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RE: RHS Level I: Update 2.07 (classes, ships, eratta)

 
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RE: RHS Level I: Update 2.07 (classes, ships, eratta) - 6/16/2016 2:36:40 PM   
el cid again

 

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Level I Update Link 2.51
https://1drv.ms/u/s!Ap7XOIkiBuUwg-8ZqLaG9QbsVHAolg



< Message edited by el cid again -- 10/23/2016 6:19:16 PM >

(in reply to el cid again)
Post #: 751
RE: RHS Level I: Update 2.07 (classes, ships, eratta) - 6/16/2016 2:36:52 PM   
el cid again

 

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Level I Update Link 2.51
https://1drv.ms/u/s!Ap7XOIkiBuUwg-8ZqLaG9QbsVHAolg


Apart from collected eratta in scenario files, this update includes
reworked Japanese AMCs at class and ship levels. In one case
an air search radar (on the upgrade form) was changed to the
Japanese surface search radar in two modes (air search and
surface search) - which seems more likely. For some reason,
it is the only IJN AMC class that got any radar - unlike the German
raiders - which carry Seatakt.

Eratta probably include location and aircraft durability corrections.

RHS Level I is partially supported because there are users who prefer
the stock map system, permitting use of stock compatible map systems.



< Message edited by el cid again -- 10/23/2016 6:19:28 PM >

(in reply to el cid again)
Post #: 752
RE: RHS Level I: Update 2.07 (classes, ships, eratta) - 6/18/2016 6:02:30 AM   
Yaab


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Thanks again!

I think Shore Party flag in devices needs a huge clean-up in RHS I and II. Right now there are several devices that have this flag among them scout cars, engineers, eng vehicles and combat engineers. Since engineer squads construct forts they cannot be helping with unloading ships at the same time. Same applies to scout/armored cars. Right now, ship loading/unloading tempo is too high due to Shore Party helpers everywhere.

(in reply to el cid again)
Post #: 753
RE: RHS Level I: Update 2.07 (classes, ships, eratta) - 6/19/2016 5:27:27 PM   
el cid again

 

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This is an interesting idea. I adapted shore party concepts from stock in the main. All the devices so
classified involve kinds of units that were used in that role. My intent was to permit any of the entire range
of those involved to participate if in the hex - penalizing only a hex with none of them. But even that
ignores civilian steveadores in some places. I didn't think about "what if they had something else to do."
So I will re-evaluate adding that dimension. It is very hard to capture data on loading and unloading -
but my impression is that port size is the biggest consideration. But maybe I can set up tests to capture come
data - and then change what units are present - and see the impact of these devices.

quote:

ORIGINAL: Yaab

Thanks again!

I think Shore Party flag in devices needs a huge clean-up in RHS I and II. Right now there are several devices that have this flag among them scout cars, engineers, eng vehicles and combat engineers. Since engineer squads construct forts they cannot be helping with unloading ships at the same time. Same applies to scout/armored cars. Right now, ship loading/unloading tempo is too high due to Shore Party helpers everywhere.


(in reply to Yaab)
Post #: 754
RE: RHS Level I: Update 2.372 (classes, ships, eratta) - 6/25/2016 4:55:22 AM   
el cid again

 

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Level One Installer Link 2.45
https://1drv.ms/u/s!Ap7XOIkiBuUwgoJwh5X6Cn-3bngEFQ

With this update, RHS Level I returns to full update status (at least until the
map system for Level II is completed). As well, we return to the previous practice
of using the revision level to indicate the corresponding Level II update. If not
all records are identical, more than 99% are, and it helps me stay in sync.

Probably all the updated files are in the scenario file records. However, there may
be a few documentation updates. It is unlikely there are art updates, but if they are,
for safety documentation and art were copied before compiling. However, it is certain
there are no pwhexe.dat changes.

The unplayable under development Downfall Sceanrio (106) is still in development and a bit of extra work went in to bringing it in sync with 125 (of Level II). Many changes were made to Axis ships and classes because of technical issues: all are now IJN - with a prefix to say IJA or KM (KriegsMarine) or various indicators for other navies.
It appears Axis "nations" are not treated as Allied "nations" are - that IJA does not work for some functions. This means that formerly dysfunctional ships (sub tenders
in particular) now work. Otherwise, much eratta and chrome from Level II has been folded in to Level I records.

There is a non-functional land corridor between Iran and the USSR in Level I.
I now know how to make it 'functional' - but only with respect to logistics. It seems that Russian and Allied units may never co-exist! So units could not use the
corridor even if I make it "work." But that route actually moved more tonnage of
aid to the USSR than is widely understood - and it might help solve any problems (if there are any) in Winter seasons (e.g. if the Russians ran short of oil). I am thinking about adding a link to do this; otherwise Level I map work is completed in terms of map support files. Because Level I is stock compatible, it may be used with ANY stock compatible map art - and that is why some still prefer Level I. We will NOT be doing new Level I map art - at least not any time soon.

< Message edited by el cid again -- 8/10/2016 5:19:01 PM >

(in reply to el cid again)
Post #: 755
RE: RHS Level I: Update 2.372 (classes, ships, eratta) - 6/26/2016 8:28:21 AM   
Yaab


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Uhm, is this the correct location of Gulf Coast (USA) on the game map?



There is more




Quetta is off-map



Seems several off-map locations are way off. I am using the stock map with art by Chemkid.


< Message edited by Yaab -- 6/26/2016 8:37:17 AM >

(in reply to el cid again)
Post #: 756
RE: RHS Level I: Update 2.373 Microupdate - 6/28/2016 6:21:21 PM   
el cid again

 

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Level I Update Link 2.441
https://1drv.ms/u/s!Ap7XOIkiBuUwgoJwh5X6Cn-3bngEFQ

This brings Level I into sync with Level II

< Message edited by el cid again -- 7/28/2016 1:43:55 AM >

(in reply to el cid again)
Post #: 757
RE: RHS Level I: Update 2.373 Microupdate - 6/28/2016 8:09:39 PM   
Yaab


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I am getting "cab1.disk" error during the installation.

(in reply to el cid again)
Post #: 758
RE: RHS Level I: Update 2.40 Comprehensive Update - 7/10/2016 10:38:13 PM   
el cid again

 

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Level One Installer Link 2.45
https://1drv.ms/u/s!Ap7XOIkiBuUwgoJwh5X6Cn-3bngEFQ

This is a comprehensive update with mainly tiny numbers of updates to
many files. There is one documentation update (CAF Aircraft were missing
the CAF A-19), two art updates (Axis Air Art tops and alpha's fixing a flaw
in the K-30), and at least one record update in most data files.

This update corresponds to the not yet released Level II 2.40. That will
take some time to compile and then sync with the cloud - it has a lot of new
map art as well as things contained here - and pwhexe.dat changes as well.

This update fixes a hard to spot (intermittent) problem with air units
upgrading to late war types due to a misunderstanding by stock data entry
people re air groups. But only with respect to some of those errors. It will
take time to find them all. An air group wiped out in 1941 IF assigned to
come back later comes back in 1941 with the later type!



< Message edited by el cid again -- 8/10/2016 5:18:46 PM >

(in reply to el cid again)
Post #: 759
RE: RHS Level I: Update 2.40 Comprehensive Update - 7/10/2016 10:39:15 PM   
el cid again

 

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If a plane type appears BEFORE its date of initial production
dump it into pools.

Exceptions - Ki-44 and Ki-45 at start. Both are prototype aircraft
historically available for use. The Ki-44 served in an experimental
squadron which is in RHS. No need to dump it - it really did serve
in that unit BEFORE it began serial production.

< Message edited by el cid again -- 7/10/2016 10:43:28 PM >

(in reply to el cid again)
Post #: 760
RE: RHS Level I: Update 2.40 Russian Problem - 7/10/2016 10:47:35 PM   
el cid again

 

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The Russians are active in Scenario 102 - which does not work with AI.

This will be addressed today.

(in reply to el cid again)
Post #: 761
RE: RHS Level I: Update 2.41 Russias Fixed in 102 - 7/10/2016 11:08:38 PM   
el cid again

 

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Level One Installer Link 2.45
https://1drv.ms/u/s!Ap7XOIkiBuUwgoJwh5X6Cn-3bngEFQ


This micro-update differs from 2.40 by a single bit! In Scenario 102 ONLY
the Russians are now PASSIVE, as they need to be.


< Message edited by el cid again -- 8/10/2016 5:18:31 PM >

(in reply to el cid again)
Post #: 762
RE: RHS Level I: Update 2.41 Russias Fixed in 102 - 7/11/2016 1:22:20 PM   
Amadeo

 

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Hi, I'm playing on stage 105 as Japanese player. Both my opponent and I can not use the air attack mode "attack city." The planes do not realize that air operation. Clicking on the "Aircraft Data" screen make the "Load Default" and "Reduced Load" are blank. The plane carried no bomb load. Does the mod is defined in this way or is there a problem ?.

Thanks for everything.

(in reply to el cid again)
Post #: 763
RE: RHS Level I: Update 2.41 Russias Fixed in 102 - 7/13/2016 5:06:21 AM   
Yaab


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My off-map bases are still misplaced in scen 102. I installed the stock map, same result. Scenario 102 is now unplayable. The error appeared with Level I Update 2.41.

(in reply to Amadeo)
Post #: 764
RE: RHS Level I: Update 2.41 Russias Fixed in 102 - 7/14/2016 4:09:46 PM   
el cid again

 

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quote:

ORIGINAL: Buntke

Hi, I'm playing on stage 105 as Japanese player. Both my opponent and I can not use the air attack mode "attack city." The planes do not realize that air operation. Clicking on the "Aircraft Data" screen make the "Load Default" and "Reduced Load" are blank. The plane carried no bomb load. Does the mod is defined in this way or is there a problem ?.

Thanks for everything.


Please identify the type of aircraft and also the air groups names. Either the aircraft type data or
the copy of it in the air group might be incorrect. Or possibly it is a corrupted upload.

Regardless of details, I find "city attack" does not work well in any case in any mod or scenario.
But I can't fix how code handles such attacks except to the extend data entry can address it. Because
I never use city attack, I have no current data on the matter. But it should be possible to conduct
such attacks with appropriate bombers. I need to look at this matter but need the specifics to have
a good shot at understanding it.

(in reply to Amadeo)
Post #: 765
RE: RHS Level I: Update 2.41 Russias Fixed in 102 - 7/14/2016 4:15:55 PM   
el cid again

 

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quote:

ORIGINAL: Yaab

My off-map bases are still misplaced in scen 102. I installed the stock map, same result. Scenario 102 is now unplayable. The error appeared with Level I Update 2.41.


Turns out you are correct. This is my fault - for reasons unclear at this moment. Scenarios 102, 105 and 106
all have the issue, while 101, 103 and 104 do not. What that means is that those location files are out of
sync with the pwhexe.dat file for Level I. It may mean ship and air group files are also wrong. I will address this
in the next update. But it isn't you - it is me somehow messing up file names.

(in reply to Yaab)
Post #: 766
RE: RHS Level I: Update 2.42 102 & 105 issues fixed - 7/15/2016 4:54:27 AM   
el cid again

 

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Level One Installer Link 2.45
https://1drv.ms/u/s!Ap7XOIkiBuUwgoJwh5X6Cn-3bngEFQ

There is a little bit of eratta of all sorts, new air art, and wholly
revised Scenairos 102 and 105 - which had the wrong location files.
Some problems with Chinese air units returning with late war planes
are fixed as well.



< Message edited by el cid again -- 8/10/2016 5:18:15 PM >

(in reply to el cid again)
Post #: 767
RE: RHS Level I: Update 2.42 102 & 105 issues fixed - 7/15/2016 6:10:58 AM   
Yaab


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Installation went fine but the bug is still there.

Example of the north edge of map.


(in reply to el cid again)
Post #: 768
RE: RHS Level I: Aircraft and Map Art Notice - 7/22/2016 7:32:16 PM   
el cid again

 

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A new update today will include new Japanese Aircraft side art
(cleaned up by Mifune) and important (and final) updates to map
panels 08 & 09)

Panel 09 almost certainly involved the most changes which will
be on any to make the RHS map art reflect the "electronic map"
(the pwhexe.dat file) the computer sees. In addition to the 'new'
stuff below, Panel 9 has the extreme SE portion of the Tea & Horse
Caravan Road now shown in art. More of the SE portion as well
as most of the SW portion of that road is on panel 8.

Although I once added the Yellow River flooded area, I didn't quite
grasp how to make it meaningful in game terms. Studying the map
I figured out how to do that: break the many secondary roads which
make the area useful in economic and military terms. For that
reason, there is a new pwhexe.dat file.

The flooded area is now shown in art. A suggestion made by
Andrew Brown in WIPT days was that it should not really be very
wide - so here it is presented as a line of swamp hexes half
a hex wide, affection only roads on the W, NW, SW and SE
hexsides.

A surprising number of major urban hexes needed to be added -
on the basis that a million people or more justify the designation.
Added are Loyang & Chengchow (on the Yellow River near Kaifeng),
Nanyang (to the West of them), Shau Yang & Hengyang (near
Changsha on the Yangtze), and Liu Chow and Nanning (farther
West along the main RR line). Removed were Hangkow & Wuhan
(see next) and Hangchow (West of Shanghai) - because of a lack
of population and urban development. [Wuhan is presented as a
unique "triple city" in RHS: it is in three adjacent hexes separated
by rivers, all of them minor urban hexes (and all of them ancient
walled cities); they are called Hankow [Wuhan], Wuchang [Wuhan]
and Hengyang [Wuhan]. They are the strategic heart of China,
and the farthest up the Yangtze the very largest ships can sail: ocean
going ships were built there from the 19th century and, when finally
bridged at Nanking, it was designed to permit the Queen Mary to pass -
because the river permits such ships! But important as they are,
none of the three was a major urban hex in the 1940s.]

Two 'rough' hexes were added, both famous: Zhumudian and Tianmen
(both considered as mountains in China). [We did already show
Zhumudian as rough art in RHS; Zhumidian is now addes.

In addition, three of the "Great Lakes of China" are now named.

The main railroad of China is also shown properly for the first time, including
two small branch lines hinted at by stock art, but which don't 'go anywhere.
In RHS they do have proper terminus so players may exploit the branch lines
and also so the economics of both end points works as IRL.

Taken together these changes offer important advantages for players.
Although pressing the 1 key reveals the type of terrain really in the
hex, it is very nice to have it visually obvious.

I have decided the panels are useful enough that the next edition of Level I
will use Level II map panels EXCEPT at the map edge - in particular
panels 8 & 9 are important - while others (e.g. Australia) show minor
additions or deletions to railroads.


The addition of the swamp area, the major urban hexes, and the
rough hexes

(in reply to el cid again)
Post #: 769
RE: RHS Level I: Update 2.42 102 & 105 issues fixed - 7/22/2016 7:44:14 PM   
el cid again

 

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Your example makes clear you have a mix of Level I and Level II files trying to
run at the same time. I have just loaded both Scenario 101 and 102: this issue
is not present at source. Part of the problem is probably my fault: for a few
versions a week or two ago, 102 and 105 had the location files from Level II -
and that puts things in the positions you are seeing. I think you need to
delete the scenario files and then copy them over from the installer. At the
same time, copy the pwhexe.dat and pwzlink.dat files from the PWHEX RHS folder
to the top level AE folder. IF the location file you want is for Level I
AND IF both of those files are copied from the Level I installer generated folders,
this sort of display does not happen. Because I accidently sent a Level II location
file for 102 (which I think you are using) the problem is likely that you have not
yet actually changed that to the current location file for 102/Level I.


quote:

ORIGINAL: Yaab


Installation went fine but the bug is still there.


(in reply to Yaab)
Post #: 770
RE: RHS Level I Update 2.44 (art, eratta) - 7/22/2016 11:44:59 PM   
el cid again

 

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Level One Installer Link 2.45
https://1drv.ms/u/s!Ap7XOIkiBuUwgoJwh5X6Cn-3bngEFQ


What this update does NOT include is any change to the pwhexe.dat or
other map support files.

There is a bit of eratta in the Scenario files as well as updates to
RHS documentation. Repointed AP Matson class at different art
as a workaround for a shill issue - it looks very close to the actual
Matson - so close I was tempted to mismatch - but decided to
hope for a proper one in due course.

Most of what is changed here is art.

There is a new Japanese planeside filmstrip. It is similar to what
I sent out to the email list yesterday - a cleaned up set by Mifune.
But he did even more work on it since, and I also cleaned up
another one as he suggested. Aircraft with no backgrounds (other
than photographs) now have sky backgrounds. The somehow
missing Ki-92 Mifune made from a large scale image I sent him
from a new book is now replaced. New today is the first version
of the Betty - which after two conversions starts the Pacific War
as a very fine transport (after previous roles as escort fighter
and trainer) - with a cleaned up background.

There is significant new map art. Map panels made for Level II
are used here in Level I UNLESS they are map edge panels
which have different features than used in Level I. In particular
Panels WPEN08 and WPEN09 significantly make it easier to
understand terrain in China - including the flooded Yellow River
(due to dike breeching), the important "mountain" (rough) hex
of Zhumudian (famous in military history), several major urban
hexes (but a couple removed), and the routing of China's main
RR network. Numbers of notes explain navigation and other things.
The SE and SW parts of the Tea & Horse Caravan Road also
appear on these panels. Of lesser significance, in Australia
you can see a tiny RR spur East from Adelaide. Several places
have names removed/and or added for a period flavor.




< Message edited by el cid again -- 8/10/2016 5:17:59 PM >

(in reply to el cid again)
Post #: 771
RE: RHS Level I Update 2.44 (art, eratta) - 7/23/2016 3:33:58 PM   
Yaab


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Are the updated map panels integrated into the installer? My Chinese land panels have none of your changes. The previous erroneous off-map bases are now in place, though the Gulf Coast base has disappeared altogether. The updated aircraft art looks very good.

(in reply to el cid again)
Post #: 772
RE: RHS Level I Update 2.441 (art, eratta) - 7/28/2016 1:27:16 AM   
el cid again

 

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Level One Installer Link 2.45
https://1drv.ms/u/s!Ap7XOIkiBuUwgoJwh5X6Cn-3bngEFQ


This technical update brings Level I to a state parallel to Level II.
The main difference is that it has the reworked WPEN02 with a Level I
map edge.

Because of art ignorance on my part, the major reworked panels have
for the time being a new concept: ANY urban hex art means the hex
has Major Urban terrain. This is the case that matters - it means the hex
is very hard for an attacker to obtain odds. Minor urban hexes appear
as other types of terrain (clear, forest, jungle, rough, etc). But they do
behave as minor urban hexes for defense: this is often much less difficult
than other terrain types are. [I like to attack in minor urban terrain compared
to mountains, jungle, swamp, etc] Eventually I will rework making Major
Urban hexes dark and Minor Urban lighter. This is a lot more work than it
sounds like - reworks are done at the pixel level and each hex takes significant
time.
This is a technical update with generally a number of minor improvements
and fixes for problems.

There are art, pwhexe.dat and scenario files, but no new documentation files.

Three map panels were updated - only WPEN01 in a significant sense. It got the main part of the Tea & Horse Caravan Road, it lost bridges over the Bhramaputra
River (built only in 1944), and had four major urban hexes (in art) turned into
rough or clear terrain (because they are minor urban hexes in the WW2 era, becoming major urban only much later in time).

The pwhexe.dat file now has the Indus River navigable near its mouth, upriver to just past Hydurabad.

The scenario files fix some command assignments, unit planning assignments, and similar minor issues. Scenario 129 has a unique fix for early games in that scenario for Dutch cruisers - the new Endracht cruiser which was wrongly pointing at a WWI CL type now will upgrade in one day to the Endracht type. This class does not exist in other scenarios and has long since been corrected so new games start with the right class assignment, but this fix is for at least two games that started before those fixes were issued.

< Message edited by el cid again -- 8/10/2016 5:17:45 PM >

(in reply to el cid again)
Post #: 773
RE: RHS Level I Update 2.44 (art, eratta) - 7/28/2016 1:50:50 AM   
el cid again

 

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quote:

ORIGINAL: Yaab

Are the updated map panels integrated into the installer? My Chinese land panels have none of your changes. The previous erroneous off-map bases are now in place, though the Gulf Coast base has disappeared altogether. The updated aircraft art looks very good.


Yes. The updated panels are part of the installer. But note that map art may not drop into the
particular ART folder you use for RHS. The installer, configured by a programmer, had to assume
some target folder. It assumed a stock install of AE. In theory, if you use a stock install,
the installer is supposed to dump art into the ART folder used by AE. In practice, mostly people
use separate installations for RHS. In that case, I think you get ART (and SCEN files and pwhexe.dat
files and Documentation files) in separate folders under the target folder you put the installer in.
In such a case, one needs to copy the contents of these folders to the corresponding AE folder
used. I have little experience because, on my main system, the target files already exist. I run
the installer and let it install to insure things work without a crash - but I don't ever need
to move files around since they were already present to begin with. There are other ways to deliver
art. I have taken to issuing panels by email to members on the RHS Distribution List as soon as
they are made: that way you get them even before another installer is made and you have absolute
control over where you put them.

(in reply to Yaab)
Post #: 774
RE: RHS Level I Update 2.442 (art, eratta) - 8/2/2016 10:39:34 AM   
el cid again

 

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Level One Installer Link 2.45
https://1drv.ms/u/s!Ap7XOIkiBuUwgoJwh5X6Cn-3bngEFQ


This update brings Level I into sync with Level II. One difference
is that it is the first major update of pwhexe.dat for a long time.
It breaks the secondary roads along the flooded portion of the
Yellow River - a change that has worked very well and finally
achieves what was intended by making those hexes swamp
terrain. The flood ruins the foundations of secondary roads.

This update includes scenario, art, and pwhexe.dat files.

The pwhexe.dat file does not automatically install (it is unclear it
ever did). Due to changes in Microsoft policy, we do not duplicate
this and other files. COPY the pwhexe.dat file from the SOURCE
folder to your top level AE folder. Copy WPEN01 map panel
from the ART folder to your AE ART folder. Copy all the
scenario files to your AE SCEN folder.

Apart from a bit of eratta, the scenario work was on the Group file.
Apart from preventing units from returning, after one day, when they
disband, withdraw or are wiped out, with late war planes, I reworked
some Allied groups. I found USN carrier groups had other issues -
particularly size issues - which would make mid war and late war
play difficult. So I sized them properly.

The WPEN01 file is most of India. For the first time it has correct
Urban hex art to work in RHS. Dehli is now Dark - indicating Urban
Heavy. Around ten hexes were turned to light, Urban Light, art. There
are no more to go. Other panels will follow to this standard, starting
with two important ones in China that get used in every game.


< Message edited by el cid again -- 8/10/2016 5:17:30 PM >

(in reply to el cid again)
Post #: 775
RE: RHS Level I Update 2.45 (Comprehensive) - 8/10/2016 5:16:43 PM   
el cid again

 

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Level One Installer Link 2.45
https://1drv.ms/u/s!Ap7XOIkiBuUwgoJwh5X6Cn-3bngEFQ

This installer (approximately) brings Level I into sync with Level II.
However, note that pwhexe.dat files in Level I are no longer updated
and are not changed as described below (the Level II description).
There are 26 Level I pwhexe.dat files and they are frozen in a stable
state, and get no updates. Level II files were based on Andrew Browns
Extended Map System pwhexe.dat file and needed many modifications
to reach the sophistication of what we did in Level I. However, the
process of generating them resulted in some technical differences.
Note that the ART IS updated as stated. In fact, WPEN09 and all non-map
edge panels are the same in Level I and Level II.

This installer has several different updates in it:

The WPEN09 map panel finally gets the main map of China correct in re urban
hex art - with ALL the major and minor urban hexes visible in art. But it also
cleans up a number of things, including 'dirty' river entrances, adding missing
road or railroad segments, changes the color of water feature notes from green
to blue, adds a bit of border for Macao, and other things I forget. No other panel
needs as much work, but many will now be reworked a little to match up with this one.
Several other panels have minor updates in them.

That map work led to adding half a hex of major road (at Chefoo) once I decided to
check - no the road did not end just before it reached the city! Go figure. This, and what looks like barriers at river junctions and where rivers reach the sea, dates all the way back to stock.

There is extensive reworking of air groups with a view to preventing air units from reforming with aircraft not yet available. The entire database needed to be examined because the original data entry persons didn't understand how the engine works. It is possible the programmers didn't get quite what they intended and explained their intent instead of how things really work. This process is now complete for Japan and almost complete for the Allies.

There is one location in China which 'lost population' - because it is Japanese and Japanese occupied cities do not fully integrate with the Japanese economy. I think this location 'changed sides' without the required adjustment to its population. ALL the population counts for purposes of urban status (a million plus = major urban hex;
400,000 to 900,000 = minor urban hex). But the population is divided by 10 if it is owned by Japan (that is, if it is under 500,000, it shows up as 0). In RHS population is defined as 100,000 per point.

There are probably a few tweeks for aircraft data. Generally these will be production dates, upgrade types, or any errors in the data. There is also a bit of LCU eratta and location eratta (e.g. the population change mentioned above).

If any ship data changed (I don't remember any) since 2.442, the new data is included here for safety.

There is at least one documentation update. The Urban Areas Defined spreadsheet has a bit of eratta worked into it. If other documentation changed, it is also updated here.

(in reply to el cid again)
Post #: 776
RE: RHS Level I Update 2.45 (Comprehensive) - 8/17/2016 5:05:34 AM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
Sid, I know that AA in Pearl Harbor starts disabled to reflect the Dec 7 surprise. However, on Dec 11, there are still AA units that undisabled just 1-3 big AA guns and a handful of their AAMGs. At this pace, Kiddo Butai can bomb PH with impunity for another month or so. Thus, it may be better for the AA units to arrive in PH on December 8 fully undisabled and with heavy fatigue/disruption. Thus, the KB will have to face all AA firepower on the next turn, if Japs decide to bomb Pearl Harbor again on December 8.

Just a thought.

(in reply to el cid again)
Post #: 777
RE: RHS Level I Update 2.45 (Comprehensive) - 8/19/2016 11:31:47 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline

I wonder if this is a function of the air attacks. It appears generally that Hawaii flak repairs up
rapidly. The real intent was to limit casualties on the first day of the war to close to historical
levels - and even no flak only marginally achieves this. It is permitted to hang around - but that isn't historical -
and there is somewhat less data on what happens in that case. I will review the available test reports.

quote:

ORIGINAL: Yaab

Sid, I know that AA in Pearl Harbor starts disabled to reflect the Dec 7 surprise. However, on Dec 11, there are still AA units that undisabled just 1-3 big AA guns and a handful of their AAMGs. At this pace, Kiddo Butai can bomb PH with impunity for another month or so. Thus, it may be better for the AA units to arrive in PH on December 8 fully undisabled and with heavy fatigue/disruption. Thus, the KB will have to face all AA firepower on the next turn, if Japs decide to bomb Pearl Harbor again on December 8.

Just a thought.


(in reply to Yaab)
Post #: 778
RE: RHS Level I Update 2.45 (Comprehensive) - 8/19/2016 5:35:18 PM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
Scen 102, turn 4 (dec 10)

Every AA unit in PH looks like this.



< Message edited by Yaab -- 8/19/2016 6:01:08 PM >

(in reply to el cid again)
Post #: 779
RE: RHS Level I Update 2.45 (Comprehensive) - 8/20/2016 11:00:35 AM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
I guess the trails in Hawaii islands represent coastal ferries. Imagine if Japs landed in Lanai City - they can walk into PH from there using the trails. Since the ferries still exist as individual ships, maybe the trails can be removed?


(in reply to Yaab)
Post #: 780
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