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Steam News30 August 20232y ago

Dev Blog 13 - Scenario Editor

Greetings! We’re back with a detailed dev blog on the upcoming scenario editor. This will be a long one, so if you want the short version, the scenario editor is coming soon and the map editor a bit further down the roa

In this update3

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Full Combined Arms Operations Series update

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Repeated intro

Greetings! We’re back with a detailed dev blog on the upcoming scenario editor. This will be a long one, so if you want the short version, the scenario editor is coming soon and the map editor a bit further down the road.

What changed

0 fixes2 additions4 changes0 removals
  • Maps
  • Store
  • Balance
  • Gameplay
changedGreetings! We’re back with a detailed dev blog on the upcoming scenario editor. This will be a long one, so if you want the short version, the scenario editor is coming soon and the map editor a bit further down the road.
changedScenario Editor Features:The scenario editor allows you to take any map and any OBs and make your own custom scenario. The editor uses a modified hotseat setup, so you can swap between the two sides and run the first turn as many times as you like without issue. Throughout your time in the scenario editor, the little bar on the left will be your friend, we have ensured it has plenty of space for future additions: For scenario editor release we are preparing a pair of model scenarios, a siege and two-way invasion, to make it easy to see custom scenarios in action and use them as a foundation for your own designs.
changedUnits:Buy Units: Opens the unit pool to allow you to purchase units outside of a normal preturn.
changedUnits:Reinforce: Allows you to set a reinforcement arrival date for selected units. The units will appear in their current hex on the designated turn, even if that hex is inside the deployment box. Essential when you want to control precisely when and where a unit enters play either for historical simulation or scenario balance.
addedObjects:Objects form the core of scenario creation. Use these tools to add custom objectives, modify air zones, place forts, create sadistic minefields, manipulate (or even entirely remove) deployment zones, create river ports, you can do A LOT here.
addedObjects:Also note that most of the features below can be used to remove as well as place items. For instance, if you do not want cities that already exist on the map to automatically project supply then you can use the supply tool to remove those pre-placed

Combined Arms Operations Series changes

changedGreetings! We’re back with a detailed dev blog on the upcoming scenario editor. This will be a long one, so if you want the short version, the scenario editor is coming soon and the map editor a bit further down the road.
changedThe scenario editor allows you to take any map and any OBs and make your own custom scenario. The editor uses a modified hotseat setup, so you can swap between the two sides and run the first turn as many times as you like without issue. Throughout your time in the scenario editor, the little bar on the left will be your friend, we have ensured it has plenty of space for future additions: For scenario editor release we are preparing a pair of model scenarios, a siege and two-way invasion, to make it easy to see custom scenarios in action and use them as a foundation for your own designs.
changedBuy Units: Opens the unit pool to allow you to purchase units outside of a normal preturn.
changedReinforce: Allows you to set a reinforcement arrival date for selected units. The units will appear in their current hex on the designated turn, even if that hex is inside the deployment box. Essential when you want to control precisely when and where a unit enters play either for historical simulation or scenario balance.
addedObjects form the core of scenario creation. Use these tools to add custom objectives, modify air zones, place forts, create sadistic minefields, manipulate (or even entirely remove) deployment zones, create river ports, you can do A LOT here.

Much of this blog will later become the foundation of a proper editor guide/manual, but now, let’s dive in!

Scenario Editor Features:

The scenario editor allows you to take any map and any OBs and make your own custom scenario. The editor uses a modified hotseat setup, so you can swap between the two sides and run the first turn as many times as you like without issue. Throughout your time in the scenario editor, the little bar on the left will be your friend, we have ensured it has plenty of space for future additions: For scenario editor release we are preparing a pair of model scenarios, a siege and two-way invasion, to make it easy to see custom scenarios in action and use them as a foundation for your own designs.

Let’s go through the sections in detail and see what you can do!

Scenario Settings:

Scenario settings deals with core scenario features like starting requisition points (if any), replacement/landing point schedules, paratroop drop availability, etc. All crucial elements to crafting a specific scenario experience for your players. For instance, you could create a siege scenario where one player never receives any requisition points and must make do with the forces they have, while their opponent gains regular reinforcements.

  • Req. Points Set starting requisition points.

  • Settings: This opens the settings notepad file associated with the scenario. In this file you can change virtually every relevant scenario setting. The requisition mode used, replacement and landing point schedules, lock out turn 1 orders, enable paratroop drops, toggle engineering order availability by type and nation, even the availability of the battlegroup feature by nation, and more.

  • Tools: Useful editor tools such as disabling fog of war and deleting units (which returns them to the unit pool as if refunded.)

Units:

The units section contains everything you need to buy units, set reinforcement dates, assign co-op unit ownership, and temporarily or permanently immobilize units.

  • Buy Units: Opens the unit pool to allow you to purchase units outside of a normal preturn.

  • Reinforce: Allows you to set a reinforcement arrival date for selected units. The units will appear in their current hex on the designated turn, even if that hex is inside the deployment box. Essential when you want to control precisely when and where a unit enters play either for historical simulation or scenario balance.

  • Co-op User: Designates which user (host or client) controls the selected unit(s) in co-op scenarios. Obviously has no effect on other scenario types.

  • Set Static: Immobilize selected units either temporarily or permanently. Temporarily immobile units become mobile at the start of the designated turn. Static units can never move, have 0 stacking value, and do not exert Zone of Control.

Objects:

Objects form the core of scenario creation. Use these tools to add custom objectives, modify air zones, place forts, create sadistic minefields, manipulate (or even entirely remove) deployment zones, create river ports, you can do A LOT here.

Also note that most of the features below can be used to remove as well as place items. For instance, if you do not want cities that already exist on the map to automatically project supply then you can use the supply tool to remove those pre-placed

Source

Steam News / 30 August 2023

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