by Luis Guzman
CAMPAIGNS, SCENARIOS & SAVEGAMES
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Scenarios are the basic game files.
Scenarios also should define the "enviroment" data, like the map (either as image or tiled), the number of turns, the latitude (climate zine), initial weather, ground condition and the iconset to use the units. A title to show in game, an intro text/jpg file to explain the player some hints and optionally a custom music to play.
Scenarios must define the numbers of turns; the victory conditions and the size of the pool of transports of different type (Air, Naval, Rail or Helo) as well as other optional data.
Scenarios can include also a set of "options" that enable/disable certain rules, being the most important:
Scenarios can be played in different ways, depending on how they have been designed:
Scenarios must define also the units to be commanded by each player. (see below) and the prestige the players can add for taking some positions on map, or simple because each turn assigns any. Prestige is the "coin" to purchase units and other things.
When picking a scenario or campaign to play, player can set a prestige modifier, ruling how much prestige is actually given
for capturing hexes or as turn assignment, as bigger the percentage as easier to play the game
Scenarios should define the units for each player in game and when playing campaigns, the core units from previous scenario are added to the units defined in the next scenario.
Scenario units are instances of Efile units (thus inheriting all stats and attributes from Efile) but having additional stats that can change during the flow of the battle. For example the units will increase experience level whan combating and whenever the experience bars are increased the unit can raise a leader. Also the unit strength can change because casualties/reinforces, and the ammo and fuel is spent and refit. In addition the unit can get entrechment depending the terrain and the time the unit stays in it.
Some specific options/attributes can be assigned to scenarios units in design :
Scenario units, can be already deployed in map according an Order Of Battle (OOB) or placed at HeadQuarter (HQ) to be deployed by the player or AI.
When playing campaigns, player can be rewarded with a new free cost core unit, called a "prototype"
We could define a campaign as a serie of scenarios linked on a given sequence, adding specifics options to each scenario in addition to the own scenario's options. One special type of scenario is the "Choice" scenario, which allows the player to pick between different choices to play different paths.
Campaigns can define some additional media files, like videos, music, text with photos to create an additional enviroment to the player, at start of the campaign, when any scenario is finish, when any scenario is loaded to continue the campaign and whenever the campaign is won or lost.
Also the campaign rules the prestige, allowing to assign an initial amount of prestige (usually need to buy your core units) and the prestige awarded to players, according their result in previous scenario. That prestige awarded can be limited to a maximun in each scenario (the CAP)
These additional options can be defined for each scenario in the campaign:
All the units purchased when playing a campaign become "core" units, although only the initial core and the prototypes are free.
The rest of purchased, count as the "army cost" which affects the limit of prestige awarded at the end of each scenario,
so as bigger is the cost of your army, the less prestige you will be awarded depending on each scenario cap.
Depending on how a scenario is played, the file created when player (or engine) saves it, is one of these types:
Logging the game while playing
There is an option to log the accions taken by players/AI, that allows to replay any scenario or part of it. All commands issue to units are stored in a .XLOG file than can be loaded later to watch how the game happened. This option can be enabled or disabled from User Settings Dialog
Also the AI turn can be logged to a text file (ai_turn.log) basically for testing purposes.
Also can be enabled or disabled from User Settings Dialog.