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Re: Scenario Design - General Questions

Posted: Sat Oct 01, 2016 3:17 am
by the reb
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

Posted: Mon Oct 03, 2016 8:55 pm
by RebBugler
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.

Re: Scenario Design - General Questions

Posted: Fri Nov 04, 2016 1:09 am
by the reb
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

Posted: Fri Nov 04, 2016 8:53 am
by RebBugler
Pretty sure that's a 'can't find the map' error. In this case the Big Whiskey map.

Re: Scenario Design - General Questions

Posted: Fri Nov 04, 2016 3:58 pm
by the reb
The error was right in front of me.....
thanks

Re: Scenario Design - General Questions

Posted: Wed Dec 14, 2016 8:44 pm
by the reb
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

Posted: Wed Dec 14, 2016 10:45 pm
by RebBugler
Never tried that, but since time delay works out of sequence, I'm guessing event times will do the same.

Re: Scenario Design - General Questions

Posted: Wed Dec 14, 2016 11:51 pm
by the reb
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

Posted: Sun Feb 19, 2017 2:20 am
by the reb
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

Posted: Sun Feb 19, 2017 4:03 am
by RebBugler
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