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GS 1.06: France not surrendering?
Posted: Mon Jan 03, 2011 1:09 am
by gravyface
Not sure what's up. I've pretty much conquered all of france save for the Maginot Line and a couple of port cities, but for some reason, France is not surrendering. Paris was captured like 5 turns ago as well. I'm playing a subtle mod of 1939 Scenario (boosted German start PP and increased oil production on a couple oil fields in the Middle East). Any ideas?
Re: GS 1.06: France not surrendering?
Posted: Mon Jan 03, 2011 2:37 am
by rkr1958
gravyface wrote:Not sure what's up. I've pretty much conquered all of france save for the Maginot Line and a couple of port cities, but for some reason, France is not surrendering. Paris was captured like 5 turns ago as well. I'm playing a subtle mod of 1939 Scenario (boosted German start PP and increased oil production on a couple oil fields in the Middle East). Any ideas?
When you say you're play a subtle mod of the 1939 scenario, did you possibly change the scenario file and add a second French capital?
Re: GS 1.06: France not surrendering?
Posted: Mon Jan 03, 2011 3:02 am
by gravyface
rkr1958 wrote:gravyface wrote:Not sure what's up. I've pretty much conquered all of france save for the Maginot Line and a couple of port cities, but for some reason, France is not surrendering. Paris was captured like 5 turns ago as well. I'm playing a subtle mod of 1939 Scenario (boosted German start PP and increased oil production on a couple oil fields in the Middle East). Any ideas?
When you say you're play a subtle mod of the 1939 scenario, did you possibly change the scenario file and add a second French capital?
Nope. Only changes were as described.
Posted: Mon Jan 03, 2011 3:34 am
by BuddyGrant
How did you make the edits? If with the CEAW Scenario Editor then that is your problem right there. If you want to edit the GS Mod without seeing the strangeness you describe you need to do so using a text editor or by the more complex decompile/recompile method. BTW, you can still take France in your game (assuming you used the editor) by defeating Syria, but tons of other stuff on the map will not work, like the sea route shortcuts.
Posted: Mon Jan 03, 2011 3:51 am
by rkr1958
BuddyGrant wrote:How did you make the edits? If with the CEAW Scenario Editor then that is your problem right there. If you want to edit the GS Mod without seeing the strangeness you describe you need to do so using a text editor or by the more complex decompile/recompile method. BTW, you can still take France in your game (assuming you used the editor) by defeating Syria, but tons of other stuff on the map will not work, like the sea route shortcuts.
Very Good Point! The CEaW game editor is NOT compatible with the GS Mod. So, as BuddyGrant points out, if you used that editor to modify a GS scenario then I have no idea what will happen. The only way to editor a GS scenario is with a text editor (as BuddyGrant stated).
Posted: Mon Jan 03, 2011 4:29 am
by gravyface
rkr1958 wrote:BuddyGrant wrote:How did you make the edits? If with the CEAW Scenario Editor then that is your problem right there. If you want to edit the GS Mod without seeing the strangeness you describe you need to do so using a text editor or by the more complex decompile/recompile method. BTW, you can still take France in your game (assuming you used the editor) by defeating Syria, but tons of other stuff on the map will not work, like the sea route shortcuts.
Very Good Point! The CEaW game editor is NOT compatible with the GS Mod. So, as BuddyGrant points out, if you used that editor to modify a GS scenario then I have no idea what will happen. The only way to editor a GS scenario is with a text editor (as BuddyGrant stated).
Hmmm. I did use the scenario editor, yes. Funny thing is (unless the issues are completely random/arbitrary), this is my second crack at it: first time around, I mistakenly changed the ownership of the oil fields in the Middle East so ended up scrapping my game, fixing my edit, and starting over. However, I was able to successfully take France by doing the exact same changes, using the same scenario editor, version, etc. with the exception of the incorrect ownerships.
Posted: Mon Jan 03, 2011 4:38 am
by gravyface
BuddyGrant wrote:How did you make the edits? If with the CEAW Scenario Editor then that is your problem right there. If you want to edit the GS Mod without seeing the strangeness you describe you need to do so using a text editor or by the more complex decompile/recompile method. BTW, you can still take France in your game (assuming you used the editor) by defeating Syria, but tons of other stuff on the map will not work, like the sea route shortcuts.
Ok, I think I can figure out how to edit the .scn as text with a bit of trial and error. Question though: can I still edit the maps with the 1.06 Map Editor or will they be incompatible too?
Posted: Mon Jan 03, 2011 4:43 am
by rkr1958
gravyface wrote:Ok, I think I can figure out how to edit the .scn as text with a bit of trial and error. Question though: can I still edit the maps with the 1.06 Map Editor or will they be incompatible too?
Both the GS map and scenarios are incompatible so the answer is no.
Posted: Mon Jan 03, 2011 4:50 am
by gravyface
rkr1958 wrote:gravyface wrote:Ok, I think I can figure out how to edit the .scn as text with a bit of trial and error. Question though: can I still edit the maps with the 1.06 Map Editor or will they be incompatible too?
Both the GS map and scenarios are incompatible so the answer is no.
Hmm. Did a couple of tests and compared the values between the two maps edited (one in editor, other in text editor) but the production values aren't stored as an integer. Did a diff to compare the two and all lines are different. Anyone document how to edit the map files with a text editor?
Posted: Mon Jan 03, 2011 4:58 am
by rkr1958
gravyface wrote:Anyone document how to edit the map files with a text editor?
I'm afraid not.
Posted: Mon Jan 03, 2011 8:08 am
by Horseman
If all you wanted to do was change Germanys starting PP's then thats quite strait forward...
Changing the values on the oil fielsd is a little more time consuming!
Posted: Mon Jan 03, 2011 4:04 pm
by gravyface
Horseman wrote:If all you wanted to do was change Germanys starting PP's then thats quite strait forward...
Changing the values on the oil fielsd is a little more time consuming!
I figured it out: saving the map was a bit hit or miss from the editor (not sure why yet) but what I did was I loaded up the map in the editor, made some changes with integers that I knew weren't in the original ww2.map (I used 66 for production values on the oil fields I wanted to edit), saved the map as ww2-test.map, opened in a text editor and did a Find for those values and made note of the line numbers and columns (oil is easy; its the last column). I then edited ww2.map again with a text editor and changed the values to what I really wanted them. I cross-referenced the line numbers with the hex names in the ww2_city_eng.txt to make sure it was correct.
In hindsight, I probably could've just used the ww2_city_eng.txt to correlate the line numbers but not all appeared to be accurate. For instance the "Traded Oil" hex in (I think) Baku in the Caspian Sea is listed as 10415 in ww2_city_eng.txt, but in reality, the hex with the oil field is actually 10416.
Posted: Mon Jan 03, 2011 5:06 pm
by rkr1958
gravyface wrote:Horseman wrote:If all you wanted to do was change Germanys starting PP's then thats quite strait forward...
Changing the values on the oil fielsd is a little more time consuming!
I figured it out: saving the map was a bit hit or miss from the editor (not sure why yet) but what I did was I loaded up the map in the editor, made some changes with integers that I knew weren't in the original ww2.map (I used 66 for production values on the oil fields I wanted to edit), saved the map as ww2-test.map, opened in a text editor and did a Find for those values and made note of the line numbers and columns (oil is easy; its the last column). I then edited ww2.map again with a text editor and changed the values to what I really wanted them. I cross-referenced the line numbers with the hex names in the ww2_city_eng.txt to make sure it was correct.
In hindsight, I probably could've just used the ww2_city_eng.txt to correlate the line numbers but not all appeared to be accurate. For instance the "Traded Oil" hex in (I think) Baku in the Caspian Sea is listed as 10415 in ww2_city_eng.txt, but in reality, the hex with the oil field is actually 10416.
If you're counting line numbers and trying to correlate that to hex numbers you need to start counting at 0. That is, hex number = line number - 1.
Posted: Mon Jan 03, 2011 5:29 pm
by gravyface
rkr1958 wrote:gravyface wrote:Horseman wrote:If all you wanted to do was change Germanys starting PP's then thats quite strait forward...
Changing the values on the oil fielsd is a little more time consuming!
I figured it out: saving the map was a bit hit or miss from the editor (not sure why yet) but what I did was I loaded up the map in the editor, made some changes with integers that I knew weren't in the original ww2.map (I used 66 for production values on the oil fields I wanted to edit), saved the map as ww2-test.map, opened in a text editor and did a Find for those values and made note of the line numbers and columns (oil is easy; its the last column). I then edited ww2.map again with a text editor and changed the values to what I really wanted them. I cross-referenced the line numbers with the hex names in the ww2_city_eng.txt to make sure it was correct.
In hindsight, I probably could've just used the ww2_city_eng.txt to correlate the line numbers but not all appeared to be accurate. For instance the "Traded Oil" hex in (I think) Baku in the Caspian Sea is listed as 10415 in ww2_city_eng.txt, but in reality, the hex with the oil field is actually 10416.
If you're counting line numbers and trying to correlate that to hex numbers you need to start counting at 0. That is, hex number = line number - 1.
Ah, right. That makes sense (and correlates correctly). Thanks.
Posted: Mon Jan 03, 2011 8:51 pm
by BuddyGrant
Some tips for manually editing the various game files using a text editor...
To add or edit a unit:
- To find a specific hex to add a unit to you can load the CEAW GS map in the editor and write down the hex column/row info from the editor for every hex you want to edit, then use this formula to find that hex in the "1939.scn" or other scenario files:
(COLUMN * 72) + ROW = hex number
After you calculate that just search for the resulting hex number in the scenario file. Using hex number 6144 as an example, we can search for that in the "1939.scn" file and you will see this info on that row:
6144 -1 -1 -1
Those "-1" numbers are just code for null, and mean there is nothing in that hex currently. The first "-1" represents country ID, the second represents unit ID, and the 3rd is for the unit description. If you want to add a unit you can use these tables to edit that row.
COUNTRY ID KEY
GERMANY: 0
ITALY: 1
UK: 2
FRANCE: 3
USA: 4
USSR: 5
HOLLAND: 6
BELGIUM: 7
DENMARK: 8
NORWAY: 9
SWEDEN: 10
FINLAND: 11
HUNGARY: 12
ROMANIA: 13
BULGARIA: 14
YUGOSLAVIA: 15
GREECE: 16
TURKEY: 17
PERSIA: 18
IRAQ: 19
SPAIN: 20
PORTUGAL: 21
IRELAND: 22
POLAND: 23
FREE ALGERIA: 24
SWITZERLAND: 25
NO_COUNTRY: 26
ESTONIA: 27
LATVIA: 28
LITHUANIA: 29
LIBYA: 30
EGYPT: 31
SYRIA: 32
CANADA: 33
CROATIA: 34
UKRAINE: 35
SPARE_COUNTRY: 36
UNIT ID KEY
GARRISON = 1
CORPS = 2
MOTORISED CORPS = 3
ARMOUR = 4
??? = 5
FIGHTER = 6
TACTICAL BOMBER = 7
STRATEGIC BOMBER = 8
SUB = 9
DESTROYER = 10
BATTLESHIP = 11
CARRIER = 12
Example: Here is hex 6144 with a German Mechanized corps added (Important: These values are separated by spaces so don't use spaces in your description names. Also each row needs a space at the end of the row.):
6144 0 3 PzGrndr_Großdeutschland
This process can get a lot more complex if you want to edit terrain or tweak city/industry/oil revenue in a hex but it is still very doable for a knowledgeable person & some careful planning. If you're going to fool around with this stuff be sure to make backups first and make backups at several points in your editing, since even a minor typo or missing space etc. can cause the game to not load. In that case you might have to revert back to the original files before your edits and start again.
Posted: Mon Jan 03, 2011 9:21 pm
by BuddyGrant
The process/formula for editing terrain, cities, resources, and/or adding a fortress to a hex in the *.scn and ww2.map files:
- Load the map in the editor to find the hex column and row.
- ((COLUMN * 72) + ROW) +1 = row number (or just consider the row number as always being the hex number plus 1)
- The 3rd last number in the row represents what city or resource (if any) is in the hex.
- The last number in the row represents the value of that hex. If the hex is an oil well then this value represents how much oil is produced in the hex. If the hex is a city this value represents the numbers of PP's the hex is worth.
- To change the displayed name of the hex search for this hex number ((COLUMN * 72) + ROW[/b]) in the bww2_city_eng.txt file.
Example:
The Turner Valley hex in the GS mod is on row 14 in the 1939.scn and ww2.map files:
LandHex 33 0 0 0 0 0 0 0 0 0 0 0 0 3 4 2
To change the oil value of that hex from 2 to 5 just edit that row in the 1939.scn and ww2.map files so they look like this:
LandHex 33 0 0 0 0 0 0 0 0 0 0 0 0 3 4 5
To change the name of of that hex change this line in the bww2_city_eng.txt file (using the hex number) :
13 "Turner valley"
Posted: Mon Jan 03, 2011 9:59 pm
by BuddyGrant
To edit at-start PP's, manpower, oil, off-map production, manpower capacity, off-map oil, and industrial effort, as well as at-start technology, alliances, and starting month/year you can tweak the values on the bottom section of the *.scn files.
The values in that bottom section are as follows (each value is separated by a space) :
Value 1: Country ID (see country ID key in previous post)
Value 2: Starting PP's
Value 3: Starting manpower (This shows up as your % of manpower capacity used up. If this number matches Manpower capacity then your manpower will be at 100%. If this number is higher than your Manpower capacity then your manpower will be at more than 100%.)
Value 4: Starting oil
Value 5: Off map production (off map simply means this per-turn production cannot be lost or reduced by attacks)
Value 6: Manpower capacity
Value 7: Off map oil (off map simply means this per-turn oil cannot be lost or reduced by attacks)
Value 8: Industrial effort
Value 9: At-start technology level: INF Artillery
Value 10: At-start technology level: INF Fixed Defenses
Value 11: At-start technology level: INF Anti-Tank
Value 12: At-start technology level: ARM Blitz
Value 13: At-start technology level: ARM Armour
Value 14: At-start technology level: ARM Tank Destroyer
Value 15: At-start technology level: AIR Dog Fight
Value 16: At-start technology level: AIR Close Air
Value 17: At-start technology level: AIR Strat Ops
Value 18: At-start technology level: NAVAL Surface
Value 19: At-start technology level: NAVAL ASW
Value 20: At-start technology level: NAVAL Subs
Value 21: At-start technology level: IND Industry
Value 22: At-start technology level: IND Organization
Value 23: At-start technology level: IND Radar
Value 24: At war at beginning of scenario? (True or False)
Value 25: Defeated at beginning of scenario? (True or False)
Value 26: Allied, Axis or neutral at beginning of scenario. (100=axis, 200=allied, 300=neutral)
Value 27: Major country? (True = Major country, False = Minor country)
Value 28: DOW-able? (True or False)
Value 29: Start year (2090 = country starts the game at war or is neutral, otherwise this number represents the year the country will enter the war)
Value 30: Start Month (0-11 where 0 = January)
Value 31: Start day
Note that if you change a major countries at-start technology levels you will also need to edit the research_progress.txt file for that country ID.
Tips:
- Make regular back-ups of any files you edit as well as original versions of the files because if you make a mistake the game will not load.
- If you are going to edit any of these *.scn file values make sure you replace a value that is there currently and that you always keep the spaces that separate the values.
- The game will not load if you have any *.scn extension files in the scenario directory besides the default "1939.scn", "1940.scn", "1941.scn", "1942.scn", "1943.scn", and "1944.scn" files, so if you are making *.scn file backups you might want to zip them up or save them in another folder.
Posted: Mon Jan 03, 2011 10:07 pm
by gravyface
Great tips, BuddyGrant! We should really post this up as a sticky if it's not already there. Even better would be a wiki.
Posted: Mon Jan 03, 2011 10:07 pm
by BuddyGrant
... or we can make editing a lot easier by trying to change the GS modders minds and get them to release their scenario editor as-is, with absolutely no support expectations. I'm getting good enough now at editing the scenario's manually that this is no longer a big deal for me, but I suspect the text file scenario editing is prohibitively complex for many CEAW users.