Odenathus wrote:Sure that I'm asking things that have already been answered, but...
I've designed a small test multiplayer, loads + plays fine but has led to more questions
(i) Reinforcements - I put them on the map, assigned them to Groups, with comments, exported the file, saved the scenario, then deleted the units. Although the script appeared under IDS_blah blah, the units and commentary didn't: am I meant to cut out those strings and paste them into another file?
Yes, you need to put the code snippet into the scenario script. If you don't want to use a scenario script you can set reinforcements in the Editor and not delete the units.
(ii) I've filled in the scenario preamble that normally appears in those five boxes at the start: as with the reinforcements, I can see the wording the in multiplayer file, but it doesn't appear when I open the scenario for a multiplayer test, Again, does it need to be cut and pasted into another file?
I am not sure whether you can make these work for multiplayer scenarios. We relied on players having played the SP version first to get the preamble.
The five boxes are a legacy from Battle Academy. We chose to use a different UI style for the preambles in Pike and Shot but were unable to customise that part of the editor to match.
If you want to make the preamble (for SP scenarios) look like the ones in the game, the easiest way to do it is to combine all 5 strings into one string. Assuming your scenario was called "MyScenario" the string would be called
IDS_Scenario_desc_MyScenario
Then, make a copy of (for example) Scenui_Lutter.txt from /Campaigns/1ThirtyYearsWar/Data/UI in the main game installation
and paste it into the same subdirectory in your custom campaign in /Documents/My Games/PikeandShot
Rename it Scenui_MyScenario.txt
Then do a search and replace on that file for Lutter, replacing it with MyScenario.
If you have done all this correctly, the SP version of your scenario will show the information in IDS_Scenario_desc_MyScenario on the right hand side of the screen in the scenario selection screen.
(iii) How do I write a scenario description (not the five starting boxes) so that players know what to expect?
If you mean the briefing map, that is a bit complicated. (Advanced stuff). If you are determined to go ahead with it ask me again, but you it would be easier to include such information in the scenario preamble. We have not used these in the multiplayer scenarios anyway.
(iv) Is it possible to rename, say, 'Raw Pike & Shot' as 'Lord Percy's Lifeguard'? Or would that mean that the latter description would appear in every other game in which a Raw Pike & Shot unit is being used?
The description would appear in all scenarios in the same campaign where a Raw Pike & Shot is used. And also in skimrishes based on your campaign.
(v) Is it possible to convert a Multiplayer scenario to a Campaign one by some deft renaming and adding an AI opponent? Or do you need to start again from scratch?
Most of the MP scenarios in P&S use exact copies of the SP .BAM files. The differences (adjusted victory conditions etc) are in the scenario scripts.
BTW for MP scenarios to use adjusted victory conditions, all you need to do is:
1) Copy SCENARIOTEMPLATE.BSF from the main directory of the game installation to your campaign scenarios folder. Rename it (exactly) the same as your scenario BAM file. So if your scenario was Valley_Of_Death.BAM, you rename SCENARIOTEMPLATE.BSF as Valley_Of_Death.BSF.
2) Remove the comment marks from line 53
// SetMPForceRatio();
so it becomes
SetMPForceRatio();
This will set the scenario to use adjusted victory conditions depending on the disparity between the opposing forces at the start (or after reinforcements arrive).
3) Change the last parameter in line 90 to 1.
Thus StandardVictoryConditions(60, 40, 60, 40, 2, 0);
becomes
StandardVictoryConditions(60, 40, 60, 40, 2, 1);
This will tell the game that the scenario is multiplayer.
The game will then use adjusted multiplayer victory conditions and show them on the screen.