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Updates
- 05/05/98 Editorial comments and corrections.
- 02/28/98 Editorial comments added.
Introduction
- Listed below are a few suggestions, techniques and some personal philosophy concerning
the editing of Macintosh Panzer General scenarios. Some of the items are obvious, some
have been learned only through trial and error and some are simply preference. This short
paper is only intended to document the lessons learned and provide some insight to those
who care to apply their imagination. All of the editing techniques listed have been
validated using MGadm Scenario Editor 1.07. If other scenario editors are available I am
unaware of them, therefore this document should not be considered applicable to the
characteristics of any other editors.
Getting Started
- Get a copy of Macintosh Panzer/Allied General scenario editor MGadm 1.07. Read and
thoroughly understand the contents of the Read Me file. Play with the editor by editing a
scrap saved game file. Make changes to every block that MGadm can touch. Save the file,
quit and re-open the file to verify that your changes have been incorporated. See the
section below on editing techniques for some suggestions.
- Download a copy of the Panzer General FAQ, from the MacGeneral or elsewhere,
doesn't matter where. Sections 5.2 Movement Tables, 5.3 Naval, Fortification And Inorganic
Transport Unit Information and 5.4 Land And Air Unit Information should be printed for
later reference.
- Select a scenario to edit . . . this is possibly the hardest part of editing. Start by
firing up a new scenario, preferably a scenario which you feel you already have an idea
for editing. Actually, just as a starter, any scenario will do. As you open the scenario
select the option which allows you to view the units of both sides. This is important.
- Sketch a rough map of the scenario and/or make a screen shot. From the placement of
units, and from previously playing the scenario, you probably have an understanding of the
original designer's intentions. Outline your own battle concept in broad terms. Remember,
you are restricted from switching unit sides (switching from Axis to Allied or Allied to
Axis) and the total number of the units for your scenario. You are not normally limited in
the mode of their arrival; many units are air transportable, all units are transportable
by ship and all units are ground mobile. Aircraft can go anywhere there's a friendly
airfield with in range. You are not restricted to the placement of units . . . if you
wished to, you could have the Rumanians attack Trondheim from the North. Make a sketch of
your initial troop positions and the avenues of movement/attack you envision.
- Time to consider historical accuracy, something which I feel is strictly up to the
scenario developer. My personal preference is to design for playability and a setting
which is interesting. For me, historical accuracy is of minor importance. Others are quite
interested in recreating realism. This is another feature which editing facilitates and I
enjoy their efforts. You will need to decide what your level of historical accuracy is and
design scenarios to your own satisfaction. So much for philosophy.
Map/Unit Placement Editing Techniques
- Save often. Restart, and see what you have. Units do not always end up where you want
them. I do NOT recommend attempting to place all units during one long sitting. Have a
beer. Break up the action.
- I suggest that the placement of troops be accomplished as a two step process. First
step; open up your scenario with the preferences set for the units of both sides to be
shown. Clear the battlefield by moving all of the Axis and Allied units to opposite sides
of the map. Second step; Edit the individual units for the characteristics you want and
position them on the map. I advise that you keep a record of the unit positions.
- The importance of keeping good notes can not be over stressed. Leave nothing to memory.
Document every change you make . . . I found that it's the little changes made on the fly
which tend to screw things up when you get into play testing. When placing units (during
step two) I like to place all units of a similar type at one time. Position all of the
tanks, then all the infantry, etc. On paper make notes such as: 1st Pz > to > 34,12
4th Pz > to > 35,12. If the final resting place changes, make sure to change your
notes. The notes become even more valuable when you get to the fine tuning of your
scenario, especially when attempting to relocate units which are out of visual range.
- In some scenarios, particularly those with many units, I first like to clear the playing
field before proceeding with step one. Take all of the Axis units and place them in an
area of the map out of the way. It is not necessary at this point to record the temporary
unit positions. Put all the infantry together, all the tanks together, aircraft the same,
and so on. Do the same for the Allies. This does two things for you. One, it relieves
clutter and you won't have a problem with overlaying Axis and Allied units. Two, you can
physically see how many of each type of unit you have available. This is a good time to
adjust the mix of units a side has and/or adjust the balance between the sides.
- As part of the editing you may need to change the ownership of objective cities,
airfields and towns. Easy. Place a unit capable of capturing objectives (infantry, tank)
on the hex. Make a note of which units these are because you may need to move them again
to their final starting positions. With the game menu, select the "End Turn"
option and allow the scenario to advance one turn. During this turn the units that were
placed on enemy hexes will capture those positions. After running a dummy turn such as
this, you will need to reset the game clock for the full amount of turns and probably
adjust the prestige since capturing enemy hexes/objectives will have gained prestige for
the side making the capture.
- At times you may need to change ownership of objectives from within a side, i.e. change
ownership from British to American. This would be accomplished as shown above, however, it
requires placing units twice and running two dummy moves.
- After placing all of the units in step two you will typically have numerous places where
the hexes highlighted (visible) do not correspond to the visual range of the relocated
units. To restore the correct visual ranges to all units the dummy move technique is used
again. Involves the same steps and requirement to restore the move counter and prestige.
- Of course during a dummy move the computer will attempt to move the enemy units and
possibly buy additional units. You can avoid this problem; you can prevent the computer
from wanting to move or buy units. This is actually part of unit editing, but what you
need to do is edit the computer units that you do not want to move by editing their fuel
and/or ammo to zero and the computer's prestige level to 0. The computer spends the dummy
move resupplying units. Aircraft obviously need to be placed on or next to airfields.
Ships are a different problem. Suggest that you either place ships further away from where
you really want them to be or just let them move as they want and later go back into the
unit placement editor and reassign them to their original position. Also, for the units
that were positioned to capture objectives, airfields and towns, their final positions can
now be entered. Set the game clock back to the original setting and restore the level of
prestige for the computer. Remember that in the desert settings resupply is not a rapid or
complete as in the temperate settings. Adjust for this feature.
- There are special considerations for scenarios in which you want the Allied side to be
played by the sentient player. Editing for the Allied side requires you to let the
computer (the Axis side) make the first move in both the step one and step two parts of
the process described above. This can create some problems because units end up without a
full fuel load, ammo load and sometimes units are eliminated on the first turn. Unit
editing can repair most of these problems except that the eliminated units will not appear
on the game map even though they are listed in the unit editor. You should first revive a
unit by returning the strength level to something greater than zero then, after
restarting, the unit will again be active even though an enemy unit may have moved in to
the same hex. Moving all units to the side gets around this small problem. Continue with
unit placement as described above.
- Be experimental. I've needed to run the game through two dummy moves just to get the
right initial conditions. Also, letting the computer make a dummy move "without"
limiting it's capability to move units tends to add surprise and/or an unknown quantity to
the equation. Such as, placing a significant reserve force behind the front lines and then
letting the computer move them during the dummy move places them . . . hell, who knows
where! Certainly something unexpected is going to happen and it may be for the better.
Unit/Game Parameters Editing
- Play with MGadm until you are familiar with what can and can not be edited.
- Several nationalities are not supported by the editor. By this I mean that you may
choose Bulgarian troops from the Equipment Data Base but you will not be able to mate them
with a nationality. The only choice offered is "Unknown". As far as I know units
labeled as Unknown will not capture an objective, town or airfield for their side. It's
very possible that I'm wrong on this one, but I would advise caution when using them.
Actually I find the minor countries to be the most interesting of the combatants. Really
wish they had special unit icons or coloring to make them distinctive.
- When changing a unit to a new type double check yourself to make sure that all of the
parameters were changed. Unit name, transport type, loaded/unloaded, fuel, strength,
entrenchment, kills, experience and extra experience all need to be verified. Use the
Panzer General FAQ tables that you printed out earlier.
- After playing a dummy move or letting the AI take the first shot by playing the Axis
side, be sure to go into the unit editor to repair any damage otherwise units may begin
the game out of place and/or deficient in fuel, ammo or strength. This includes restoring
units to action that were eliminated in the first barrage.
- This is also the place where you can change game length, starting prestige per side and
total number of units available. Adjust these parameters to keep sides from flooding the
country with cheap anti-tank guns or conversely, give each side a maximum of 110 core
units and recreate the Battle of the Somme. If you allow more total units than the program
can handle you will usually see the game lock up during the combat action phase. I believe
the maximum total number of units allowed (Axis + Allied) is 220, but you may have to
experiment a bit to see whether this is actually true.
Data Base Editing
- Before editing, make a copy of the PANZEQUP.EQP file and place the copy in a safe place.
I also recommend altering the PANZEQUP.EQP icon of the file you intend to alter so that it
physically looks different than the standard file. This is done to avoid confusion. MGadm
is a rather dumb program when it comes to distinguishing one PANZEQUP.EQP file from
another. That's your job.
- I have found (correct me if I'm wrong) that the data base file will only accept changes
under certain conditions. When you first open MGadm and the data base file appears (this
assumes that you have opened the data base file at least once before), the file is ready
to accept your changes. Seems that after the unit editor/scenario files have been opened
the data base editing option is disabled. Might be a safety feature, might just be me, but
that seems to be the way life is.
- Suggestion for making the data file a bit more friendly. For any scenario you decide to
edit there are going to be units which will not appear in the scenario. Probably quite a
few of them. This is because they are the wrong nationality, not available in the year of
your scenario or maybe you just think they're ugly and you refuse to use them. Here's what
I do . . . go down the data file list and change the name of every unit you don't intend
to use to a lower case "x " then, whenever you look through the data file, you
will only see the unit types that are important to your scenario since all the unimportant
units are identified by the name x. No clutter. Try it, just don't go overboard. If you
ever decide that you really did need a unit you x'd out you can look it up in the Panzer
General FAQ Tables you printed out earlier, right, and recreate the name and/or data as
necessary.
- After you've x'd out the unit names you don't want make the data file even more
friendly. Somewhere on the first page of the data file, the page that it automatically
opens up to, enter the name of your scenario over one of the x'd out unit names. Make it
obvious, use all capital letters. On other lines add date, name, etc . . . whatever you
want. Now, every time you or someone else opens that data file they'll know exactly which
scenario it belongs with. Takes out the guess work and could save you from editing the
wrong file.
- Some general recommendations and suggestions for editing the data tables. Often I find
that the aircraft cause just too much damage to ground and other air units so, I lower
their attack capability and raise their defense factors in the data base. Makes them last
a bit longer and I think a bit more realistic. I like to place strong points and forts
along the coastline and give them a range of three or four. There are units, particularly
39 Inf and Pz 1As which I really find annoying in a 1942 scenario . . . edit them to
become obsolete in December 1941 so that they are no longer available as reinforcements.
Could go on . . . and on.
- The units you x'd out earlier can be reused as other units that you really do want to
have in your scenario. Example, suppose you want to design an El Alamein scenario. You
need several infantry units to depict the New Zealanders, Australians, South Africans and
British. . . . take a few of the x'd out units, enter the unit name you would like to
have, correct the data to represent infantry units, be sure to that the correct picture ID
number is in the right hand column for Allied infantry and there you have it. Do the same
for the Italian Ariete, Trieste, and Littorio divisions and be on you're way to historical
accuracy. Powerful tool if you know how to use it. Practice.
Things You Can Not Do
- You can not edit map features.
- You can not change which hexes are, or are not, objective hexes.
- You can not change the victory conditions.
- You can not change the date.
- You can not change the weather.
- You can not change the side a unit represents, i.e. Allied units can not be turned into
Axis units.
About MGadm
- I applaud the fellow who took the time to build the editor. Though it does not do
everything one would like it to it's more than I had yesterday.
- MGadm seems to be sensitive about the sequence in which data and scenario files are
saved. I've lost some editing, you might too, so I suggest using the following sequences
when saving:
- Save MGadm. Do NOT quit MGadm at this time.
- Quit Panzer General. Say "Yes" when asked if you want to save/replace the
existing file.
- Quit MGadm.
- Reopen the scenario to verify that your latest changes were saved.
- On occasion I'll receive the message that a fatal error has occurred while
quitting/saving Panzer General. I've never lost any data due to this anomaly but it
certainly stops the heart for a moment. Seems that the save/replacement is made before the
error message is displayed.
- Like any program, Mgadm can become corrupted and cause system crashes. If you experience
crashes, go to the System Folder and locate the Mgadm preferences. Trash the preferences
and allow Mgadm to build a new preference file. Otherwise install a fresh copy of the
program.
Play Testing
- Strongly recommend soliciting help from a play tester or two to help iron out the bugs
before you attempt to upload your creations on the web.
- A good source for play testers is the Mac General Panzer/Allied General opponents
listings.
Miscellaneous
- I've tried to create scenarios using El Alamein and North Africa as the baselines and
have experienced trouble with making amphibious landings. I don't why, but in these
scenarios units can only land on shore hexes which have roads in them and once landed the
units are restricted to movement only on roads.
- The writer of the Mgadm editor is currently (May 98) working part time to develop the
editor into a true scenario builder, i.e. adding the functionality to actually build a
totally new scenario from scratch. The proposed editor would be equivalent to the scenario
designing editors currently available to the PC world. It is questionable whether this
project will ever be completed, so, the options currently available are to write your own
editor, use the one available or learn to hack existing scenario.scn and saved game files.
- An individual I know has showen a considerable amount of perseverance and skill at
hacking saved game files. He is able to add the identities (flags) of the previously
"Unknown" nationalities, adjust the date of a scenario and adjust the weather by
changing the time of year. Although this is excellent for the accomplished hacker, the
casual public (you and I) will find this method of editing mentally brutal. So,
improvements to the editor characteristics are possible.
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