Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Map faults and changes that need addressing?

 
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 >> RE: Map faults and changes that need addressing? Page: <<   < prev  1 [2] 3   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Map faults and changes that need addressing? - 4/11/2021 10:27:40 PM   
Dutch_slith


Posts: 330
Joined: 7/21/2005
From: the Netherlands
Status: offline
Should have been more precise. The road under Anking ;-)

_____________________________


(in reply to GetAssista)
Post #: 31
RE: Map faults and changes that need addressing? - 4/12/2021 5:58:26 AM   
Dutch_slith


Posts: 330
Joined: 7/21/2005
From: the Netherlands
Status: offline
Well, I cannot think of a better source than this one.

Ministerie van Oorlog
Hoofdkwartier van de Generale Staf
Krijgsgeschiedkundige Afdeling

Nederlands-Indie contra Japan
Deel V
De Strijd op Borneo en op Celebes

Bewerkt door de kolonels van het K.N.I.L b.d.
C. van den Hoogenband en L. Schotborgh

's Gravenhage 1957

Ministry of War
HQ of the General Staff
Section Military History

Netherlands-Indies against Japan
Part V
The Struggle for Borneo and Celebes

Arranged by KNIL Colonels ret.
C. van den Hoogenband and L. Schotborgh

The Hague 1957




Attachment (1)

< Message edited by Dutch_slith -- 4/12/2021 6:04:34 AM >


_____________________________


(in reply to Dutch_slith)
Post #: 32
RE: Map faults and changes that need addressing? - 4/12/2021 6:07:19 AM   
Dutch_slith


Posts: 330
Joined: 7/21/2005
From: the Netherlands
Status: offline
I purchased the whole lot (7 volumes) for a few hundred Euros. This work contains about 100 maps of the Indies for the period December 1941 to March 1942.

_____________________________


(in reply to Dutch_slith)
Post #: 33
RE: Map faults and changes that need addressing? - 4/12/2021 6:16:16 AM   
Dutch_slith


Posts: 330
Joined: 7/21/2005
From: the Netherlands
Status: offline
quote:

ORIGINAL: Andrew Brown


quote:

ORIGINAL: Dutch_slith

Menado is the colonial spelling, Manado the indonesian one.


Maybe, but I have seen both spellings in historic maps (like here). Happy to look at further maps to verify though.


Clearly a very good one. But I wouldn't trust the spelling. Celebes ist spelled Selebes (never saw that before), Semarang spelled Samarang, Bandjermasin spelled Bandjarmasin. Samarang/Bandjarmasin are ancient spellings (before 1941).



< Message edited by Dutch_slith -- 4/12/2021 6:21:53 AM >


_____________________________


(in reply to Andrew Brown)
Post #: 34
RE: Map faults and changes that need addressing? - 4/12/2021 12:17:37 PM   
Andrew Brown


Posts: 5007
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: Dutch_slith

Well, I cannot think of a better source than this one.

Ministerie van Oorlog
Hoofdkwartier van de Generale Staf
Krijgsgeschiedkundige Afdeling

Nederlands-Indie contra Japan
Deel V
De Strijd op Borneo en op Celebes

Bewerkt door de kolonels van het K.N.I.L b.d.
C. van den Hoogenband en L. Schotborgh

's Gravenhage 1957

Ministry of War
HQ of the General Staff
Section Military History

Netherlands-Indies against Japan
Part V
The Struggle for Borneo and Celebes

Arranged by KNIL Colonels ret.
C. van den Hoogenband and L. Schotborgh

The Hague 1957


That's quite a source. Menado it is :-)

(in reply to Dutch_slith)
Post #: 35
RE: Map faults and changes that need addressing? - 4/12/2021 12:25:30 PM   
Andrew Brown


Posts: 5007
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: Dutch_slith

Should have been more precise. The road under Anking ;-)


The road art is under the Anking text, so I need to shift it a little.

(in reply to Dutch_slith)
Post #: 36
RE: Map faults and changes that need addressing? - 4/14/2021 6:14:01 PM   
Kull


Posts: 2625
Joined: 7/3/2007
From: El Paso, TX
Status: offline
This came up in the "Empire of the Sun" AAR:

quote:

ORIGINAL: DesertWolf101

Speaking of terrain types. What do you guys think of hexes 80,13/81,14/81,15. They appear as clear hexes in the map but they are given the designation of WR (x3 terrain) when I press the 1 button. This is in stock scenario/map. I assume it is probably WR and the map is wrong?





Definitely a mismatch between the art and the actual terrain-type.

_____________________________


(in reply to Andrew Brown)
Post #: 37
RE: Map faults and changes that need addressing? - 4/14/2021 6:20:57 PM   
Kull


Posts: 2625
Joined: 7/3/2007
From: El Paso, TX
Status: offline
From the same AAR (two posts down), he mentions the river between Diamond Harbor and Calcutta. And indeed the F6 key confirms it, but the waterway is not visible on the map.

_____________________________


(in reply to Kull)
Post #: 38
RE: Map faults and changes that need addressing? - 4/15/2021 12:25:16 PM   
Andrew Brown


Posts: 5007
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: Kull

This came up in the "Empire of the Sun" AAR:

quote:

ORIGINAL: DesertWolf101

Speaking of terrain types. What do you guys think of hexes 80,13/81,14/81,15. They appear as clear hexes in the map but they are given the designation of WR (x3 terrain) when I press the 1 button. This is in stock scenario/map. I assume it is probably WR and the map is wrong?





Definitely a mismatch between the art and the actual terrain-type.


I think DesertWolf101 is right - those are probably forest+rough hexes. I will fix the map art to match.

Thanks.

(in reply to Kull)
Post #: 39
RE: Map faults and changes that need addressing? - 4/15/2021 12:30:59 PM   
Andrew Brown


Posts: 5007
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: Kull

From the same AAR (two posts down), he mentions the river between Diamond Harbor and Calcutta. And indeed the F6 key confirms it, but the waterway is not visible on the map.


From memory that is deliberate. It is a navigable river hexside that allows ships to move directly between Diamond Harbour and Calcutta, without having to transit through hex 51,37. I think there were a couple of other spots on the map where I did something similar.

(in reply to Kull)
Post #: 40
RE: Map faults and changes that need addressing? - 4/15/2021 12:36:16 PM   
Kull


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

quote:

ORIGINAL: Andrew Brown


quote:

ORIGINAL: Kull

From the same AAR (two posts down), he mentions the river between Diamond Harbor and Calcutta. And indeed the F6 key confirms it, but the waterway is not visible on the map.


From memory that is deliberate. It is a navigable river hexside that allows ships to move directly between Diamond Harbour and Calcutta, without having to transit through hex 51,37. I think there were a couple of other spots on the map where I did something similar.


I agree the river should be there, it's just invisible on the map, and only the F6 key tells you it's there. Just suggesting a fix to the graphics, not the underlying code.

_____________________________


(in reply to Andrew Brown)
Post #: 41
RE: Map faults and changes that need addressing? - 4/15/2021 11:28:55 PM   
Andrew Brown


Posts: 5007
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: Kull
I agree the river should be there, it's just invisible on the map, and only the F6 key tells you it's there. Just suggesting a fix to the graphics, not the underlying code.


Yes, I can see why it is potentially confusing. I prefer the aesthetics of having the river on the map look like it does in real life (there is no river across the route between Diamond Harbour and Calcutta, just the Hooghly River that connects them), plus behave like it would in real life for the purpose of naval movement (direct movement between the bases), so for my 'extra extended' map I will leave it as is, but if I go back and make an updated stock map I might add the river so that it matches the hexside.

(in reply to Kull)
Post #: 42
RE: Map faults and changes that need addressing? - 5/9/2021 2:21:42 AM   
LGKMAS

 

Posts: 267
Joined: 4/25/2010
Status: offline
Have a look at Nadzab in PNG. The base data shows a 0(1) port there. When you try and make it a destination hex for shipping, you are told it is inland.

(in reply to Andrew Brown)
Post #: 43
RE: Map faults and changes that need addressing? - 5/13/2021 10:07:06 AM   
Andrew Brown


Posts: 5007
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: LGKMAS

Have a look at Nadzab in PNG. The base data shows a 0(1) port there. When you try and make it a destination hex for shipping, you are told it is inland.


Nadzab is in a land hex, so it is inland - but I can see that at least in some scenarios Nadzab is incorrectly classified as a 'base' (port) instead of an 'airfield' (inland base). In fact there are a couple of these errors in Northern Australia as well! Good find - I will have to track those down so I can fix them in my own scenario.

(in reply to LGKMAS)
Post #: 44
RE: Map faults and changes that need addressing? - 5/13/2021 10:43:13 PM   
RangerJoe


Posts: 13450
Joined: 11/16/2015
From: My Mother, although my Father had some small part.
Status: offline
Shouldn't Hong Kong be separated from the Kowloon Peninsula by at least a river to force a shock attack? The Japanese had to invade although not very far so it would be much more like a river crossing than a island invasion.

https://en.wikipedia.org/wiki/Battle_of_Hong_Kong






Attachment (1)

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to Andrew Brown)
Post #: 45
RE: Map faults and changes that need addressing? - 5/14/2021 10:45:17 AM   
Andrew Brown


Posts: 5007
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: RangerJoe

Shouldn't Hong Kong be separated from the Kowloon Peninsula by at least a river to force a shock attack? The Japanese had to invade although not very far so it would be much more like a river crossing than a island invasion.

https://en.wikipedia.org/wiki/Battle_of_Hong_Kong


I can see the argument but I am not sure. It would depend in part on what effect that would have on the attack on HK in the game. I might experiment with it to see.

(in reply to RangerJoe)
Post #: 46
RE: Map faults and changes that need addressing? - 5/14/2021 7:09:49 PM   
RangerJoe


Posts: 13450
Joined: 11/16/2015
From: My Mother, although my Father had some small part.
Status: offline
The Kowloon Brigade could be put on the Peninsula with some fortifications.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to Andrew Brown)
Post #: 47
RE: Map faults and changes that need addressing? - 8/22/2021 2:36:45 AM   
Andrew Brown


Posts: 5007
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: LargeSlowTarget


quote:

ORIGINAL: Andrew Brown


quote:

ORIGINAL: LargeSlowTarget

Maybe reworking the Central Solomons to squeeze-in Kolombangara and Rendova?



Interesting. At first glance it looks like these are both within hex 111,134.


Yes. As you can see in my screenshot, I took some liberties in regards to distances and relative positions of the Central Solomons in order to squeeze-in the historical bases for gameplay reasons. Now PT-109 can be based at Rendova in order to get sunk near Kolombangara


I 'moved' Rendova to its own hex for my extended map update.

Also - for the extended map. Are you happy for me to 'borrow' some of the changes you made to the China portion of the map for your own scenario? I think what you have done to represent the effects of the Yellow River flooding look good - have you, or anyone, had a chance to see how they go in actual play?

(in reply to LargeSlowTarget)
Post #: 48
RE: Map faults and changes that need addressing? - 9/5/2021 3:58:15 PM   
LargeSlowTarget


Posts: 4443
Joined: 9/23/2000
From: Hessen, Germany - now living in France
Status: offline
Hi Andrew, just saw your PM, have missed your last post here.

As I said in my Mod notes, anyone can borrow whatever he wants from my mod.

_____________________________


(in reply to Andrew Brown)
Post #: 49
RE: Map faults and changes that need addressing? - 10/1/2021 6:28:37 AM   
Andrew Brown


Posts: 5007
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: LargeSlowTarget

Hi Andrew, just saw your PM, have missed your last post here.

As I said in my Mod notes, anyone can borrow whatever he wants from my mod.


Thanks, I will be incorporating some of the China changes, such as the flooding caused by the diversion of the Yellow River.

(in reply to LargeSlowTarget)
Post #: 50
RE: Map faults and changes that need addressing? - 10/1/2021 6:30:31 AM   
Andrew Brown


Posts: 5007
Joined: 9/5/2000
From: Hex 82,170
Status: offline
I have completed my update of the 'stock' (official) map and I have posted a link in the main WitP-AE forum.

Thanks again to all of you who pointed out errors and made suggestions. I was actually surprised how few changes I had to make, although I am sure there are more things that should be corrected.

(in reply to Andrew Brown)
Post #: 51
RE: Map faults and changes that need addressing? - 10/20/2021 10:07:06 AM   
Andrew Brown


Posts: 5007
Joined: 9/5/2000
From: Hex 82,170
Status: offline
I have updated the official map update :-) (there was an error in Alaska that needed fixing - nothing game breaking)

Plus I have uploaded a new version of my extended map to my WitP site. Like the official map update it has a few fixes, plus it also has some extra additions/changes.

Please note that my new extended map has NOT been playtested. If you use it and find any issues with it please let me know. Thanks.

(in reply to Andrew Brown)
Post #: 52
RE: Map faults and changes that need addressing? - 10/20/2021 10:08:18 AM   
Andrew Brown


Posts: 5007
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: LargeSlowTarget

Hi Andrew, just saw your PM, have missed your last post here.

As I said in my Mod notes, anyone can borrow whatever he wants from my mod.


Many thanks. I Have used a few of your mods in my extended map update.

(in reply to LargeSlowTarget)
Post #: 53
RE: Map faults and changes that need addressing? - 12/7/2021 1:15:59 AM   
Kull


Posts: 2625
Joined: 7/3/2007
From: El Paso, TX
Status: offline
Andrew - Hans Bolter has identified a map issue (non-existent Laotian rivers) in this thread. That got me looking around and I found two others. The first is a "river" just NW of Katherine:




Attachment (1)

_____________________________


(in reply to Andrew Brown)
Post #: 54
RE: Map faults and changes that need addressing? - 12/7/2021 1:19:02 AM   
Kull


Posts: 2625
Joined: 7/3/2007
From: El Paso, TX
Status: offline
The second is a hex near Hollandia which should be a river (i.e that's what shows on the map), but isn't (per the F6 key):




Attachment (1)

_____________________________


(in reply to Kull)
Post #: 55
RE: Map faults and changes that need addressing? - 12/7/2021 1:32:25 AM   
Kull


Posts: 2625
Joined: 7/3/2007
From: El Paso, TX
Status: offline
And a third. 8 hexes north of Edmonton (i.e. the middle of nowhere) is another land-land hex with a "hidden" river:




Attachment (1)

_____________________________


(in reply to Kull)
Post #: 56
RE: Map faults and changes that need addressing? - 12/7/2021 10:12:48 AM   
Andrew Brown


Posts: 5007
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: Kull

And a third. 8 hexes north of Edmonton (i.e. the middle of nowhere) is another land-land hex with a "hidden" river:


Thanks for the report, and for the additional checking. These are all faults that are in the original map, so they have existed since the game was released. I guess there haven't been many land campaigns fought 8 hexes north of Edmonton

I will fix these and upload the fixes, but I may not be able to for a week or two, as I am about to go on leave for 10 days, away from computers and other mod cons. These river errors are also present in my extended map, so I will fix that as well.

(in reply to Kull)
Post #: 57
RE: Map faults and changes that need addressing? - 12/14/2021 6:08:15 AM   
Pascal_slith


Posts: 1651
Joined: 8/20/2003
From: back in Commiefornia
Status: offline
So happy to see Andrew Brown around and still at it with his most excellent extended map series. My favorite map set!

_____________________________

So much WitP and so little time to play.... :-(


(in reply to Andrew Brown)
Post #: 58
RE: Map faults and changes that need addressing? - 12/31/2021 7:21:12 PM   
orabera


Posts: 74
Joined: 5/31/2002
From: Monument, CO
Status: offline
If you update the map again it would be nice to have the rail in Australia extended from Ouyen (79,165) one hex north to Mildura (80,164).

There are a few Australian Militia units there and it would be nice to load them on rail vice marching one hex south to Ouyen.

Mildura and Melbourne were connected via rail running through Ballarat and Ouyen in 1903.

https://en.wikipedia.org/wiki/Mildura_railway_line

_____________________________

"As god as my witness, I thought turkeys could fly."

(in reply to Pascal_slith)
Post #: 59
RE: Map faults and changes that need addressing? - 12/31/2021 9:23:38 PM   
Andrew Brown


Posts: 5007
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: orabera

If you update the map again it would be nice to have the rail in Australia extended from Ouyen (79,165) one hex north to Mildura (80,164).

There are a few Australian Militia units there and it would be nice to load them on rail vice marching one hex south to Ouyen.

Mildura and Melbourne were connected via rail running through Ballarat and Ouyen in 1903.

https://en.wikipedia.org/wiki/Mildura_railway_line


Looks like you are right. I will make that adjustment for the next update. Thanks.

(in reply to orabera)
Post #: 60
Page:   <<   < prev  1 [2] 3   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> RE: Map faults and changes that need addressing? Page: <<   < prev  1 [2] 3   next >   >>
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

0.859