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  #1  
Old March 24th, 2006, 11:40 AM

Mustang Mustang is offline
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Default Official Scenario & Campaign Editing Tips Thread

A link to the parallel thread at SZO:

http://www.strategyzoneonline.com/fo...ad.php?t=39542

This should be made a sticky if we get enough good advice. This thread can help everyone using the editor, and if you don't sticky it then all this advice will be lost. Some of these may sound obvious, but judging from a few threads I've seen some people might not now about these basic editor functions because they aren't mentioned in the manual.

Here's a few of my tricks that I use often:

Changing a unit to a different type

Click on a unit in the Scenario Editor and hit the R key. This will bring up the replacement menu. It will allow you to swap abosuletly any unit for another one in the currently selected OOB. For example, if you want to buy just a single tank, but the OOB only sells two-tank sections, then buy any single-unit formation (like an ammo dump or sniper) and use this R key function on it. Then, pick a tank on the list that pops up. This will give you a single-tank formation!

Same with infantry. Say you're making a US vs. Insurgent scenario and bought a whole bunch of American soldiers. But now you want to swap a few of these American infantry units for post-2003 Iraqi infantry, as if in a joint Iraqi government-US assault on insurgents. So switch the American player to the Iraqi player temporarily so you can use the Iraqi OOB. Then, pick a US soldier squad, hit R, and select an Iraqi infantry unit to swap it for. Note that all data (unit leader, number of men, etc.) will be reset to conform to the new unit type you picked every time you do this.

You can do very interesting things with this. Most OOBs contain things like mule convoys, civillian groups, grounded planes, and "fortified house" units. A note about grounded planes- although most of them are propeller aircraft, you can buy some MiG-17, Tu-16 or MiG-21 jets from the Red OOB. The Yugoslav OOB has a Sewer Gate, if you need one.

Changing unit data

Pick a unit and hit D. This will bring up the Unit Data screen that will allow you to edit many things about the unit, like speed, ammunition, weapon type, armor, fire control, etc. Note that a lot of unit data can't be changed here, though, like unit class. You will need to use the Mobhack OOB editor for that and create a whole new OOB.

Limiting acess to certain areas of the map

This is mostly a map terrain editor trick. Did you ever want to put certain areas of the map off-limits, like creating a unit boundary or setting a retreat hex by blocking off the entire edge of the map except one part? Here's a way to do it.

In the terrain editor, decide where you want the boundaries to be and lay down impassable terrain there. This will prevent all land vehicles from passing through. Infantry will still be able to move through it, although only slowly. Another way is to lay down water hexes along the boundary. Ampbhibious vehicles and infantry with rafts will still be able to make it across, though. All of this looks strange on the map, but it is the only way to go.

If you don't like uglying up the map, or want to find a way to set boundaries for infantry, lay very thick (40 mines per hex) minefields. These are almost impenetrable to vehicles, and if you make the minefield deep enough it won't be cost-effective to move infantry through them. Another way is to lay down a bunch of fire either by using ammo dumps (see "creating volcano explosions" below) or by buying several buildings and using the Heavy Damage terrain selection to set them onn fire. Fire, in the game, is never put out, and will stop infantry cold. The AI may have trouble with it, though.

The last way is to lay dragon's teeth AND barbed wire in a hex. You will need to lay down both if you want to stop vehicles, as apparently just laying down dragon's teeth with no barbed wire has no effect on vehicle movement.

If you choose to lay minefields as boundaries, remember to make them on the AI side so that the computer will see them and won't blunder into them. Remind the player where these mines are by placing text near them on the map.

Creating volcano explosions

Buy several ammo dumps, or swap other units out for them using the R key function. Place them where you want the explosion (one ammo dump per explosion hex will do fine). Set their men strength at 0 so that they will be destroyed the instant the scenario begins. Set cost at 1 (NOT zero; the game will not accept zero for a unit price and will ignore your entering it) so that the other player dosen't get points for the ammo dumps being destroyed. When you open the scenario, the game will jump to the secondary explosions, creating a cool eruption-like effect. This will create fire in all the primary and secondary explosion hexes. Note that secondary explosions can take place as far as two hexes away, and will damage anything that they hit.

Ships

I know the game is meant for ground warfare, but it's still possible to make some very interesting sea battles. Several OOBs have good ships, all under the "Artillery" purchase screen:

- Yugolsav Missile Boat. Armed with two 57mm rocket launchers, an SA-7 SAM, and a 30mm cannon. I have found the rockets and cannon to be effective against infantry, and also for immobilizing tanks with flank shots. I get the impression that the 57mm rockets are meant to represent SSN-2 Styx anti-ship missiles, but as the game dosen't model the SSN-2 they were replaced with rockets. If not that, then the rockets are probably actually antisubmarine depth charge launchers in real life. Cost: 154

- Brazillian Patrol Ship. Two .50 cal MGs, a 20mm Polsen AA gun and a 40mm Bofors AAG. This is a lot of anti-aircraft armament to fit onto a ship that costs only 95 points.

- Israeli Sa'ar IV patrol boat. One 20mm AA gun, one 20mm cannon and a 76mm naval gun. Cost is 111. The 76mm gun is helpful in ship-to-ship combat, as a lot of vessels carry 6 points or more of armor (which is impervious to 20mm cannon).

Other good ships in the game include the generic ship types found in many OOBs (like the Red OOB Patrol Craft, Ammo Ships in several OOBs, and the UN Landing Ship), plus the USMC PBR and Monitor vessels. Most people know about these last boats because they are featured in some Vietnam scenarios. What I have tried to do is show you some of the lesser-known ships that could help you design a naval battle. You can change a ship's armament to whatever you like. For example, if you want to represent antiship missiles, load a missile boat with ATGMs.

Naval Mines

Who says you can only lay mines on land? You can also lay mines on water hexes and create naval minefields.

Aircraft and submarines

You might be like me and be dissapointed at how the game models airpower. Real airplanes are hunter-killers, not some tank-plinking pests that come on the map once in a while and attack one or two hexes at a time. There are two ways to represent aircraft:

1. If you want to be realistic, just buy some helos and adjust their armament and speed to a very powerful level. To change unit data, use the D key function described near the beginning of this post.

2. If you want aircraft that look like REAL aircraft and that you can move around the map, take a Grounded Plane (either by buying one from one of the OOBs that sell them, or by using the R key function discusssed near the start of this post). Give it some armor so that it won't get clobbered by small arms, and also some armament. Increase speed to 255 (the maximum the game will accept), and you have an airplane! Note that if you arm an on-map unit with Mavericks, 500lb bombs, or other weapons that off-map units normally use, they won't fire. So you'll have to substitute- use TOWs instead of Mavericks, Flamethrowers instead of Napalm, Satchel Charges instead of bombs. Many OOBs contain propeller aircraft grounded planes, but few contain jets. The Red OOB has MiG-17, MiG-21, and Tu-16 jets, though.

If you use the second option, the aircraft will have the same movement costs over terrain as other ground units because the game thinks that you just took a grounded plane and gave it a lot of movement points. But it works perfectly over water or in very flat terrain, because there is nothing to slow its movement. The only problem seems to be that the aircraft will start off the game going at 0 mph and so will be vulnerable to ATGMs and tank gun fire until it picks up speed. So it's not a perfect fix, but it's a way to make the handling of airplanes more realistic in some situations.

Taxiing airplanes

Take any Grounded Plane unit and give it a speed of maybe 6 or so. This will make it about equivalent to a taxiing airplane. An example where this might help is in paratroop assault scenarios, where you can land your transport, taxi it, and unload its troops.

I noticed that in the Entebbe scenario that comes with the game, there are taxiiable Hercules aircraft. I can't seem to the able to replicate this- the only Hercules I can find are paratroop transports that can't be used on-map. Does anyone know how the designer of the Entebbe scenario did this?

More to come soon!
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  #2  
Old March 27th, 2006, 02:53 PM

Mustang Mustang is offline
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Default Two things about map labels, one tip on map design

Attached is a map of the area west of El Alamein, Egypt, and grid-map showing how I made it. I've seen that most people use Pyros's way of desiging maps, but I like mine better (I've never tried his, it just seems to complicated for me).

Look at the attached bitmap. It contains a color-coded grid, with each different color representing 1/5 of a mile or 8 hexes. Using this system, you can go grid-by-grid down your entire map, filling in terrain as you go (there's no need to painstakingly put in specfic grid coordinates over the entire map in my system). It seems to me like a very easy and simple way to build a map, and I decided to use it because this is my very first realistic map design and I wanted to keep things simple. You could probably do something similar in Google Earth by labeling elevation at regular intervals on the map to find out where hills are (Google Earth only shows mountains, not 10-100 meter hills that you usually encounter in a tactical situation, but it does tell you the elevation of the point under your cursor accurate to one foot- this is why you will have to "search" for hills).

The other bit of advice deals with map text. On this map, you will notice two things- a telegraph line composed of "\\" and "====" characters, and a water pipe.

Tip 1 is to label any long map feature (like a highway) at frequent intervals along its length, as opposed to just once at one point, so you can be sure that the player will know what the map feature is called. This is what I did with the water pipe.

Tip 2 is that text dosen't have to be used just for words. There are a million creative things you can do with it, from making a fancy title for the scenario on the map ("ASCII Art"), a compass rose, and telegraph lines (like on the attached map). There's much more to the SPMBT map editor than meets the eye.
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File Type: zip 414347-621 Company map.zip (58.0 KB, 226 views)
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  #3  
Old March 30th, 2006, 11:15 AM

Mustang Mustang is offline
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Default Re: Two things about map labels, one tip on map de

I didn't notice it before, but Achilles/Pyros also has a tip thread at SZO. Here it is:

http://www.strategyzoneonline.com/fo...ad.php?t=33999
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Old March 31st, 2006, 04:46 PM

Mustang Mustang is offline
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Default Re: Official Scenario & Campaign Editing Tips Thre

Dirt Tracks

When making maps, a lot of times you will want to design dirt tracks. You can do this by laying down bare earth, beach sand, or one of many other terrain types. Here is a picture of what I did. In the "desert" terrain scheme, beach sand shows up gray. This is what I used to make the dirt path. NOTICE that you will need to make the path two hexes wide. If you lay down one hex of terrain, then it will be barely visible.

If you have to make a very long path, it might be best to lay down a road first along where you want the path to be, so that you know where to put the path without making a mistake, causing you to drift off-course as you lay down the path terrain.


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Old April 22nd, 2006, 07:26 PM

Mustang Mustang is offline
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Default Re: Official Scenario & Campaign Editing Tips Thre

Note about mission briefings

A kind of important note about writing mission/campaign briefings. Do not write "..." in the briefing, because the game considers this a "next line" command that moves the text after the "..." to the next line, taking out of some of it in the process. To show what I'm saying here is an example:

Say you type this into a mission briefing .TXT file.

Quote:


"Sir," said your officer, "We're... We're having trouble on the south flank."


THIS is how it shows up in the game"

Quote:


"Sir," said your officer, "We're
e having trouble on the south flank."


To get around this, put spaces in between the periods like this:

[quote]


"Sir," said your officer, "We're. . . We're having trouble on the south flank."
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Old May 22nd, 2006, 11:10 AM

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Default Re: Official Scenario & Campaign Editing Tips Thre

Another note, this time about reinforcements. If you set a unit as a reinforcement in, say, hex (1,1), it will STILL appear during actual gameplay at hex (1,1) even if you move it to, say, hex (2,2) in the scenario editor. Whenever you make a mistake on placing reinforcements and want to move it to another hex, don't just move the unit to another hex. Move it to another hex and reset it as a reinforcement all over again.
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Old May 22nd, 2006, 11:24 AM

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Default Re: Official Scenario & Campaign Editing Tips Thre

At the SZO forums, someone came up with a creative way to create aircraft revetments and destroy units at a certain turn. The destroy units idea would be helpful if, say, you are simulating a Special Forces raid to destroy terrorists that are trying to shoot down a civillian airliner with SAMs, and want the airliner to be killed on a specific turn if the mission is not yet complete (but still want the scenario to go on so the player will have a chance to extract his units).

From http://www.strategyzoneonline.com/fo...reply&p=530037 :


Quote:
Originally Posted by MKSheppard
I came up with this idea while walking the dog:



Aircraft Revetments. Take a bunker and give it 10-20 cm of armor on the sides and rear, but no frontal or top armor. Zero carry capacity.

Only useable in scenarios, really, because to accurately depict the importance of the aircraft inside, you have to edit the scenario yourself and re-cost the units.

Once I came up with this gem, my mind began to wander....what if when I bought the CD version, I changed the icons of ground units to aircraft ones to represent aircraft on the ground? You could now represent a terrorist attack on a US Airbase, in much the same vein that a Puerto Rician Nationalist group actually attacked the PRANG's main field and destroyed like 20~ or so A-7s in the 1970s or 1980s...

As my mind wandered further, I realized you could create a building icon and then assign it to a bunker-like unit, to represent an absolutely crucial facility that needed to be destroyed; like for example, the communications shack of a Marxist Guerilla group in the South Americas? If you gave the unit a cost value of like 900~ in the scenario editor "unit editor" you'd be able to represent the special victory conditions from destroying that shack, rather than having to have a special house rule in the introductory briefing.

Yet another idea popped into my head. Why not use this costing to create a civilian aircraft? Give a large aircraft a very HIGH cost, then program it to "strafe" a location on the map at on a specific turn. The aircraft of course would have no weapons and would have no EW. So you could then use that to represent say, dropping a Special Forces team into the area to hunt down a terrorist group that's planning to shoot down a civilian airliner with a SAM.

You could get the same effect by using ammo dumps. Set them in the hex with the aircraft you want to blow up, and make them a reinforcement to arrive on whatever turn. Set the ammo dump's "men" rating to 0 (no WinSPMBT unit can survive with 0 men, and will destroy itself the instant it appears on the map). It will blow up on whatever turn it arrives, but may or may not destroy the aircraft (if you want to ensure its destruction, pile several ammo dumps on top of each other). Make sure that you set the ammo dump cost to "1" so that noone gets points for them blowing up.

Representing Cruise Missiles

To represent a cruise missile as a form of artillery, take an aircraft and, by selecting the unit and hitting "D" to go into its Data Edit screen, get rid of all its armament and give it only 1 PGM of your choice (probably a 2000 pound Paveway would be the most realistic choice). It will susceptible to long-range SAM fire, but will make a completely stand-off attack. You can't depend on it attacking the target you want it to, though- the airstrike might pick a different target.
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Old June 5th, 2006, 06:05 AM

pdoktar pdoktar is offline
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Default Re: Official Scenario & Campaign Editing Tips Thre

In the SPWW2 Stalingrad campaign, the unit cost for Soviet equipment has been lowered to 1 point for each Soviet conscript squad and for 4 points for Rifle Squad, representing nicely Soviet force strenght and ignorance of losses. So you really have to take those v-hexes, and get only a little boost for destroying the enemy units.
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