Wargame Constructor -Scenario
Building
When building scenarios, here a few tips to help:
#1. Try playing your scenario first with just a
few units for each side. This will
give you a hint as to whether or not your visibility, movement and battle
ranges are appropriate for operational level you’ve selected. Once your satisfied, build all the rest of your other units and victory locations.
#2. Unit size settings are built more
around modern standards and do not necessarily reflect the true size of a
historical unit. In the Battle of
Saratoga scenario,
many of the units are described as Regiments, but in reality only contained 100-200 men in
tight formation. The area they occupied
was is better described in the game as ‘platoon’ sized.
#3. Unit strength settings (firepower)
should reflect a combination of the unit’s size, experience, weapons and
morale. Pick some base settings for an
average unit, then
adjust other unit’s values to be relative to this base.
#4. Set your Base Terrain to be the setting
that mostly defines the area of your scenario.
Use the terrain zones to create ‘exceptions’ to the base terrain.
#5. If the map area around your scenario has
water… be sure to create water terrain zones over that area of the map. Terrain zones are the only way your scenario
will be able to differentiate land from water.
This will make your scenarios more realistic and keep your land units
from traveling over water. Only create
terrain zones that are relevant to your scenario… it is not necessary or
desired to represent every lake, road and river. Just the significant ones.
#6. You can use overlapping terrain zones, but draw the base ones
first. That is, draw water zones, then
the bridge or roads that go over top of them… not the other way around.
a. Most zones
should be drawn as open-ended polygons ( the system
will close the polygon for you).
b. Rivers, roads
and bridges should be drawn as lines.
#7. To remove a
terrain zone. Touch it so that it’s
vertices become visible,
then perform a ‘long touch’ which will then ask if you want to
delete the zone. You can’t move or
replace individual vertices,
so if you mess up when adding vertices… add, then delete the
zone, and start over.
#8. If not using auto-supply, make sure
each side has at least one supply unit ( if
desired). Otherwise, like the Winter War
scenario, supply
will become scarce.
#9. The AI defines the ‘work space’ as the area
encompassing all the units and victory locations. Try not to separate one or two units far away
from the rest… this makes the AI less
effective as it divides the work space into a set
number of managed zones. Having all or
most of your units in one or two zones disables some of the logic within the
AI.
#10. You can play
either side… so design your scenarios so that either side has a chance at
winning.
#11. Upgrading to the Premium version allows
you to Save your scenarios for later use and/or further editing
. It is a one
time charge allowing you to save/recall your current and all your future
scenarios for playing and/or further editing.
Without the premium upgrade, you can still create scenarios, but you must immediately play them….
And cannot recall them later.
#12. There are only two sides in a scenario, but you can create command units representing different nationalities. Just alter the unit symbol, to show the flag
of your preference for that unit.
#13. To delete a scenario, perform a ‘long touch’
anywhere on the map ( except a terrain zone)
which will then ask if you want to delete the scenario.
#14. Victory
Conditions are set in the Scenario Info Editor. Destroying all the enemy fighting units
always results in victory, otherwise capturing the set percentage of Victory
Points ( each Victory Location is worth a set number
of Victory Points). If the maximum
number of turns has been executed and no side has yet achieved victory,
there is a ‘default’ winner setting. This
allows a winner by just keeping the other side from acquiring victory points.
#15. To use
customized Flags or Unit Symbols, - add your
image files in your device’s \WCS\.UnitImages or \WCS\FlagImages
folder. Flags should in the range of
80x50 pixels and Unit Symbols are 60x40.
Unit Symbols should be black and white only, as the display logic tries
to ‘colorize’ them according to the selected force color.
#16. To use a
customized Map, - add your image files in
your device’s \WCS\MapImages
folder. Afterwards selected the Map
Display option in the Scenario Editor, choose Map Type: Custom. From here, you’ll be prompted to select an
image ( from those in your ..\WCS\MapImages
folder). After selecting an image,
you’ll be prompted for the for the width distance your map image represents ( in kilometers).
After closing out of the scenario editor, you’ll see the location tool is available. Select this, then touch the
area of the google map to place your map image.
The image should appear as a backdrop you can play your scenario
over. It is not necessary to place your
map image in the geographically correct spot in google maps – anyplace will do.