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Updated Scen 1 and 2 - 9/25/2019 2:17:27 AM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
OK been a while since I messed about

Attached to this thread are revised and updated Scen 1 and 2.

Main changes.
NOW REMOVED FROM THIS SCENARIO _ SCEN IN POST 3 BELOW IS SCEN 1 WITH NEW BASES - Bases - Lots of new bases in NZ/Aus/China/Burma/Malaya some are to make the AI perform better some are purely because it offended me to have railway lines on the map that couldn't be used bases are in the 1600 - 1720 range if you want to look at them - some of the names may be slightly out especially in China.

Resources etc - A little more on map LI for both sides to better reflect food production reduced off map supply and 'magic supply to compensate in most cases. (China/Burma/SEA/Russia mostly)

A few minor aircraft tweaks - eg Beaufighters now attack bombers because the code handles them better as attack bombers than FB's same with Mosquitoes - if you don't like change back

More allied aircraft set to CW nationality especially FAA types as FAA sqns are a mix of nationalities and this allows them all to use the aircraft.

Small tweaks to OOB in China (splitting units) to cope with new bases

Post 6/45 increases in US and CW device replacements to reflect re prioritisation of replacement to the hot war - basically just in case the game is still going until mid 46

An updated AI file please delete all existing aei01-00x.dat and aei01-00x.dat files if you want to keep them copy to a subfiolder - at present the new AI file has NO variants and therefore will not overwrite the existing files so you need to delete them or you wont be using the latest files.

Lots of tweaks and corrections that have been sent in as well over the last couple of years - I am sure I have missed a few so feel free to let me know of any errors in the thread below.

Edit v2
Added Cav Designation to 1st Chinese Cav Corps
Adjusted MG device in 7811 Chinese corps
Changed Device in Mobile Eenhid
Amended Wiraway Bomb Load
Removed Port from Reid River
Moved starting Location 1st motor Bde (aus) to Brisbane
Updated Dutch and Soviet Subs to match class files
Wright now arrives day 3 at PH
Moved Alchiba/Aries and Mauna Loa to later arrival dates


v3 a few HQ changes in 45 per Kulls spot on Air groups and a few Chinese HQ changes
Enjoy

v4 fixed Boomerang bomb load and tried again with Kulls updates !!!

v5 Corrected a couple of issues with Chinese supply caps on bases, amended 24th Chinese Base Force, Corrected 2 ships from list above moved from PH to Anchorage, reverted Beaufighters and Mosquitos back to FB's undoing change above as on balance not an air guy so trusting original team more than my testing, added 5 new Gulf bases in Australia, removed Fairey Battle except as Invasion reinforcements

v6 Hurricane IId upgrades to Hurricane IV and removed forts at level 6 from one of the Arakan Yoma bases

v 7 - 9 I have REMOVED all the new stuff I added to scenario 1 stripping it back to being just scenario 1 with NO additional bases - I DO NOT RECOMMEND PLAYING THIS V THE AI as the fixes I put in and the new bases vastly improved the AI's ability to do well but on balance I decided I didnt have the right to make unilateral changes to scen 1 and still call it scen 1 so the version now attached is a pure scen 1 with bug fixes and new AI ONLY.

v10 Now with reworked invasion reinforcements basically rather than external units that would have an impact on other theatres (other than 9th Aus and 2nd NZ Div) the bulk of the reinforcements are now activated home guard formations the invasion device convoy has been increased to compensate

v12 minor bug fixes

Andy


Attachment (1)

< Message edited by Andy Mac -- 9/18/2021 4:23:50 PM >
Post #: 1
RE: Updated Scen 1 and 2 - 9/25/2019 2:18:15 AM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
OK I have now removed all the new bases from this scenario - so it is Scen 2 with the new AI and all relevant bug fixes but EXCLUDES the new Bases - so the same Scenario WITH the new bases see post 4 below with Scen 8 in it

And scen 2 updated 29th Sept

Edit v2
Added Cav Designation to 1st Chinese Cav Corps
Adjusted MG device in 7811 Chinese corps
Changed Device in Mobile Eenhid
Amended Wiraway Bomb Load
Removed Port from Reid River
Moved starting Location 1st motor Bde (aus) to Brisbane
Updated Dutch and Soviet Subs to match class files
Wright now arrives day 3 at PH
Moved Alchiba/Aries and Mauna Loa to later arrival dates

v3 moved the Jap Aircraft upgrades back to where they should have been

v4 updated for Kulls HQ changes and some Chian HQ's

v5 fixed boomerang bomb load and tried again with kulls changes

v6 Corrected a couple of issues with Chinese supply caps on bases, amended 24th Chinese Base Force, Corrected 2 ships from list above moved from PH to Anchorage, reverted Beaufighters and Mosquitos back to FB's undoing change above as on balance not an air guy so trusting original team more than my testing, removed Fairey Battle except as Invasion reinforcements also removed Oil and refinery from Truk as was an error with version control

v6 Amended some allied factories

v7 Added art link for Battle
Added Kurama to 5/46
Moved additional escort dates (minor change to 4 ships)
Changed Burma Milita Regt to Div (no increase to strength simply to allow it to be divided for local garrisons)
Updated AI for minor tweaks

v8 Updated invasion reinforcements for NZ and Aus

v9 Broke link between A6M8 and A7m2 no idea how that happened

NOTE FOR INFO AS I HAVE FORGOTTEN IT MANY TIMES

THE DIFFERENCES BETWEEN SCEN 1/7 & 2/8 IE THE BASE DIFFERENCES BELOW.

1. Truk starts Post size 7 not 6 as in Scen 1
2. From memory Indo China has a few more resources - cannot remember why it was 10 years ago !!
3. Batavia gets a small refinery size 20 I think
4. Cannot fully remember there are extra air/Engine factories at Harbin 7 or 8 size 5 ish factories
5. LAND Japan gets fictional 21st Army - has to build it so its not free it it arrives over 1st year of war
3 Inf Divs
1 Tank Div
1 Tank Bde
1 Para Regt
1 Amphib Regt
11 x Militia/Local Levy Regts to allow for garrison requirements to be met - these are useless in combat but free up other units and are perm restricted so limited use

Naval
Shinano as a Taiho
Extra Unryu in 5/46 no organic air group I assume you will have plenty of naval air to put on her by then

A few more xAKs/xAP's c 20 I think
3 tankers
2 Oilers
about 30 - 35 extra escorts a mix of E's/DMS's and Matsu class DD's over course of war
3 x Flotillas of light ships 1 x Agano and 6 good DD's each year over 1st 3 years
About 80 suicide PT Boats in 1945 if you get that far

Industry
+450k HI at start
+50k Amr
+50k vehicles
+ Larger Repair Yards at Tokyo
+ Larger Refinery
+ Larger Oil
+ Larger Arm Factory

Total of 109 Air Factories on map v 97 in Scen 1 mostly small production factories I thin R&D is the same

+ 100k Fuel and Supply @ Samah and Truk and 50k of each at Kwajalein
+45 Oil at Tokyo

AIR

+ 50 A6M2/Kate in pool
+80 Oscar 1a in pool

Oh and the 1945 Japanese CVE's start with organic airgroups - Claudes in 45 from memory....(that was more of a you have got to be f****** kidding me moment between me as AI lead and the Naval and Air teams !!!) - They are correct historically those small CVE's did NOT have organic air groups.....BUT the AI will not put air groups on carriers if they dont arrive with them but WILL use the CVE's as though they do have air groups.....sigh - have I ever mentioned DONT play scen 1 v the Ai.....this is why - having a scenario thats good v Ai and good v PBEM is f****** impossible)

I have a feeling there was an additonal Oscar Sqn as well but cannot find it

Attachment (1)

< Message edited by Andy Mac -- 9/18/2021 4:24:21 PM >

(in reply to Andy Mac)
Post #: 2
RE: Updated Scen 1 and 2 - 9/25/2019 2:18:55 AM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
I am now posting a version of Scen 1 in this post that HAS the new bases and the tweaks it is in slot 7 as defacto quiet china is an irrelevance for PBEM and v the AI you can pretty much ignore it anyway on either side.

Main changes.
Bases - Lots of new bases in NZ/Aus/China/Burma/Malaya some are to make the AI perform better some are purely because it offended me to have railway lines on the map that couldn't be used bases are in the 1600 - 1720 range if you want to look at them - some of the names may be slightly out especially in China.

Resources etc - A little more on map LI for both sides to better reflect food production reduced off map supply and 'magic supply to compensate in most cases. (China/Burma/SEA/Russia mostly)

A few minor aircraft tweaks - eg Beaufighters now attack bombers because the code handles them better as attack bombers than FB's same with Mosquitoes - if you don't like change back

More allied aircraft set to CW nationality especially FAA types as FAA sqns are a mix of nationalities and this allows them all to use the aircraft.

Small tweaks to OOB in China (splitting units) to cope with new bases

Post 6/45 increases in US and CW device replacements to reflect re prioritisation of replacement to the hot war - basically just in case the game is still going until mid 46

An updated AI file please delete all existing aei01-00x.dat and aei01-00x.dat files if you want to keep them copy to a subfiolder - at present the new AI file has NO variants and therefore will not overwrite the existing files so you need to delete them or you wont be using the latest files.

Lots of tweaks and corrections that have been sent in as well over the last couple of years - I am sure I have missed a few so feel free to let me know of any errors in the thread below.

Edit v2
Added Cav Designation to 1st Chinese Cav Corps
Adjusted MG device in 7811 Chinese corps
Changed Device in Mobile Eenhid
Amended Wiraway Bomb Load
Removed Port from Reid River
Moved starting Location 1st motor Bde (aus) to Brisbane
Updated Dutch and Soviet Subs to match class files
Wright now arrives day 3 at PH
Moved Alchiba/Aries and Mauna Loa to later arrival dates


v3 a few HQ changes in 45 per Kulls spot on Air groups and a few Chinese HQ changes
Enjoy

v4 fixed Boomerang bomb load and tried again with Kulls updates !!!

v5 Corrected a couple of issues with Chinese supply caps on bases, amended 24th Chinese Base Force, Corrected 2 ships from list above moved from PH to Anchorage, reverted Beaufighters and Mosquitos back to FB's undoing change above as on balance not an air guy so trusting original team more than my testing, added 5 new Gulf bases in Australia, removed Fairey Battle except as Invasion reinforcements

v6 Hurricane IId upgrades to Hurricane IV and removed forts at level 6 from one of the Arakan Yoma bases

v7 - 9 updated AI file, fixed art on battle, a couple of minor tweaks e.g. reinforcement convoy if india attacked reduced a few of the devices

v2 (of new scen number) Now with reworked invasion reinforcements basically rather than external units that would have an impact on other theatres (other than 9th Aus and 2nd NZ Div) the bulk of the reinforcements are now activated home guard formations the invasion device convoy has been increased to compensate



Attachment (1)

< Message edited by Andy Mac -- 9/18/2021 4:24:52 PM >

(in reply to Andy Mac)
Post #: 3
RE: Updated Scen 1 and 2 - 9/25/2019 2:21:06 AM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Moving my Scen 2 to a new slot to keep original Scen 2 as was with no new bases - so below Scen 8 has all the new bases and other fixe4s as well and new AI.

Edit v2
Added Cav Designation to 1st Chinese Cav Corps
Adjusted MG device in 7811 Chinese corps
Changed Device in Mobile Eenhid
Amended Wiraway Bomb Load
Removed Port from Reid River
Moved starting Location 1st motor Bde (aus) to Brisbane
Updated Dutch and Soviet Subs to match class files
Wright now arrives day 3 at PH
Moved Alchiba/Aries and Mauna Loa to later arrival dates

v3 moved the Jap Aircraft upgrades back to where they should have been

v4 updated for Kulls HQ changes and some Chian HQ's

v5 fixed boomerang bomb load and tried again with kulls changes

v6 Corrected a couple of issues with Chinese supply caps on bases, amended 24th Chinese Base Force, Corrected 2 ships from list above moved from PH to Anchorage, reverted Beaufighters and Mosquitos back to FB's undoing change above as on balance not an air guy so trusting original team more than my testing, added 5 new Gulf bases in Australia, removed Fairey Battle except as Invasion reinforcements also removed Oil and refinery from Truk as was an error with version control

v6 Amended some allied factories


v7 Added art link for Battle
Added Kurama to 5/46
Moved additional escort dates (minor change to 4 ships)
Changed Burma Milita Regt to Div (no increase to strength simply to allow it to be divided for local garrisons)
Updated AI for minor tweaks

v8 Now with reworked invasion reinforcements basically rather than external units that would have an impact on other theatres (other than 9th Aus and 2nd NZ Div) the bulk of the reinforcements are now activated home guard formations the invasion device convoy has been increased to compensate

v9 corrected a device error and removed an icorrect link between Shinden and A6M8


Attachment (1)

< Message edited by Andy Mac -- 9/18/2021 4:25:19 PM >

(in reply to Andy Mac)
Post #: 4
RE: Updated Scen 1 and 2 - 9/25/2019 4:30:54 AM   
Kull


Posts: 2625
Joined: 7/3/2007
From: El Paso, TX
Status: offline

quote:

ORIGINAL: Andy Mac

Enjoy

Andy



Oh yeahhhhhh! Andy Mac is BACKKKK!

_____________________________


(in reply to Andy Mac)
Post #: 5
RE: Updated Scen 1 and 2 - 9/25/2019 6:39:59 AM   
AlessandroW


Posts: 50
Joined: 9/12/2019
Status: offline
Great!

I'm just studying the scenario 1 for another game after my Guadalcanal PBEM, your work is much appreciated!!!


Btw, can be a problem for the Tracker tool to handle these new bases?

(in reply to Kull)
Post #: 6
RE: Updated Scen 1 and 2 - 9/25/2019 8:43:38 AM   
traskott


Posts: 1546
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From: Valladolid, Spain
Status: offline
Andy is baaaack.

(in reply to AlessandroW)
Post #: 7
RE: Updated Scen 1 and 2 - 9/25/2019 12:28:24 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
;) ps anyone with better geography can check base names I need bases in those locations others may have better geography than me

(in reply to traskott)
Post #: 8
RE: Updated Scen 1 and 2 - 9/25/2019 1:15:18 PM   
jwilkerson


Posts: 10525
Joined: 9/15/2002
From: Kansas
Status: offline
Go Andy GO !!!



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New Game Project Lead

(in reply to Andy Mac)
Post #: 9
RE: Updated Scen 1 and 2 - 9/25/2019 1:58:12 PM   
AlessandroW


Posts: 50
Joined: 9/12/2019
Status: offline

quote:

ORIGINAL: AlessandroW
Btw, can be a problem for the Tracker tool to handle these new bases?


I found the answer thanks to the following thread, every new base must be added in the regional areas.

(in reply to AlessandroW)
Post #: 10
RE: Updated Scen 1 and 2 - 9/25/2019 3:11:40 PM   
Dili

 

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Joined: 9/10/2004
Status: offline
Excellent, thanks.

(in reply to AlessandroW)
Post #: 11
RE: Updated Scen 1 and 2 - 9/25/2019 5:05:13 PM   
AlessandroW


Posts: 50
Joined: 9/12/2019
Status: offline
Andy, do you have a name list of the new bases?
In this way I can modify the tracker region file more quickly.

Thanks!

(in reply to Dili)
Post #: 12
RE: Updated Scen 1 and 2 - 9/25/2019 5:18:56 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
1603 MALAYA
1604 Sungei Pantani
1605 Kuala Kangsar
1606 Kuala Krai
1607 Jerantut
1608 Port Dickson
1609 Kluang
1610 Ipoh
1611 Batang Padang
1612
1613
1614
1615
1616
1617
1618 BURMA
1619 Donbaik
1620 Sittang Bridge
1621 Paingkyon
1622 Karen Hills
1623 Kachin Hills
1624 Gokteik Viaduct
1625 Yamethin
1626 Myingyan
1627 Pauk
1628 Kawludo
1629 Phyu
1630 Daik - u
1631 Chin Hills
1632 Mount Victoria
1633 Arakan Yoma (N)
1634 Arakan Yoma (C)
1635 Arakan Yoma (S)
1636 Thanbyuzayat
1637 Ye
1638 Tanbaya
1639 Three Pagoda's Pass
1640 Nieke
1641 Bampong
1642 Tenchung
1643 Fort Hertz
1644 Lushai Hills
1645 Gangaw
1646 Tiddim
1647 Naga Hills
1648 Kabaw Valley
1649 Pangsau Pass
1650 Hukawng Valley
1651
1652
1653 AUSTRALIA
1654 Wilcannia
1655 Ivanhoe
1656 Jervis Bay
1657 Wodonga
1658 Yaraka
1659 Quilpie
1660 Eucla
1661 Norseman
1662 Rawlinna
1663 Leonora
1664 Wiluna
1665 Sandstone
1666 Fitzroy
1667 Carnegie
1668 Kokoda Trail
1669 Ballarat
1670 Ararat
1671 Clare
1672 Warnambool
1673 Reid River
1674 Port Macquarie
1675 Mackay
1676 Katoomba
1677 Goulburn
1678 Casino
1679 Croydon
1680 Forasyth
1681 Puckapunyal
1682 Greta
1683
1684 NZ
1685 Oamaru
1686 Westport
1687 Wanganui
1688 Tauranga
1689 Waiouru
1690 Desmond
1691 Plaine Des Gaiacs
1692 New Plymouth
1693
1694 CHINA
1695 Yaowang Mtn
1696 Yuntsi
1697 Yuanku
1698 Tsingsing
1699 Yutze
1700 Pingyao
1701 Linfan
1702 Anyi
1703 Ban'an
1704 Zunyi
1705 Nanchuan
1706 Wulong

(in reply to AlessandroW)
Post #: 13
RE: Updated Scen 1 and 2 - 9/25/2019 5:27:23 PM   
AlessandroW


Posts: 50
Joined: 9/12/2019
Status: offline
Andy, I found a couple of bases not in the right place.


Btw: the empty space after the number what does it mean?
1692 New Plymouth
1693
1694 CHINA

Edit: disregard my stupid question...an empty space in the database...


Thanks again!




Attachment (1)

< Message edited by AlessandroW -- 9/25/2019 5:34:22 PM >

(in reply to Andy Mac)
Post #: 14
RE: Updated Scen 1 and 2 - 9/25/2019 5:33:44 PM   
BillBrown


Posts: 2335
Joined: 6/15/2002
Status: offline
quote:

ORIGINAL: AlessandroW

Andy, I found a couple of bases not in the right place.


Btw: the empty space after the number what does it mean?
1692 New Plymouth
1693
1694 CHINA


Thanks again!





You are using an extended map artwork with a standard map scenario. Not Andys fault nor is he able to fix it.

< Message edited by BillBrown -- 9/26/2019 4:06:20 AM >

(in reply to AlessandroW)
Post #: 15
RE: Updated Scen 1 and 2 - 9/25/2019 5:35:57 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
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Yes standard map I got myself tied up in knots using alternative maps

(in reply to BillBrown)
Post #: 16
RE: Updated Scen 1 and 2 - 9/25/2019 5:36:13 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Unless I still have a bug

(in reply to Andy Mac)
Post #: 17
RE: Updated Scen 1 and 2 - 9/25/2019 5:37:15 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Can someone with a standard map install please check its ok and let me know trying to find a soviet activation bug

(in reply to Andy Mac)
Post #: 18
RE: Updated Scen 1 and 2 - 9/25/2019 5:39:34 PM   
AlessandroW


Posts: 50
Joined: 9/12/2019
Status: offline
Of corse not, I'm using the wrong mod!!!

Sorry!

(in reply to BillBrown)
Post #: 19
RE: Updated Scen 1 and 2 - 9/25/2019 5:48:25 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Hold fire starting a game please on the above I have a bug somehow activating Soviets in early 42 I will find it but need to run a game out to mid Feb 42 to find it

(in reply to AlessandroW)
Post #: 20
RE: Updated Scen 1 and 2 - 9/25/2019 9:36:24 PM   
AlessandroW


Posts: 50
Joined: 9/12/2019
Status: offline
Andy,

I think these bases should be located in Thailand (maybe already are, just in your list are in Burma):

1639 Three Pagoda's Pass
1640 Nieke
1641 Bampong



If someone uses Tracker and wants an updated region file, attached you can find the original "Kull_Regions_v131a" file with the new bases named "Kull_Regions_v140_Scenario1_Update" located in the correct regions.

Kull, let me know if for you is fine otherwise I will use another one

Attachment (1)

< Message edited by AlessandroW -- 9/25/2019 9:37:53 PM >

(in reply to Andy Mac)
Post #: 21
RE: Updated Scen 1 and 2 - 9/25/2019 9:58:19 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
They are in Thailand just how I grouped them

(in reply to AlessandroW)
Post #: 22
RE: Updated Scen 1 and 2 - 9/25/2019 10:57:57 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
don't start an AI game with either of the above something is triggering Soviet Activation and haven't found it yet got tests running to try and pinpoint the cause

(in reply to Andy Mac)
Post #: 23
RE: Updated Scen 1 and 2 - 9/26/2019 12:49:27 AM   
Kull


Posts: 2625
Joined: 7/3/2007
From: El Paso, TX
Status: offline

quote:

ORIGINAL: AlessandroW

Andy,

I think these bases should be located in Thailand (maybe already are, just in your list are in Burma):

1639 Three Pagoda's Pass
1640 Nieke
1641 Bampong



If someone uses Tracker and wants an updated region file, attached you can find the original "Kull_Regions_v131a" file with the new bases named "Kull_Regions_v140_Scenario1_Update" located in the correct regions.

Kull, let me know if for you is fine otherwise I will use another one


That's fine - thanks for doing this! Also as Andy's response indicates, the assignment of bases to "Regions" isn't a "Hard Science". For example, some of the Tracker Region files group all Japanese Homeland bases into "Japan". Others group them by the large islands (Honshu, Kyushu, etc). In my file all the Japanese islands that share road/rail links go in one region while "Hokkaido" is separate, simply because that makes it easier to know which of the bases in "Japan" share fuel, oil, supply and resources via overland flow.

_____________________________


(in reply to AlessandroW)
Post #: 24
RE: Updated Scen 1 and 2 - 9/26/2019 2:40:00 AM   
Nomad


Posts: 5905
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From: West Yellowstone, Montana
Status: offline
My region files were done at a time that Floyd was considering making two or three levels of nested regions
available. So you could have the individual Japanese Islands as regions, then combine some of them
into a second mega region and also the possibility of having a number of mega regions/regions combined
into another mass region. So, I have been using Kull's region files as a start and then modifying it
as necessary for different mods.

_____________________________


(in reply to Kull)
Post #: 25
RE: Updated Scen 1 and 2 - 9/26/2019 3:53:16 AM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: Andy Mac

don't start an AI game with either of the above something is triggering Soviet Activation and haven't found it yet got tests running to try and pinpoint the cause

I wonder if someone re-grouping the new bases made a typo and put in the Soviet country code on one of them?

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to Andy Mac)
Post #: 26
RE: Updated Scen 1 and 2 - 9/26/2019 2:33:38 PM   
AlessandroW


Posts: 50
Joined: 9/12/2019
Status: offline

quote:

ORIGINAL: Nomad

My region files were done at a time that Floyd was considering making two or three levels of nested regions
available. So you could have the individual Japanese Islands as regions, then combine some of them
into a second mega region and also the possibility of having a number of mega regions/regions combined
into another mass region. So, I have been using Kull's region files as a start and then modifying it
as necessary for different mods.


Sorry, I'm rather new to this tool, how can I combine more regions together?

(in reply to Nomad)
Post #: 27
RE: Updated Scen 1 and 2 - 9/26/2019 2:37:56 PM   
Alfred

 

Posts: 6685
Joined: 9/28/2006
Status: offline
Look up the Tracker sticky on the main AE forum page.

Alfred

(in reply to AlessandroW)
Post #: 28
RE: Updated Scen 1 and 2 - 9/26/2019 3:24:36 PM   
AlessandroW


Posts: 50
Joined: 9/12/2019
Status: offline
You are right, sorry to hijack the thread!

(in reply to Alfred)
Post #: 29
RE: Updated Scen 1 and 2 - 9/27/2019 12:03:35 AM   
Moltrey


Posts: 297
Joined: 4/11/2010
From: Virginia
Status: offline
Andy:
Thanks a lot for continuing to improve a great game. If I didn't already believe there are champions for WITP:AE, I would now.

I did have a senior moment and unzipped the files in the main directory instead of the SCEN directory. All fixed now and everything shows up as advertised.
Thanks again!

(in reply to AlessandroW)
Post #: 30
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