Editor Support? (Full Version)

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pad152 -> Editor Support? (4/6/2003 11:20:39 PM)

Will we yes any support for the editor soon?

I would realy like to have the ability to edit replacement rates.




Mr.Frag -> (4/7/2003 2:29:02 AM)

Replacement rates are hardcoded within the code. You can't edit them.




Heeward -> Replacement Rates (4/8/2003 11:32:52 AM)

I noticed that.

This is unfortunate as per a earlier post only one B-17G saw service in the Pacific as the personal transport of General Eichelberger in August 1945.

Total B-17’s to serve in the Pacific:

B-17 C 11
B-17 D 42
B-17 E 176
B-17 F 47 The first four arrive on August 5th, 1942.
B-17 G One Replaces the personal transport of General Eichelberger in August 1945.

Therefore B-17 E’s should update to either B-17 F’s and then to B-24 D’s.
No B-17 G models should be in the game

A set pool for aircraft like these (F4F-3, TBD & P400 come to mind) for the US and I’m sure similar aircraft exists for the IJN/IJAAF would be nice.

Hey I haven’t even finished October in my first game yet….




afenelon -> (4/9/2003 5:57:59 AM)

[QUOTE]Originally posted by Mr.Frag
[B]Replacement rates are hardcoded within the code. You can't edit them. [/B][/QUOTE]

-We could have a patch to change this. It´s unfortunate this
-editor is so poor. I had some big ideas with the editor...




th_s -> (4/9/2003 6:22:48 PM)

Maybe it could be interresting to share information that we understand about the .dat files ?
It would help to do some mod .
I understand how to edit simple things about the planes,weapons database.Like changing mvr ,number of weapons...etc .
For example with the editor we cannot edit the armament of a plane squadron, although the payloas data is different (in the scen file) that in the dat.
If someone else is interrested i could post my modest understanding.
but warning editing databases ,has an effect on all newly start scenario.
For instance a scen file is very hard to edit and i did not find inside yet the rempl. rate.




Mr.Frag -> (4/9/2003 11:42:16 PM)

If you look in the scenario dir, you'll see some ???000.dat files, which are the master database. If you want to decode them, you'll have access to all the class stuff. It still will not get you at the internals which are hardcoded based on scenario slot.

My understanding is that the AI had to be tweeked and given pushes in the right direction for each scenario to make things actually work well. This is why the aircraft rate is ONLY different in slot 19. Without having access to the code, you're not going to be able to do much more then adjust numbers of ships and planes and start locations/dates.




th_s -> (4/10/2003 3:24:50 AM)

I think you must be right ,because i compare the scen19 and a edit and save scen 19 , i compare the two file ,i find only some difference in identity ( some sort of of code to identify an original scen)



My understanding is that the AI had to be tweeked and given pushes in the right direction for each scenario to make things actually work well. This is why the aircraft rate is ONLY different in slot 19. Without having access to the code, you're not going to be able to do much more then adjust numbers of ships and planes and start locations/dates. [/B][/QUOTE]




th_s -> (4/10/2003 3:27:51 AM)

i have some understanding of this .dat files but i have no coding skills perhaps with a database of hex to edit ,someone could make a quick editor ?







Originally posted by Mr.Frag
[B]If you look in the scenario dir, you'll see some ???000.dat files, which are the master database. If you want to decode them, you'll have access to all the class stuff. It still will not get you at the internals which are hardcoded based on scenario slot.

My understanding is that the AI had to be tweeked and given pushes in the right direction for each scenario to make things actually work well. This is why the aircraft rate is ONLY different in slot 19. Without having access to the code, you're not going to be able to do much more then adjust numbers of ships and planes and start locations/dates. [/B][/QUOTE]




Nasrullah -> (4/10/2003 10:41:04 AM)

If you wish to make a new scenario, the easiest way would be to
make copies of the .dat files from scen 18, then rename them to
a higher slot. 18 has no reinforcements (i.e. all units not on
map on turn 1 are set to "location = none" and "delay = 9999".
Now just set the starting units the same way, and you have
a clean slate to work with. If you add new capital ships, you
must add new air groups and assign them also. Bases take their
allegiance from the HQ. Just go through the order of battle and make any changes you see fit. Presto!, your own scenario.




dtx -> Tweeking the AI (4/15/2003 8:06:35 PM)

Mr. Frag - That's fascinating to learn that the AI had to be tweeked for different scenarios. There's an easy to read book, "How computers play chess", which by analogy gives much insight into how they play wargames as well (or how they are programmed to play).

It's interesting to think that the AI's moves are primarily based on calculations to find a move that gives it the greatest quantitative value (I say primarily because UV's AI needs an element of unpredictability which isn't as important in chess, so variability needs to be programmed into UV to a much greater extent).




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