Mike W Can the editor be used to.... (Full Version)

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canuck64 -> Mike W Can the editor be used to.... (9/1/2004 8:40:56 PM)

Hey Mike,

I'm uncertain whether you're still reading the posts or not-so the question, submitted at large to the group and to Mike specifically-
I find the HQ/assignation thing kind of odd. It for one doesn't begin to resemble historic HQ relevance, and makes a hierarchy all but useless.

So, using the database editor, I can see codes relevant for the AREA COMMAND HQ's differ from the others (109). So, I logically altered for a few more (combined fleet, SE Fleet and N China Army, etc). Problem isn't using the editor, and I see that the range of those altered HQ's changes to 9-but nonetheless, the total number of Command HQ's doesn't change nor alter. Are these hard-coded?

I tried to monkey with the scenario editor. That seemed reasonable, but-none of this would play out well with the AI, I can tell you. So I would be working solely on a PBEM scenario-and so the 'modules' from the scenario editor are all but useless for my purposes.
Is there a way to alter the number of assignable Command HQ's from the editor?

HELIP! Thanks[X(]




tanjman -> RE: Mike W Can the editor be used to.... (9/2/2004 4:25:08 AM)

canuck64,

I think your answer may be on apge 32 of the Ediotr Manual.

HQ Type This is only meaningful for HQ units (those units in slots less than 216). This HQ type number determines what kind of HQ it is and how many hexes away from the HQ it can impact operations. There are 5 types of HQ types and their numeric values are: Command (100), Corps (0), Air (50), Naval (20) and Amphibious (30). The type number that should be entered into the HQ Type field is equal to the HQs value in parenthesis listed above plus the radius in hexes that the unit can impact (this number should be a number between 1 and 9). So if you are creating an Air HQ and you want it to have a radius of 6, you should enter 56 (50+6) in the HQ Type field. Command and Corps HQ’s impact ground combat (on defense the nearest of either type will apply, on attack, both the nearest command and corps HQ can help out). Air HQs impact air group operations. Naval HQs impact ship repair (only if in the same hex with the repairing ship) and TF loading speed. Amphibious HQs impact casualties taken by forces making amphibious invasions (only if in the hex of the invasion).

With the original Southeast Fleet be HQ Type 25 ie a naval HQ with a radius of 5, in order to change it to a Command HQ the HQ type would need to be changed to 10X with X being the radius.

Hope I've been of some help.

quote:

ORIGINAL: canuck64

Hey Mike,

I'm uncertain whether you're still reading the posts or not-so the question, submitted at large to the group and to Mike specifically-
I find the HQ/assignation thing kind of odd. It for one doesn't begin to resemble historic HQ relevance, and makes a hierarchy all but useless.

So, using the database editor, I can see codes relevant for the AREA COMMAND HQ's differ from the others (109). So, I logically altered for a few more (combined fleet, SE Fleet and N China Army, etc). Problem isn't using the editor, and I see that the range of those altered HQ's changes to 9-but nonetheless, the total number of Command HQ's doesn't change nor alter. Are these hard-coded?

I tried to monkey with the scenario editor. That seemed reasonable, but-none of this would play out well with the AI, I can tell you. So I would be working solely on a PBEM scenario-and so the 'modules' from the scenario editor are all but useless for my purposes.
Is there a way to alter the number of assignable Command HQ's from the editor?

HELIP! Thanks[X(]




canuck64 -> RE: Mike W Can the editor be used to.... (9/7/2004 3:58:50 PM)

Tanj,

Having been playing around with the editor for some weeks now, I was aware of the different HQ's, and what they are for. My problem, in a nutshell, is that I can create several "Command Level" HQ's-no problem. The problem is, the only real purpose in so doing is to have some flexibility NOT ONLY IN COMBAT BONUSES and support, but for supply purposes.
Here's the thing-adding new COMMAND LEVEL HQ's does not appear to reflect IN GAME to allow you to REASSIGN to a new COMMAND LEVEL HQ-in other words, I can make a command level HQ for the Japanese called "9TH FLEET", for instance, but once created, and units assigned to that HQ, it doesn't populate the list of options to allow other units to be assigned to it. Same goes for air and land units. So, I find personally, managing 5000 units with a command structure that really makes no sense (geographically or in name) to me, that I cannot add to that command structure meaningfully. I'm wondering how we do that-is that done thru the scenario editor? I'd be doing this for the purposes of PBEM play, so the scen editor, which appears really to make the game AI-modules spring to life alone, seems not to be applicable. I was wondering, then-if they were hard-coded to the game itself.

I'm trying, through the editor, to create a looser command structure, and more varied-like PACWAR had...

Anyone know?




tanjman -> RE: Mike W Can the editor be used to.... (9/7/2004 4:11:35 PM)

canuck64,

OK, I undertand what you're trying to do now and what the problem is. Sorry about the misunderstanding. Since there seem to be alot of hardwired slots (the restricted HQ's are) in the database I would not be supprised if some other 'features' of the HQ's are hardwired.

I haven't messed around with the HQ's yet. If i get a chance maybe I'll do some tests concerning HQ editing restrictions .




Mr.Frag -> RE: Mike W Can the editor be used to.... (9/8/2004 5:49:50 PM)

The Command HQ's are specific entities. They have some special code hooked to them. The AI uses them to an extreme.

If I read what you want right, you want to create some additional ones that would show up and be treated at such so you could pick them from the list when transfering HQ's.

This List is hardcoded to specific slots as it is so deeply nested into the game code.

If you were using a partial map scenario, you could replace these ones with other ones, but the special restrictions are likely to be coded against the slot ... ie: Changing whats in the ABDA slot to 1st Marines will be likely to impose the Dutch restrictions on the poor Marines.




canuck64 -> RE: Mike W Can the editor be used to.... (9/9/2004 4:32:21 AM)

Thanks Frag,

That was what I was hoping wasn't the case, but suspected as much.




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