Basic Design Question

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kevinkins
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Basic Design Question

Post by kevinkins »

Trying to understand the editor and with trial and error, I think I can make a basic map and populate it with a few units. (Very basic) However, at that point, how do you convert the map into something that will launch within BA3? Can't find any reference to this key step. Once I have something working, leaning more advanced editing will become fun. Now, I am lost. Thanks.

Kevin
pipfromslitherine
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Re: Basic Design Question

Post by pipfromslitherine »

Once you save a map you should be able to see it once you open your custom campaign from the campaign list and then select it to play.

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kevinkins
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Re: Basic Design Question

Post by kevinkins »

Thanks. I see the basic map when I start a campaign, but the battle ends when I start it. So, I guess I need to specify the number of turns and/or add some units to the map. I think I can handle the later, but how are games turns specified.
Paul59
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Re: Basic Design Question

Post by Paul59 »

kevinkins wrote: Thu Jun 10, 2021 11:34 am Thanks. I see the basic map when I start a campaign, but the battle ends when I start it. So, I guess I need to specify the number of turns and/or add some units to the map. I think I can handle the later, but how are games turns specified.
You have to have some units on both sides, otherwise the games' victory logic kicks in and finishes the battle immediately.

Specifying the number of turns is not essential to run the battle, but basically just impose a turn limit that makes sense. When designing FoG2 battles I normally play test them a few times, before putting a limit in. Depending upon how the battle plays out, that will give me a good idea of what the number of turns should be. There is nothing more frustrating than play testing a huge battle with a turn limit, only for it to reach the end when you would really like it to continue for a few more turns.
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kevinkins
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Re: Basic Design Question

Post by kevinkins »

Thanks I see the deployed units and the battle now "runs" . Still not sure how to set the turn limit. I see the hours to dusk and mins/move option. Does that have anything to do with the turn limit? Or is there a box to fill in having the exact turn number? Another question how do you add objectives for each side? Also how do you let the player decide which side to play?
kevinkins
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 44
Joined: Tue Jun 05, 2007 1:02 am

Re: Basic Design Question

Post by kevinkins »

Thanks I see the deployed units and the battle now "runs" . Still not sure how to set the turn limit. I see the hours to dusk and mins/move option. Does that have anything to do with the turn limit? Or is there a box to fill in having the exact turn number? Another question how do you add objectives for each side? Also how do you let the player decide which side to play?
Paul59
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Re: Basic Design Question

Post by Paul59 »

kevinkins wrote: Thu Jun 10, 2021 4:25 pm Thanks I see the deployed units and the battle now "runs" . Still not sure how to set the turn limit. I see the hours to dusk and mins/move option. Does that have anything to do with the turn limit? Or is there a box to fill in having the exact turn number? Another question how do you add objectives for each side? Also how do you let the player decide which side to play?
No, you have to set a turn limit by manually adding a scenario script file to your scenario folder, ie; a Scenario.bsf file. You could check some of the vanilla scenarios to see how it is done. What you will need is a basic Scenario.bsf file, but I don't know how you would get that. The newer games have a SCENARIOTEMPLATE.BSF included in the main game files for scenario designers to use, but the Battle Academy games don't seem to have that. Even the more advanced games like FoG2 do not allow you to set a turn limit in the Editor.

Despite all the hundreds of scenarios I have designed for P&S, SJ, Sanctus Reach and FoG2, and all the Battle Academy 2 mods I have made, I have never actually designed a scenario for Battle Academy. So I am not the best person to answer your question about objectives, we don't use them in FoG2, so I am not familiar with how they work. Rico21 is one of the few scenario designers still working on Battle Academy. maybe he can give you some tips?
Last edited by Paul59 on Thu Jun 10, 2021 9:20 pm, edited 1 time in total.
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pipfromslitherine
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Re: Basic Design Question

Post by pipfromslitherine »

I believe even BA1 has the victory points plugin, which can be used to set turn limits. If you don't want VPs as the trigger I think (it's been a while) you can set the VP values so that they cannot be gotten and then the deathmatch logic will run.

Obviously a script provides much more flexibility.

Which version are you using? You are posting in the BA2 forum.

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kevinkins
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Re: Basic Design Question

Post by kevinkins »

I am posting here and just got BA2 out of curiosity. On Steam they claimed an editor came with the product. While I knew this is light wargame, I paid 40 bucks just to see why this product has been rated so high. The editor was key however. I have published many combat mission and command mod ops scenarios over the the years. It would have taken about 2 hours of time to type up scenario design instructions a few years ago, Now, I hunt and peck.
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