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RE: AE map screenshots - 2/13/2009 4:03:08 AM   
treespider


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quote:

ORIGINAL: Andrew Brown

Maybe you should get together with Treespider to make a mod





Now Andrew...you know I was only talking about two hexes...

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Post #: 91
RE: AE map screenshots - 2/13/2009 4:08:23 AM   
treespider


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quote:

ORIGINAL: RevRick


quote:


You are right, East is not the same direction in different parts of the map. The "N, S, E, W" letters on the compass rose are for aesthetics only. The "rose" is there to help with setting search arcs as you guessed.

Andrew


So, are those bearings given relative bearings for every hex, then, that is, no matter where you are, the bearing directly perpendicular to the right will be 090, the bearing directly ahead of and away from you will be 000, etc., etc., etc.




000 is the top of the monitor, 090 is the right side, 180 the bottom, 270 the left

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Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to RevRick)
Post #: 92
RE: AE map screenshots - 2/13/2009 4:40:00 AM   
Andrew Brown


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quote:

ORIGINAL: RevRick
So, are those bearings given relative bearings for every hex, then, that is, no matter where you are, the bearing directly perpendicular to the right will be 090, the bearing directly ahead of and away from you will be 000, etc., etc., etc.


Correct. The bearings are always the same. They don't change depending on where on the map the hex is. They are map bearings rather than "real world" bearings.

Andrew

(in reply to RevRick)
Post #: 93
RE: AE map screenshots - 2/13/2009 4:43:01 AM   
Andrew Brown


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quote:

ORIGINAL: scott1964

What are holding boxes? 


Holding boxes are special hexes where TFs that are doing "off map movement" are placed. This allows these TFs to be accessed directly from the map, by clicking on their icons, just as you can with any other TF. Without these, the TFs that are moving "off map" would have disappeared from the map, and only have been accessible from the TF list. We wanted to still allow them to be accessed from the map as well.

Andrew

(in reply to scott64)
Post #: 94
RE: AE map screenshots - 2/13/2009 10:11:39 AM   
Kaletsch2007

 

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quote:

ORIGINAL: Andrew Brown


quote:

ORIGINAL: RevRick
So, are those bearings given relative bearings for every hex, then, that is, no matter where you are, the bearing directly perpendicular to the right will be 090, the bearing directly ahead of and away from you will be 000, etc., etc., etc.


Correct. The bearings are always the same. They don't change depending on where on the map the hex is. They are map bearings rather than "real world" bearings.

Andrew


Private, tell me "How is everybody able to find the direction NORTH ?" "Sergeant, look at the map. It is always at the top !"

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Post #: 95
RE: AE map screenshots - 2/14/2009 1:56:43 PM   
Chad Harrison


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quote:

ORIGINAL: Andrew Brown

Correct. The bearings are always the same. They don't change depending on where on the map the hex is. They are map bearings rather than "real world" bearings.

Andrew


Personally, I dont see how you could do it any other way in a *GAME*. Can you imagine having to recheck the relative North direction *every time* you wanted to assign coordiantes for any given location on half the globe?

Yeah, Ill go with the 'up is North, down is South' option.

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Post #: 96
RE: AE map screenshots - 2/14/2009 4:27:32 PM   
bradfordkay

 

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quote:

ORIGINAL: Chad Harrison


quote:

ORIGINAL: Andrew Brown

Correct. The bearings are always the same. They don't change depending on where on the map the hex is. They are map bearings rather than "real world" bearings.

Andrew


Personally, I dont see how you could do it any other way in a *GAME*. Can you imagine having to recheck the relative North direction *every time* you wanted to assign coordiantes for any given location on half the globe?

Yeah, Ill go with the 'up is North, down is South' option.


Well, when I was doing my "Dispatches" AAR (before deciding that I needed to spend more time on the turns and less time writing about them), I was doing just that for the dispatches...

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Post #: 97
RE: AE map screenshots - 2/15/2009 5:17:58 AM   
Chad Harrison


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quote:

ORIGINAL: bradfordkay

Well, when I was doing my "Dispatches" AAR (before deciding that I needed to spend more time on the turns and less time writing about them), I was doing just that for the dispatches...



That makes my head hurt just thinking about it!

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Post #: 98
RE: AE map screenshots - 2/16/2009 2:59:54 AM   
JeffroK


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Excellent work Andrew,

I thought the countryside around Bourke was a bit green, but the 8" of rain over the weekend will fix that.

?What is the base 3 hexes NW of Pt Moresby?

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Post #: 99
RE: AE map screenshots - 2/17/2009 9:15:35 AM   
sspahr

 

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I haven't seen any reference to Dobodura here, and it looks like there's no dot adjacent to Buna.  Did you combine Dobodura and Buna?

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Post #: 100
RE: AE map screenshots - 2/17/2009 10:21:49 AM   
Japan


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Does the  "I"  Screan show  "Total Tonage Sunk"   ?? 

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Post #: 101
RE: AE map screenshots - 2/17/2009 12:44:01 PM   
m10bob


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Roughly how many locations begin the campaign game as unlabelled "dots", which can be built upon as bases ?

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Post #: 102
RE: AE map screenshots - 2/19/2009 11:19:32 AM   
Andrew Brown


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quote:

ORIGINAL: JeffK

Excellent work Andrew,

I thought the countryside around Bourke was a bit green, but the 8" of rain over the weekend will fix that.


What is this thing you call "rain"?

It was hard to know when to draw the boundary of the desert terrain in Australia. I tended to minimise rather than maximise its extent.

quote:

?What is the base 3 hexes NW of Pt Moresby?


That is Terapo - used for getting supplies to Wau.

Andrew

(in reply to JeffroK)
Post #: 103
RE: AE map screenshots - 2/19/2009 11:20:22 AM   
Andrew Brown


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quote:

ORIGINAL: sspahr

I haven't seen any reference to Dobodura here, and it looks like there's no dot adjacent to Buna.  Did you combine Dobodura and Buna?


Yes, they got combined.

Andrew

(in reply to sspahr)
Post #: 104
RE: AE map screenshots - 2/19/2009 11:25:10 AM   
Andrew Brown


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quote:

ORIGINAL: m10bob

Roughly how many locations begin the campaign game as unlabelled "dots", which can be built upon as bases ?


There are roughly 1156 bases in AE, of which roughly 316 start as port/airfield 0/0 (a "dot" base).

Andrew

(in reply to m10bob)
Post #: 105
RE: AE map screenshots - 2/19/2009 11:49:50 AM   
m10bob


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quote:

ORIGINAL: Andrew Brown


quote:

ORIGINAL: m10bob

Roughly how many locations begin the campaign game as unlabelled "dots", which can be built upon as bases ?


There are roughly 1156 bases in AE, of which roughly 316 start as port/airfield 0/0 (a "dot" base).

Andrew


That is a lot of stickers for the luggage!..Thank you..


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Post #: 106
RE: AE map screenshots - 2/20/2009 5:41:56 PM   
NormS3


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I'm guessin that I got lost at the bottom of the 1st page. I'll try again.

quote:

ORIGINAL: Norm3

Fantastic map! 

I noticed both railroad and regular roads in same hex.  Is this for tactical and strategic modes of travel?  or Is it possible to damage the road/railroad networks?

Also any chance of seeing a screen shot of the Philippines?

Thanks


Thanks again for all your work

(in reply to NormS3)
Post #: 107
RE: AE map screenshots - 2/20/2009 9:27:04 PM   
Andrew Brown


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quote:

ORIGINAL: Norm3

I'm guessin that I got lost at the bottom of the 1st page. I'll try again.

quote:

ORIGINAL: Norm3

Fantastic map! 

I noticed both railroad and regular roads in same hex.  Is this for tactical and strategic modes of travel?  or Is it possible to damage the road/railroad networks?

Also any chance of seeing a screen shot of the Philippines?

Thanks


Thanks again for all your work


Sorry. Missed it. I will try to post a PI screenshot soon. As for the roads/railways - they cannot be damaged. The railways are for strategic movement as you guessed.

Andrew

(in reply to NormS3)
Post #: 108
RE: AE map screenshots - 2/20/2009 9:58:43 PM   
NormS3


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no problem at all. your busy doing stuff I'm gonna love. take your time, but thanks for your time to answer all the questions.

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Post #: 109
RE: AE map screenshots - 2/27/2009 2:56:58 AM   
JSBoomer


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Andrew

As allways I like your map work! Is is possible to see what Alaska and British Columbia look like?

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Post #: 110
RE: AE map screenshots - 2/27/2009 7:55:29 PM   
Cap Mandrake


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quote:

ORIGINAL: Andrew Brown






WOW! That is an exceedingly cool map. Any Allied units pushed back to Myitkyina in 42 will be in for some major heartache.


< Message edited by Cap Mandrake -- 2/27/2009 7:57:07 PM >

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Post #: 111
RE: AE map screenshots - 3/6/2009 11:10:14 AM   
Andrew Brown


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quote:

ORIGINAL: Andrew Brown
Sorry. Missed it. I will try to post a PI screenshot soon. As for the roads/railways - they cannot be damaged. The railways are for strategic movement as you guessed.

Andrew


I FINALLY got around to posting this...






Attachment (1)

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Post #: 112
RE: AE map screenshots - 3/6/2009 11:11:24 AM   
Andrew Brown


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quote:

ORIGINAL: J Boomer
Is is possible to see what Alaska and British Columbia look like?


Here is some of Alaska:






Attachment (1)

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Post #: 113
RE: AE map screenshots - 3/6/2009 11:12:50 AM   
Andrew Brown


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And BC...






Attachment (1)

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Post #: 114
RE: AE map screenshots - 3/6/2009 11:20:43 AM   
Kaletsch2007

 

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Hi Andrew,
quick one. What kind of unit is the second last one in ANCHORAGE ? For sure it is an ART BN, but this sign in addition
quote:

ORIGINAL: Andrew Brown


quote:

ORIGINAL: J Boomer
Is is possible to see what Alaska and British Columbia look like?


Here is some of Alaska:








< Message edited by Kaletsch2007 -- 3/6/2009 11:24:14 AM >

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Post #: 115
RE: AE map screenshots - 3/6/2009 11:25:20 AM   
Andrew Brown


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quote:

ORIGINAL: Kaletsch2007

Hi Andrew,
quick one. What kind of unit is the second last one in ANCHORAGE ? For sure it is an ART BTL, but this sign in addition


I'd have to fire up the game again to get the actual unit ID, but it looks to be coastal artillery.

Andrew

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Post #: 116
RE: AE map screenshots - 3/6/2009 11:33:56 AM   
Kaletsch2007

 

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Thanks for reminding me. I should have known that !
But as an ARMY-guy, I am not always familiar with all that NAVY stuff. (expecialy not with those guys trying to play real soldiers)

< Message edited by Kaletsch2007 -- 3/6/2009 11:36:48 AM >

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Post #: 117
RE: AE map screenshots - 3/6/2009 11:37:13 AM   
rjopel

 

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quote:

ORIGINAL: Kaletsch2007

Thanks !
As an ARMY-guy, I am not familiar with all that NAVY stuff. (expecialy not with those trying to play real soldiers)



Except that the Coast Artillery is branch of the US Army.

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Post #: 118
RE: AE map screenshots - 3/6/2009 11:41:08 AM   
Kaletsch2007

 

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Thanks for leting me know. The guys I met so far from coastal artillery (NOR) are part of their NAVY. So my appologize for that one
quote:

ORIGINAL: rjopel


quote:

ORIGINAL: Kaletsch2007

Thanks !
As an ARMY-guy, I am not familiar with all that NAVY stuff. (expecialy not with those trying to play real soldiers)



Except that the Coast Artillery is branch of the US Army.


(in reply to rjopel)
Post #: 119
RE: AE map screenshots - 3/6/2009 12:04:40 PM   
Andrew Brown


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Sorry herwin I never replied to this earlier...

quote:

ORIGINAL: herwin

Bhamo is a town halfway between Myitkyina and Lashio.


Bhamo is included (it is a dot base so it is hard to see in the screenshot).

quote:

It looks like there's a beach at Indaw. The secondary road reaches the Chindwin from Indaw.


Indaw doesn't get a base. There is a dot base at Kalemyo though (2 hexes from Imphal).

quote:

There was a major base complex at Dimapur. Is that the beach at the base of the Imphal road?


Dimapur is included - next to Kohima. That dot base next to Imphal is Silchar.

quote:

The secondary road from Imphal to Kalewa continues on to Shwebo and Mandalay.


For the AE map, not every road is included. Roads of very poor quality, or trails, are considered to be present in most hexes, which is included in the movement rates. There are roads in this area that fall into that category, but I will check out this area again to see whether I have missed anything.

quote:

The road north from Mandalay stays to the east of the Irrawaddy until it reaches Indaw.


The maps I am using also show a road from Mandalay on the West side of the Irrawaddy, and that is the one that is on the AE map. I looked at my map and I can also see the road on the East side, but it is shown as being lower quality than the road on the Western side.

Thanks for your comments.

Andrew


(in reply to herwin)
Post #: 120
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