Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Editing 'at start' minefields

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> Editing 'at start' minefields Page: [1]
Login
Message << Older Topic   Newer Topic >>
Editing 'at start' minefields - 3/10/2011 1:07:54 PM   
Local Yokel


Posts: 1494
Joined: 2/4/2007
From: Somerset, U.K.
Status: offline
I'm trying to set up a testbed variant of Treespider's mod with no hostilities, and would like Hong Kong to remain in British hands whilst not interdicting movements of Japanese shipping in and out of Canton. To do this I think I will need to leave an LCU at Hong Kong to inhibit automatic change of base ownership and remove/stand down the coastal artillery.

That seems straightforward enough, but I'm damned if I can see any field in Hong Kong's Location record that contains the 'at start' minefield data. Can anyone please tell me how/where one gets rid of this minefield? Is it embedded in the hex data rather than the Location record?

Not a big problem since I could always sweep the mines once the test game is under way, and in any case Canton doesn't seem likely to play a big part in the test. Alternatively I could assign HK to Japanese ownership from the outset, but would prefer not to do so if it can be avoided.

On further thoughts I may have no alternative but to put HK under Japanese control, as I fear Canton-bound cargo TF's may not pass through its 'enemy controlled' hex. Is that correct?

_____________________________



Post #: 1
RE: Editing 'at start' minefields - 3/10/2011 1:21:54 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
Status: offline
They are hard coded and auto populated at initial game start, Mr Palmer. No matter who owns the base. A couple are called out by name, others are set by port size - biggish ports get defensive minefields. Bigger the port, more the mines.

[ed] best to make HK Japanese at the outset.

< Message edited by JWE -- 3/10/2011 1:24:32 PM >


_____________________________


(in reply to Local Yokel)
Post #: 2
RE: Editing 'at start' minefields - 3/10/2011 2:09:06 PM   
Local Yokel


Posts: 1494
Joined: 2/4/2007
From: Somerset, U.K.
Status: offline
Thank you, John.

Feared this might be the case. OK, GB cedes HK to JP. I'll also edit out its facilities so as to neutralise the effect of its addition to the Empire.

_____________________________




(in reply to JWE)
Post #: 3
RE: Editing 'at start' minefields - 3/11/2011 11:16:45 PM   
Bliztk


Posts: 779
Joined: 4/24/2002
From: Electronic City
Status: offline
You could edit the port to 1(8), so no mines and then have a Japanese 350 engineer unit at HK that withdraws in 20 days (after running the test that the 350 eng points are enough to get the port from 1 to 8)

< Message edited by Bliztk -- 3/11/2011 11:17:39 PM >


_____________________________


(in reply to Local Yokel)
Post #: 4
RE: Editing 'at start' minefields - 3/12/2011 10:50:34 AM   
Local Yokel


Posts: 1494
Joined: 2/4/2007
From: Somerset, U.K.
Status: offline
No need, Blitz - this is just a testbed for the effect of Treespider's changes on the Japanese economy. All I needed to do was change HK's ownership, remove its industry etc, and switch the garrisons. That way I can get in and out of Canton as required.


However, setting up the test has raised a new conundrum, which I'll post in Treespider's thread on the mod itself.

_____________________________




(in reply to Bliztk)
Post #: 5
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> Editing 'at start' minefields Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.328