boredatwork wrote:I had a go at building my first scenario.
Can custom scenarios actually be played yet?
Yes they can, but you will need to add them manually to the scen selection screen. An option to view all available scens, including custom ones, in a big list will be added later. Check out UI/gamesetup.htm file, it is plain text and it should be pretty clear how to add a custom scen. If it is not, I'll explain further.
boredatwork wrote:It didn't seem too hard to figure out - it took less time to build a basic scenario then it did to type this post! Having said that a bit of basic documentation would be appreciated for people like me who haven't used scenario editors in a while. The basic interface, What the various layers do, the basic steps needed to make a scenario, what needs to be considered if the scenario is intended as part of a campaign, etc. Finishing off the tool tips would also help.
Of course we'll add more documentation, but later, after the code is finalized. I'll have to make the first draft of all docs myself, and I have my hands full with code at the moment.
boredatwork wrote:
I do have a few feature/interface suggestions: (if any of these is already possible then because of the lack of documentation I couldn't find it!)
- If at all possible create auto road generation - ie I can quickly layout a line of road tiles and have the computer work out which specific road tile art to use to have them all join together (big timesaver!) If possible have it do it dynamically as the road is created instead of an extra step at the end.
- do the same for river and rails.
You are not supposed to draw tiles manually in most cases. After you are done with terrain and terrain features layers, invoke Tools->Generate Tiles and you'll get it all done for you. Then, you will only need to fixs a few things like river mouths and fortifications.
boredatwork wrote:
- if not possible at least draw hexsides around the road tiles in the palette to make it extremely obvious which side they enter and exit on AND sort the tiles by type - ie have all the single entry/single exit point tiles together, followed by all the 2 fork tiles - sub sorted into six groups for all possible entry permutations for each of the six possible exit points etc.
Actually, it is a good idea, even if with Generate Tiles command in your hands it won't be too important.
boredatwork wrote:
- give an option to simultaneously change the string layer when laying rivers - so that if I'm making a 50 tile long Rhine river I don't have to go over it twice - once to make the visuals and once to label it all "Rhine." A simple drop down box at the top of the river palette would work.
Exact implementation may vary, but the general idea to name full river with one click would be nice.
boredatwork wrote:
- similarly there didn't seem to be an option to select axis/allied during unit placement - all units seemed to be axis and you had to go in and manually change the side. A pair of radio buttons at the top of the unit palette would be sufficient.
Unit side depends on the settings for nations, done in Edit/Scenario Params/Nations. So, whe you place a soviet unit, the editor checks what side soviets fight for in this scen. If this is specified, the side should be correct.
boredatwork wrote:
-edit - though now that I think about it for vary large scenarios like the germany scenario having an option at least to set global experience and entrenchment would be a huge timesaver, versus having to open up dialog boxes for 200+ units individually.
Interesting idea.
boredatwork wrote:
- ***********UNDO************ It was too easy to accidently delete or overwrite a labelled experienced overstrength unit when you were trying to move it.
Even if any change is easy to revert, a full-blown undo would of course add some convenience, agreed.
boredatwork wrote:
- if a unit has been given a customized name it should be visible upon mouseover so that people attempting to make historically "accurate" (within the limitations of the PzC rules) can see which units they've dealt with and which need work. Indeed a "stats" panel might make sense so XP, Entrenchment, name, equipment stats, etc can all be easily/quickly consulted - likewise when browsing the equipment palette the differences between a PzIA and a PzIB can be determined.
We have the stats we thought were most important in the status bar, do you think we should show name,XP etc. there? A real stats panel would help too, of course.
boredatwork wrote:
- Bigger paint brushes - painting a 50x50 map 1 hex at a time is like using a 1" brush instead of a roller to paint a room. A set of radio buttons at the top of the terrain pallette would do - 1hex, 3 hex dia, 5 hex dia should be sufficient.
I have a feeling that the benefit of this feature will not justify time spent on implementing it. Probably we should allow the user to fill the map with some initial tile (most often this will be clear and sea), but then most features are quite small, and it is easier and faster to draw them hex by hex. I. e. you see a forest in this hex in a pad map -> you draw forest there. You don't need to think what brush to select to draw a few hexes at a time and still match the pad map.
boredatwork wrote:
-give an option to make the basic terrain layer expecially semi transparent so that it can still be edited while viewing the pad image beneath it.
I'm afraid that in most cases this will make the editor window a mess.

You can quickly toggle terrain layer on and off (F1 hotkey if I'm not mistaken). If you need to check if you planted terrain in a hex correctly might be easier than looking at blended layers all the time?
boredatwork wrote:
- would it be possible to make a feature to import Orders of Battle from other scenarios (as a deployable resource) so that if you had a tendency to enjoy certain match ups or were doing a sequence of battles covering a short period (ex Barbarossa->Kiev->Moscow) where the units would be similar from mission to mission you wouldn't have to recreate the same order of battle from scratch every time? Ideally you could import allied and axis OOBs from seperate scenarios.
- As an offshoot to this concept it would be great, IMO, if OOBs could be imported complete with histories from saved final games so that, for your personal enjoyment obviously, you could build a campaign as you went along - choosing your own path and balancing it on the fly.
Interesting idea, but quite time-consuming to implement, so probably not in this release.
boredatwork wrote:
Oh - one more thing - partly related to the scenario editor but mostly related to campaign design ->
Would it be possible to have multiple simultaneous core forces in a campaign? Ie two or more core forces each with their own core units and prestige pools that could fight independent scenarios or combine for larger scenarios.
The obvious application being a potential future Allied General Campaign where US and British campaigns could be combined into a single campaign with seperate US and British Core forces sometimes fighting on the same map (breakout from normandy, ardennes, rhineland, Germany, Tunis) and other times fighting seperate (near) simultaneous battles (Market Garden/Metz, Kasserine/Mareth, Cobra/Goodwood).
However it would also be possible to create a wicked long campaign having multiple german forces - especially if you had the option to swap forces between core forces (subject to limitations) - ie group all your FJs together in one core force for the invasion of Crete. Or an African campaign with German & Italian cores.
I know some people would love to have that, but this will require quite some changes not only in the editor, but in game engine and UI. But as a possible direction for future development it is a good idea.