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Scenario Design - General Questions
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Re: Scenario Design - General Questions 8 months, 3 weeks ago #31

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Moving right along.......whats the difference between a "road march" and "use roads"? And why is "immortal"
used?

thanks,
the reb

Re: Scenario Design - General Questions 8 months, 3 weeks ago #32

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the reb wrote:
Moving right along.......whats the difference between a "road march" and "use roads"? And why is "immortal"
used?

thanks,
the reb


Aroadmarch works best for brigade and larger road movements, useroads is for single units. Immortal is used to insure that scripting of officers is carried out, if they die the scripting dies too. Also helps the AI in that replacement officers are inferior and they frequently draw their troops away from the battle when they spawn.
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Re: Scenario Design - General Questions 7 months, 3 weeks ago #33

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This error showed up in my latest scenario, any guidance appreciated.
thanks....Basically, the game just shutdown right after loading.

17:04:29 Loading Map (Bigwhisky)
17:04:29 PR: (ERROR) Level not found

Re: Scenario Design - General Questions 7 months, 3 weeks ago #34

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Pretty sure that's a 'can't find the map' error. In this case the Big Whiskey map.
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Re: Scenario Design - General Questions 7 months, 3 weeks ago #35

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The error was right in front of me.....
thanks

Re: Scenario Design - General Questions 6 months, 1 week ago #36

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New question....I've been somewhat successful in writing scripts and learning the use of the commands. Now how I prepare the script may be redundant in ways but it works for me.

My question is ....(and I have my reasons) do the command times in Column A have to be in sequential order? Meaning would the following work?

10:30:00
10:30:00
10:31:00
10:32:00

10:30:00
10:31:00
10:32:00

and so on....

thanks,
reb

Re: Scenario Design - General Questions 6 months, 1 week ago #37

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Never tried that, but since time delay works out of sequence, I'm guessing event times will do the same.
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Re: Scenario Design - General Questions 6 months, 1 week ago #38

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Ok thanks....Thought you guys might know....I'll try it and let you know. I like working with individual corps from battle start to battle finish. In script design, it makes it easier to see what each corp is doing in relationship to any other corp on any side?

thanks,
reb

Re: Scenario Design - General Questions 4 months ago #39

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Two things....

1) The screen effects (day to night) does not change even though script is doing what it's being told as indicated in the information block? I'm using the following script:

10:00:00 loadscreen:Advisor:NIGHTFALL BEGINS
10:00:00 sunset
10:00:00 weather:21
10:00:00 weather:8 120
10:00:00 weather:5 200
10:00:00 weather:16 250
10:00:00 weather:15 300
10:00:00 weather:14 350
10:00:00 weather:13 400
10:00:00 weather:9 540

10:10:00 endscenario

2) Is 1000 yards the max visibility? Just wondering because field glass could see much further.

As always,
thanks

Re: Scenario Design - General Questions 4 months ago #40

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1) sunset criteria lines must be in the scenario.ini file, check that they look like this:

[Sunset]
FogNear=0
FogFar=10000
FogColor=0
Length=10
SkyAlpha=0

2) longer LOS results in performance hit, big time
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Re: Scenario Design - General Questions 3 months, 3 weeks ago #41

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In script writing....Is there a distance required between units controlled by the AI and the opposing force that is required to activate the Orders:Attack Command and similar Commands?

I scripted a Fredericksburg scenario where I didn't have much map room to work so the AI forces were only (guessing here) 900-1200 yards away from the opposing forces. The Attack Command worked fine....It worked out
really nice using the sunrise weather commands....

I then scripted a Missionary Ridge scenario where I had a great deal of map room to work with and again guessing here the opposing forces were now 2000-2500 and perhaps further away from the opposing forces and the units did nothing?

Just wondering....
thanks

Re: Scenario Design - General Questions 3 months, 3 weeks ago #42

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the reb wrote:
In script writing....Is there a distance required between units controlled by the AI and the opposing force that is required to activate the Orders:Attack Command and similar Commands?

I scripted a Fredericksburg scenario where I didn't have much map room to work so the AI forces were only (guessing here) 900-1200 yards away from the opposing forces. The Attack Command worked fine....It worked out
really nice using the sunrise weather commands....

I then scripted a Missionary Ridge scenario where I had a great deal of map room to work with and again guessing here the opposing forces were now 2000-2500 and perhaps further away from the opposing forces and the units did nothing?

Just wondering....
thanks


LOS, but not distance affects orders, I'm pretty sure.

In your example it is distance though, because the enemy is not visible due to the LOS range.
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Re: Scenario Design - General Questions 3 months, 3 weeks ago #43

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Thanks RebBugler....LOS makes sense. In my Fredericksburg Scenario, several AI Corps were out of the LOS, not much but out of the LOS.....but still managed to move forward even with the attack command. I just changed the script to amoveto which resolved that issue.

Re: Scenario Design - General Questions 3 months, 2 weeks ago #44

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evtarrived and evtiarrived?

I'm confused between the instuctions. This is what I want to do. Using a Time command, I script Longstreet, McLaws, Pickett, and Hood to move to specific map locations using "roadmarch". When these units reach their map locations (each having their own XZ Coordinates) I want each Division to Aform: DRIL_Lv14.... Command or similar.

Looks like there are two script lines needed (is this correct) but which command?

evtarrived
evtcont

or

evtiarrived
evtcont

thanks....

Re: Scenario Design - General Questions 3 months, 2 weeks ago #45

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evtarrived - execution of commands after all units under the officer arrive at the (formation) destination coordinates
evtiarrived - execution of commands after an officer or a regiment arrives at the destination coordinates
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Re: Scenario Design - General Questions 3 months, 1 week ago #46

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Thanks RebBugler....I saw the definition in the documents but didn't understand. Would you agree that using evtiarrived would give any regiments a better chance of getting into requested formation before being attacked? Or maybe another way of asking is where would you use each command?

the reb...

Re: Scenario Design - General Questions 3 months, 1 week ago #47

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Evtarrived is less reliable because if one unit gets delayed or engaged before reaching the formation destination it won't execute.
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