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Old 03-10-10, 05:29 PM   #27
piri_reis
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Join Date: Aug 2005
Location: Istanbul, Turkiye
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Ok, I've been studying the mission editor (ME) and the campaign system, and it seems pretty complicated. Here's a few things I figured out, sort of

  • Stock Campaign Project files (*.pj) are in data\Campaigns\CampaignProjects
  • You can open them in ME and access the different missions it contains.
  • The missions (*.mis files) are like layers added to the project. They are displayed as a list on the right, and can be filtered for viewing.
  • The highlighted mission is the one you will be modifying at the moment.
  • New layers can be created (using Add New Mission) or existing ones added (Add Existing Mission)
  • Campaign->Edit Campaign will give you options to add Objectives/Macro Objectives. (saved in Campaign.cfg and .tsr files)
  • Campaign->Edit Groups will open a tool that allows you define Groups of ships. These are named lists which are used when creating convoys/taskforces/wolfpacks using Nodes. (more on that later)
  • Groups are saved in two files: GroupTypes.cfg and GroupTypeDefs.cfg.
NODES:
  • There are three node categories. Path, Generator and Spawn.
  • Path nodes: Generic waypoint in a sense, connects to other path or generator nodes.
  • Generator nodes: These allow you to create entities from the Groups giving them Mission Objectives, such as ReachNode or PatrolNode. Use Right Click on the node->Edit to access this menu.
  • Spawn nodes: I think this is used for docked ships. It has no options so not sure how it pulls from the pool of ships.
So we said path and Generator nodes can be connected to form routes to reach places or to determine patrol areas. For example a Generator Node can be in Wilhemshaven (creating a group of three freighters), which has the objective of "ReachNode=Bergen". The many path nodes connected to each other (like highways, streets..) are used to guide this convoy from Wilhems to Bergen. AI Scripting kicks in during voyage for different actions..


EXAMPLE (Adding docked ships in Kiel)

Ok here's what I did.

  1. Opened TotalGermany39 project. Created a new mission (layer).
  2. File->Add New Misson. Named it "HarborTraffic_PiriReis"
  3. Now you can see your new mission on the list, right hand side.
  4. Located Kiel on the map and zoomed in. Unfortunately no harbor layout is shown. (Update: It's possible!)
  5. But you can see where the Spawn Nodes are placed. (Which btw are in the PlayerBases mission layer.
  6. I created a Supply Ship and couple of Uboats docked to it and placed them on top or near a spawn node (which you'll have to delete to prevent overlapping)
  7. File->Save Project will save all the files including the new mission you have created. Remember to grap a backup of the whole Campaign folder if you like experimenting!



NOTES:

I checked some of the Campaign projects and improvements are apparent already. Random Patrol groups around enemy harbours are set to Competent crews (which is 3/5 difficulty, they're too easy IMHO)

Ships running wild in harbor, for example in Kiel, could be node placement or the harbor is not deep enough at places, the terrain wasn't leveled properly creating shallow spots entering the canal, making the AI avoid and do silly stuff...

Convoys and their escorts (which are defined in the GroupDefs Tool) will definitely benefit looking over by an experienced campaign designer, like BBW

Lots to explore and understand with these new tools, especially the campaign objectives and how they are tied to each other is complicated as hell.
__________________

Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB
Oct.29.1939, 2nd Patrol Eastern English Waters
Running SH5/TWOS

Last edited by piri_reis; 03-11-10 at 10:59 AM.
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