one player to pass to allow the other to make the first move.




IronFist00 -> RE: Editor Help (12/23/2012 4:00:22 AM)

Thanks J2D, that solution would work in either mode actually. I didn't remember Eric's post about it. However I'm still hoping for some help on the other two changes since they are the main ones between to two versions. Hopefully someone can help. The version of Partisans I posted above (v2) is a lot more balanced. It's amazing what the extra Soviet Rifle squad and extra CAP does.




ericbabe -> RE: Editor Help (12/24/2012 1:15:48 AM)

Open "Editor | AI Script Editor." Select "FallBackAndCoverVictoryHex" under "Script Filenames." Press the button next to F1 on the right hand side. Add your new Soviet Rifle Squad. Hover the mouse over it. Press F1.




IronFist00 -> RE: Editor Help (12/24/2012 1:39:26 AM)

Eric thanks! Is there a way to change the facing of the newly placed unit?




ericbabe -> RE: Editor Help (12/24/2012 2:42:15 AM)

Turn numlock off. Hover the mouse over the new unit. Press the numpad keys 7,8,9,4,5,6 for the hex directions NW,N,NE,SW,S,SE respectively.




IronFist00 -> RE: Editor Help (12/24/2012 2:58:08 AM)

Eric, thanks again! Two more questions (sorry trying to muddle my way through here and haven't been able to figure out stuff exactly):

1. Is there a way to change a sides starting CAPs? I looked and didn't see it. I want to start the Soviets with 7 CAPs if possible.

2. What I did was copy over everything related to Partisans in the maps and scenario folders installed in the main path to the same folders in My Documents. And everything loads fine, including the hi-res maps. However if I try to rename the scenario file from Partisans to Partisansv2, it pulls errors. What other files do I have to tough? I tried just renaming some files in the scenario folder but then I don't get the preview map to load anymore in the scenario setup screen.

Edit = to update #2




ericbabe -> RE: Editor Help (12/24/2012 4:01:02 PM)

To change CAPs, edit the firefight .XML file. You can just use a vanilla text editor for this, or you can get a free XML editor (I recommend Microsoft's XML Editor, msdn.microsoft.com/en-us/library/ms255810(v=vs.80).aspx) or a free text editor that has support for XML files (I use the excellent Notepad++).

The section with the CAPs looks something like this:

<PlayerCapsForTurnList>
<PlayerCapsForTurn>
<PlayerName>Germans</PlayerName>
<CAPS>8</CAPS>
<Turn>0</Turn>
<AllTurns>true</AllTurns>
</PlayerCapsForTurn>
<PlayerCapsForTurn>
<PlayerName>Russians</PlayerName>
<CAPS>6</CAPS>
<Turn>0</Turn>
<AllTurns>true</AllTurns>
</PlayerCapsForTurn>
</PlayerCapsForTurnList>

Find this section in the XML file and change the 8 and 6 to whatever new values you'd like. You can adjust it to give different CAPs on different turns, but it's a little trickier. You have to do something like this:

<PlayerCapsForTurnList>
<PlayerCapsForTurn>
<PlayerName>Germans</PlayerName>
<CAPS>8</CAPS>
<Turn>0</Turn>
<AllTurns>true</AllTurns>
</PlayerCapsForTurn>
<PlayerCapsForTurn>
<PlayerName>Russians</PlayerName>
<CAPS>6</CAPS>
<Turn>1</Turn>
</PlayerCapsForTurn>
<PlayerCapsForTurn>
<PlayerName>Russians</PlayerName>
<CAPS>7</CAPS>
<Turn>2</Turn>
</PlayerCapsForTurn>
<PlayerCapsForTurn>
<PlayerName>Russians</PlayerName>
<CAPS>8</CAPS>
<Turn>0</Turn>
<AllTurns>true</AllTurns>
</PlayerCapsForTurn>
</PlayerCapsForTurnList>

This gives the Russians 6 CAPs on turn 1, 7 CAPs on turn 2, and 8 CAPs on any other turn.


For your second question, you should have to copy and rename at least four files: .scenario, .xml, _AIReinf.txt, and _Intro_00.png. However some scenarios contain other files; for instance, in the Commanding Heights there are files that end in "_RussiansFoot Mine.txt" that should be copied and renamed as well. (These are text files that have different "plans" for the AI to place units or mines at the start of a scenario. The AI randomly picks one of the plans and uses that as a guide for placing these objects.)




IronFist00 -> RE: Editor Help (12/24/2012 10:15:55 PM)

Eric, everything you've helped me with has worked like a charm so thanks. However no matter what renaming I do with the four files you mentioned (and that's the ones I had originally tried but did it again), I can't get the .png map to show in the scenario setup screen.

If I keep all the files as "Partisans" and just change the values I want, it loads fine including the .png map in the setup screen. If I simply rename the four files you listed and put a v2 after the name but before the type (like Partisansv2.xml) the .png map doesn't show in the setup screen.

Any ideas of what I'm missing?

Here's what I expect to see (and do see if the name of all files is just Partisans:



[image]local://upfiles/39379/DB089CB3671143D594AF3D6E220B58AB.jpg[/image]




IronFist00 -> RE: Editor Help (12/24/2012 10:19:29 PM)

Here's what I see if I rename the four files to ...v2:

Here's the actual names of the files:
1. Partisansv2.scenario
1. Partisansv2.xml
1. Partisans_AIReinfv2.txt
1. Partisans_Intro_00v2.png

If I simply remove the "v2" after each name, the png map shows and the scenario plays exactly as I want.

Any ideas?

[image]local://upfiles/39379/DEAA8E72642A44799F5E2A3016E24037.jpg[/image]




junk2drive -> RE: Editor Help (12/24/2012 10:30:15 PM)

1. Partisansv2.scenario
1. Partisansv2.xml
1. Partisans_AIReinfv2.txt
1. Partisans_Intro_00v2.png

I suggest
Partisansv2_AIRein.txt
Partisansv2_Intro_00.png




IronFist00 -> RE: Editor Help (12/24/2012 11:10:36 PM)

J2D, thanks! That was the magic ticket. I should have thought of it but didn't. Again, thanks for helping me out.

Now that I have the new rebalanced Partisans done, I'm willing to upload it if others would like to try it. I know Jamm used dropbox but is there any way to upload a compressed file directly to Matrix's forums?




junk2drive -> RE: Editor Help (12/24/2012 11:20:21 PM)

This forum allows up to 1 mb of gif/txt/jpeg only

You could rename the zip as txt, if it is under a mb, then instruct people to rename the downloaded file.

Dropbox is preferred as it doesn't kill you with ads and popups like some other file hosting sites.




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