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Ext Map SL Data - 9/23/2011 8:56:56 PM   
JWE

 

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Ok, there's a better pwhexe.dat getting posted on the Babes site that covers the map additions of AB's Extended Map. Everything should now work nominally with DBB scenarios. When Andrew get's his file up and running, we'll just substitute.

Doing a case by case for islands (for Andy's AI) and PH kinds of bases. Take a few days, but have the lists in hand. Will be passing all this on to Andrew, so he can adapt it. Two or three back-and-forths, and we should have a pretty good pwhexe.dat file.

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RE: Ext Map SL Data - 9/24/2011 7:17:10 PM   
JWE

 

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Looks like michaelm did some checking magic and has some island size defaults running against stacking limits. Only looked at a limited set, but in that set found very small islands that would spec out to 30,000 troops (or more) based on their terrain and modifiers under the SL calculations, that stay as 6,000 under the "very small" island paradigm.

Will have to do a poopload more checking, but looks like michaelm, once again, has proactively saved us from a Folie à deux.

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RE: Ext Map SL Data - 9/25/2011 12:05:33 AM   
Andrew Brown


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quote:

ORIGINAL: JWE

Looks like michaelm did some checking magic and has some island size defaults running against stacking limits. Only looked at a limited set, but in that set found very small islands that would spec out to 30,000 troops (or more) based on their terrain and modifiers under the SL calculations, that stay as 6,000 under the "very small" island paradigm.

Will have to do a poopload more checking, but looks like michaelm, once again, has proactively saved us from a Folie à deux.


Well, it is my understanding that, if an island hex has both an "original" island-size stacking limit, and a "new" stacking limit, then the most restrictive limit should be the one that is applied. So, for example, very small islands should always be limited to a stacking limit of 6,000, regardless of terrain type.

At least I hope that is how the code works! I have not tested it.

Andrew

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RE: Ext Map SL Data - 9/25/2011 12:35:25 AM   
JWE

 

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quote:

ORIGINAL: Andrew Brown
Well, it is my understanding that, if an island hex has both an "original" island-size stacking limit, and a "new" stacking limit, then the most restrictive limit should be the one that is applied. So, for example, very small islands should always be limited to a stacking limit of 6,000, regardless of terrain type.

At least I hope that is how the code works! I have not tested it.

Andrew

Checked it and tested it Andrew and that's how it works for us. Was very surprised, but maybe shouldn't have been. Michaelm seems to know his bi'dness. If I find any blivets, I'll be sure to let you and Michael both know, but so far-so-good, yes?, maybe? (serious acts of contrition and prayers for intercession to the Holy Virgin to keep our butts out of the dumper on this one).

Ciao. John

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RE: Ext Map SL Data - 9/25/2011 11:56:06 AM   
Nemo121


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A question regarding getting these stacking limits working in stock scenario games.

Currently using the new betas with the extended map and the pwhex data files is sufficient to get the new stacking limits to work, correct?

So to get them to work in the stock map all that is currently needed is for the pwhex data to be transcribed from the pwhex for the extended map into the current stock map pwhex data, correct? Obviously that's a man-hour intensive task. I'm curious though if that's the stage we are at or if we are still at the stage where the stacking limit data cannot be applied to stock pwhex files.

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RE: Ext Map SL Data - 9/25/2011 2:29:41 PM   
JWE

 

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New pwhexe file, with stacking limits, is up on the ExtendedArt site. Works with the entire Extended Map now. Fixed up PH and a couple other places. So far so good.

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RE: Ext Map SL Data - 9/25/2011 3:02:00 PM   
oldman45


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Would the AI be affected by stacking limits?

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RE: Ext Map SL Data - 9/25/2011 4:15:40 PM   
JWE

 

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AI was written for the "Island Size" stacking limits. These still work, so dinky atolls are still 6,000 and other islands work up to 30,000 to 50,000, just like before. When the AI was written, everything else was "unlimited", and it's not bright enough to figure out that Michaelm put some new hooks in.

Guess the best answer is both yes and no.

Still looking at what the AI does with troop strengths in various places. Might have to make a few adjustments, but too early to say. One big reason why this will not get ported over to stock.

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RE: Ext Map SL Data - 9/25/2011 5:40:00 PM   
Nemo121


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So, I presume, unless I hear otherwise, that you would have no objections if someone could find a way to get Stacking Limits to work on the stock map.

< Message edited by Nemo121 -- 9/25/2011 5:41:32 PM >


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Post #: 9
RE: Ext Map SL Data - 9/25/2011 7:55:39 PM   
1EyedJacks


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quote:

ORIGINAL: JWE

New pwhexe file, with stacking limits, is up on the ExtendedArt site. Works with the entire Extended Map now. Fixed up PH and a couple other places. So far so good.



Hi JWE - is this a bad pwhex file or is it a problem with the map? I can see the map files in the mod folder and when I ran the JSGME it found the extended Map2 and activated it. I'm pretty sure I'm doing something wrong but I could use a hint or two :-)


TTFN,

Mike




Attachment (1)

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TTFN,

Mike

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Post #: 10
RE: Ext Map SL Data - 9/25/2011 8:12:29 PM   
JWE

 

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Don't know what ya did 1EJ, but that's still the old map. The Extended Map should look like this in that area.





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Post #: 11
RE: Ext Map SL Data - 9/25/2011 9:42:39 PM   
1EyedJacks


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Hey JWE,

Thanks for posting a pic of the map. I discovered what I did wrong and I now have everything working correctly.

That map is pocking awesome! I feel like a kid in a candy store.

I'm planning on starting a PBEM with this around mid October. That should be enough time to allow for any minor errors to crop up and be addressed.

Thanx much to all who have been working on this mod with the extended map - it is so sweeeeet!


TTFN,

Mike

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TTFN,

Mike

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Post #: 12
RE: Ext Map SL Data - 9/26/2011 5:54:55 AM   
Andrew Brown


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quote:

ORIGINAL: Nemo121

A question regarding getting these stacking limits working in stock scenario games.

Currently using the new betas with the extended map and the pwhex data files is sufficient to get the new stacking limits to work, correct?


Yes.

There are currently two map data files in circulation which have the stacking limit data added - the original one I made for the "old" Da Big Babes map (which is a minor variant of the stock AE map - it has some adjustments in Luzon and Malaya), plus a new one, derived from that, which JWE modified for use with my "extended" map.

quote:

So to get them to work in the stock map all that is currently needed is for the pwhex data to be transcribed from the pwhex for the extended map into the current stock map pwhex data, correct? Obviously that's a man-hour intensive task. I'm curious though if that's the stage we are at or if we are still at the stage where the stacking limit data cannot be applied to stock pwhex files.


I plan to make a modified version of the stock map data file which will include the stacking limit data. Hopefully soon.

Andrew

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Post #: 13
RE: Ext Map SL Data - 9/27/2011 4:33:59 PM   
JWE

 

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Howdy Andrew,

Sent you our thoughts on bases and such. Will also put our thoughts on local tweaking into a formal changelog. I would like to be as identical as humanly possible between our respective product.

Person you responded to I have green buttoned because of his sig line so didn't see his request or wouldn't have responded if I did. But I have a fully stock map compatible pwhexe file, with the latest SLs, already done. Can send it to you if you wish. It does have a couple tweaks in it along the lines of what we have been discussing, but there's a comprehensive changelog that comes with.

Ciao. John

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Post #: 14
RE: Ext Map SL Data - 9/30/2011 1:32:27 AM   
Buck Beach

 

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quote:

ORIGINAL: 1EyedJacks

Hey JWE,

Thanks for posting a pic of the map. I discovered what I did wrong and I now have everything working correctly.

That map is pocking awesome! I feel like a kid in a candy store.

I'm planning on starting a PBEM with this around mid October. That should be enough time to allow for any minor errors to crop up and be addressed.

Thanx much to all who have been working on this mod with the extended map - it is so sweeeeet!


TTFN,

Mike


I would like to know what you did wrong and what you did to fix it because my map looks exactly like yours did.

Buck

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Post #: 15
RE: Ext Map SL Data - 9/30/2011 1:48:05 AM   
JeffroK


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pwhex data updated but not map art??

The pwhex data put the bases onto the map but the changed artwork wasnt there.

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Post #: 16
RE: Ext Map SL Data - 9/30/2011 1:52:45 AM   
Buck Beach

 

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quote:

ORIGINAL: JeffK

pwhex data updated but not map art??

The pwhex data put the bases onto the map but the changed artwork wasnt there.


Disregard. My files were labled with (2)and had to move the blank and relable the panels. Good to go now.

Sorry for the bother and thanks for your help.

Buck

OK now to get (or find among my downloads the correct PWHex data to recognize the new files and locations. At this point they are not accessible. Will search resent threads for hints.

And now I appear to have everything new.

< Message edited by Buck Beach -- 9/30/2011 2:51:02 AM >

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Post #: 17
RE: Ext Map SL Data - 10/4/2011 7:24:30 PM   
JWE

 

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Ok Andrew, all done with tweaking. Sent you the editor file, pwhexe file, and full changelog. Hootz gazooties. Woof !

Have quite a bit of test data and some resulting observations/conclusions. Posting these on the development forum so you, Don and michaelm can see what we're thinking. So far, so good, except for the teensy things we've noticed.

Ciao. John

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