Jump to content

Recommended Posts

Hubert

How do you add/modify the countries in the scenarios in the SC global conflict Editor?

   (For example how do I add Chile to the Brute Force scenario?)

How do you add/modify what types of terrain are available in the scenarios in the SC global conflict Editor?

Do you have any additional "area" (land shapes) configurations I can use to edit?

Most importantly, why will the editor not allow me to add ports or cities along either side of the English Channel and how can I do so?

Thanks for any guidance.

Link to comment
Share on other sites

Hi Gandalf,

 

To add a country like Chile to the game, what you would need to do is open the Editor and then the Brute Force campaign, followed by 'Campaign->Edit Country Data'

 

Then scroll through the list of countries and find one that is not used.  I don't have Brute Force in front of me but looking at the 1939 Campaign for AoD I can see that Abyssinia (It.) is not used, i.e. it has no listed capitals.

 

Find this country in the localization.txt file, this can be found in your installation folder and it would look something like this:

 

#ABYSSINIA= Abyssinia (It.)

 

Copy /paste this line to the *custom* localization.txt file in the Brute Force subfolder found within the 'Campaigns' folder and change it to something like this:

 

#ABYSSINIA= Chile

 

Save the *custom* localization.txt file for the Brute Force campaign and then re-open the campaign and now this country should be listed as 'Chile'.

 

Then you can either draw (when in draw mode) or edit existing tiles (when in selection mode, toolbar button next to the pencil) on the map to create Chile on the map when in the 'Tile Layer'

 

Assign a capital by selecting the Resource layer and selecting one of the 'capital' sprites and drawing it on the map.

 

To add/modify terrain or tile, simply select any from the list shown on the right hand side of the Editor (when working with the appropriate layer) and draw/edit on the map.  The current selection of tiles/terrain is limited to what is shown in the available scroll list of sprites on the right hand side.

 

To add a port you just need to make sure you are adding it on a coastal 'water' tile and not a full 'water' tile and not a full 'land' tile.

 

Hope this helps,

Hubert

Link to comment
Share on other sites

Hubert

Thanks for the prompt reply.

The problem I am having with ports on the English Channel is not creating them but rather getting the editor to accept them (refuses to save) without amending some unknown script.

This is a problem with most of the SC games that have the English Channel.

Do  you know what script is causing the rejection/refusal to save and how I can fix?

Thanks

Gandalf

Link to comment
Share on other sites

Hi Gandalf,

 

In this case go to Campaign->Edit Event Scripts and then select any scripts that have an '*' at the end and click on Update.  This will recompile those scripts that may be affected if you've added a port.

 

If you've removed ports then some scripts might fail and those will need to be edited by opening them up and adjusting the specific event or by removing them if desired.

 

Hubert

Link to comment
Share on other sites

  • 3 weeks later...

Herbert

I added a weak escort/destroyer group for the Netherlands.

I want it to join the UK when Netherlands surrenders.

I tried to copy the Free French scripts.

Below is what I came up with but it does not work

Can you tell me what I did wrong and how to do this?

Gandalf

 

{

#NAME= Free Dutch Ships (DE 26=yes)

#POPUP= Dutch Naval Forces Join UK

#IMAGE=

#SOUND=

#FLAG= 1

#TYPE= 0

#AI= 0

#GV= 1[1,100]

#LINK= 26[1]

#LEVEL= 0

#COUNTRY_ID= 63

#TRIGGER= 100

#FULL_RESEARCH= 0

#DATE= 1939/01/01

#FAILSAFE_DATE= 1950/01/01

; Cardiff

#DESTINATION_RESOURCE= 146,32

; Netherlands surrendered

#VARIABLE_CONDITION= 2 [2] [100] [1]

; dummy condition position (never satisfied)

#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]

#UNIT= 18 [5] [0] [1st FD]

}

 

 

 

 

Link to comment
Share on other sites

Hi Gandalf

 

You could try changing:

 

#LINK= 26[1]

 

To:

 

#LINK= 0[0]

 

Secondly, if I am not mistaken it seems to be set for when France surrenders:
 

#VARIABLE_CONDITION= 2 [2] [100] [1]

 

Changing the first number to be Netherlands' country id might fix that.

 

Lastly, this looks like a Unit script rather than a Free Unit script. If so, then the #COUNTRY_ID= will need to be the UK's.

 

One or all of the above should hopefully fix this for you. :)

 

Bill
 

Link to comment
Share on other sites

  • 2 weeks later...

Bill or Hubert

When I look at the event scripts for the "brut force" scenario, the country ID#s do not match the numbers in the scripts.

How is this possible?

How to I figure out what the real country ID#s are?

Gandalf

Link to comment
Share on other sites

Hi Gandalf

 

Within the Campaign folder for Brute Force there is a file called localization.txt

 

The countries listed within the file on the left hand side are the default names, while on the right hand side it will show the actual names given them in Brute Force.

 

So by working through this list, it should be possible to work out the country IDs as they are in numerical order, using the list that appears near the top of all the script files as comparison.

 

I hope that makes sense! :)

 

Bill

Link to comment
Share on other sites

×
×
  • Create New...