Written and Edited by MarkEAW
[ GOTO THE MAIN EAWHS PAGE ]
CONTENTS
INTRO
SINGLE MISSIONS
Making Single Missions | Packing and Unpack Missions | Loading New
Missions
.MSN Technical Info | Single
Missions Available? | .MSN and CTD
QUICK START
MISSIONS
Quick Start | A Modified (not default) Quick Start Mission | More On Quick Start
And Single Mission
Parameters
Default Quick Start Parameters | MISNxy.DAT Technical Info
MISNxy.DAT Files and Multiplayer Issue
CAREER
Medals & Promotions | Career Saved Files | Auto Saved Careers |
Suspending Career Time
Career and MISNxy.DAT Files
-+-
CODEGROUP VERSION CONTENTS
CODEGROUP INTRO
SINGLE MISSIONS
QUICK START
MISSIONS
This help document is to inform you a little about the different
types of Missions available to you, including a bit of information on saved mission
files, in the various forms that EAW saves them.
This section is suppose to be about single missions as much as
possible.
In Single Mission mode the player first selects a Side to pilot on and
Aircraft
shown on the board which will take him to the Mission Parameter
Screen. Here he can change all the shown parameters and select Loadout
(weapon arrangement) for the mission. After hitting FLY the game will start. It
should be noted that in the Mission Parameter Screen there are LOAD
and SAVE options for the Mission Data. The LOAD option allows
loading of ANY mission saved and can change Mission Parameters for ANY plane on the fly.
Making Single Missions:
When you alter the settings on the Single Player Parameters Screen,
you set a new default mission that QUICK START will also use making
it possible to package a series of Single Missions as a campaign that could be
imported and flown my another person.
When you open the Single Mission 'Set Parameters Screen' you get the
parameters for the current mission. Configured them to your
liking...
You can change the title of the mission name (not filename), just
like you can change your pilot name at the start of a Campaign; Move
the mouse pointer to the mission name and left click. Now you can
Backspace and delete each letter that makes up the name. Type in
whatever you want (as long as fits into the allocated space). Then
hit the Enter key on your keyboard.
One thing to consider when title naming the missions for a campaign composed of Single
Missions is that the saved missions are aircraft specific. (the
title mission name by default it will have something like Me109K vs.
P-51D). If you save a mission for the Me109K, you can't substitute
an FW190 when you're on the 'Set Parameters Screen'. You would have
had to select the FW190 when making the mission or a crash to
desktop can occur when a different planes is selected. The best
thing to do would probably be to give each Single Mission in the
campaign a mission title that includes which aircraft it is designed
for. Starting if off with a number representing the mission play
order should be loaded in relation to the other missions (01,02,
etc.!):
Here all the "01" missions would be the same mission, but with you
flying different aircraft
ex.s
01-109G-Freie Jagd
01-109K-Freie Jagd
01-190A-Freie Jagd.....
02-109G-Schlacht
02-109K-Schlacht.....
alternative: the entire campaign is arranged by individual aircraft
groupings. ex.s
01-109G-Freie Jagd
02-109G-Schlacht
03-109G-Panzerjaeger......
01-190A-Freie Jagd
02-190A-Schlacht......
Now you'll want to save each mission you create. You'll see that
there are four
options across the bottom of the screen: Load, Save, OK, and Cancel.
Since you finished making your new mission, you can save it by clicking on "Save". A dialog box
appears, and the new mission will be saved. (All saved Single Missions are stored in the "\Savedata"
sub folder in your EAW main game Folder. The Single
Missions will be named FS000000.msn, FS000001.msn, FS000002.msn, etc..)
Packing and Unpacking Missions:
As far as the actual archiving them goes, all you have to do is go to your "\Savedata"
folder and place the specific FS0000XX.msn files into a single zip
archive. You would then send the archive to whomever wants it. That
person would then simply unzip the archive or and place the mission
files directly into his "\Savedata" folder. He would need to remove
and/or backup any
files he previously has in his "\Savedata" sub folder which have the same
filenames (FS0000XX.msn)
as the packaged "Single Mission Campaign Files" to avoid overwriting
his own saved missions he may want to keep. (The files are kept in numerical order
in the \Savedata folder).
Loading New Missions:
When you
want to load a saved mission, goto the the Single Mission
'Set Parameters Screen', you can then click on "Load"
at the bottom of the page and a selection box appears in which you
can see the Single Missions that are stored in the \Savedata sub
folder, they are sorted by Mission Titles (not by filename); They
will be displayed in the "Set Parameters Screen Load Box" by the
mission title name that it was saved with, not the number of the
filename. If there are too many to display, you will have to scroll down a bit to see all of them.
If you click on one of them, then click on OK, that mission file will be
loaded for you with all the parameters pre set,
just like it was saved.
.MSN Technical Info:
When custom theatres are made, the previous set of present .MSN
files can cause problems and those need to be replaced with the
modded theater supplied .MSN files (If they came with any). The
previous MSN files often contain values which are configured
improperly for the new custom theatre. So be aware that most of the time
the old \Savedata folder can contain mission data from another game
scenario with data that couldn't be properly used in a new custom theater or campaign. Therefore these add-ons crashed immediately.
Note: There are instances when it will happen when a .MSN file might
luckily (not by design) contain "matching" data which would
work with certain plane selections, Ex: the entries were correct and the game
could set an appropriate mission with it. These configured .MSN
would keep working for that plane, but only until another addon would replace it requiring new .MSN data.
You can use Gurney's Single Mission Editor tool to convert these
files to text. See my -Community Addons And Files Help Document-.
This list below are the changeable settings stored in the ".MSN" files
for EAWv1.2:
ULONG CRC;
ULONG VerNum;
ULONG Status;
char Description[_MAX_PATH];
// things to be modified by single mission parameter pages
long YearNum; // * Time Period: 1940 = 0, 1943 = 1, 1944 = 2, 1945 =
3
long TimeNum; // * Time of Day: Random = 0, Dawn = 1, Day = 2, Dusk
= 3, Night = 4
long Weather; // * Weahter: Random = 0, Clear = 1, PartlyCloudy = 2,
HeavyCloud = 3, Overcast = 4
// Primary Mission
long MissionType; // Mission: Mission Type
long TargetAreaOffset; // Target: Target location offset in
worlddata.
long AircraftNo; // * Number of Aircraft: Random = 0, 1 - 12
long AltitudeBand; // * Cruise Altitude: Random = 0, Low = 1, Medium
= 2, High = 3
long AttackHomeBase; // Home Base: Home Base area location offset in
worlddata
// Friendly Support Activity
long SecondaryType; // * Secondary Aircraft: None = -2, Random = -1,
AircraftType 0 - (MAX_PLANE_TYPES-1)
long SecondarySize; // * Formation Size: Random = 0, Small = 1,
Medium = 2, Large = 3
long PilotSkill; // * Pilot Skill Level: Random = 0, Green = 1,
Seasoned = 2, Expert = 3
// Expected Enemy Activity
long EnemyActivity; // * Air Activity Level: Random = 0, Light = 1,
Moderate = 2, Heavy = 3
long EnemyMainType; // * Primary Aircraft: None = -2, Random = -1,
AircraftType 0 - (MAX_PLANE_TYPES-1)
long EnemySecType; // * Secondary Aircraft: None = -2, Random = -1,
AircraftType 0 - (MAX_PLANE_TYPES-1)
long EnemySkill; // * Pilot Skill Level: Random = 0, Green = 1,
Seasoned = 2, Expert = 3
long EnemyAAA; // * AAA Activity Level: Random = 0, Light = 1,
Moderate = 2, Heavy = 3
One source indicates that a number of the values in the "things to be set elsewhere... "
section below were present but never referenced or used in routines in the source code
for v1.2. However when Weather is set in the Mission Parameter
screen the game changes the Overcast setting and selects from two
altitude bands. Similarly all the other parameters are chosen by the
computer AFTER the mission parameter selection is finished.
// things to be set elsewhere...these aren't choices for the user
and are therefore not visible on the Mission Parameter screen.
long MissionWeather; // weather flag
ULONG MissionDate; // Game Date/Time
long TargetOffset; // actual target offset in world database.
long AttackNumMain; // 2-16
long AttackNumSec; // 2-16
long AttackTypeMain; // Main defending plane type.
long AttackTypeSec; // Secondary defending plane type, None = -2,
Random = -1
long AttackPilotSkill; // Attacking pilot skill level 0, 1, 2
long AttackMainAlt; // altitude in FEET
long AttackSecAlt; // altitude in FEET
long DefActivity; // 0, 1, 2
long DefTypeMain; // Main defending plane type
long DefTypeSec; // Secondary defending plane type,
long DefPilotSkill; // Attacking pilot skill level 0, 1, 2
long DefMainAlt; // altitude in FEET
long DefSecAlt; // altitude in FEET
SINGLE MISSION FILE (TEXT VERSION)
CRC32: 20938210
Version Number: -1442839963
Instant Action: 0
Description: zg52-2
Year: 0 ; 1940
Time of Day: 0 ; Random
Weather: 0 ; Random
Mission Type: 0 ; Escort
Target Number: 0
Number of Aircraft: 0
Altitude: 0 ; Random
Home Base: 0
Secondary Aircraft Type: 0
The complete list of .MSN file variables, this is all it's writing:
input.c(707): fprintf(fp, "CRC: %d\n\t",sm_data.CRC);
input.c(708): fprintf(fp, "VerNum: %d\n\t",sm_data.VerNum);
input.c(709): fprintf(fp, "Status: %d\n\t",sm_data.Status);
input.c(710): fprintf(fp, "Description: %s\n\t",sm_data.Description);
input.c(711): fprintf(fp, "YearNum: %d\n\t",sm_data.YearNum);
input.c(712): fprintf(fp, "TimeNum: %d\n\t",sm_data.TimeNum);
input.c(713): fprintf(fp, "Weather: %d\n\t",sm_data.Weather);
input.c(714): fprintf(fp, "MissionType: %d\n\t",sm_data.MissionType);
input.c(715): fprintf(fp, "TargetAreaOffset: %d\n\t",sm_data.TargetAreaOffset);
input.c(716): fprintf(fp, "AircraftNo: %d\n\t",sm_data.AircraftNo);
input.c(717): fprintf(fp, "AltitudeBand: %d\n\t",sm_data.AltitudeBand);
input.c(718): fprintf(fp, "AttackHomeBase: %d\n\t",sm_data.AttackHomeBase);
input.c(719): fprintf(fp, "SecondaryType: %d\n\t",sm_data.SecondaryType);
input.c(720): fprintf(fp, "SecondarySize: %d\n\t",sm_data.SecondarySize);
input.c(721): fprintf(fp, "PilotSkill: %d\n\t",sm_data.PilotSkill);
input.c(722): fprintf(fp, "EnemyActivity: %d\n\t",sm_data.EnemyActivity);
input.c(723): fprintf(fp, "EnemyMainType: %d\n\t",sm_data.EnemyMainType);
input.c(724): fprintf(fp, "EnemySecType: %d\n\t",sm_data.EnemySecType);
input.c(725): fprintf(fp, "EnemySkill: %d\n\t",sm_data.EnemySkill);
input.c(726): fprintf(fp, "EnemyAAA: %d\n\t",sm_data.EnemyAAA);
input.c(727): fprintf(fp, "MissionWeather: %d\n\t",sm_data.MissionWeather);
input.c(728): fprintf(fp, "MissionDate: %d\n\t",sm_data.MissionDate);
input.c(729): fprintf(fp, "TargetOffset: %d\n\t",sm_data.TargetOffset);
input.c(730): fprintf(fp, "AttackNumMain: %d\n\t",sm_data.AttackNumMain);
input.c(731): fprintf(fp, "AttackNumSec: %d\n\t",sm_data.AttackNumSec);
input.c(732): fprintf(fp, "AttackPilotSkill: %d\n\t",sm_data.AttackPilotSkill);
input.c(733): fprintf(fp, "AttackMainAlt: %d\n\t",sm_data.AttackMainAlt);
input.c(734): fprintf(fp, "AttackSecAlt: %d\n\t",sm_data.AttackSecAlt);
input.c(735): fprintf(fp, "DefActivity: %d\n\t",sm_data.DefActivity);
input.c(736): fprintf(fp, "DefTypeMain: %d\n\t",sm_data.DefTypeMain);
input.c(737): fprintf(fp, "DefTypeSec: %d\n\t",sm_data.DefTypeSec);
input.c(738): fprintf(fp, "DefPilotSkill: %d\n\t",sm_data.DefPilotSkill);
input.c(739): fprintf(fp, "DefMainAlt: %d\n\t",sm_data.DefMainAlt);
input.c(740): fprintf(fp, "DefSecAlt: %d\n\n",sm_data.DefSecAlt);
Looking a bit deeper into AttackSecAlt and DefSecAlt, which is
obviously about attacker/defender planes altitude. The game code
shows that the defenders duplicate this altitude from the attackers,
hence they'll be at the same cruise level. This also means that
whatever is written into the .MSN file will be overwritten by the
game.
The way the game works is the enemy will start with the altitude
band +/- an offset value (what's the value? set or random?) and
they're not always level with the attacker, since the attacker may
change his altitude anytime, it takes a while before the other side
does too and in some situations may not even have time to get to the
same level, i.e. when they spawn in very close range.
It may be fun to have big altitude differences in the game, that is
if you don't mind loosing more often than not. Such things did
happen in real life, but I don't think players will like that in an
online game... Still the player (attacker) can always climb/start as
high as possible resulting in an energy advantage at all times over
the defending aircraft, which will make the low flying enemy planes
an easy target.
Single
Missions Available?:
It appears that Year and Side you pick determines the types of
missions available to choose from.
.MSN and CTD:
The .MSN file is only written to in offline games, but always after
exiting a flight mission back to the Menus Screen or from
the Single Player Parameters screen and exiting back to the Menus
Screens. Sometimes a Crash To Desktop (CTD) would occur and not let
the game finish writing to an .MSN file causing the file to become
corrupt and truly unusable.
This can cause players in online games to spawn hundred of miles
away from the target area and being assigned different airbase and
target values than the other players who hadn't suffered a CTD. It
can also cause other offline issues as well...
This section is suppose to be about Quick Start Missions as much as
possible.
Quick Start Missions are very easy to use, you select this option and you
are
immediately thrown into the fight, if you are ready or not. yet
there more to "configuring" a Quick Start mission if you prefer,
read on.
Quick Start:
The way a "Quick Start" mission works in stock EAWv1.2 is it's
really based off (pre set primarily within the game.exe) and the last configured settings on the
'Single
Mission Parameters' screen (the last MSNXX.DAT mission file in the \savedata
folder. They also start you off in a partially randomized instant
combat situation that is sourced from the MISNxy.DAT file within the
DATA.CDF file, which depends on the Year of operation). Keep reading
to understand more.
A Modified (not default) Quick Start Mission:
Uses the settings from the last flown Single Mission game data
(found in the .MSN file as mentioned above) and keeps them until
changes are made in Single Mission mode again. So once you start changing the
'Single Mission Parameter Screen'
settings , your effectively manipulating the QUICK START Mission as
well.
When Quick Start launches, it randomizes some of those settings
on it's own to produce a further randomized single mission, (it
will not be exactly the same as if you played the Single Mission
on it's own). For an example: If you set the parameters to intercept B-17s in
the Single Mission parameters, in Quick Start you might end up
against B-26s or B-24s, because Quick Start doubles the
randomization, by adding it's own layer.
Now If you want to fly
a specific plane in Quick Start, go to the Single Mission screen and
pick your plane, and it will be saved, hit ESC to exit and return to
the Main Menu. Now pick a "Quick Start" mission and the plane you
choose to fly will be in use.
More On Quick Start And Single Mission Parameters:
You'll find that the Quick Start can have very wide range of
playable options since certain selections in the Single Mission 'Parameter Screen' can have
the value of 'random' set. This is entered into a .MSN File that
tells the game during Single Player Missions and Quick Start
missions to randomize those selections. If you set
Weather or Time of Day as 'random' then these will also be
randomized in Quick Mission. The other choices in the Single
Missions 'Parameter Screen' remains the
same for each subsequent Quick Mission game, until the Single
Mission Parameter Screen is changed again.
Default Quick Start Parameters:
The default stock mission is set in the year ???? and puts you in a
???? plane, that instantly puts you on the tails of B-17 bombers....
This essentially gives you the first fun factor instantly.
HINT: To
restore the original default Quick Start Mission (Single missions
as well); You delete the
*******.MSN files in the \Savedata folder and the game will reassign
new default mission parameters from presets, (this applies to the
stock EAWv1.2 ETO target set and not a modded theater of
operation/campaign since they are suppose to have their own
targetsets and frontlines).
MISNxy.DAT Technical Info:
The "MISN40.dat", "MISN43.dat", "MISN44.dat" and "MISN45.dat" files
located in the DATA.CDF are used by Quick Start mainly to to generate AI planes based on
probability and randomization when applicable. Such as to
select friendly and enemy forces for “Random” slots in Single
Missions. They have no effect on user-selected forces for Single
Missions, availability of which is governed by mission type,
aircraft class (fighter or bomber) and year (year of entry into
service, compared with year of mission).
The first “block” appears to be for fighters, either friendlies or
enemy. Enemies in this block will fly escorts and oppose you on
sweeps and interdictions; friendlies may appear as supports or if
you yell for help. Availability does not appear to depend on year:
you can get Me262s in 1940 if you want. Bomber types placed in this
block appear to be ignored.
The probability of appearance seems always to be (in hex) 20, 40, 80
or FF, corresponding to decimal values 32, 64, 128 and 255. The
probabilities appear to be relative: that is, if there are two
aircraft with the same value, they have an equal chance of
appearing. A probability of “ff” therefore does not mean that this
aircraft will always appear!
The third block appears to be for bomber types which can be escorted
or intercepted. On escort missions, nationality is relevant: for
example, RAF fighters will not escort USAAF bombers, but if you
change the B17 into a British aeroplane (using Jeroen van Soest’s
Editor program), the RAF will happily escort it. Fighter types
placed in here appear to be ignored (for both interception and
escort) even if they are in the “attack plane” category.
Note that using Jeroen van Soest's Aircraft Edit tool, an aircraft
can be made to serve both as a fighter and a bomber. See my
-Community Addons And Files Help Document-.
At this stage I (Prune) do not know the function of the second block. It is
not obviously related to multiple formations, because if several
flights of bombers appear, they are always drawn from types listed
in the third block. They might be planes that you can come across on
a sweep; but I haven’t much experience of that type of mission.
MISSION FILES FORMAT (MISNxx.DAT)
There are Mission files: MISN40.DAT MISN43.DAT MISN44.DAT MISN45.DAT
Presumably these affect the aircraft available in missions in the
various years.
Each file is 60 d bytes long, divided into 3 equal chunks of 20 d
bytes.
MISN40.DAT
0400 0000 [090a 1013 0000 0000] ff80 ff40 0000 0000
04=4 flyable aircraft.
Types=Hurri(09),Spit 1(0a), 109E(10), 110C(13)
ff etc= probability (?) of appearance
0500 0000 [091c 1319 1b00 0000] ffff 2080 4000 0000
05= 5 aircraft
Types=Hurri, He111, 110C, Ju88A, Ju87
ff etc=probability as bomber(?)
0200 0000 [1c19 0000 0000 0000] ff80 0000 0000 0000
02=2 aircraft
Types=He111, Ju88A
ff=probability as bomber (?)
MISN43.DAT
0800 0000 [0200 obod 1116 141a] c440 ff40 ffc4 4020
08=8 flyable aircraft.
Types = P47C, P38H, Spit9, Typh, 109G,
190A, Ju88C
ff etc= probability (?) of appearance
0800 0000 [0206 080d 0f16 141a] ff80 ff40 ff80 8040
08= 8 aircraft
Types= P47C, B17, B26, Typh, Mosq,
190A, 110G, Ju88C
ff etc=probability as bomber(?)
0600 0000 [0607 080f 1a15 0000] ff20 8080 ff40 0000
06=6 aircraft
Types= B17, B24, B26, Mosq, Ju88C, Me410
ff=probability as bomber (?)
MISN44.DAT
0800 0000 [0204 o10b 0d16 1115] ff80 40ff 80ff ff20
0
08=8 flyable aircraft.
Types = P47C, P51B, P38J, Spit9, Typh
190A, 109G, Me410
ff etc= probability (?) of appearance
0800 0000 [0204 0608 0d0f 1615] ff80 80ff ff80 ff40
08= 8 aircraft
Types= P47C, P51B, B17, B26, Typh,
Mosq, 190A, Me410
ff etc=probability as bomber(?)
0600 0000 [0607 080f 1a15 0000] ff80 8080 ff40 0000
06=6 aircraft
Types= B17, B24, B26, Mosq, Ju88C, Me410
ff=probability as bomber (?)
MISN45.DAT
0800 0000 [0503 0c0d 0e17 1218] ffff ff80 80ff ff20
0800 0000 [0305 0608 0d0f 1615] ff80 80ff ff80 ff40
0600 0000 [0607 080f 1a15 0000] ffff 8080 ff40 0000
08=8 flyable aircraft.
Types = P51D, P47D, Spit14, Typh
Temp, 190D, 109K, Me262
ff etc= probability (?) of appearance
08= 8 aircraft
Types= P47D, P51D, B17, B26, Typh,
Mosq, 190A, Me410
ff etc=probability as bomber(?)
06=6 aircraft
Types= B17, B24, B26, Mosq, Ju88C,
Me410 ff=probability as bomber (?)
MISNxy.DAT Files and Multiplayer Issue:
The MSNxy.dat files (found in DATA.CDF) contain probabilities of certain AI
planes appearing. The AIs are selected by the entries in the "misnxx.dat" files.
The default values in these files give different planes different probabilities
of appearing. They caused a problem in multiplayer, because they often
generated different AIs on different players' PCs. Since the AIs are set by each
player's computer/game (rather than passed from the Host), so in an Intercept
Mission, different players may be intercepting a different type of bomber, with
different escorts.
EX: One player could be
shooting down an AI plane seen as a P47C and on another computer it would be a
P38H. Also another example is if the mission is an Intercept of allied planes
one axis pilot might see B17s escorted by P47Cs and another might see B24s
escorted by P38Hs.
The probability needs to be transferred / passed from Host to all players,
rather than each computer generating there own to fix this problem.
Mod tool authors back when a frontend known as OAW was designed, made is
so the files were edited by the OAW selector and gave certain aircraft a 100%
chance of appearing which guaranteed that all players saw the same AIs.
With the OAWV200 they had built in a simple way of generating four new "misnxx.dat"
files, which only have one allied fighter, one allied bomber, one axis fighter,
and one axis bomber. Then a code is generated, part of what is called the new
"magic number" system; A player can select the four aircraft, generate the magic
number, and post it in chat before the game is run. Others would then copy it
and with one click of a button in the fronted, OAW will generate the same four
files in their EAW directories. That way when the game is run, all players get
the same four "misnxx.dat" files, so all players see the same AIs.
That method became redundant in the CodeGroups EAWv1.28 when in that version
they where able to set the friendly and enemy primary and secondary aircraft and
bases from within the games newly expanded Host Parameter Screen...
This section is suppose to be about Career and Campaign Missions
as much as possible. In Career mode, the player first selects a
year and side to pilot on for the Career he's going to play. After hitting
START CAREER he'll be taken to the Career Parameter Screen where
he can select his plane type and crew. Plane type is self evident but
the available pilots have different skill levels which will impact
the flown missions. Their skill / morale will improve or diminish
based on the outcome for each mission. Alterations can be made
during the Career but plane types will be assigned depending on
availability and / or relocation to various airbases.
Flying a successful Career stands and falls with the losses
encountered in the missions, as limited aircraft availability will
gradually wear your squad strength down until all pilots are dead
and no replacements are available, which is end of game. As for
Loadout, the game depends on preprogrammed data for stockpiles and
replenishment dates, so the player must carefully determine their
use. Medals & Promotions:
It should be noted that you won't be able to obtain any medals or
promotions unless the "Unlimited Ammunition" and "Invulnerability"
features from the Difficulty menu are turned off.
Career Saved Files:
"the saved file
structure is complex".
When you exit a career the "careerXX.sve" file is created. The "careerXX.sve"
file contains a "Targets.dat", "Airfield.dat" and "Tardata.dat" file
containing damage data, followed by the pilot's career data.
You will get a CTD if something goes wrong when this large file is
being written and verified. A EAW Error can occur , such as "
can't create '.\savedata\CAREER00.SVE' ". This error
happens with the stock EAWv1.2, Fixed in 1.26e and the FXEXE. Auto Saved Careers:
The game saves a career file automatically after a mission. EX: If you begin a career and
fly, say 3
missions immediately. You then exit the game, turn off the computer,
and do something else. The next time you start EAW again. If you
select that career, you will begin with the fourth mission of that
career. Auto save also works, when you ESC and Abort a mission from
the Flight Screen, the game will save the career. Suspending Career
Time:
It IS possible to save a career at different points and continually
re-fly the career from that point. All career information is stored
in the "\Savedata" sub folder inside your "European Air War"
main game folder. The
careers will have names like "career00.sve", "career01.sve", etc.
Once you know which career is which, you can simply copy that career
into another folder. This "suspends time" for that career-------if
you were to fly further missions, you could revert back to an
earlier time in your career by copying your "suspended" version back
into the "\Savedata" folder. Of course, that would erase your
"current" time in the career, unless you saved that one too.
Example: I am flying a career named "career00.sve". I am currently
at 14 June 1943. I create a folder called "\MyCareers", and create
sub-folders for each of the time periods that I want to save. I copy
"career00.sve" to one of my sub sub-folders, and name a
new folder
something like "14-June-43". I go back and play EAW. My next mission
starts on 28 June 1943. After it's over, I copy "career00.sve" into
a new sub sub-folder in "\MyCareers", and then name the folder
""\28-June-43". I play EAW again. The next mission starts on 12 July
1943. I copy "career00.sve" into one of those folders again, and
rename the folder "\12-July-43".
Now I have a folder called "\MyCareers". In it I have stored files for
my "career00.sve" from 3 different dates (sub folders are
named by date). If I were to play EAW
again, my career would most likely start on 24 July 1943. But if I
copy the "career00.sve" file from the sub sub-folder titled "\MyCareers\14-June-43",
back into the "\Savedata sub-folder,then play EAW, my mission would
be flown on 14 June 1943, with the same number of victories,
missions, squadron mates,
etc.--------so in effect, I'm going back in time! Career and MISNxy.DAT
Files:
I don't think any MISNxx.DAT files
are used in Campaigns??? please advise!
CODEGROUP VERSION CONTENT
This help document is to inform you about the new Mission features
associated with the CodeGroups Mission selection.
This section is suppose to be about the new single missions as much as
possible.
.MSN Technical Info:
The new MSN file system we use in 160 special is based on the 1.2
version with changes.
The bytes relating to mission data are exactly in the same places as
they were in the 1.2 version.
The file has been extended, so the short description which was early
in the old file is no longer used.
The version and CRC check is disabled in the exes that use these
files.
The extended part has:
The theatre at byte 401 (counting from 1 and not zero)
The planeset at bye 465
A description starting at byte 529 including the year, mission type,
target, base and aircraft involved.
Multiplayer friendly secondary, enemy primary and enemy secondary
bases at bytes 721 to 726
The whole file is 800 bytes as opposed to the 1.2 version which is
400 bytes.
Several data items which were there, but unused in the 1.2 version,
have been made use of in the 160Special exes.
These exes read the loaded MSN file and start a single mission
almost instantly. The only screens used are the pilot map screen and
the debriefing screen at the end of the mission.
A number of the values in the "things to be set elsewhere... "
section below were present but never referenced or used in routines in the source code
for v1.2.
In the
1.28 development I changed two of them to become the interdiction
type and the interdiction size. I also disabled the CRC check to
make editing easier.
Later I made the 150 and 160 special exes use the four altitude
values, but these only come into play if a "*.msn" file is loaded
with the 160 mission editor program first. They can add a bit of fun by
setting up a "bounce" situation with the friendly altitude much
higher than the enemy, or vice versa.
This is a list of the changeable settings stored in the ".MSN" files...
// things to be modified by single mission parameter pages
long YearNum; // * Time Period: 1940 = 0, 1943 = 1, 1944 = 2, 1945 =
3
long TimeNum; // * Time of Day: Random = 0, Dawn = 1, Day = 2, Dusk
= 3, Night = 4
long Weather; // * Weahter: Random = 0, Clear = 1, PartlyCloudy = 2,
HeavyCloud = 3, Overcast = 4
// Primary Mission
long MissionType; // Mission: Mission Type
long TargetAreaOffset; // Target: Target location offset in
worlddata.
long AircraftNo; // * Number of Aircraft: Random = 0, 1 - 12
long AltitudeBand; // * Cruise Altitude: Random = 0, Low = 1, Medium
= 2, High = 3
long AttackHomeBase; // Home Base: Home Base area location offset in
worlddata
// Friendly Support Activity
long SecondaryType; // * Secondary Aircraft: None = -2, Random = -1,
AircraftType 0 - (MAX_PLANE_TYPES-1)
long SecondarySize; // * Formation Size: Random = 0, Small = 1,
Medium = 2, Large = 3
long PilotSkill; // * Pilot Skill Level: Random = 0, Green = 1,
Seasoned = 2, Expert = 3
// Expected Enemy Activity
long EnemyActivity; // * Air Activity Level: Random = 0, Light = 1,
Moderate = 2, Heavy = 3
long EnemyMainType; // * Primary Aircraft: None = -2, Random = -1,
AircraftType 0 - (MAX_PLANE_TYPES-1)
long EnemySecType; // * Secondary Aircraft: None = -2, Random = -1,
AircraftType 0 - (MAX_PLANE_TYPES-1)
long EnemySkill; // * Pilot Skill Level: Random = 0, Green = 1,
Seasoned = 2, Expert = 3
long EnemyAAA; // * AAA Activity Level: Random = 0, Light = 1,
Moderate = 2, Heavy = 3
A number of things cannot be set from single mission parameters, but
I have been able to set some in my MSN file editor. It creates
custom MSN files for a special version of 160.
This version has no selection screens because all of the selections
have been made by the editor.
// things to be set elsewhere...
long MissionWeather; // weather flag
ULONG MissionDate; // Game Date/Time
long TargetOffset; // actual target offset in world database.
long AttackNumMain; // 2-16
long AttackNumSec; // 2-16
long AttackTypeMain; // Main defending plane type.
long AttackTypeSec; // Secondary defending plane type, None = -2,
Random = -1
long AttackPilotSkill; // Attacking pilot skill level 0, 1, 2
long AttackMainAlt; // altitude in FEET
long AttackSecAlt; // altitude in FEET
long IntType; // 0, 1, 2, 3, 4
long IntSize; // Main defending plane type
long DefTypeSec; // Secondary defending plane type,
long DefPilotSkill; // Attacking pilot skill level 0, 1, 2
long DefMainAlt; // altitude in FEET
long DefSecAlt; // altitude in FEET
This section is suppose to be about Quick Start Missions as much as
possible.
Quick Start Missions are very easy, you select this option and you
are
immediately thrown into the fight, if your ready or not. See my 'EAW.INI
Help Document' for further info.
[END] |