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In Session 5 we completed
the economic elements of the scenario
and made it fully playable. We now have
some military and storyline elements to
complete but this session will see us
to the end of our work. We will touch
on the text elements fairly briefly but
designers are encouraged to take their
time in the storytelling, as it will reward
them with a more captivating scenario.
We will also place military units, add
a map preview and finish the accompanying
files for the scenario.
For those who are following along without
creating their own version, click to download
the scenario
so far to see what the scenario
currently looks like.
6-A Placing units
As this is a fictional map,
some scenario designers may chose to simply
place units at random. Anything can be
explained through a creative storyline
so there really are not limits on what
can be done. I tend to prefer working
form a list, probably as a habit from
doing real world maps. I usually create
a spreadsheet for each player and the
type and quantity of units they will get.
My spreadsheet for this scenario can be
found <here>.
When creating a real world scenario, I
will also use this spreadsheet to record
which unit designs are researched and
any techs I find they should have. This
spreadsheet can be created at any point
in the scenario creation process.
Once you have decided on the units each
region shall get, simply use the mapeditor
to place them in the scenario. Units placed
on the map will be the same ownership
as the player selected in the lower right
panel and will be placed without any fuel
or ammunition, but this will be corrected
when the scenario is saved. Placing Garrison
infantry in important cities and some
form of anti air at strategic locations
should be used to make a scenario that
requires more than a simple rush tactic.
(Click for a larger screenshot.)
6-B Final Configuration data
Once all the units have been placed in
each region, we can review the number
of reserve personnel we wish to give each
of the players. In the defense department
we are given values for the current reserve
personnel and the total active personnel.
The active personnel is calculated by
the program but the reserves number is
set in the player configuration file (variable
popreserve;) using formulas. Since most
sources for real world data provide total
personnel our formula takes the total
less the active to determine the reserves.
For our scenario, any total that provides
a reasonable reserve value is acceptable.
While were in the configuration file
we can also update the initial Civilian
Approval values. These where mentioned
when discussing the log file in Session
5. If we go back to the log file we can
find for each player a line that indicates
a few values ending in CivApr Target.
The value shown here is the calculated
domestic approval based on the initial
values for each region. These can be used
as the values for the civapproval; variable
in the configuration file.
We now have all major elements of the
configuration file at an acceptable value.
Some users may wish to take more time
to review some of the values. This is
to the discretion of the scenario designer.
6-C Preview Image
In order to give the scenario a more
polished look, it is suggested to create
a preview picture for the loading screen.
This is seen on any of the existing scenarios
when a region has been chosen in the lobby
and you proceed to start. On the next
screen, along with the full storyline
and basic region stats, is a preview image
in the top right of what the scenario
looks like. To create the preview picture
simple scale the imagery down until it
fits on a transparent background of 256
x 226 pixels. Center the image against
the background and save this as a .PNG
file into the \Maps\Previews directory.
The file name must be the same as the
.GMC file for it to load properly. In
this case, the image would be New Bavaria.PNG.
(Click for the PNG.)
6-D GMT file
Now that a preview image can be seen,
a storyline would be nice to accompany
it. The .GMT file contains all text elements
for a scenario including notes, briefs
and e-mails. It is found in the Localize\LOCALEN\CUSTOM
folder. The simplest method to create
a .GMT file is to make a copy of an existing
file and adjust the text as needed. It
should be noted that text elements specified
here would take priority over other settings.
Although a name has been assigned in the
player configuration file, setting region
names in the .GMT will take precedence.
The name for a region will always be taken
from the .GMT file if the file exists.
Some elements may also be unnecessary
depending on the amount of details desired.
As an example, names for groupings are
optional as are unique e-mails for each
region. The text for &&EMAIL 00
will be used for any regions that do not
have their own opening e-mails. In many
cases I will use this default e-mail until
I have played the scenario once or twice.
After I have made some notes one the regions,
I will go back and write the more detailed
individual e-mails. See the Mapeditor
Documentation Ver 1.2 Appendix F for further
details on GMT variables.
To see the text from the .GMT in the
game requires updating the .GMC file to
point to this one.
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