editor? (Full Version)

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navwarcol -> editor? (2/23/2014 11:48:01 PM)

Does this game have an editor?
I am thinking of purchasing it, but on its page, under editor, it says no..almost always an instant turn-off for myself.
However, on the forum here, there are mods, and other things which would imply that it does.




ernieschwitz -> RE: editor? (2/27/2014 3:25:24 PM)

To answer the question correctly I need to go into alittle history. Cause Yes, it did NOT have an editor to begin with, and with patches it later on got an EDITOR. And it is a good editor IMHO.




navwarcol -> RE: editor? (3/1/2014 6:06:22 AM)

Thank you ernieschwitz.
I have found it and am messing with it... it seems to hold a tremendous potential, but there is very little documentation.
I grabbed the Case Blue game at the same time, and that one has a manual for the editor, but it does not have many details in the manual for things like the event engine, etc. BUT... I love designing scenarios as much or more than playing them, so I am in heaven just figuring out the bells and whistles of this thing.

This forum should be a lot busier... this is an incredible game.




ernieschwitz -> RE: editor? (3/2/2014 9:13:56 PM)

I believe, that this editor, is actually mostly identical to the one in DC:CB, so, if you have a manual for that, it will probably work too for this one.

As for editting events, yeah, you need some skill, and some testing to find out how things work. And do alot of reading on the execs and checks you use, luckily some of it can be found when you click on the various things.

Good Luck Modding :)




navwarcol -> RE: editor? (3/2/2014 11:29:33 PM)

I am playing some with your Swiss scenario (Tannenbaum) to learn the system, by the way. Excellent work! I may have some questions for you as I dig into making mine.




Erik2 -> RE: editor? (3/3/2014 12:50:01 PM)

You can find a lot of info here:
AT Gold wiki
It is originally from AT, but most of it is good for the Decisive Campaign series as well.
It does not tell you how Vic arrived at the various game values (combat details for STFs for example). I am creating my own formulas to be able to add new SFTs with values consistent with the existing ones.

The map is quite fast to make. Roads and rivers were a little tricky as you need to RMB in the hex/on the hex side you want to start and then LMB wherever you want the road/river to go next (if I remember correctly).

Units is a multilayered process.
A historic unit is usually made up of one or more Subpart Units (Predefined Units). A Historic units may be a Model, say a German Pioner Bn which will speed up the process when you need more than one battalion.
A Predefined unit (Subpart Unit) is made up of 1-8 Subformation Type (SFT).

Regards
Erik




navwarcol -> RE: editor? (3/3/2014 2:25:15 PM)

I ran a test after altering some of the Case Blue, since that was the one the manual was covering. I was hoping to get the basic ideas down pat and then switch to the Warsaw to Paris and try to make a late war scenario from both sides.. Soviets attacking towards Berlin on the Polish map, and the Bulge time frame on the western map.
Everything really is easy to do once you get the idea.

A question however, maybe related to Case Blue... or maybe something in the game hardcoded that I cannot figure out yet.
I did the units a little differently, as they were originally, for a Panzer division as an example, a Panzer rgt, a PG rgt, a mot. inf rgt, and a mot. artillery rgt. What I did was break the panzer regiment and the 2 infantry components up into 2 task forces which combined armor and the infantry. I did it all so that it worked, going through the unit creation in the manual for the editor.

However, in game, the newly created units seem to be losing their "minority" part.. in this case the panzers seem to be disappearing a few each turn.
Also some artillery units, and some AT units I created are doing the same thing, created with for example "5" for the gun total (25 guns) then gradually each turn seeming to get rid of a few, until the new unit is showing empty with no unit component.
Somewhere I am missing something, probably something simple, but no clue what it is.




Erik2 -> RE: editor? (3/3/2014 5:57:43 PM)

You have the option to have duplicates of an historical unit. You basically create say 3 bns and link it to one HisUnit.
This may save you some time and give you a Shorter list of total no of units. All units will be identical Down to the nato symbol and short name on the counter.

After much testing, I now always create one HisUnit pr unit. This gives you more flexibility, ie you can have different understrength units/bns on map.
Also, keep in mind that all HisUnits should have a Predefined Unit linked, normally with the theoretical TO&E.
When a unit suffer losses, it will gradually rebuild to the Predef Unit SFTs if there are events with the proper replacements.
This means that if you want a unit to arrive as reinforcements on a later round and With less than 100% TO&E, you need to create a PreDef Unit with the <100% assigned SFTs.
In my Weserübung scenario I have almost 1200 separate HisUnits, of course this includes air and naval units as well.
The screenshot shows the 3.Gebirgsjäger div of Narvik fame. Note that Units assigned = 1 for all entries.

[image]local://upfiles/1725/DE6016D95FFC4A60AA1459FB0C6B2716.jpg[/image]




Erik2 -> RE: editor? (3/3/2014 6:05:13 PM)

A couple more screenshot s showing the SubPart Unit on top which = the Predef Unit on bottom. The PreDef uits contains the 1-8 SFTs which make up the TO&E.

Hope this helps.

[image]local://upfiles/1725/7192F7ABA5AB4F799C11904334431BD1.jpg[/image]




navwarcol -> RE: editor? (3/3/2014 7:05:30 PM)

Awesome Erik! Thank you.




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