Scenario editor

In the scenario editor you build new scenarios.

Tapping on the menuline gives the following options:

Unit: Lets you manipulate units.

Utype: Lets you manipulate unit types. Ex. PanzerIV is a unit type. You may have lots of units of one unit type.

Terrain: Choose terrain type, also set the alternate target.

Global: Edit all the critical game factors, also edit the world size.

File: Load and save scenarios, also load and save utypes.

Quit: Quit the editor, all work will be lost.

Normally you will load an existing scenario and edit it, as this saves you the work of creating all the unit types.

Selecting Unit:

Place: Place a unit on the hexes

Edit: Edit a unit, this let you edit the unit's name and attribute. Attribute is a number that tells the computer player how to threat this unit. Thus it is only applicable for the computer players units.

Attribute number

0-The unit will never move, i.e. a fort

1-Defensive, will advance only when it has nothing to fire on, i.e. artillery

2-Defensive, will not advance but will retreat

3-Defensive, may both advance and retreat

4-Random

5-Ambush, when an enemy is in range it will change to (7)

6-Offensive, will jump onto enemy units, but will not advance toward enemy base

7-Offensive, very aggressive, i.e. stormtroops

If you add 8 to the attribute the unit will first move to the alternate target and then to the enemy base. In the French WWII campaign an alternate target is set up so that the Germans will circumvent the Maginot line. If an alternate target is not set the computer will make a random alternate target.

Example: A unit with attribute of 15 is an aggressive unit which will first move to the alternate target and then to your base.

Copy: Copy a unit, the source unit attribute will be copied but not its name.

Delete: delete a unit.

Info: selecting units will give you information about their names, attribute and type. (Type, see documentation abut unit types)

Return: return to the previous menu.

Selecting utype

New: Add a new unit type. This will lead to a large number of dialog boxes. Pressing cancel will lead to the next subgroup of dialog boxes.

Description – the name of the unit type, ex. SU152

Bitmap – the bitmap graphics, this is defined as in the PocketC documentation. The bitmap must be 10 times 9 pixels:

	

X

 

 

 

 

 

 

 

 

X

804

 

 

 

 

 

 

 

 

 

 

000

 

 

 

 

 

 

 

 

 

 

000

 

 

 

X

X

X

X

X

X

 

1F8

 

 

X

X

X

X

 

 

 

 

3C0

X

X

X

X

X

X

X

X

X

X

FFC

 

X

X

X

X

X

X

X

X

 

7F8

 

 

 

 

 

 

 

 

 

 

000

X

 

 

 

 

 

 

 

 

X

804

This is an example of the graphics used for a tank, the bitmap will then be

0a8040000001f83c0ffc7f8000804

The ’0a’ in the sequence tells the program that the bitmap is 10 pixels wide. Please note that the pixels in the corners must be set to one.

Spot range: how far the unit can see

Soft attack: attack factor, see section about battle math

Hard attack: attack factor

Soft defence: defence factor

Hard defence: defence factor

Ammunition: The number of bullets it can carry.

Fire range: The range of its weapons

Fuel: Fuel is reduced with one for each hexes the unit moves

Move range: How far it can move in each turn, the unit may only move once.

Transport time: This number is in half turns. If you set this number to two, you cannot fire after you have moved your unit until it is your turn again. If set to one, it may respond to enemy fire. In the example WWII scenarios, self-propelled artillery is set to one, while towed artillery is set to two. Large fort, etc. may have even larger transport times.

Unit cost: The cost for one unit, this number is used when you buy units or reinforce them. When you buy units, you buy ten units; hence the cost is 10 times unit cost. Please make this number fairly correct as the computer enemy uses this number to find the most valuable units.

Unit type:

Bit 0-1: Player number, 0 is player1, 1 is computer, 2 and 3 is player2 and player3 respectively.

So far only 0 and one is implemented. Use 0 for your units and 1 for the computers units.

Bit 2: Unit is invisible, i.e. a submarine, stealthfigthter. This option is not yet implemented.

Bit 3: Unit can see invisible units, i.e. a destroyer.

Copy: Creates a new unit type with the source as a template.

Edit: Edits a utype

Delete: Delete a utype. All units that use this utype are also deleted.

List: List all utypes.

Misc: Various utility functions. So far only swap sides are implemented. This allows you to exchange the computer and player sides. Be sure to update the unit attributes afterwards.

Selecting Terrain:

Land: This allows you to put land wherever you want. If you put it on top of a unit, the unit will be deleted.

Mountain: Set the mountains wherever you want

Alttarg: Sets the alternate target. The alternate target is marked with a cross. If you choose to not set an alternate target, the computer will randomly pick one.

Selecting Global:

This option allows you to set the important global game parameters.

Edit Worldsize: Allows you to set the worldsize, the worldsize must be between 160 and 2000 hexes.

A good number is 30 horizontally and 17 vertically.

You should always set-up the game so that the units move east<->west and not north<->south

as the game is optimised for east<->west movement.

Experience factor: (In percent) Each time an unit attack it will gain experience. The experience is limited to 50%.

Tradein factor : When a unit is upgraded or sold a penalty is paid. If set to 80, you will only return 80% of its cost.

Fortify factor : A unit which does not move starts to fortify its position. It will never fortify more than 50%.

Random factor : This is used in battles, see the battle math for explanation

Damage factor : See battle math. Together with random factor this parameter allows you to decide whether the outcome of a fight between two units should be completely random or deterministic.

Reinforce limit : When a unit is attacked its strength usually reduces. If your credit allows you can reinforce the unit up to its full strength. However sometimes it may be desirable to reduce the amount of reinforcement and this is done by this factor. In sea battles this factor could be set to 0 as the battles are too quick for reinforcements to appear.

Initial player credit : Credits are used to buy units or reinforce them.

Initial computer credit : The computers credit. This should be set high as the computer is not smart enough to reinforce the important units.

Player credit/turn : In addition you get some credits for each turn. In a desert battle this may be set to zero if the supply lines are long.

Computer credit/turn : The computers credit for each turn.

Turns for victory: Victory is awarded if a player completes within this number of turns.

Turns for tactical victory : The turn limit. The game ends when this number is reached. If the number is negative you win. If it is positive you loose.

Next scenario for Victory : used in campaign mode

Next scenario for tactical victory : used in campaign mode

Next scenario for loss: used in campaign mode.

Selecting File:

Load : Loads a scenario

Save : saves a scenario. The utypes are sorted when you save a scenario, but you have to load the scenario again to get the utype list sorted.

LoadU : It is a lot of work to define utypes. This option allows you to edit them in the memopad. You are not allowed to delete or add an utype.

SaveU : saves the utypes in the memo : "Pgeneral UTYPES"