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Design Frustrations - 8/6/2005 9:01:12 AM   
Aawulf

 

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Joined: 7/14/2005
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A few things have frustrated by best attempts to understand and overcome.

1. Why can't I add a Command HQ that actually controls the bases it conquers? Can we not add an HQ to the list of Command HQ's to which we can change units subordination? I know I can do it pre-game, but why not in-game?

2. PWHex structure. It seems to be 151x151 with 12 fields each. Where can I read up on what those fields are and what order they are in so I can add PWHex to my editor?

3. Where are these leaders coming from in the game that are not in the wph.dat file?

4. There are only 20,000 pilot slots. Is there a "Joe Pilot" fill-in if and when the 20,000 have been exhausted by the Japanese and Allies?

5. Why do I still have Human controllled units being redirected by the computer? And how is it that LCU units are changing to other HQ's when their Airfield Size and Port Size equal 0 (hmm. I could fix that by setting the change date to some time in the 1950's)?

6. Refits are supposed to be only doable in Tokyo for the Japs, yet I see numerous ships change to their newer version at other bases. Is this a bug, poor documentation or a change since the manual?

7. How intelligent is the AI? Does it choose a basically linear path from among several options or does it make unique decisions every turn based on Victory Points, industrial needs and other criteria?

Thank you in advance.

Michael Fleshman
Post #: 1
RE: Design Frustrations - 8/6/2005 9:25:11 AM   
CobraAus


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From: Geelong Australia
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quote:

2. PWHex structure. It seems to be 151x151 with 12 fields each. Where can I read up on what those fields are and what order they are in so I can add PWHex to my editor?

I have already spoken to Andrew Brown who creates his own PWHEX files for his map so he would be the best in the group to speak to he has indicated that he is only to happy to help + I think he is on line now so just PM him

Cobra Aus

(in reply to Aawulf)
Post #: 2
RE: Design Frustrations - 8/6/2005 9:42:03 AM   
Aawulf

 

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He just PM'd me offering to help.

Thank you

(in reply to CobraAus)
Post #: 3
RE: Design Frustrations - 8/6/2005 11:38:38 AM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
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quote:

ORIGINAL: Aawulf

A few things have frustrated by best attempts to understand and overcome.

3. Where are these leaders coming from in the game that are not in the wph.dat file?

When a unit needs a leader, or the unit has a random leader assigned in the database, the program creates a leader for that unit. The program has a string of last names it can use and cycles through the alphabet for the first initial. The leader attributes (skill/etc) are also randomly generated.
The game created leaders are in addition to those in the database file.

quote:


5. Why do I still have Human controllled units being redirected by the computer? And how is it that LCU units are changing to other HQ's when their Airfield Size and Port Size equal 0 (hmm. I could fix that by setting the change date to some time in the 1950's)?

Usually this only occurs if there are any zones under Computer control. It is a known but hard to track problem.

quote:


6. Refits are supposed to be only doable in Tokyo for the Japs, yet I see numerous ships change to their newer version at other bases. Is this a bug, poor documentation or a change since the manual?

Upgrades can occur wherever there is a Repair Shipyard at a base. I am not sure where you read that it can only be done in Toyko.

Michael

< Message edited by michaelm -- 8/6/2005 11:40:24 AM >

(in reply to Aawulf)
Post #: 4
RE: Design Frustrations - 8/6/2005 2:50:29 PM   
Captain Cruft


Posts: 3652
Joined: 3/17/2004
From: England
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quote:

ORIGINAL: Aawulf
1. Why can't I add a Command HQ that actually controls the bases it conquers? Can we not add an HQ to the list of Command HQ's to which we can change units subordination? I know I can do it pre-game, but why not in-game?


The list of Command HQs is essentially hard-wired. Both the slot numbers and the names. Although you can change the names in the editor there are some parts of the game where they will show as the original ones.

When you conquer a base the HQ it gets assigned to is determined by "geography" according to an old post by Mike Wood. I take this to mean by hex co-ordinate.

You can change the HQ of a base at any time but only to one of those which is represented by an LCU at the base. I think this may not work with combat units too, it needs to be an HQ or other support type unit e.g. base force.

If all this is worrying just consider that if you can get > 20,000 supplies to a base its HQ becomes moot. Base HQs are only relevant to air replacements, nothing else.

quote:


2. PWHex structure. It seems to be 151x151 with 12 fields each. Where can I read up on what those fields are and what order they are in so I can add PWHex to my editor?


It's not that hard to work out, the only dodgy bit is the "transport network". Can Excel edit binary files though? Maybe with some hairy VB code I suppose anything is possible.

quote:


3. Where are these leaders coming from in the game that are not in the wph.dat file?


I don't know about LCUs and ships but for air groups the "make me a random leader" routine selects a pilot from the group, generally one of the higher experience ones. The Leadership and Insipiration values are then derived from the Experience value. This is why when you Divide Unit you get much better leaders than can be selected from the actual leader list.

quote:


4. There are only 20,000 pilot slots. Is there a "Joe Pilot" fill-in if and when the 20,000 have been exhausted by the Japanese and Allies?


Like Michealm said. You can see the list of names by using a utility to extract strings from the WitP EXE file.

quote:


5. Why do I still have Human controllled units being redirected by the computer? And how is it that LCU units are changing to other HQ's when their Airfield Size and Port Size equal 0 (hmm. I could fix that by setting the change date to some time in the 1950's)?


Again, like Michaelm said. Don't allow the computer to do anything that you can do yourself. No zones on computer control!

quote:


6. Refits are supposed to be only doable in Tokyo for the Japs, yet I see numerous ships change to their newer version at other bases. Is this a bug, poor documentation or a change since the manual?


For Japan there are three types of "refit":

1) Standard upgrades, applicable to all types of ship. These will happen automatically if the ship in question is disbanded in a port with a repair shipyard on or after the upgrade date.
2) AK conversions - the ship (AK type with > 5,000 capacity) must be disbanded in Osaka/Kobe. Then when you select the ship you will be presented with the ability to convert it into an AS, AV, AR or MLE type. When you do so the ship disappears from the port and goes into ship building queue with an arrival date 180 days hence.
3) Special CS to CVL conversions (Chitose & Chiyoda) - I believe these work like the AK conversions but only after a certain date. I've never done it to be honest.

quote:


7. How intelligent is the AI? Does it choose a basically linear path from among several options or does it make unique decisions every turn based on Victory Points, industrial needs and other criteria?


It has not displayed anything remotely resembling intelligence in my dealings with it. At a guess it consists of generic routines plus a bit of scripting to get some invasions to happen at the "right time". I would be amazed if VPs and industrial needs came into it.

The best way to see the AI at work is to load up a game in Hotseat mode and have a look. You may need a stiff drink afterwards though ... ;)


< Message edited by Captain Cruft -- 8/6/2005 3:01:55 PM >

(in reply to Aawulf)
Post #: 5
RE: Design Frustrations - 8/7/2005 5:54:34 AM   
Aawulf

 

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Thank you all for the replies.

The only actual mentioning of "refits" in the manual is on page 106 where describes how off map refits are done with production off and in smaller maps. In that case, the Japanese must send their ships to Tokyo or whatever the scenario details as the "home base".

With regard to the question about the 20,000 pool of pilots, I should have been more clear. Does the computer generate more pilots beyond those 20,000 like it evidently does with leaders or can there never be more than 20,000 pilots?

I appreciate your answers.

Michael Fleshman

(in reply to Captain Cruft)
Post #: 6
RE: Design Frustrations - 8/7/2005 6:41:16 AM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
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I believe that is the maximum size of the pilot array in the game. The game allocates random pilots to spare slots starting from the end of this array (#19999) and moving down through the slots.
Michael
quote:

ORIGINAL: Aawulf

Thank you all for the replies.

The only actual mentioning of "refits" in the manual is on page 106 where describes how off map refits are done with production off and in smaller maps. In that case, the Japanese must send their ships to Tokyo or whatever the scenario details as the "home base".

With regard to the question about the 20,000 pool of pilots, I should have been more clear. Does the computer generate more pilots beyond those 20,000 like it evidently does with leaders or can there never be more than 20,000 pilots?

I appreciate your answers.

Michael Fleshman


(in reply to Aawulf)
Post #: 7
RE: Design Frustrations - 8/18/2005 5:59:03 PM   
Gray_Lensman


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What program is used to open/view the information in "PWHEX.DAT"?

(in reply to michaelm75au)
Post #: 8
RE: Design Frustrations - 8/18/2005 6:21:45 PM   
Captain Cruft


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Joined: 3/17/2004
From: England
Status: offline
quote:

ORIGINAL: Gray_Lensman

What program is used to open/view the information in "PWHEX.DAT"?


There isn't one, you will have to make it :)

(in reply to Gray_Lensman)
Post #: 9
RE: Design Frustrations - 8/24/2005 10:16:08 PM   
Aawulf

 

Posts: 116
Joined: 7/14/2005
Status: offline

quote:

ORIGINAL: Gray_Lensman

What program is used to open/view the information in "PWHEX.DAT"?

If you have a modern version of Excel, WitPExcel 1.4 edits the PWHex.dat. It can be DL'd at Spooky's.

Regards,

Michael Fleshman

(in reply to Gray_Lensman)
Post #: 10
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