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Default Retreat Direction in Scenario Editor . . .

Posted: Fri Dec 31, 2010 10:03 am
by stockwellpete
How does this work, please?

The value "0" is currently entered in all units and they eventually rout off their own baseline. What other values can we use? "1"-"2"-"3" for the other map edges? Or just "1" for the opposite edge? Or something else?

To know this would help us enormously with our scenario creation.

Thanks.

Posted: Fri Dec 31, 2010 11:31 am
by keithmartinsmith
This is largely a redundent field as the selected map edge determines the retreat direction. This may change if/when we add flank marches!!

Keith

Posted: Fri Dec 31, 2010 1:21 pm
by kilroy1
keithmartinsmith wrote:This is largely a redundent field as the selected map edge determines the retreat direction. This may change if/when we add flank marches!!

Keith
YES!

kilroy

Posted: Fri Dec 31, 2010 1:22 pm
by maximvs
Ah ha! I was wondering why it didn't seem to make any difference when I tried to use it! :oops:

Posted: Fri Dec 31, 2010 2:34 pm
by TheGrayMouser
keithmartinsmith wrote:This is largely a redundent field as the selected map edge determines the retreat direction. This may change if/when we add flank marches!!

Keith

Awsome, hope its more of a matter of when and not if....

*Also, any way to some day get the functionality working in the scenario editor to utilize allies?

Posted: Fri Dec 31, 2010 3:20 pm
by keithmartinsmith
For allies in the editor just change the nationality of the ally general and ally BG's to the same number for each ally nation but to a different number from the main army. Usually Nation ID 2, 3,4 counting up from 2 for each new nation on each side. Do not skip numbers e.g. 1,3,5 as this could cause a problem loading the game.
Keith

Posted: Fri Dec 31, 2010 3:25 pm
by TheGrayMouser
Ah thanks for the tip, i tried it before and failed so just assumed not functional:)

Everyone enjoy the last day of 2010, Cheers!

Posted: Sat Jan 01, 2011 5:55 pm
by TheGrayMouser
keithmartinsmith wrote:For allies in the editor just change the nationality of the ally general and ally BG's to the same number for each ally nation but to a different number from the main army. Usually Nation ID 2, 3,4 counting up from 2 for each new nation on each side. Do not skip numbers e.g. 1,3,5 as this could cause a problem loading the game.
Keith
Hmm just tried this, doesnt work.....
basically you can change the nation data field ( i used 3) and save but when you reload in the editor it reverts your changes back to either 1 or 2 , so basically it doesnt appear it recognises values other that 1 or 2

Posted: Sat Jan 01, 2011 9:37 pm
by kilroy1
TheGrayMouser wrote:
keithmartinsmith wrote:For allies in the editor just change the nationality of the ally general and ally BG's to the same number for each ally nation but to a different number from the main army. Usually Nation ID 2, 3,4 counting up from 2 for each new nation on each side. Do not skip numbers e.g. 1,3,5 as this could cause a problem loading the game.
Keith
Hmm just tried this, doesnt work.....
basically you can change the nation data field ( i used 3) and save but when you reload in the editor it reverts your changes back to either 1 or 2 , so basically it doesnt appear it recognises values other that 1 or 2
If you make the changes in the "game-fixed.xml" file and then load it in the editor it will keep the changes you made, but if you save the scenario in the Editor again (even if you do not change anything), it will revert back to the previous values of 1 or 2. I hope this helps.

kilroy

Posted: Sat Jan 01, 2011 10:57 pm
by grumblefish
keithmartinsmith wrote:This is largely a redundent field as the selected map edge determines the retreat direction. This may change if/when we add flank marches!!

Keith
what is a flank march?

Posted: Sat Jan 01, 2011 11:30 pm
by TheGrayMouser
grumblefish wrote:
keithmartinsmith wrote:This is largely a redundent field as the selected map edge determines the retreat direction. This may change if/when we add flank marches!!

Keith
what is a flank march?
Not sure how it would be implemented in the pc (but should be broadly similar to the TT) basically during the deployment phase you have the option to send a leader and x # of Bg's on a "flank march" When play starts there is a random roll every turn to see when the flank marchers arrive (and its not guaranteed they ever will!) When/ if they do arrive it will be at one of the maps side edges

Posted: Sat Jan 01, 2011 11:32 pm
by TheGrayMouser
kilroy wrote:
TheGrayMouser wrote:
keithmartinsmith wrote:For allies in the editor just change the nationality of the ally general and ally BG's to the same number for each ally nation but to a different number from the main army. Usually Nation ID 2, 3,4 counting up from 2 for each new nation on each side. Do not skip numbers e.g. 1,3,5 as this could cause a problem loading the game.
Keith
Hmm just tried this, doesnt work.....
basically you can change the nation data field ( i used 3) and save but when you reload in the editor it reverts your changes back to either 1 or 2 , so basically it doesnt appear it recognises values other that 1 or 2
If you make the changes in the "game-fixed.xml" file and then load it in the editor it will keep the changes you made, but if you save the scenario in the Editor again (even if you do not change anything), it will revert back to the previous values of 1 or 2. I hope this helps.

kilroy
Thanks Kilroy, good to the know the functionality works, even if the editor itself doesnt.

Posted: Sat Jan 01, 2011 11:40 pm
by grumblefish
TheGrayMouser wrote:
grumblefish wrote:
keithmartinsmith wrote:This is largely a redundent field as the selected map edge determines the retreat direction. This may change if/when we add flank marches!!

Keith
what is a flank march?
Not sure how it would be implemented in the pc (but should be broadly similar to the TT) basically during the deployment phase you have the option to send a leader and x # of Bg's on a "flank march" When play starts there is a random roll every turn to see when the flank marchers arrive (and its not guaranteed they ever will!) When/ if they do arrive it will be at one of the maps side edges
Hey, that actually sounds like it would make a pretty cool addition to the game.