Coming soon: Editor Improvements

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adherbal
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Location: Belgium

Coming soon: Editor Improvements

Post by adherbal »

A number of improvements to the scenario editor will be coming in the next patch. Some examples of these:

More AI teams can be added
ai.jpg
ai.jpg (27.17 KiB) Viewed 3059 times
Unit starting strength can be set for each unit, without the seem to set up a complex trigger
strength.jpg
strength.jpg (33.21 KiB) Viewed 3059 times
Trigger folders can be created to organise and group triggers more easily. It also allows easy copying & randomising sets of triggers such as AI attack waves.
folders.jpg
folders.jpg (100.83 KiB) Viewed 3059 times
Image
blond_knight_new
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Re: Coming soon: Editor Improvements

Post by blond_knight_new »

This level of support for the editor is superb, and much appreciated.
bcnkor5
Sergeant Major - Armoured Train
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Re: Coming soon: Editor Improvements

Post by bcnkor5 »

adherbal wrote:A number of improvements to the scenario editor will be coming in the next patch. Some examples of these:

More AI teams can be added
The attachment ai.jpg is no longer available
Unit starting strength can be set for each unit, without the seem to set up a complex trigger
The attachment strength.jpg is no longer available
Trigger folders can be created to organise and group triggers more easily. It also allows easy copying & randomising sets of triggers such as AI attack waves.
The attachment folders.jpg is no longer available
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Good job....

More things: Put to name the new units from (Triggers/effects/spawn unit), here there is no option for this. The new units entering the battlefield, they get it from here, and you have to be able to name each unit created.

Perfect, the more ideas here:
viewtopic.php?f=264&t=66539
Attachments
000 NAME new spawn unit.jpg
000 NAME new spawn unit.jpg (187.33 KiB) Viewed 2959 times
bcnkor5
Sergeant Major - Armoured Train
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Re: Coming soon: Editor Improvements

Post by bcnkor5 »

adherbal wrote:A number of improvements to the scenario editor will be coming in the next patch. Some examples of these:

More AI teams can be added
The attachment ai.jpg is no longer available
Unit starting strength can be set for each unit, without the seem to set up a complex trigger
The attachment strength.jpg is no longer available
Trigger folders can be created to organise and group triggers more easily. It also allows easy copying & randomising sets of triggers such as AI attack waves.
The attachment folders.jpg is no longer available
----------------------------------------------------------------
1-Add initial Foce unit and initial fuel (very important to force a patrol plane to return to base due to lack of fuel) and efficiency.
More things: viewtopic.php?f=264&t=66539&p=564479#p564479

2-Add a slider to low cargo areas Carrier
Example MegaMod: viewtopic.php?f=374&t=66031&p=560225#p560225
CV SUPER Shinano = 12 squadrons of aircraft (original game 3) =CV SUPER Shinano 120 planes,CV SUPER Midway 130 planes
CV BIG = 9 squadrons of aircraft (original game 3) = CV KAGA 90 planes,CV Enterprise 90 planes
CV = 7 squadrons of aircraft (original game 3) = CV Soriu 71 planes, CV Saratoga 73 planes
CVL = 4 squadrons of aircraft (original game 2) = CVL Ryujo 36 planes
CVE = 3 squadrons of aircraft (original game 1) = CVE Taiyo 27 planes,CVE Casablanca 28
CVE = 2 squadrons of aircraft (original game 1) = CVE Avenger 15 planes
Hangar = 12 squadrons of aircraft (original game 6)

3-We can create more landing strip (1 hex runway). See the (eastern island) to the runway, measures nearly 2 miles. In addition you can in the area AA and infantry. And with the original map Midway game with 1 hexagon hangar (easter island), you could not put AA or infantry. Small things that make very different scenario. More explained here: viewtopic.php?f=264&t=66539&p=565942#p565942
Attachments
Need to put initial force unit-efficiency-fuel.jpg
Need to put initial force unit-efficiency-fuel.jpg (63.21 KiB) Viewed 2846 times
000000 Need more landing strip.jpg
000000 Need more landing strip.jpg (176.74 KiB) Viewed 2914 times
0000000000Capturar-1.jpg
0000000000Capturar-1.jpg (57.27 KiB) Viewed 2955 times
Last edited by bcnkor5 on Fri Aug 28, 2015 6:46 am, edited 4 times in total.
bcnkor5
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Re: Coming soon: Editor Improvements

Post by bcnkor5 »

adherbal wrote:A number of improvements to the scenario editor will be coming in the next patch. Some examples of these:

More AI teams can be added
The attachment ai.jpg is no longer available
Unit starting strength can be set for each unit, without the seem to set up a complex trigger
The attachment strength.jpg is no longer available
Trigger folders can be created to organise and group triggers more easily. It also allows easy copying & randomising sets of triggers such as AI attack waves.
The attachment folders.jpg is no longer available
---------------------------------------------------------------------------------------------
Bug found in bombers to think the game 7 minutes in the turn of the AI (add image):
1-To remove or put the fighter, the bomber takes 2 minute (fighter removed from the map),
7 minutes thinking and bomb (fighter put on the map).

2-AI disembark the control order fails to beach or land, infantry or marines (attached image). Note: direct order "Move Hex" does well by landing from sea to land (for beach, shallow water), but with "Move Hex" embarking land to water does not, even taking close port (friend, enemy), beach , shallow water.

3-The AI has no real priority attack battle (add image)
Route: Ai set up/naval capture hex/target
AI 1 attack oil then radar, then artillery, and finish infantery.
Real war is radar, aerodromes, artillery, infantery and oil.

4-In a ground battle, a real war, 1 radar, 2 aerodromes, 3 artillery, 4 tank, 5 Infantery, 6 oil, factories and construction. In the military attack first communications and alerts are cut, then the objective of weak distance, attacking then to the target of heavy distance after the infantry and end up with the objectives of oil, or factories (which add to the game , factories were the first target of the bombers). The order of attack is very important because the time is not right to attack a unit are lost your attack strength, and lose your advantage in battle attack.

More several important bugs game editor located on v1.8.3: viewtopic.php?f=264&t=66539
Attachments
The AI has no real priority attack battle.jpg
The AI has no real priority attack battle.jpg (243.54 KiB) Viewed 2854 times
0000 no Fighter 2 minutes with fighter 5 minutes to bom.jpg
0000 no Fighter 2 minutes with fighter 5 minutes to bom.jpg (220.53 KiB) Viewed 2855 times
0000 Fails Disembark  - copia.jpg
0000 Fails Disembark - copia.jpg (158.15 KiB) Viewed 2892 times
bcnkor5
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Re: Coming soon: Editor Improvements

Post by bcnkor5 »

1-Impossible to play with this (unit efficiency or supplies) Red color is active in 3 turn, impossible to fire the enemy in 3 turn. An airplane already has a lack of gasoline you do not need this option efficiency, also on long attacks his attack put red is disabled (all attack aircraft are made at great distances not 3 turn efficiency). A ship not affected by the efficiency, and should be the other way around, if it affects ships and aircraft not.
In units.txno we have no option to change the efficiency only supply. The control efficiency is in the closed code.
Plane Wrong in game efficiency:
fuel = 12
cost = 120
supply = 3
Example: Real Scenario Midway viewtopic.php?f=374&t=66031&p=560225#p560225
In 6 turn (It was historically low gasoline, were far behind the enemy) these above target and planes red, and do not do any damage to the enemy to be all red efficiency.

2-Another thing wrong: Half load when exiting aircraft carrier (color yellow efficiency).

3-These units have to be added to aid efficiency not lower ground in the game, jeep (commander), oil tank, truck transportation, adding a new oil truck unit. As the game "efficiency " is for Fatigue, moral, disroption, and improved gasoline and suplies.
Attachments
Better efficiency AI.jpg
Better efficiency AI.jpg (236.34 KiB) Viewed 2843 times
Impossible to play with this (Efficiency or supplies) Red color.jpg
Impossible to play with this (Efficiency or supplies) Red color.jpg (145.84 KiB) Viewed 2844 times
adherbal
The Artistocrats
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Re: Coming soon: Editor Improvements

Post by adherbal »

Not sure I understand these. Aircraft operate on low effiency if there is not enough air supply available. If you need more add carriers and/or airfields with a supply output.

2. Aircraft are vulnerable right after take-off. This is by design.

3. Not sure what the issue is. Add a land supply source?
Image
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