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Tulagi-map, how to generate invasion battle? - 6/10/2005 9:11:52 AM   
Fossiili


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Tulagi is a minor island near Guadalcanal. In the II WW USA made an invasion to Tulagi. In SPWAW 8.30 I found a map of Tulagi. I have been trying to start a PBEM battle with my friend. Whatever I try, always the game starts so, that all USA forces can be deployed on the islands only. What's wrong?

< Message edited by Fossiili -- 6/10/2005 9:12:06 AM >
Post #: 1
RE: Tulagi-map, how to generate invasion battle? - 6/10/2005 4:11:53 PM   
omegaall


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All that would appear to be wrong from your point is that the map was not made as an invasion map. This little switch in the base map code needs to be set for your invading forces to get water transport.

I think many of the island maps provided suffer from this small problem, Little glitch.

If you know how to play with Fred's WAWMap Editor its easily fixed.
Let me know if you need help setting it up for you.


quote:

ORIGINAL: Fossiili

Tulagi is a minor island near Guadalcanal. In the II WW USA made an invasion to Tulagi. In SPWAW 8.30 I found a map of Tulagi. I have been trying to start a PBEM battle with my friend. Whatever I try, always the game starts so, that all USA forces can be deployed on the islands only. What's wrong?


(in reply to Fossiili)
Post #: 2
RE: Tulagi-map, how to generate invasion battle? - 6/10/2005 6:06:53 PM   
Wild Bill

 

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I designed that map along with a number of other maps on the Pacific, including Betio, Iwo Jima and some others.

I did not set it as an invasion map for the following reason. If it was set that way, then all units puchased would come with naval or amphibious transport and some might not want that. I did not consider that some might want to use these maps for 2 player or PBEM games. I probably should have had two versions of each.

My thinking was in terms of scenario design where I did not want the designer to be stuck with a ton of landing craft. There is a glitch in that program for real and it can be major headache.

In the case of Tulagi, there was practically no opposition at the landings. Of course, in a what if scenario that could change.

Using the Chlanda map editor you could probably make it so, I just don't know how. Post to the main forum and ask some guys.

WB

_____________________________


In Arduis Fidelis
Wild Bill Wilder
Independent Game Consultant

(in reply to omegaall)
Post #: 3
RE: Tulagi-map, how to generate invasion battle? - 6/11/2005 3:43:46 PM   
omegaall


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Fossiili see Pm/email.

Map fixed for you just have to deliver it somewhere !

(in reply to Wild Bill)
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RE: Tulagi-map, how to generate invasion battle? - 6/11/2005 7:24:31 PM   
Major Destruction


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All maps can be adapted/edited for use in a PBEM game.

1 open SPWAW in Solitaire mode
2 Select "editor"
3 Open the map of your choice- in this case, Wild Bill's excellent work Tulagi.

4 Set the date, nations, weather and other preferences according to the battle you are planning to create. NOTE: according to Redleg, this should be done prior to loading the map. I defer to Redleg. Do this first!

5 Select deploy for the Player 1 nation. In this case, Player 1 will be USMC or US Army
6 Select the button for placing the deployment lines. It has a blue and green flag icon on the button.
7 Clicking each hex in turn, place the deployment line for the USMC according to your wishes.
8 Repeat for the Japanese, Player 2.

9 VERY IMPORTANT
Place the reinforcement hexes for both nations and also place the retreat hex for both nations. When designing a map for an amphibious attack, I like to place the Retreat hex for the amphibious force not too far from the invasion beach, perhaps 12-20 hexes back. This will allow the Player to remove his landing craft from the map during play and thus 'unclutter' the playing area.

10 Place your victory objective flags and apply their values. The value of the flags is subjective and according to your own wishes. However, for a larger battle the values should be higher IMO.

Now save the map. It is wise to do this periodically during the procedure above to avoid losing your work to a CTD or similar catastrophe.
It is also wise to save the scenario in a vacant scenario slot. Then if you ever lose your map, you can find it again in your saved scenario.

Exit SPWAW, start the game again from the desktop and build your PBEM battle.

Using the same dates, nations and preferences select the button for the map and select Custom:As Designed.

When you have purchased your units you will be prompted to load your newly edited map.

It is long-winded but it works.

OK, one final check. Zip up the files for your deployment ready to send to your opponent. Now go back into the game and open your opponent's turn. Buy some units, auto deploy and end the turn. Play your turn 1. Now scan your map for errors. Did the retreat flags appear properly? And the reinforcement flags? and is your deployment line properly placed? And do your units have amphibious assault transport? (if planning a river crossing battle, check that the units carry rubber rafts).

If everything looks good, exit the game and send the files to your opponent.

< Message edited by Major Destruction -- 6/12/2005 2:33:53 AM >

(in reply to omegaall)
Post #: 5
RE: Tulagi-map, how to generate invasion battle? - 6/11/2005 7:32:23 PM   
omegaall


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MD: You should have it by now !!

(in reply to Major Destruction)
Post #: 6
RE: Tulagi-map, how to generate invasion battle? - 6/12/2005 2:31:58 AM   
Major Destruction


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It is not working for me. Look at the attached picture. The beach hexes are not natural and the victory objectives are placed in that annoying 5 cluster arrangement The start lines are not placed properly either.

Attachment (1)

(in reply to omegaall)
Post #: 7
RE: Tulagi-map, how to generate invasion battle? - 6/12/2005 5:45:55 PM   
omegaall


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quote:

ORIGINAL: Major Destruction

It is not working for me. Look at the attached picture. The beach hexes are not natural and the victory objectives are placed in that annoying 5 cluster arrangement The start lines are not placed properly either.


The hex problem is trivial:
Open the map using the game map editor, ckick anywhare and its is then fixed. Save the map.
Now the graphics of teh map are fixed.
As for the victory hexes and start lines. I did not reset these. They get screwede up in the conversion process.

(in reply to Major Destruction)
Post #: 8
RE: Tulagi-map, how to generate invasion battle? - 6/14/2005 5:44:23 AM   
Major Destruction


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I have adjusted the start lines and the victory hexes for you but the US forces arrive on the right side. Can't change that it seems.

The map is available at the depot under the battlefields thread. There's some other good maps there too, adapted for various PBEM battles. Take a butchers.

This one works for a battle against the Computer opponent, sort of, but you might want to deploy the defending force then let the AI play the turns. Just a suggestion.

(in reply to omegaall)
Post #: 9
RE: Tulagi-map, how to generate invasion battle? - 6/14/2005 2:59:02 PM   
omegaall


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Ok a brief 'HOW TO' to fix your problem.

Ok with the map:
Once you have it set up as an invasion map, ie map I sent you, as distinct from the original version. You need to do the following:

1. Open the map in the Game map editor.
1.1 If the map looks as if the beach hexes are wrong then just click on any hex on the map. DO NOT SELCET any of the terrain tiles from the menu on the right when doing this. This will set the map to the correct shore line hex format.
1.2 After opening the map and setting the hexes if necessary SAVE the map. To save it USE the Save map icon in the menu bar at the right.
1.3 Now exit the map editor.

2. Select your sides and set them as player 1 and 2 as appropriate also set the date.
2.1 Now just click on either of the DEPOY buttons. DO NOT purchase any units.
2.2 In the deployment:
2.2.1 Select the victory hex button and set the victory hexs as wanted.
2.2.2 Select the start line button and set the start lines as wanted.
2.3 Now exit the deployment window. DO NOT SAVE the scenario.

3. Now press the map edit button and enter the map edit.
3.1. Now use the Save map icon in the map terrain menu again to save the map.
3.2 Now exit the map editing

4. The map is now set with victory hexes and start lines. Also the map is NOT fixed as to which side is which.

If you save the map in the scenario deployment phase sides are locked in to place and can not be moved as it is now a scenario not a map.

Note also victory hexes take on the flag of the side,(left or right), that was used to set them. So if you set the flags as Germany - Left and USA - Right and then use the map as Marines – Left and Japan – Right the hexes set initially as German will become marine and the USA flags will become Japanese.

Again this is a brief outline.

quote:

ORIGINAL: Major Destruction

I have adjusted the start lines and the victory hexes for you but the US forces arrive on the right side. Can't change that it seems.

The map is available at the depot under the battlefields thread. There's some other good maps there too, adapted for various PBEM battles. Take a butchers.

This one works for a battle against the Computer opponent, sort of, but you might want to deploy the defending force then let the AI play the turns. Just a suggestion.


(in reply to Major Destruction)
Post #: 10
RE: Tulagi-map, how to generate invasion battle? - 6/14/2005 4:11:21 PM   
Major Destruction


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I think this is the process that I used to make my edits but the retreat and reinforcement hexes for the US player (regarless whether Player1 or Player 2) are on the right side of the map.

Is there any way to place the retreat hex for US on the left side?

(in reply to omegaall)
Post #: 11
RE: Tulagi-map, how to generate invasion battle? - 6/14/2005 5:36:32 PM   
omegaall


Posts: 317
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Hexes or flags ?

Zap your map back to me and I will look at it.
Also any detail re date and sides

quote:

ORIGINAL: Major Destruction

I think this is the process that I used to make my edits but the retreat and reinforcement hexes for the US player (regarless whether Player1 or Player 2) are on the right side of the map.

Is there any way to place the retreat hex for US on the left side?


(in reply to Major Destruction)
Post #: 12
RE: Tulagi-map, how to generate invasion battle? - 6/14/2005 8:32:55 PM   
Wild Bill

 

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This is most interesting, guys. Keep it coming. I'm learning from you.

WB

_____________________________


In Arduis Fidelis
Wild Bill Wilder
Independent Game Consultant

(in reply to Fossiili)
Post #: 13
RE: Tulagi-map, how to generate invasion battle? - 6/15/2005 4:21:46 AM   
omegaall


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WB: I think that tutorial as discussed sounds like a real necessity.

Next job on my list !!!!

(in reply to Wild Bill)
Post #: 14
RE: Tulagi-map, how to generate invasion battle? - 6/15/2005 6:07:56 AM   
Major Destruction


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From: Canada
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It is in your PM box.

The sides are US v Japan

It doesn't matter if it is US Army or USMC as either force will be deployed on the right.

(in reply to omegaall)
Post #: 15
RE: Tulagi-map, how to generate invasion battle? - 8/2/2005 3:21:05 AM   
spmlawyer

 

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I didn't want to fiddle with the Ediotr, just wantd to play the game "as is." First, I want say how cool it is that there's a Tulagi battle at all, prelude to Guadalcanal. but I encountered some difficulties that I wanted to check.

1.I've played the battle several times and even setting preferences, can't seem to do better than a draw, even after taking all hexes. I've even had much fewer casualties and been decisively defeated. Are there enemy units in the jungle I have to root out and destroy?

2. In the pre-battle briefing, the author suggests buying a Raider Btn and Engineer scn. The available points don't allow for this. The text suggests that there is a battle to be fought, resulting in enough points to buy landing craft. But if you don't buy the LTV alligators you can't reach Tulagi. What am I missing?
Incidentally, you can buy barge carriers but how do you get the barges.

3. Some of the Japanese units seem to have an abundance of shots, sometimes as many as 10 - 12.

Appreciate any thoughts on the above and the strategy to win.

(in reply to Fossiili)
Post #: 16
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