RE: RHS: RHS Design Thread: update link and update plan (Full Version)

All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding



Message


el cid again -> RE: RHS: RHS Design Thread: update link and update plan (10/12/2014 3:42:32 AM)

Reissued with updated link below.

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








sanderz -> RE: RHS: RHS Design Thread: update link and update plan (10/12/2014 6:43:25 AM)


hi

only an occasional player but am thinking of coming back to this game and the work you have done on this mod is just amazing

anyway, was going to have a look at things but am unsure as to what base version of the game you apply this patch too e.g. the last official patch "WITP Admiral's Edition v1.01.08r9 Official Update" or should it be this but with the latest beta?

many thanks




Yaab -> RE: RHS: RHS Design Thread: update link and update plan (10/12/2014 6:47:51 AM)

It works with the latest beta.




sanderz -> RE: RHS: RHS Design Thread: update link and update plan (10/13/2014 10:41:08 AM)

just looking at some aircraft data (in 105) and the following planes are not designated as either IJN or IJA (at least as shown in Trackers Air Production screen)

no idea if this is as intended or not but if not the planes concerned are:

E13A1-S Jake AS
G3M3-Q Nell AS
Q2M1 Peggy






el cid again -> RE: RHS: RHS Design Thread: update link and update plan (10/15/2014 12:54:43 AM)

I found all three of the listed planes had no nation assigned in
105, and a different one in a different scenario. I need to
do a comprehensive review of all types in all scenarios to
insure the nation/service field is correct. It is unclear
how that value can ever be zero. This will be done by
tomorrows microupdate.

And the Q2M1 was called Q2W1 in the documentation (the RHS
plane lists) - improperly. The database is correct - the
M indicates manufacturer.




el cid again -> RE: RHS: RHS Design Thread: update link and update plan (10/15/2014 12:55:29 AM)

A report that an RTN torpedo boat was invisible led me to do a comprehensive ship art review for both sides. Allied ship are had no issues (never mind there is a lot more of it). Axis ship art had two missing sides and one side changed, and a number of shils added. So be sure to copy the art folder even if you are updating instead of performing an original install.

A report of trouble with loading torpedoes led me to do a series of tests, to define an RHS convention re load-cost which is essentially identical to stock, and then to redo every torpedo device in every scenario. RHS has many depth charge devices - not only for different depth charges but for different patterns using the same depth charges. With one exception (the massive RN Mark X DC) using a single DC weight permits reloading properly. It appears there is no mechanism to model the actual ordnance consumption by weight for a pattern of depth charges - and indeed similarly the system does not seem directly to consume gun ammunition by actual weight of shots fired either. The rearming process is semi-abstract - and the "load weight" is used as one factor in determining if reloading may happen?

Otherwise I completed the integration of aircraft and location files relative to production of aircraft. I also completed the review of US locations relative to infrastructure and industry. And revised Luzon because it is more or less at the
center of the game chessboard. I was able to determine that certain airfields and ports should not exist, or vice versa, that they were built in the 1920s or 1930s -
and revised the locations accordingly. Eleven ships had to change ports because the port they were assigned to is no longer a port.

Working on those ships I became aware that there were ships in even numbered (simplified RHS) scenarios which should not be present. Simplified RHS has virtually no schooners, ferries or HDMLs, river boom vessels nor any vessels on landlocked waterways. Nor are there any ghost submarines. These measures are taken to simplify generating a turn and to help AI in a game vs AI.

What remains is to see if I can add some air art and to revise the pwhexe files.



NEW LINK BELOW




el cid again -> RE: RHS: RHS Design Thread: update link and update plan (10/15/2014 12:58:00 AM)


quote:

ORIGINAL: Yaab

It works with the latest beta.


That is correct. RHS depends on things like the weapon codes added by
the beta. In fact, apparently one code - for ASW - was added at our request -
since as far as I am aware no other mod has any air ASW weapons to exploit it.
There are a few lesser reasons to use the beta as well - and also they beta
increases information useful to players and options for players.




btd64 -> RE: RHS: RHS Design Thread: update link and update plan (10/15/2014 11:16:43 AM)

el cid again, just installed the download and took a look thru the files and was wondering if I install the files in one of my AE folders just like any other mod. I have AE installed in six different folders for different purposes and my WITPAE D folder with the Extended map seems to be the right place. Just copy and over right, correct?....GP

edit; don't remember if this was indicated anywhere within your thread, But if not, might be useful for others as well.




btd64 -> RE: RHS: RHS Design Thread: update link and update plan (10/15/2014 1:53:03 PM)

quote:

ORIGINAL: General Patton

el cid again, just installed the download and took a look thru the files and was wondering if I install the files in one of my AE folders just like any other mod. I have AE installed in six different folders for different purposes and my WITPAE D folder with the Extended map seems to be the right place. Just copy and over right, correct?....GP

edit; don't remember if this was indicated anywhere within your thread, But if not, might be useful for others as well.


el cid agian, I have installed your mod and I have to say, WOW [X(], Cool stuff. I sense a little Andy Mac AI in there. Anyway I installed and ran the scenario 99 with chemkids extended map/hexes/boarders, and all seems ok. I did notice a few things and want to know if you want me to post them here or PM you....GP




sanderz -> RE: RHS: RHS Design Thread: update link and update plan (10/15/2014 2:22:29 PM)

Just looking around the aircraft device data - i see the 20mm cannon (Japan 99-2) has a huge boost to effectivenes vs stock i.e. from 4 up to 14. Does this mean the Jap planes with 20mm will perform significantly better in RHS or are there other factors that even things out?




MrKane -> RE: RHS: RHS Design Thread: update link and update plan (10/15/2014 4:41:05 PM)


quote:

ORIGINAL: General Patton

quote:

ORIGINAL: General Patton

el cid again, just installed the download and took a look thru the files and was wondering if I install the files in one of my AE folders just like any other mod. I have AE installed in six different folders for different purposes and my WITPAE D folder with the Extended map seems to be the right place. Just copy and over right, correct?....GP

edit; don't remember if this was indicated anywhere within your thread, But if not, might be useful for others as well.


el cid agian, I have installed your mod and I have to say, WOW [X(], Cool stuff. I sense a little Andy Mac AI in there. Anyway I installed and ran the scenario 99 with chemkids extended map/hexes/boarders, and all seems ok. I did notice a few things and want to know if you want me to post them here or PM you....GP



Well I have just run 1st turn, and after watching PH attack I have give up. Kate did not carry torpedo anymore :(
I did not read all this stuff here, maybe it was wrong scenario. Mod is already deleted, but scenario I have try to play was the one with AI in name.




Yaab -> RE: RHS: RHS Design Thread: update link and update plan (10/15/2014 4:44:26 PM)


quote:

ORIGINAL: General Patton

quote:

ORIGINAL: General Patton

el cid again, just installed the download and took a look thru the files and was wondering if I install the files in one of my AE folders just like any other mod. I have AE installed in six different folders for different purposes and my WITPAE D folder with the Extended map seems to be the right place. Just copy and over right, correct?....GP

edit; don't remember if this was indicated anywhere within your thread, But if not, might be useful for others as well.


el cid agian, I have installed your mod and I have to say, WOW [X(], Cool stuff. I sense a little Andy Mac AI in there. Anyway I installed and ran the scenario 99 with chemkids extended map/hexes/boarders, and all seems ok. I did notice a few things and want to know if you want me to post them here or PM you....GP



I installed the AE and the RHS in the default RHS folder which is C:\RHS. I suffered data problems when installing AE/RHS in non-default folders.




btd64 -> RE: RHS: RHS Design Thread: update link and update plan (10/16/2014 2:31:00 AM)


quote:

ORIGINAL: Yaab


quote:

ORIGINAL: General Patton

quote:

ORIGINAL: General Patton

el cid again, just installed the download and took a look thru the files and was wondering if I install the files in one of my AE folders just like any other mod. I have AE installed in six different folders for different purposes and my WITPAE D folder with the Extended map seems to be the right place. Just copy and over right, correct?....GP

edit; don't remember if this was indicated anywhere within your thread, But if not, might be useful for others as well.


el cid agian, I have installed your mod and I have to say, WOW [X(], Cool stuff. I sense a little Andy Mac AI in there. Anyway I installed and ran the scenario 99 with chemkids extended map/hexes/boarders, and all seems ok. I did notice a few things and want to know if you want me to post them here or PM you....GP



I installed the AE and the RHS in the default RHS folder which is C:\RHS. I suffered data problems when installing AE/RHS in non-default folders.


Yaab, I have a folder/seperate install of WITPAE. In fact I have 6 such folders. A thru F. D is AE with chemkids topo extended map, one of DBB's scenarios and RHS. I simply installed the RHS mod on my machine and then, Much like RA, moved the art, and other files into the appropriate file in the "D" AE folder. It has worked so far. Although I haven't checked places like China yet, where it looks like there are a few changes. Give it a try and if it doesn't work, post here and I will get into more detail as to what I did....GP




btd64 -> RE: RHS: RHS Design Thread: update link and update plan (10/16/2014 2:36:39 AM)


quote:

ORIGINAL: MrKane


quote:

ORIGINAL: General Patton

quote:

ORIGINAL: General Patton

el cid again, just installed the download and took a look thru the files and was wondering if I install the files in one of my AE folders just like any other mod. I have AE installed in six different folders for different purposes and my WITPAE D folder with the Extended map seems to be the right place. Just copy and over right, correct?....GP

edit; don't remember if this was indicated anywhere within your thread, But if not, might be useful for others as well.


el cid agian, I have installed your mod and I have to say, WOW [X(], Cool stuff. I sense a little Andy Mac AI in there. Anyway I installed and ran the scenario 99 with chemkids extended map/hexes/boarders, and all seems ok. I did notice a few things and want to know if you want me to post them here or PM you....GP



Well I have just run 1st turn, and after watching PH attack I have give up. Kate did not carry torpedo anymore :(
I did not read all this stuff here, maybe it was wrong scenario. Mod is already deleted, but scenario I have try to play was the one with AI in name.


MrKane, Don't give up. Reinstall and try scenario 99. Keep in mind, that sometimes they don't use there torps. I don't play the japanese side so I don't know if the torps were taken away, but I do remember a thread about a year ago were someone said the kates didn't use there torps. I believe most people here said it was probably a die roll thing....GP




el cid again -> RE: RHS: RHS Design Thread: update link and update plan (10/22/2014 1:49:13 AM)

This is a somewhat delayed and more comprehensive than expected
microupdate.

It involves responding to reports from playtesters, from erata hunters,
and things discovered in the process of investigating various issues.

I also checked numbers of things to insure a consistent set of data.
For example, all map edge entry points for units and/or supplies (etc)
were checked to insure they use the most current RHS definitions
of what should be there. These map edge entry points are critical
to the Allies. There are numbers of them in RHS - some of them
identical to stock - others unique to RHS. Some are theoretical
in that units cannot actually leave by them or enter from them,
but they represent both sources of supply and fall back points
where units in fact could leave the map. It is possible some of them
may become actual exit/entry points in future. But they exist for two
reasons: so points supplies enter the map IRL are modeled, and
so that, if captured, the victory value of that is modeled as well. As
a rule, the value of a location at the map edge, in victory point terms,
is ten times as high for the Axis as it is for the Allies - because it
is so hard to get there.

Some playtesters felt that it was "too easy for Japan logistically" to
go long distances. Conversely, I feel it is sometimes "too easy for
the Allies to move forces but not need to move the vital supplies to
feed them which really needed to be moved" - because the very
simple supply system means any locally generated supply point will
turn into anything you need. So I reviewed many locations, in
particular in the places Japan must take, and/or the Allies could
retake, in most campaigns. I did find that RHS was in somecases
"overdeveloped" - because years ago I used "what is there" as a
model for a location. Since then I have found ways, and new data
has appeared, permitting better modeling "what was there in 1941"
to be used instead. This has resulted in dozens of locations with
no developed ports or airfields turning into "dot locations" vice
flagged locations. Some of these have a lot of economic production
anyway - others none at all. Do not assume a dot is not important
economically - or in its base potential. Look to know. Overall,
many locations lost industry, but others were found to have been
understated for various reasons. Even so, total industry counts
fell somewhat, never mind more locations were added - to the extent
we cannot do that any more. This was mainly done with a view
to "explaining" why there are roads or railroads in the art? Also
where it would help a local economy work better. Much of this
last set of updates has focused on making the economics more automatic,
both for AI and for players.

I found that Russian aircraft production had not been adapted fully
for the "simplified RHS" scenarios (i.e. even numbered ones). That
means the dates of production are one month later - and that the
production rates at factories are entirely set to start - with no "damaged"
factories. This is because "full RHS" scenarios have "ramp up" of
production - but that means players must manage investment in the
damaged factories. [This should NOT be done BEFORE the start of
production date - otherwise the production will not ramp up.] In simplified
RHS ramp up is crudely simulated by delayed production start - and
there is nothing to repair.

Certain device issues were investigated and certain units were changed
in location. Both Tata Airline base forces were in the same hex - instead
of one in each of the intended hexes. Tata Airline starts the war with
almost no equipment - and each base force has only one aviation support
squad. But eventually the future India Air Line (originally named for the
founder) matters - and balances somewhat the state owned airlines of
Japan and Manchukuo. When a unit was found to have a problem of
any sort, it was fixed - as RHS policy is "fix it now" - lest we forget. This
review uncovered numbers of issues which had been left for "some day" -
some day is now.

Scenario 106 - which is not yet playable except as a 1945 test bed -
gained many locations which were developed during the war, or which
are on a different side in 1945. Many units were 9999ed out - as they
no longer exist - no reason to trouble the program looking at them. This
development work has a long way to go - but is now substantially underway.
106 is a full map Downfall Scenario. Like stock, it also permits kamakaze
aircraft. And like all simplified RHS scenarios, it has no training air units.
Trainers exist at about 10% of their numbers only for use as emergency
attack aircraft. 106 in RHS has numbers of electronic warfare, missile
and other special devices. You have USN SAMs and SSNs (Loon and Lark),
not just Axis missiles. Also ASMs - e.g. Bat. And some remarkable aircraft.
Two types have been removed for now - pending art - the B-36 and the B-45 -
we have side art but (a) need tops and (b) the side art is not in the present
filmstrips.

The last thing done was identify pwhexe changes required. Many are needed
due to population revisions in the data - affecting RHS definitions of Urban Light
and Urban Heavy (or neither). I also found the Irrawaddy is not navigable all the
way - so we will shorten it by one port. I am not going to do the pwhexe hex
files and, possibly, add a bit of air art.

No art changed since the last update - but if you are new to RHS or have not
updated in several revisions - be sure the art folder is copied, not just the SCEN
folder. The same applies to the pwhexe folder - no changes this time. The
documentation folder has a new urban hex definitions file - which will detail what
hexes will change to or from Urban Light, Urban Heavy or neither?

I estimate it will take a few days to issue the "final" and "official release" version -
which will be called 6.0 (for technical reasons).

Revised link below.




el cid again -> RE: RHS: RHS Design Thread: update link and update plan (10/22/2014 1:55:51 AM)


quote:

ORIGINAL: General Patton

quote:

ORIGINAL: General Patton

el cid again, just installed the download and took a look thru the files and was wondering if I install the files in one of my AE folders just like any other mod. I have AE installed in six different folders for different purposes and my WITPAE D folder with the Extended map seems to be the right place. Just copy and over right, correct?....GP

edit; don't remember if this was indicated anywhere within your thread, But if not, might be useful for others as well.


el cid agian, I have installed your mod and I have to say, WOW [X(], Cool stuff. I sense a little Andy Mac AI in there. Anyway I installed and ran the scenario 99 with chemkids extended map/hexes/boarders, and all seems ok. I did notice a few things and want to know if you want me to post them here or PM you....GP



I will send my address to you. I will send it to anyone with questions or technical observations of any kind.
RHS is a team effort, modeled in part on CHS of WITP days, but with a much more open system. Because we have
several scenarios we can use ideas in some even if not in all. About half of all RHS concepts are from forum
members not otherwise involved in development - just making suggestions. That is a lot of ideas - RHS is feature
rich because we take suggestions and listen to criticism when possible. We PREFER to make changes and try NOT
to reject suggestions.




btd64 -> RE: RHS: RHS Design Thread: update link and update plan (10/22/2014 11:33:44 PM)

el cid again, I'll await your email....GP




el cid again -> RE: RHS: RHS Design Thread: pwhexe update documentation and planning (10/26/2014 7:45:54 AM)

In order to do the pwhexe files properly - and not have to go back -
I organized a plan. The original intent was to determine which
hexes need to be Urban Heavy (UH), Urban Light (UL), or
possibly convert back to clear or jungle or mountain jungle?
These changes because (a) I have better 1941 population data
and (b) because RHS defines urban hexes by population.

So there is a significantly revised Excel spreadsheet defining
these changes. The next edition of the RHS Urban Hexes Defined
spreadsheet will drop off many of the notes and all locations
that are no longer UL or UH. But THIS one is the working document
from which changes will be made - and includes FORMER UL and
UH hexes as well as present and FUTURE ones.

The process of reviewing something like 1800 slots caused
a number of eratta to appear. RHS also defines garrison requirements
and victory points on a population scale - so changes in population
change them as well. [There is also a bit of judgment - a location
can get a higher rating if it is "important" for example. Generally
that means 50% more victory points and another bump in garrison
requirements.]

Along the way I discovered data on the Portugese garrisons. We
actually had slots for both. The "Dili Detachment" isn't Dutch - it is
Portugese! And the "Macao Political Section" (created because
I was told there was no garrison in WW2 when visiting the area)
is now the Macao Garrison. I also know the names of the officers
in command, so they were added to leaders.

Two or three locations changed sides, three or four were deleted
and an inventory of blank slots was made - we have about 40 -
which is better than I thought. It permits later additions. Five or
six units changed squad counts for technical reasons. A few
locations changed their industry device counts - again for technical
reasons. I do not plan to revisit the data files except to resolve
reported problems.

Pwhexe files will start being released tomorrow. I may do all
the seasons at once - that is - all Winter files - followed by all Spring
files - etc.

Use updated link two panels below




el cid again -> RE: RHS: Urban Hexes Defined Spreadsheet (10/26/2014 7:47:57 AM)

RHS Urban Hexes & Future Pwhex Edition Change Plan

Slot Name Map X Map Y Manpower Centers Code Pwhexe Axix VP Allied VP Axis Garrison Allied Garrison


225 Hakata 103 57 6 UL 15 150 40 80
228 Hiroshima & Kure 106 58 4 UL 15 150 70 140
231 Kobe 108 59 16 UH 30 300 100 200 Special Case due to Industry > 700
236 Ota [Gumma Pref[ 113 59 5 UL 10 100 20 40
242 Nagasaki & Sasebo 102 58 4 UH 30 300 80 160 Special Case due density & Industry > 700
243 Nagoya 111 60 15 UH 20 200 50 100
246 Osaka & Kyoto 109 59 51 UH 30 300 80 160 Special Case due to Industry > 700
247 Sapporo 120 51 5 UL 15 150 30 60
248 Sendai 117 58 5 UL 15 150 30 60
252 Tokyo 114 60 68 UH 30 300 100 200 Special Case due to Industry > 700
254 Ise & Tsu 110 60 5 UL 15 150 30 60
257 Yokohama & Yokosuka 113 61 16 UH 30 300 100 200 Special Case due to Industry > 700
312 Keijo 103 50 7 UL 15 45 30 30 Special Case: Capital
329 Taipei 87 63 11 UL Note 1 15 75 60 60 Special Case: Capital Note 1
330 Takao 84 65 7 UL 15 75 30 30
336 Hsinking 106 41 4 UL 15 75 30 30 Special Case: Capital
344 Harbin 109 39 9 UL 15 75 30 30
353 Mukden 104 42 5 UH Note 2 15 75 30 30 Note 2
362 Dairen 100 44 9 UL 10 50 20 20
369 Canton 77 59 10 UH 20 60 40 40
371 Chefoo 98 46 12 UH 20 60 40 40
373 Foochow 86 60 6 UL 10 30 20 20
376 Hankow/Wuhan 85 50 6 UL 15 15 30 30
379 Kaifeng 89 44 5 UL 15 15 30 30
387 Nanchang 85 54 3 UL Note 3 10 10 20 20
388 Nanking 91 52 10 UH 30 90 60 60 Special Case: Capital
390 Ningpo 92 56 4 UL 10 30 20 20
391 Paoting 94 40 4 UL 10 30 20 20
392 Peiping 95 39 20 UH 30 90 60 60 Special Case: Capital
393 Shanghai 92 55 30 UH 30 90 60 60 Special Case due to Industry > 700
397 Suchow 91 47 11 UH 20 60 40 40
402 Tientsin 95 41 26 UH 20 60 40 40
403 Tsinan 93 44 17 UH 20 60 40 40
405 Tsingtao 95 47 10 UH 20 60 40 40
407 Wuchang/Wulan 84 51 5 UL 15 15 30 30
411 Hanyang/Wuhan 84 50 5 UL 15 15 30 30
423 Hanoi 68 56 13 UH 20 20 40 40
435 Saigon 60 71 13 UH 20 20 40 40
443 Bangkok 56 62 10 UH 30 30 60 60 Special Case: Capital
506 Los Angeles 225 76 30 + 7 UH 300 30 160 80 180/90 garrison in Scenario 106 due to Level 9 port.
513 Portland 213 56 8 + 6 UH 200 20 80 40 Special Case: UH due to density.
518 San Diego 227 78 4 + 1 UH 200 20 80 40 Special Case: UH due to density.
519 San Francisco 218 70 6 + 2 UH 300 30 100 50 Special Case: UH due to density and >700 Industry.
524 Seattle 212 52 4 + 1 UH 200 20 80 40 Special Case: UH due to density.
527 Tacoma & Renton 211 53 2 + 1 UL 30 3 20 10
584 Pearl Harbor 180 107 3 + 1 TM 75 15 30 30 Special Case: Theater HQ; Terrain = Mountain Jungle
631 Manila 79 77 6 UH Note 2 15 15 60 30 Special Case: Theater HQ
642 Davao 79 91 2 UL Note 4 10 10 10 10 Special Case: Significant Japanese Population
706 Rangoon 54 53 16 UH 30 30 30 60 Special Case: Capital
715 Georgetown 49 74 6 UL 10 10 20 20
716 Johore Bahru 50 83 5 UL 10 10 20 20
718 Kuala Lumpur 49 79 5 UL 10 10 20 20
722 Singapore 50 84 10 UH 30 30 70 70 Special Case: Theater HQ
810 Hong Kong 77 61 16 UH 60 20 40 40
822 Agra 50 19 3 UL Note 3 15 3 0 0
824 Ahmedabad 41 18 6 UL 50 10 10 20
828 Amritsar 55 11 4 CL Note 2 15 3 5 10
829 Asanol 53 34 4 CL Note 2 15 3 5 10
830 Bangalore 32 37 3 UH Note 4 50 10 10 20
836 Bikaner 49 13 5 UL Note 5 15 3 5 10 No garrison from 1887
837 Bombay 36 24 15 UH 150 30 40 80
838 Calcutta 52 37 10 UH 150 30 30 20
840 Cawnpore 51 23 5 UL 50 10 10 20
841 Chittagong 55 41 9 UL 50 10 10 20
847 Dacca 56 38 2 UL Note 3 15 3 5 10
848 New Dehli 52 17 10 UH 150 30 30 60 Special Case: Capital
853 Gorakhpur 54 26 5 CL Note 2 50 10 10 20
855 Howrah 52 36 4 UL 50 10 0 0 No garrison from 1760
856 Hyderabad AP 39 32 7 UH Note 2 50 10 10 20
857 Hyderabad Sind 42 10 7 UL 100 10 10 20
860 Jaipur 48 17 6 UL 50 10 0 0 Not garrisoned after 1876
865 Karachi 40 8 4 + 3 UH 300 30 60 60 Special Case: UH due to Density and location.
867 Lahore 55 10 7 UH Note 2 50 10 5 10
869 Lucknow 52 23 4 UH Note 2 50 10 5 10
870 Ludhaina 55 12 7 UL 50 10 0 0 Not garrisoned after 1854
871 Madras 35 40 8 UH 200 40 20 40 Special Case: UH due to Density.
874 Meerut 53 18 8 UL 50 10 5 10
876 Multan 50 9 12 UH 200 40 20 40
879 Patna 54 20 4 UL 10 2 10 40
878 Nagpur 44 28 3 UL Note 3 10 2 0 0
880 Poona 36 26 3 UL Note 3 15 3 0 0
883 Rawalpindi 58 6 9 UL 100 10 10 20
890 Trichinopoly 31 41 4 UH Note 2 50 10 10 20
892 Vizag 42 37 4 UL 50 10 5 10
893 Peshawar 58 5 9 UL 300 30 15 30
905 Adelaide 75 163 4 + 2 UL 100 10 40 20
913 Brisbane 96 160 4 UL 150 15 60 30
942 Melbourne 82 170 13 UH 300 30 160 80
947 Perth 49 147 3 UL Note 3 30 3 20 10
955 Sydney 90 167 16 UH 300 30 160 80 90/180 Garrison in Scenario 106 due to Port Level 9.
1033 Auckland 115 185 5 UL 150 15 30 15 Special Case: Capital
1045 Wellington 112 191 5 UL 150 15 30 15 Special Case due to Location
1065 Hsiang T'an 81 53 4 UL 15 15 30 30 Iron smelters
1068 Calgary 214 40 1 UL Note 3 30 3 20 10
1077 Vancouver 209 49 4 + 2 UL 150 15 60 30
1086 Changsha 82 52 12 UH 30 30 60 60 Special Case due to Location
1088 Chengchow 88 44 11 UH 30 30 60 60 Special Case due to Location
1089 Chengtu 75 41 19 UH 300 30 60 60 Special Case due to Location
1091 Chunking 76 45 197 UH 90 30 80 80 Special Case Capital
1093 Heng Yang 80 53 12 UH 20 20 40 40
1094 Loyang 87 43 10 UH 20 20 40 40
1095 Hwaiyin 92 50 6 UL 10 10 20 20
1099 Kukong 79 57 6 UL 10 10 20 20
1101 Kunming 69 48 11 UH 300 30 60 60 Special Case due to Location; National Redoubt
1102 Kweilin 76 54 9 UL 10 10 20 20
1104 Kweiyang 74 49 6 UL 45 15 30 30 Special Case: Defends only Primary Road LOC to Chunking
1105 Lanchow 81 34 7 UL 15 15 30 30
1106 Liu Chow 74 55 13 UL Note 1 30 30 60 60 Special Case: Defends "corner" of only RR/Primary Road LOC to Chunking
1108 Nanning 72 55 13 UH 30 30 60 60 Special Case due to Location
1109 Nanyang 85 45 17 UH 20 20 40 40
1111 Pakhoi 72 58 6 UL 10 10 20 20
1114 Pengpu 90 50 7 UL 10 10 20 20
1115 Nanping 86 57 4 UL 10 10 20 20
1116 Shaoyang 80 52 14 UH 20 20 40 40
1117 Sian 83 41 16 UH 90 30 60 60 Special Case due to Location.
1118 I Yang 81 52 6 UL Note 3 2 2 0 Former hex of Hsing T'an 1068
1121 Tsiaotso 88 52 4 UL 10 10 20 20
1124 Dihua 79 11 3 UL 30 3 15 15 Special Case: Independent Capital
1126 Wenchow 89 58 10 UH 20 20 40 40
1127 Wuchow 76 57 9 UL 20 20 40 40
1129 Yenan 88 37 8 UL 30 10 20 20
1134 Djambi 48 88 2 UL Note 6 9 3 10 10
1137 Medan 46 76 8 UL 10 10 20 20
1140 Palembang 48 91 5 UL 15 15 30 30
1150 Bandoeng 50 100 4 UL 15 15 30 30 Special Case: Capital
1152 Batavia 49 98 20 UH 20 20 40 40
1159 Semarang 53 102 4 UL 10 10 20 20
1160 Soerabaja 56 104 3 UL Note 3 3 3 15 15
1183 Makassar 65 106 1 UL Note 3 2 2 10 10
1205 Koeping 116 38 1 UL Note 7 3 3 10 10
1375 Krasnyoarsk 101 6 2 UL Note 3 150 15 60 30 Note 3
1392 Ulan Bator 96 23 4 UL 30 10 40 20
1394 Vladivostok 112 46 5 UL 45 15 100 50
1399 Alma Ata 80 2 6 UL Note 3 0 10 0 10 Note 3
1408 Paotow 92 34 4 UL 10 10 20 20
1440 Kaokeng 82 54 5 UL 10 10 20 20 Major Coal Mines
1606 Sui Ning 77 43 9 UL 30 10 20 20
1686 Ho Fei 88 50 9 UL 10 10 20 20
1728 Baoji 82 39 4 UL 30 10 20 20

Garrison Scale: Base Value for Pre War Owning Nation
VP Base Garrisom

10+ Population Centers (700+ Industry) 30 60 "Industry" = HI + LI + Shipyards + Refineries or Special Case (Capitol)
10+ Population Centers (Normal Case) 20 40
4-9 Population Centers 15 30 When a location is of unusual economic significance
4-9 Population Centers 10 20
0-3 Population Centers 3 15 When a location is of unusual economic significance
0-3 Population Centers (Special Case) 0 to 3 10 When politically vital to defend location for any reason
1-3 Population Centers (Normal Case) 2 0
0 Population Centers (Normal Case) 1 0


Level 10 Port in Hex add 20 Note 1: Should be recoded UH Note 4: Should be recoded Rough Jungle Note 7: Should be recoded Rough Forest
Level 9 Port in Hex add 10 Note 2: Should be recoded UL Note 5 Should be recoded Sand/Desert
Level 10 Airfield in Hex add 20 Note 3: Should be recoded Clear Note 6: Should be recoded Jungle

Slot Name Map X Map Y Roads Railroads Terrain Type Change Hexside Changes Notes

734 Manar 30 45 Trail NW,SE Primary SE Sec NW None NW from SEA to Both Shallow Draft Ferry Port
972 Rameswaram 30 44 Trail SE Sec NE Primary NE Sec SE Recode Coastal NE from BL to Land E from BL to NAVRVR Ferry Port
972 Rameswaram (Continued) SE from SEA to Both Shallow Draft
966 Ramanpathapuram 30 43 Pri W&NW Sec SW,NE&E Pri NE & SW Sec NW SW from BL to Land
No Slot No Name 31 44 None None W from BL to NAVRVR No Land
420 Da Lot [Capital] 73 71 Special Case: Capital of the Indochina Federation 1939-1945 Rough Jungle No Changes Needed Not Malarial
No Slot No Name 31 42 Secondary All Primary NE &SW
890 Trichonopoly 31 41 Secondary All But NE Primary NW & SW, Sec E, W & SE
353 Mukden 104 42 Pimary E Land E
273 Oki Shoto 108 56 Trail SE Navigable River SE
No Slot No Name 80 38 Land E
1120 Tienshui 81 38 Navigable River E
664 Ilolo 79 84 Trail SW vice SE Navigable River SW
647 Bacolod 78 85 Trail NE Navigable River NE
670 Dipilog 78 88 Trail NE Navigable River NE
677 Siquijor 78 87 Trail SW Navigable River SW
645 San Carlos 79 85 Trail E vice NW Navigable River E
1653 Bogo 80 85 Trail W Navigable River W
770 Mibini 80 87 Trail NE Navigable River NE
669 Ormoc 81 86 Trail SW Navigable River SW
1375 Krasnyarsk 101 6 Coastal
1400 Tomsk/USSR 101 3 Land SE
No Slot Lower Yellow River 92 49 Navigablle River SE&SW
No Slot No Name 63 43 Northern Irawaddy River Above Bhamo Major River vice Navigable River
No Slot No Name 64 42 Northern Irawaddy River Above Bhamo Major River vice Navigable River
No Slot No Name 64 43 Northern Irawaddy River Above Bhamo Major River vice Navigable River
No Slot No Name 65 42 Northern Irawaddy River Above Bhamo Major River vice Navigable River
1120 Tienshui 81 38 Northern Wei River Above Fu Feng Major River vice Navigable River
No Slot No Name 82 38 Northern Wei River Above Fu Feng Major River vice Navigable River
No Slot No Name 81 39 Northern Wei River Above Fu Feng Major River vice Navigable River
1728 No Name 82 39 Northern Wei River Above Fu Feng Major River vice Navigable River
1552 Tongchuan 84 40 Northern Jing River Above Sian Major River vice Navigable River
1887 Morgan 76 163 Primary W
905 Adelaide 75 163 Primary E
948 Port Augusta 75 159 Primary NW, Secondary SW & NE




el cid again -> RE: RHS: RHS Design Thread: aircraft microupdate link (10/27/2014 6:17:42 AM)

This is a somewhat unexpected microupdate after running computer vs computer
tests. It seems that simplified scenarios (i.e. even numbered scenarios)
didn't quite have aircraft and production locations fully in sync. Here the
aircraft and location files were modified slightly to fix that.

As well, a handful of aircraft were modified. The Pe-3bis Night Fighter was eliminated from all but scenarios 99 and 105 - since it was only built in prototype form. Both it
and the produced Pe-3 were modified in weapons and data as well, based on using
information obtained by Bill Gunston from the manufacturer in person, with access to the original documents. The A7He1 (aka He-112) and the A9He1 (aka He-100) also were modified slightly in performance, based on William Green's Warplanes of the Third Reich. Both of these latter actually made it to Japan - a dozen of the former and three of the latter - so both start in inventory. I reviewed but kept the similar Me-109E - three of which also were in Japan before the war - but no data was changed.
A few cases changed production dates by a month (for simplified scenarios) or
(one case) the upgrade path. Most changes affect even numbered scenarios, not
odd numbered ones. All these changes should automatically fold into ongoing games
if "YES" is answered to update the game with new data.

Use the link below




el cid again -> RE: RHS: RHS Design Thread: scenario 99 notes (10/27/2014 3:57:47 PM)

FYI Scenario 99 was technically the first RHS scenario for AE. It
was developed - for the extended map system - by Mifune a couple
of years before RHS/AE formally began. He used RHS standards -
as defined in WITP days - for some things. But he also moved slots
for many things - as a deliberate choice. Unaware of this work in
detail, I developed RHS/AE for the stock maps and followed stock
slots where possible. It has taken a long time to convert 99 -
and it appears at least a dozen ships and a couple of dozen locations
still require modifications. It has several interesting ideas -
including an alternate 'standardized building program' concept
not altogether different from both pre war planning or in war
production in Japan - but more consistently used. The Allies also
are rationalized to have built some planned ships that in the event
didn't get built. I will clean this up next week.

Scenario 99 remains developmental. There are a number of ship art
and ship class data related to ships not actually in historical WWII
which I must run down and resolve. Here - changing a location
resolves one problem re an air unit in the middle of the Aussie outback -
instead of at the major Fairfield Army Air Base (a location added by
RHS and not in stock). There also are probably a few more location issues
to correct. I will return to this matter AFTER issuing pwhexe files -
on which I will work today and for the next few days.

Note that Scenario 106 is also not fully developed - the full map RHS Downfall
scenario is probably a year from being playable - and is included only for
use to test 1945 ships, aircraft and weapons. It is starting to have its locations
converted where the side has changed and where things were built by 1945 -
but it has a long way to go. Scenario 99 is nearly converted - but still has a few
problems. One of these - art for USS Utah - led me to find Utah needs to be
added to all scenarios. But these matters will wait a few days.

Use the link below




el cid again -> RE: RHS: RHS Link to Installer 6.00 - first official release (10/30/2014 7:01:27 AM)

use this revised (6.10) link



6.20 link below

this is a comprehensive update in that it contains everything.

however, almost as planned, it is focused on the pwhexe.dat file set -
and related changes to the location files because working with the map
always reveals them - and along the way folding in some eratta which
projects of this size always entail.

although it was my intent to release all pwhexe.dat files today,
i am instead releasing all the winter files - of both series - from
start to the end of the war. invisible to you, all but the last file had
to be reworked 3 to 6 times - because of various developments
which were not planned. when i get into the swing of doing
pwhexe files - with four displays - three of them large - my eyes
begin to integrate data such that i spot bad hexsides - and
at this stage - not wanting to go back later - i corrected them in
every file (of the winter series). also - 1941 population data
came in and required changing one hex (keijo) to urban heavy -
while two others - the big cities on formosa - went to urban light.
the rest of the population data did not change pwhexe files,
but did change major city location files for japan. using
the gross population change, and the current city population
to project backwards failed for big cities because urbanization
has been considerable - a greater proportion of the people lived
on the land in 1941. except for seoul (keijo) - which for some
reason was ahead of the curve.

related to population and the discovery of incomplete application
of rhs standards to japan, japan lost between 500 and 1000
resource centers on the home islands. this means japan must
use more shipping to import or not be able to run hi all the time -
and that means losses in production for aircraft, engines, vehicles,
ships, ordnance, and expansion. players who commit too much
of the merchant fleet not to importing resources will actually hurt
their own ability to fight. that effect is now somewhat increased
due to fewer resource centers locally. i have "rules" that
consider the area in a hex (if it is mostly water, there can't be
many mines or farms) as well as its population which limit
resource production in the hex. but to work they need to be
applied to every hex.

other very technical developments include removing the need for
players to find, read and honor certain house rules. now there
is no refinery or oil source at whitehorse in japan enhanced
scenarios 99 & 105: instead they can develop such at kenai.
98 and 105 use the jes pwhexe files - and they do not have
the canol project (a nearly total waste of resources - taking
until june 1945 to get production of fuels at whitehorse -
and then on a very unreliable and limited basis - at greater cost
than the alcan - which finished in only a few months and which
was practical to a considerable degree. this sort of work means
that the intended features for a scenario are not present in others -
and no need for players to use them by some special "rule."

perhaps the most obscure discovery was related to an island between
new britain and new guinea. it was used for small boat convoy sopport
by japan - which ran extensive small craft convoys in the area (hard
to stop with submarines or even mines). it is inhabited - but only has
a subsistence economy of the most marginal kind. its military potential
is essentially what it was used for - as a potential port: it is too volcanic
and mountainous to be a great air base - although a minimal field could
be built - none ever has been. at the time it was called rooke island -
a change to our map name - because this isn't how it appears on modern
maps. they call it umboi island. but the cool thing is what umboi means!
it is the local name for a peterosaur! a living reptilian "birdlike" creature.
fossil evidence indicates they reached north asia and in one case
australia - unlike what was long believed. other evidence indicates living
species exist on this island and on the new guinea mainland. this includes
a 17 second video which passed examination by a physicist. this peculiar
animal is photo-luminiscent - it "glows" as it flies in the night sky! most
human contact, however, is on this island, and eyewitness accounts also
stand up to critical examination. not at all what i was looking to learn!

there is new supporting documentation - the urban hex list is updated -
and the seasonal construction file is updated considerably. this is now
so well developed it is not only easier to read, it permitted the last file
i did (jes45winter) to be generated in about 20 minutes. this means
work on other seasons will be much easier. this document is a plan
for the entire war (which in rhs can go well into 1946) and it now is
fully fleshed out with details. it also has a number of historical comments
added - and many more historical project names than it used to have.

if you look at the 45winter and jes45winter files - change the name
to pwhexe.dat and load any scenario - and press y or r keys to see railroads
or roads - you can see the full extent of construction during the war (nothing
important occurs after winter 1945). the standard series shows historical
projects actually built (to the extent they were built - including peculiar
cases like the baikal amur mainline which only result in trails on the map -
but which were most of the work in terms of foundations, bridges and even
tunnels. the alcan as well was only completed as a secondary road -
so the historical series shows that. the jes series, on the other hand,
shows the effects of implementing historical plans - and the huge capacity
of the allies for long distance projects. you can see the almost fully developed
bam, the trans canada alaska railroad (to teller alaska nw of nome),
the trans australia rail lines fully surveyed over almost level ground that were
not regarded as needed, etc. the burma road and the ledo road - and the
alcan to fairbanks - are upgraded to primary roads. japanese projects
tend to be smaller both in length and often in extent - secondary roads and
minor railroads vice primary roads and primary railroads. they often merely
connect nearby projects, or extend them - so the extant rolling stock simply
has more options (regardless of if it is truck or train - japanese industry had
peculiar wheels that permitted trucks to use roads or tracks! just as it was
mandatory all civil motor vehicles be "self fueling" and not require gasoline!)

all these pwhexe files show off the new adam's bridge between india and ceylon -
never mind it was built before wwi it has never been on the game map. it really
is a rail line - its ability to handle vehicle traffic is very marginal - but i found a technical way to achieve that. in effect it is treated as a long causeway (except
a natural one) combined with a major river bridge - which it has - and a combination
of rail and non rail ferries - the former being more efficient than the latter because of the mechanisms chosen. a few other things were modified - a couple of railroads
lost a hex - etc. a few ports gained access to the sea - which really existed - where they lacked it previously. but several lost facilities - they are potential ports only.
there are two or three cases of overhead tramways used mainly for logistical purposes - and not really useful for moving troops (because of excessive delays to entrain and detrain) - reflecting their reality.

it is now possible to begin working on test nine axis turn. this will take some time - and during that time i will be generating spring - and then monsoon- and finally fall pwhexe files.

after that i will work on air art (to add three defined types not now present - all late war - and all of them will add to existing games) and ship art for scenario 99 - which needs a few types for non-historical ships.

after that i will work on the off map area. i finally have the editors and materials needed to do that. there are problems - mainly the allies are not able to treat the
russians as full allies - even if active - but within those limits all the rhs off map features should come to pass. this means the russians and canadians will gain
some off map movement options.











Mac Linehan -> RE: RHS: RHS Link to Installer 6.00 - first official release (11/1/2014 8:12:54 PM)

Sid -

Congratulations on making it to this point; I know that it has been a lot of work.

Thank You for your effort and time.

Mac




btd64 -> RE: RHS: RHS Link to Installer 6.00 - first official release (11/2/2014 3:52:18 PM)


quote:

ORIGINAL: Mac Linehan

Sid -

Congratulations on making it to this point; I know that it has been a lot of work.

Thank You for your effort and time.

Mac


Ditto.[&o][&o][&o]....GP




el cid again -> RE: RHS: RHS Link to Installer 6.01 - cleaning up minor matters (11/3/2014 12:19:55 PM)

version 6.01

See link below

Publishing the 6.00 version, and testing, generated numbers of minor
technical matters. As well, eratta hunters came up with a couple of
unit matters. All (except air art) matters are addressed here.

Most of this work concerns locations in the location file. Fully 350
minor locations were redefined - at the top end of the set. Curiously,
many locations with little industry got even less, or none at all. But
a few picked up population - and therefor industry. [RHS now integrates
population data with industry that can be manned in a hex. As well,
terrain type puts limits on the amount of industry possible in a hex.]
This process caused us to discover a planned RR in India was not built -
although it is still planned! So one hex of that was lost. As well, the
Baikal Amur Mainline had two hexes which should only be present in
Japan enhanced scenarios - so these were deleted. These and a
change in CANOL road coding (it has not yet begun) resulted in a new
pwhexe.dat file.

At this moment the 41WINTERpwhexe.dat file - which is identical to the
pwhexe.dat file - and which is used to start a new game (or in a game that
never changes pwhexe files) - is new and slightly revised. All the urban
hexes are now coded properly - and the new documentation of what
are Urban Light or Urban Heavy hexes is in RHS documentation (as
an MS Excel spreadsheet.

My focus for now is going to be to generate additional pwhexe files.
I will collect data on any other issues, but not work on them unless they
seem vital. After revising pwhexe files, I will go after some air art -
which will permit restoring 3 to 5 types of planes to the data set (not
important but nice and they are defined).

I have some new map editors and so next I may turn to working on
the map - specifically in re "off map" movement matters. RHS intended
from the start to add a few options and locations there.

Note that Pratas Island was added.




el cid again -> RE: RHS: RHS Link to Installer 6.04 - cleaning up minor matters (11/8/2014 9:46:51 PM)


link revised below


this installer update is unusually comprehensive, if modest in detail.

my focus of late has been the map in the sense the computer see's it - the pwhexe.dat file. the base file is the start of game one which we also call 41winterpwhexe.dat in rhs. on this file all winter files. as well, the notes i make in documentation tell me how to modify the other seasonal files to the same standard. one time consuming part of this process is that i document what is done for future reference. however, this file is intimately related to the location files - and rhs has seven different location files that need to be in sync with respect to locations. and one of those has not been - scenario 99 is only now being integrated with respect to locations. not wanting to have to re-do the pwhexe files again, and wanting to insure that 99 is indeed in sync with the others, i carefully reviewed files below slot 1650 - all the (relatively late additions) above that were reviewed for 6.02 and 6.03 updates. i did in fact find some cases where 99 locations were not in sync. as well, i found some remarkable things exploring these generally unimportant locations.

first among these has already been described: the discovery of a "minor" airline which in fact is major in terms of its airlift performance. adding the aircraft for that caused me to also review and fold in notes about other airlines and air transport aircraft. for this reason, aircraft and air group files were updated. we added the stimpson model a tri-motor - and used it for an airline in alaska and tata airways in india. we simplified caf air groups by reducing the number of bi-plane trainers used operationally as "fighters" from three types to one: the intention was to model the many kinds of aircraft in service, but we were using two types not really in caf,
and it is better to only have one type to manage. all three used to be duplicates of raf/iaf types, but now the one type really serving in caf has its own dedicated slot. the previously defined beech model 18 (remarkably still in widespread service) was assigned to some airlines in canada and alaska - instead of none anywhere - to better model the types found there (vice dc-3s only). at the same time, a number of cosmetic issues were addressed related to aircraft, and a couple got better ceiling data.

second - i found two issues needing changes in the pwhexe file set not already addressed.

2a) banka island's main city - former and present capital (but not dutch era colonial capital) - "faced" the wrong direction relative to the sea. the narrow shipping channel to the west of the island is now redefined not permitting landings on this peculiar (mainly ethnic chinese) city - which is on the east side of the island.

2b) the bam (baikal amur mainline) was improperly modeled - both in stock and in rhs. curiously many town on the rhs map are on this railroad (possibly because the railroad is why they exist at as towns). some of these locations had historical notes in their histories available nowhere else - not even in bam history. i learned a good deal about the bam - including that it was partially deconstructed because of the german invasion - so the rails could be used farther west. also that the entire project was redefined starting in 1945 - a process that lasted 25 years! [to permit electrification of the western end, and to permit use of much heavier rolling stock.] this boondoggle project ended up costing 14 billion dollars, and actually was completed in 1984 - but not permitted to generate revenue (open to civil traffic) until 1991 - less than a year before the end of the soviet union (too late to save the country or the railroad from being broken up). originally intended to be a strategic loc in case the trans-siberian was out of service in an invasion, and later hoped to inspire a massive influx of ethnic russian development (which never happened),
this line remains substantially "a railroad to nowhere." [one rider this year describes how one can go all day and "never see a town, a vehicle or a human" - more often than not.] nevertheless, it turns out that completion of much more of the bam during the wwii era (it began before the war) was feasible - if it is not decided to rip up the rails - and if the design is not thrown out. the plan - to construct from the ends as well as from tynda ("in the middle") - using a connecting line actually built - and ripped up! - was feasible. and, indeed, most of the foundation was in fact built during the war. so rhs now features both the deconstruction of the already built parts (in standard rhs) and a possible decision not to do that - but instead to accelerate construction - in japan enhanced scenarios (pwhexe files with jes as a prefix).

third - a handful of land units were modified or added. these are very minor changes because some base force was "too big" or some name could be "more correct." note in this respect perhaps a dozen locations have changed names to names used in the period, or to wade giles (chinese) spellings vice the not then used pin yin (chinese) system, or to be more consistent with the russian transliteration scheme used on most maps. also note that, while a few units or locations were added, generally the effect has been a slight decline in economic
and military assets - in particular in remote areas (which might be termed "logistical deserts") - making it more difficult to operate in those areas with major forces (vice
easier to do so). in many cases, development was not far along in 1941 - although in some i permit some of the potential to be realized if one hauls the supplies required to "repair" damage. a couple of locations lost oilfields which have not yet been developed, or similar other assets. more locations have notes explaining what that location is significant for producing. some locations picked up - or lost - population. more important, the new rhs system of relating the amount of industry to the population required to man it has often reduced (and sometimes increased) the industry at locations. better information about what population was helped with this process. as well, today rhs uses imagery analysis to determine potential port size, and actual airport data to determine potential airfield size. these concepts often changed the ratings for port or airfield potential.

almost all the changes were related to minor things - but the sum of them results in a better map model which is more thoroughly integrated with the location file in particular. the main effect should be more correct economic modeling presenting players with somewhat more realistic logistical options - both exploited and potential but not exploited during the war. as well, the victory point system should be somewhat more related to rhs theory which ties population and economic and strategic significance of each location to its vp value. the stock concepts were preserved - including multipliers as one heads toward japan (if allied) or toward the map edge (if axis) - but are defined in more detail and more consistently applied than in stock. there are no zero value locations (as in stock). sometimes multipliers were changed - in particular so there is a consistent rate of change in them as one moves toward higher multiplier areas. note that what matters isn't just the vp a side gets for a location (unless it is a location the other side can never reach, which is rare) - it is the differential of vp added to one side and subtracted from the other side for the location: in areas likely to change hands near the center of historical campaigning,
the differential can be in the range of 2 - 60 points - whereas at vital points to one side the differential can be as great as 330 points. [good luck trying to capture either tokyo or san francisco, but that is the differential if you do.]

the plan now is to generate the rest of the pwhexe files

then to start test ten

then to begin working on art issues - improving plane art - adding ship art for scenario 99 with its ahistorical classes - and eventually modifying map art.

i also am going to investigate a "switcher" script to change pwhexe files - and possibly map art - as time passes in a given game.




el cid again -> RE: RHS: RHS Link to Installer 6.041 - Seasonal Construction Details Update (11/10/2014 5:04:07 PM)

Revised below.

6.531 link
https://onedrive.live.com/redir?resid=30E506228938D79E!2787&authkey=!AKuMrrJpw6N0Ufs&ithint=file%2cmsi







el cid again -> RE: RHS: RHS Link to Installer 6.041 - pwhexe microupdate (11/10/2014 5:51:32 PM)

A new description and link is below -



This update is mainly issued to correct eratta in pwhexe files -
and to issue new pwhexe.dat files. A total of six hexside eratta
were found affecting four hexes - two of them only of cosmetic
significance (as no one would try to cross them anyway - being
blocked).

The process of validating the pwhexe files was carefully documented
so it can be replicated for other seasons. Here 41 WINTER,
42 WINTER and JES 42 WINTER have been updated to the new
standards. Also - the Seasonal Construction file is now completely
revised - so the process of completing the remainder of the files will
go faster and be easier.

The 3 ENH pwhexe files are no longer in the installer file set and
they will not be updated. They probably should be deleted. This
is a slight simplification which means fewer pwhexe files need to
be updated. At the same time, JES files begin issuing three seasons
sooner - so the total number of files under maintenance has not
changed (at 28).

The Seasonal Construction file is updated in RHS documentation.

There are a handful of changes to the location files. Several very
minor locations were added - mainly related to construction projects
as options in games that last long enough for rail lines to reach them.

The most important changes are related to the BAM (Baikal Amur Mainline):
in standard scenarios with standard pwhexe files, two sections are
deconstructed in Spring 1942 (so the rails may be sent West toward
the German front area; in Japan Enhanced Scenarios, because of things
learned, this line is constructed simultaneously from four different places -
both ends and two directions from the spur line to Tynda in the middle.
This permits completion of the line in time to matter from a Russian point of
view in most war situations - not just the extreme Eastward section to
Sovietskaya Gavan (which was historically completed anyway - and which
is present in standard files). In effect that section becomes an extension
of the Trans-Siberian RR - since the BAM - although mostly built by 1945
in terms of foundations, bridges and tunnels, has no rails!

The second most important changes are related to the Trans-Canada Alaska
Railway. For the first time we have the correct name. For the first time
we have the correct dates and planned route. In fact, it is bigger than
I assumed somewhat - starting at Prince John BC - and the section from there
to Dawson Creek is eventually built - as is the section to Fort St John.
There is a book on the subject: Sovereignty or Security: Government Policy
for the Canadian North, 1946-1950 - covering roads, railroads and other
projects, their rationale and their funding. It is only available from Barnes
and Noble - mainly used copies but one new one is in inventory. It should
be in various libraries but I have not yet identified any at all. Anyway, this
railroad is to terminate at Teller Alaska (famous mainly because the Norwegian
airship Norge diverted there on a transpolar flight to Nome). This because
Teller has the potential for a major port - unlike Nome - which is a strait coastline exposed to the sea. It also turns out that the minor gage RR at Nome is technically
still operational in 1941 (and once again, in a tiny segment, today). This line
runs 81 miles East from Nome to an almost uninhabited former Gold town which
is not in economic production by 1941 - but it was intermittently used until after
the war ended and its foundation would be folded into the larger project. I was
able to determine the route across the rugged Wrangel St Elias Mountains for
the first time as well. This line will only be built in Japan Enhanced Scenarios.

Half a dozen minor locations had their industry reworked - mainly integrating
the amount of industry with the population present to work it in 1941. These were
all in Australia, China and Russia.















el cid again -> RE: RHS: RHS Seasonal Construction update (11/13/2014 6:13:16 PM)

nothing like working on the pwhexe files to discover all sorts of technical things.
the documentation related to infrastructure changes over time is revised to
indicate these changes. this documentation also describes the two different
sets (or tracks) of construction - 'standard' for 'strictly historical' scenarios
101 to 104 and 106 - and 'enhanced' for japan enhanced scenarios 99 and 105.
ironically, in the latter case, just as in the historical case, the allies tend
to build more than the japanese. allied projects are bigger in scope and of
greater logistical significance (e.g. primary roads or railroads vice secondary
roads and railroads, and also longer and more challenging routes). all these
projects have a basis in historical planning - realized or not. and some of the
bad ideas got built too. probably the canol road and pipeline is the worst
case - approximately as useless as the "paken baroe railroad" (aka "the second
death railroad" on sumatra. the latter completed on the day the war ended, and
never once ran a train. the canol road pipeline completed only at the end of the
war, feeding a refinery moved from texas to whitehorse bc. the pipe and the
thick oil (from norman wells northwest territories) conspired to render a very
low delivery rate and maintenance issues such that the concept was abandoned
shortly thereafter.

this section is now revised below.




el cid again -> RE: RHS: RHS Seasonal Construction update (11/15/2014 2:23:17 PM)

this should be the "final" edition of this documentation file - because all
projects are defined. there are two threads:

for strictly historical scenarios (rhs 101 to 104 and eventually 106 which is just a 1945
testbed at the moment needing a lot of work)

we use the standard "seasonal" files - with a year followed by a season name in the
rhs pwhexe.dat folder. these files show construction (and also deconstruction) as it
historically occurred, when it occurred. for example, the eastern malaya rr has its rails
removed. these are then used to build the burma-siam rr. another case is that the
completed parts of the bam (both the western part shown in stock, and a cross link line
farther east) have their rails removed - for use closer to the german front. in spite of
that, the bam continued to be built - and in fact most of it was built in 1944 and 1946 -
never mind it took half a century to finish (partly due to a 25 year long redesign).

for japan enhanced scenarios (105 and 99 - which needs some ship art but otherwise is
playable now) we have a series with a jes prefix. this starts in spring 1942 - the
start of game winter 1941 file is the same for all scenarios that start in 1941 (that is,
all except 106, which starts in 1945).

Spring 1942
Partial Deconstruction of the BAM: 114/27 E, 115/27 W/NE, 116/26 SW/E; 117/26 W/NW/SE (Tynda); Also 101/10 E, 102 to 104/10 E/W; 105/10 W/SW; 105/11 NW/SE; 106/12 NW/E; 107/12 W (Ust Kut).
Monsoon 1942
Reactivation of minor RR on New Caledonia (1 hex NW from Noumea) by the US Army. 114/159 SE; 115/160 NW.
Fall 1942
Winter 1942
Completion of ALCAN highway as pioneer road: 200/31 E, 201/31 W/SE; 202/32 NE/SW; 194/31 SW/E, 195/31 E/W, 196/31 E/W, 197/31 E/W; 198/31 W; 182/31 E, 185/32 E, 186/32 E/W, 187/32 E/W, 188/32 E/W, 189/32 W; 192/33 E/W, 193/33 W/NE & 194/32 SW/NE. Secondary Road 191/33 E/W, 189/32 SE, 198/31 E, 200/31 W, 202/33 NW, 181/30 E, 182/31 W. Primary Road: 202/33 SE.
Deconstruction of the Eastern Malaya RR 51/76 SW; 50/77 NE/SW; 50/78 NE/SE; 50/79 NW/SW; 50/80 NE/SW & 49/81 NE.
Spring 1943
Upgrading of Whitehorse & Yukon RR to main line completed: 191/35 NW; 191/34 NW,/SE; 190/33 SE.
Upgrading of ALCAN to Secondary Road: 198/31 W; 199/31 E; 200/31 E; 201/31 SE/W; 202/32 NW/SE; 192/33 E/W; 190/32 W; 185/32 E/NW; 184/31 NW/SE; 184/30 SE/W; 183/30 E/W; 186/32 E/W; 187/32 E/W (Trail SW); 188/32 E/W; 189/32 E/W; 193/33 W/NE; 194/32 SW/NE; 194/31 SW/E; 195/31 E/W; 196/31 E/W; 197/31 E/W. Primary Road: 198/31 E; 202/33 NW/SE; 181/30 E; 182/30 W; 190/32 SE; 190/33 E/NW; 191/33 W, 184/31 SE, 185/32 E/NW, 199/31 E/W, 200/31 W.
Monsoon 1943
Secondary Road along Burma-Siam RR line completed: 55/57 NW/SW; 55/59 NW/SW; 55/56 SE; 55/58 NE/SE; 55/60 NE.
Hunan-Guanzi RR: Major Railroad: 73/55 E,W Monsoon 1943.
Winter 1943
Completion of Burma-Siam RR: 55/57 NW,SW; 55/59 NW/SW; 55/61 NW; 55/56 SE; 55/58 NE/SE; 55/60 NE/SE; 55/61 NW.
Spring 1944

Monsoon 1944
Upgrading of Bengal & Assam RR to main line completed (15 hexes from existing line near Gaibandha to Ledo including major river bridging; 8 hex spur to Chittagong) [Takeover 1 March 1944; 59/34 & 59/35 washout in Monsoon in 1942 & 1943; Entire line upgrades during Spring 1944! Before this year, 59/34 SE & 59/34 are destroyed every Monsoon season by flooding from the Himalayas!] Major RR: 55/36 E, 56/36 W/NE, 60/36 NW/SE, 56/35 SW/NE, 59/35 NW/SE, 57/34 SW/E, 58/34 W/E, 59/34 W/SE, 55/41 NE, 56/40 SW/NE, 56/39 SW/E, 57/39 W/E, 58/39 W/E, 59/39 W/NE, 60/38 SW/E, 61/38 W/NW/E, 60/37 NW/SE, 62/38 W/E, 63/28 W/E, 64/38 W/E, 65/38 W.
Ledo Road completed to Myitkyina [Upgrading 4 trail hexes to minor road): Hex 64/39 NE/SW Winter 1943; 64/40 NE/SW Spring 1944; 63/41 NE/SE & 64/42 NW Monsoon 1944.
Winter 1944
Completion of the Yellowhead Highway to Prince Rupert (as a Minor Road): 199/43 NE; 200/42 SW/NE; 200/41 SW.
Ledo Road completed to existing Burma Road near Lashio (upgrading 3 more trail hexes between Myitkyina and Lashio): 63/43 NE/SW & 63/44 NE/SW Fall 1944; 62/45 NE/SE & 63/46 NW Winter 1944.
Spring 1945
Completion of the CANOL road from Camp Canol, Northwest Territory to Whitehorse, Yukon: 188/23 NE/SE; trail Fall 42, SRD Winter 42; 189/24 NW/SE trail Winter 42, SRD Spring 43; 189/25 NW/SE trail Spring 43, SRD Monsoon 43; 190/26 NW/SE trail Spring 43, SRD Fall 43; 190/27 NW/W trail Monsoon 43, SRD Winter 43; 189/27 SW/E trail Winter 43, SRD Monsoon 44; 189/28 SE/NE trail Monsoon 44, SRD Spring 45; 189/29 NW/SE trail Monsoon 43, SRD Spring 44; 190/30 NW/SE trail Monsoon 43, SRD Fall 43; 190/31 NW/SE trail Winter/42, SRD Spring 43; 191/32 SW/NW trail Fall 42; SRD Spring 43; 190/33 NE SRD Winter 1942.
Completion of the Longhai Railway to Tanshui: 82/38 SE Fall 1943; 82/38 W Winter 1944; 81/38 E Spring 1945. Trail 82/38 W, 81/38 E Winter 1944.
Fall 1945
Completion of Paken Baroe RR (aka 'the second death railway'): Trail: 46/83 W & 45/84 NE Monsoon 1944; 45/83 E/SW Fall 1944. SRD 46/83 W & 45/84 NE Winter 1944; 45/83 E/SW Spring 1945. Major RR: 46/83 W & 45/84 NE Spring 1945; 45/83 E/SW Monsoon 1945.  
Partial Completion of the BAM: The Baikal Amur Mainline was not completed until 1991. The first two segments are on the map (from Taishet to Bratsk and then to Ust Kut). The Eastern segment is added in 1944-45 (from Komsomolsk to Sovietskaya-Gavan). But MOST of the work on the rest was done in 1944-1946 - just not rendered usable in that era. This was a classic "death railway" - about 90% of the 150,000 German and Japanese POWs working on it (until 1954) died. This option shows the historical impact in terms of useful infrastructure during the war: Trail:
Ust Kut Crew: Trail: 107/12 SE Winter 41 (Ust Kut); 107/13 NW Spring 42; 107/13 SE Monsoon 42; 108/14 NW Fall 42; 108/14 SW Winter 42; 107/15 NE Spring 43; 107/15 SE Monsoon 43; 108/16 NW (Sverobaikalsk) Winter 43; 108/16 SE Monsoon 44; 108/17 NW Spring 45; 108/17 SE Monsoon 45; 109/18 NW (Novyy Ulun) Spring 46.
Tynda North Crew: 117/26 NW Winter 41 (Tynda); 116/25 SE Spring 42; 116/25 NW Monsoon 42; 116/24 SE Fall 42; 116/24 NW Winter 42; 115/23 SE Spring 43 (Olekma); 115/23 NW Monsoon 43; 115/22 SE Fall 43; 115/22 W Winter 43; 114/22 E (Chara) Spring 44; 114/22 NW Monsoon 44; 113/21 SE Winter 44; 113/21 W Monsoon 45; 112/22 E* Winter 45; 112/22 W Monsoon 46.
Tynda South Crew: 117/26 SE Winter 41 (Tynda); 117/27 NW Spring 42; 117/27 SE* Monsoon 42; 118/28 NW* Fall 42; 118/28 SE Winter 42; 118/29 NW/SE Spring 43; 119/30 NE Monsoon 43; 119/30 SE* Fall 43; 119/31 NW* Winter 43; 119/31 SE Spring 44; 120/32 NW Monsoon 44; 120/32 SE Fall 44; 120/33 NW Winter 44 (Tokui); 120/33 SE* Spring 45, 121/34 NW* Monsoon 45, 121/34 SW* Winter 45; 120/35 NE* Spring 46; 120/35 SE* Monsoon 46 (Meeting Komsomolsk Crew Trail).
Komsomolsk Crew: 121/39 NE Winter 41 (Komsomolsk); 122/38 SW Spring 42; 122/38 NE Monsoon 42; 122/37 SW Fall 42; 122/37 NW Winter 42; 122/36 SE Spring 43 (Sofijsk); 122/36 W* Monsoon 43; 121/36 E* Fall 43; 121/36 NW* Winter 43. Major RR: 121/39 SE* Spring 1944; 122/40 NW/E* Monsoon 1944; 123/40 W/SE* Fall 1944; 123/41 NW*/SE* Winter 1944; 124/42 NW* Spring 1945.
* This is already a road hex but crew builds foundation for RR in this hex in this month.

House Rules and Special Cases 118/29 NW/SW; 118/28 SE;
House Rule: In Scenarios 101 to 104 & 106 do not repair the oil wells and refinery at Whitehorse, Yukon until May, 1945. These model the CANOL pipeline and a refinery moved from Texas and it took until June, 1945 to get them fully operational. In JES Scenarios 9 & 105, players have options to repair the oilfields and oil refinery at Kenai, Alaska and/or at Norman Wells, Northwest Territories. This is probably not feasible in Winter (how could you move enough supplies to even begin?) - but these are known options not taken IRL. Both are more practical than the CANOL project, which barely worked at all - thick NWT oil in a small pipe in a cold climate was not easy to keep moving. Historical scenarios (101-104 & 106) have the suffix CANOL after Whitehorse and Whitehorse has a base victory point value of 3 (= important minor location for any reason). In these scenarios Norman Wells may not expand oil or refinery production (forcing the historical choices). JES scenarios (99 & 105) have the suffix AKOIL after Kenai and Kenai has a base victory point value of 3. In these scenarios Norman Wells MAY expand oil and/or refinery production (reflecting greater Allied priority in the greater threat context present) but hauling in the supplies required will be very difficult. Kenai is much easier to supply but also much more at risk to capture or damage by the enemy (which is why it was not developed during the war).
Special Case: The Copper River RR is present in ALL versions of the pwhex files. It runs from Cordova, Alaska to Kennicot, a wholly undeveloped dot location. This RR was abandoned in 1938 when the copper mines were closed due to low copper prices. Other copper mines were reopened in WWII (for example in Michigan and in Montana). This copper mine can be reopened IF an Allied player moves engineer to the dot location along with lots of supplies – in which case the RR will function. The Million Dollar Bridge remained in-tact until the 1964 earthquake. This location and RR may be ignored by any player who does not want to use them – and NOTHING will happen in that case – since there will be no production unless the damaged resources are repaired.
Special Case: The RR tunnel to Whittier Alaska is considered completed if you repair the port (it starts at zero). Because there is no way to have the rail line incomplete and still run its route (from Anchorage to Seward) we simply have the Whittier hex not function as a port unless you fix it. Fixing it completes the almost completed tunnel to it. There is an engineer unit in the hex to do that.
Rejected historical case: The Haines "Highway" - if we blocked it in Winter and Monsoon, it is hardly worth having! The highway was built by the U.S. Army in 1943 as an alternate route from the Pacific Ocean to the Alaska Highway, in case the White Pass and Yukon Route railway from Skagway should be blocked. The total cost of the construction was US $13 million. In the first decades after the war, maintenance was spotty at best; the road was plagued with blizzards in winter and mudslides in summer, and for a time in the 1960s and 1970s, all vehicles traveling the highway were monitored on radio. Year-round access was not achieved until 1963.



Japan Enhanced Scenario [From Winter 1942] Optional Files for Scenarios 99 & 105
CANOL ROAD CANCELLED.
Eastern Malaya RR: Not deconstructed from Winter 1942. Instead, the Burma Siam RR is built with new rails.
North Borneo Railway & Road Extensions: Trail: 69/90 NW, 67/91 NW/SE, 68/92 NW Winter 1942; 67/90 SE, 68/89 SE Spring 1943; 68/90 NE, 67/90 E, 68/89 SW Monsoon 1943; 68/90 W Fall 1943. Upgrading of trail to secondary road: 66/87 W/E; 65/87 E/W; 64/87 E Winter 1942; 67/87 W/NE, 69/90 NW, 67/90 SE, 67/91 NW/SE, 68/92 NW Spring 1943; 68/89 SE, 69/86 SE, 70/88 NW/SW Monsoon 1943; 69/90 NE, 69/87 NW/SE Fall 1943; 68/90 NE; 67/90 E, 68/89 SW Winter 1943; 68/90 W, 69/89 NE/SW Spring 1944. Minor RR: 66/87 W, 65/87 E /W, 64/87 E, 68/86 E Spring 1943; 69/86 W/SE; 70/88 NW/SW Monsoon 1943; 69/87 NW/SE Fall 1943; 69/90 NW/NE; 67/91 NW/SE, 68/92 NW Winter 1943; 68/89 SE Spring 1944; 68/90 NE, 67/90 SE, Monsoon 1944; 67/90 E, 68/89 SW Fall 1944; 68/90 W/NE Spring 1945.
Indochina-Siam RR: Minor RR: 60/71 NW; 60/70 SE/NW; 59/69 SE/W; 58/69 E Entire Line Winter 1942.
Laos-Siam RR "Extension" (Bridge): Minor RR 62/57 SW, 62/58 NE Entire extension Winter 1942. [Eventually built by Australia half a century later].
South Sumatra RR West Extension: Minor RR 45/91 E; 46/91 W Entire extension Spring 1943.
South Samatra RR North Extension: Minor RR 48/91 NW; 48/88 SW Winter 1943; 48/90 NW/SE; 47/89 NE/SE Spring 1944.
Early Completion of the Paken Baroe RR (aka 'the second death railway'): Trail 46/83 W & 45/84 NE Monsoon 1943; 45/83 E/ SW Fall 1943. SRD 46/83 W & 45/84 NE Fall 1943; 45/83 E/SW Winter 1943. Minor RR: 46/83 W & 45/84 NE Winter 1943; 45/83 E, SW Spring 1944;
Completion of Nanning-Liuchow RR: Major RR 73/55 E/W Winter 1942.
Huangchow-Ningpo RR: Minor RR 90/55 SE, 91/56 NW Spring 1943; 91/56 E, 92/56 W Monsoon 1943.
Shou-Hsein RR: Minor RR: 88/49 SW, 88/50 NE Fall 1943.
Nanping RR: Minor RR: 87/56 SW, 86/57 NE Winter 1943.
Ichang RR: Minor RR: 84/49 NW, 84/48 SE Spring 1944, 84/48 W, 83/48 E Monsoon 1944, 83/48 NW, 82/47 SE Winter 1944.
Nanyang RR: Minor RR: 85/45 E; 86/45 E/W; 87/45 W Fall 1944
Bohei Gulf RR: Minor RR 95/46 E, 96/46 Spring 1945; 96/45, 97/45 W Monsoon 1945; 97/45 SE, 98/46 NW Fall 1945.
Formosa RR: Minor RR 87/64 NE, 87/63 SW Winter 1942. Remove RR 87/63 SE Winter 1942.
Hainan RR: 69/61 E, 70/61, 71/61 W Spring 1943.
Chifoo Road: Major Road: 98/46 NW Winter 1942.
Kaiyang Road: Major Road: 82/60 E, 83/60 W Spring 1943.
Haichow Road: Major Road 93/48 W, 92/48 E Monsoon 1943.
Sakhalin Road: Major Road 126/43 W; 125/43 E/SW; 124/46 NE; 124/45 NE/SW Winter 1942; 125/44 NE/SW Spring 1943.
Hokkaido Road: Major Road 122/50 SW/NE Winter 1942; 122/49 NW/SW, 122/48 SE Spring 1943.
Yinkow Road: Major Road 101/43 E, 102/43 W Winter 1942.
Fushun Road: Major Road 104/42 E, 105/42 E/W; 106/42 W Spring 1943.
Harbin Road: Major Road 107/41 NE, 108/40 SW,E, 109/40 W Monsoon 1943.
Taonan Road Link: Major Road 107/39 SE, 108/40 NW Fall 1943.
Konan Road: Major Road 105/47 NW, 105/46 NE/SE Winter 1943; 105/45 NE/SW; 106/44 SW Spring 1944.
Tsitsihar Road Link: Major Road 109/38 NW, 108/37 SE Monsoon 1944.
Kuching Road: Minor Road 58/88 SW, 57/89 NE Winter 1943.
Burma-Siam Highway: Upgrading to primary road along Burma-Siam RR: Spring 1944: 55/57 NW,SW; 55/59 NW,SW; 55/61 NW; 55/56 SE; 55/58 NE,SE; 55/60 NE.
Early Completion of Glenn Highway: Major Road 181/35 NE, 182/34 SW Winter 1942.
Trans Canada Alaska RR Eastern Section: Trail 204/40 NE, 204/39 SW/NE, 205/38 NE/SW, 205/37 NW/SW, 205/36 NE/SE, 205/35 SW Fall 1942. Major RR: 204/40 NE, 190/33 E/NW, 204/35 W, 205/35 SW, 203/35 E/NW Fall 1942; 205/36 SE/NE, 191/33 E/W, 204/39 SW/NE, 203/34 NW/SE Winter 1942; 192/33 E/W, 205/38 NE/SW, 202/33 SE/NW Spring 1943; 193/33 W/NE, 202/32 NW/SE, 205/37 NW/SW, Monsoon 1943; 194/32 NE/SW, 201/31 SE/W Fall 1943; 200/31 W/E; 199/31 W/E Winter 1943; 198/31 W/E, 197/31 W/E Fall 1944; 196/31 W/E 195/31 W/E Winter 1944; 194/31 E & SW Spring 1945.
Seward Highway: Secondary Road 181/36 E, 182/36 W Winter 1942; 182/36 SW; 181/37 NE/SE Spring 1943; 182/38 NW Monsoon 1943. Primary Road 181/36 E; 182/36 W Spring 1943; 182/36 SW; 181/37 NE/SE Monsoon 1943; 182/38 NW Fall 1943.
Kenai Highway: Secondary Road 181/37 W Monsoon, 1943; 180/37 E Fall 1943; Primary Road 181/37 W Winter, 1943; Primary Road 180/37 E Monsoon 1944.
Kenai RR: Major RR 181/37 W Winter 1943 1943; 180/37 E Spring 1944.
Trans Canada Alaska RR Glenallen Section: Major RR: 183/34 E/W Fall 1942; 182/34 E/SW, 184/34 W Winter 1942; 181/35 NE Spring 1943.
Trans Canada Alaska RR Northway Section: Trail 186/34 NE, 186/33 SW/NW, 186/32 SE Fall 1942; Major RR 186/34 NE, 190/32 W/SE Fall 1942; Winter 1942; 186/33 SW, 189/32 E/W Spring 1943; 188/32 W/E Monsoon 1943; 186/33 NW Fall 1943; 186/32 E/SE, 187/32 W/E Winter 1943.
Upgrading ALCAN to primary road (25 minor road hexes upgraded IF construction not suspended as IRL): 182/30, 183/30, 184/30, 190/32 W, 191/33 E, 192/33, 197/31, 198/31, 199/31 W, 200/31, 201/31, 202/32 Monsoon 1944; 184/31, 185/32 NW, 189/32, 193/33, 195/31, 196/31 Winter 1944; 185/32 E, 186/32, 187/32, 194/32, 194/31 Spring 1945.
Completion of the Yellowhead Highway to Prince Rupert: Secondary Road 200/41 SW; 200/42 NE/SW; 199/43 NE Winter 1942. Primary Road Monsoon 1944.
Restoration of Anyox Tramway: Minor RR 199/42 SE, 199/43 NW Winter, 1942. Note: This unusual “railroad” has NO trail or road along its route. The main function of this is peculiar case is logistical rather than to move troops. There is a similar case in Northern Luzon.
Completion of the Alice Springs to Birdum RR. This was surveyed from 1939 to 1942 by the Australian Army but never built. Entire line completes Winter 1942. 76/130 SE, 76/131 NW/SW, 76/132 NE/SE, 76/133 NW/SW, 76/134 NE/SE, 76/135 NW/SW, 76/136 NE/SE, 76/137 NW/SW, 76/138 NE/SW, 75/139 NE/SW, 75/140 SW/NE, 74/141 NE/SE, 75/142 NW/SW, 74/143 NE.
Completion of the Mt Isa to Tenant Creek RR. This was surveyed in 1942 by the Australian Army but never built. Entire line completes by Spring 1943. Tenant Creek is on the Alice Springs to Birdum RR listed immediately above. 76/137 E, 77/137 E/W, 78/137 W/SE, 79/138, NW/E, 80/138 W/SE, 80/139 NW/E, 81/139 W/SE, 82/140 NW/SE, 82/141 NW/SE, 83/142 NW.
Upgrading of Bengal & Assam RR to main line completed (15 hexes from existing line near Gaibandha to Ledo including major river bridging; 8 hex spur to Chittagong) [Takeover 1 March 1943; 59/34 SE & 59/35 NW,SE washout in Monsoon 1942; Entire line upgrades during Spring 1943! In 1941, 59/34 SE & 59/35 are destroyed during Monsoon season!] Major RR: 55/36 E, 56/36 W/NE, 60/36 NW/SE, 56/35 SW/NE, 59/35 NW/SE, 58/34 SW/E, 59/34 W/E, 60/34 W/SE, 55/41 NE, 56/40 SW/NE, 56/39 SW/E, 57/39 W/E, 58/39 W/E, 59/39 W/NE, 60/38 SW/E, 61/38 W/NW/E, 60/37 NW/SE, 62/38 W/E, 63/28 W/E, 64/38 W/E, 65/38 W.
Ledo Road upgraded to primary road to Myitkyina: Winter 1944: Hex 64/39 NE/SW; 64/40 NE/SW; 63/41 NE/SE & 64/42 NW.
Ledo Road upgraded to primary road to Lashio: Spring 1945: 63/43 NE/SW & 63/44 NE/SW; 62/45 NE/SE; 63/46 NW/W; 62/46 E.
Ledo Road extension to Lao Wing: Major Road: Monsoon 1945: 63/46 NE; 63/45 SW.
Ledo Road extension to Paoshan: Major Road: Fall 1945: 63/45 E; 64/45 E/W; 65/45 W/NE.
Ledo Road extension to Tsuyung: Major Road: Winter 1945: 66/44 SW/E; 67/44 W/SE; 67/45 NW/SE.
Dimapur-Ledo Road: Major Road: Spring 1945: 62/38 E; 63/38 E/W; 64/38 E/W; 65/38 W.
Paken Baroe Railroad North Sumatra Link: Minor Road: 46/80 SE; 46/82 NE Monsoon 44; 46/81 NW/SW Fall 44. Minor RR: 46/83 NW; 46/79 SW Fall 44; 46/80 NE/SE; 46/82 NE/SE Winter 44; 46/81 NW/SW Spring 45.
Paken Baroe Railroad South Sumatra Link: 48/88 W; 45/85 SE Monsoon 44; 47/88 E/NW; 46/86 NW/SE Fall 44; 46/87 NW/SE Winter 44.
Trans Canada Alaska RR Nome Section: Trail: 170/31 E, 171/31 W/NE, 179/30 W, 178/30 E/W Monsoon 1942; 172/30 E/SW to 177/30 E/W Fall 1942; Major RR: 179/30 W, 178/30 E/W Monsoon 1943; 176/30 E/W, 177/30 E/W Fall 1943; 174/30 E/W, 175/30 E/W Winter 1943; 172/30 E/SW, 173/30 E/W, 169/32 NE, 169/31 SW/E, 170/31 W Spring 1944; 170/31 E, 171/31 W/NE Monsoon 1944; 168/30 E, 169/30 W/SE, 169/31 NW Fall 1944.
Modified Partial Completion of the BAM 1: The Baikal Amur Mainline was not completed until 1991. The first two segments are on the map (from Taishet to Bratsk and then to Ust Kut). This option assumes a modified plan and maximum effort to work on the Northern segments of the line due to increased concerns about the Japanese in the Far East. Trail: [Ignore if already road, defines RR]. Major RR one month after given trail date.
Ust Kut Crew: Trail: 107/12 SE Winter 41 (Ust Kut); 107/13 NW Spring 42; 107/13 SE Monsoon 42; 108/14 NW Fall 42; 108/14 SW Winter 42; 107/15 NE Spring 43; 107/15 SE Monsoon 43; 108/16 NW (Sverobaikalsk) Winter 43; 108/16 SE Monsoon 44; 108/17 NW Winter 44; 108/17 SE Monsoon 45 (Meeting Irkutsk Crew).
Tynda North Crew: 117/26 NW Winter 41 (Tynda); 116/25 SE Spring 42; 116/25 NW Monsoon 42; 116/24 SE Fall 42; 116/24 NW Winter 42; 115/23 SE Spring 43 (Olekma); 115/23 NW Monsoon 43; 115/22 SE Fall 43; 115/22 W Winter 43; 114/22 E (Chara) Spring 44; 114/22 NW Monsoon 44; 113/21 SE Winter 44 (Meeting Chita Crew). 109/18 NW Monsoon 45 (Meeting Chita Crew).
Tynda South Crew: 117/26 SE Winter 41; 117/27 NW Spring 42; 117/27 SE* Monsoon 42; 118/28 NW* Fall 42; 118/28 SE Winter 42; 118/29 NW/SE Spring 43; 119/30 NW Monsoon 43; 119/30 SE* Fall 43; 119/31 NW* Winter 43; 119/31 SE Spring 44; 120/32 NW Monsoon 44; 120/32 SE Fall 44; 120/33 NW Winter 44; 120/33 W* Spring 45 (Meeting Komsomolsk Crew). Major RR: 124/42 NW Monsoon 45; 123/41 SE Fall 45; 123/41 NW Winter 45; 123/40 SE Spring 46 (Meeting Komsomolsk Crew).


Komsomolsk Crew: 121/39 NE Winter 41; 122/38 SW Spring 42; 122/38 NE Monsoon 42; 122/37 SW Fall 42; 122/37 NW Winter 42; 122/36 SE Spring 43; 122/36 W* Monsoon 43; 121/36 E* Fall 43; 121/36 NW* Winter 43; 120/35 SE* Spring 44; 120/35 NW* Monsoon 44; 121/34 SW* Fall 44; 121/34 NW Winter 44; 120/33 SE Spring 45 (Meeting Tynda South Crew). Major RR: 121/39 SE Monsoon 45; 122/40 NW Fall 45; 122/40 E Winter 45; 123/40 W Spring 46 (Meeting Tynda South Crew).
Irkutsk Crew: Trail: 111/20 (Ust Muya) W Spring 43; 110/20 E Monsoon 43; 110/20 NW Fall 43; 109/19 SE Spring 44; 109/19 NW Fall 44; 109/18 SE* Spring 45; 109/18 NW (Novyy Ulun) Fall 45 (Meeting Ust Kut Crew).
Chita Crew: 111/20 SE (Ust Muya) Spring 43; 111/21 NW Monsoon 43; 111/21 E Fall 43; 112/21 W Winter 43; 112/21 E Monsoon 44; 113/21 W Winter 44 (Meeting Tynda North Crew). 109/18 SE* Monsoon 45 (Meeting Tynda North Crew).
* This is already a road hex but crew builds foundation for RR in this hex in this month.
Early Completion of the Longhai Railway to Tanshui: 82/38 SE, 81/38 E Monsoon 1943; 82/38 W Winter 1943.
Laos-Tonkin Mekong-Kanthabouli Link Railway: 62/57 E, 63/57 W Spring 1943; 63/57 SE, 64/58 NW Monsoon 1943; 64/58 SE, 64/59 NW Fall 1943; 64/59 SW, 64/60 NE Winter 1943; 64/60 E, 65/60 W Spring 1944.
Siam-Malay Link Road: Major Road: 49/73 SE, 50/74 NW Spring 1943; 50/74 E; 51/75 NW Monsoon 1943.
Teller Highway: Major Road: 169/32 NE, 169/31 SW, 168/30 E, 169/30 W Monsoon 1945; 169/30 SE, 169/31 NW W Fall 1945; 169/30 E, 170/30 Winter 1945.







Page: <<   < prev  11 12 [13] 14 15   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
2.813477