size matters! (Full Version)

All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945



Message


decourcy -> size matters! (7/12/2003 1:28:10 AM)

Kid,

Its not as large as the map for 'Fire in the East' so i think you should go to 30 mile hexes cause then you could claim the 'biggest map in a game' title!

Really!

You know youy want to! :)

Mike

Ps. Or 'Atlantic Wall' jeez i played that when i was 16 or so and my mom would not let me set it up anywhere but my bedroom; lets just say that there was little extra room for a path from my bed to the door!




sbond -> (7/29/2003 2:47:48 AM)

Seeing these maps puts Gary Grigsby's interview in good perspective, is easy to see how massive this project is.

But he will go down as the Guru of Wargames with this one (including the rest of the dev team), I think he will be untouchable. Sure there are more popular games out there but they hardly rate on the same level...




mogami -> Re: Uglaharmensk (7/29/2003 10:50:56 AM)

[QUOTE]Originally posted by Subchaser
[B]City to the east of Vladivostok is called Uglaharmensk, I’ve never heard about this city, and I can’t find it on real maps. Sounds very fictional. Btw I see both cities were taken by Viet-Kong, according to the flag. :) [/B][/QUOTE]




Subchaser -> Re: Re: Uglaharmensk (7/29/2003 7:43:56 PM)

[QUOTE]Originally posted by Mogami
[B] [/B][/QUOTE]

I still can’t see Uglaharmensk on this map. :) Although Uglekamensk is there.

This just modifies my question. Uglekamensk can’t be on the map also. This tiny village received name Uglekamensk only in 1961, it was called Severny Suchan before. That’s why I couldn’t find it on the maps of that era. Its population during the war was less than 700 men, (now it’s slightly over 8000), there were 3 coal mines and nothing else over there, no bases, no airfields, no warehouses. Why this village is on the map while incomparably more important places like Nakhodka are not.




Mike Scholl -> NEEDED IN THIS THREAD (7/29/2003 7:58:11 PM)

One thing which would help a lot in judging the maps that
have been presented is a "legend" giving what each type of
"road" is supposed to represent. I believe the system only
allows land movement along some type of road---so what they
really are is a representation ofjust how difficult it is to get from
one hex to another. A guideline of what each represents in terms
of game movement capibilities would make testing and comment-
ing on the maps a lot easier.




Joel Billings -> Re: NEEDED IN THIS THREAD (7/29/2003 11:12:04 PM)

[QUOTE]Originally posted by Mike Scholl
[B]One thing which would help a lot in judging the maps that
have been presented is a "legend" giving what each type of
"road" is supposed to represent. I believe the system only
allows land movement along some type of road---so what they
really are is a representation ofjust how difficult it is to get from
one hex to another. A guideline of what each represents in terms
of game movement capibilities would make testing and comment-
ing on the maps a lot easier. [/B][/QUOTE]

Below is the information you requested. There are three types of roads: trails, roads and "rail" (which actually represents rail or major roads). You can move off road but it is very slow, and supplies won't be able to move far off road. In China, you may notice the field terrain, which represents trails going in all directions. The chart below shows the number of points (miles)that are accumulated each day by a totally fresh unit moving on the terrain type shown. Once 60 miles is accumulated the unit moves to the next hex. So on a rail hex, all units would move slightly more than one hex per day, while on a trail it would take an infantry unit 12 days to go one hex. Hope this helps. I'm not positive that this is the speed each day or speed every 12 hours, but I think it is the daily speed. I ran some tests and have to admit it doesn't appear to be working as it should, so either these numbers are out of date or the code needs some adjusting. Assume these are daily travel distances.


requires 60 move points to enter new hex

i32_t roadSpd[5][4]= (none / trail / road / rail)
{
{0,0,0,0},
{0,3,15,70}, // static
{0,4,20,70}, // art
{0,5,25,70}, // inf
{0,6,40,70}, // mech
};
i32_t marchSpd[5][6]=
{
{0,0,0,0,0,0},
{0,3,2,1,3,1}, // atoll,clear,woods,mountain,desert,swamp (static)
{0,4,3,2,4,2}, // atoll,clear,woods,mountain,desert,swamp (art)
{0,5,4,3,5,3}, // atoll,clear,woods,mountain,desert,swamp (inf)
{0,6,3,2,6,2}, // atoll,clear,woods,mountain,desert,swamp (mech)
};

terrain defense multiple
atoll 1
clear 1
woods 2
mountain 3
desert 1
swamp 3




caine -> Information on specific hexes (8/11/2003 8:15:31 PM)

One thing that would help a lot is having the possibility to see the malaria value and terrain type in a specific hex, just as it is the airfield and port values.Sometimes is not easy to see if the terrain is swamp, jungle or mountain, if it has road or a railroad, ... I think that in UV you could only see i f there was a BEACH or not.Or perhaps am I wrong (usually bases are on beaches and are the most likely combat zones)?




Pascal_slith -> A good source of map details (8/22/2003 4:55:42 AM)

Hello,

the National Geographic Society has all the maps it ever produced in a CD-ROM set available at good map stores or direct from them or Amazon.com for around $120. Why not get those as a reference set for your map guys?




siRkid -> Re: Information on specific hexes (8/22/2003 6:35:42 AM)

[QUOTE]Originally posted by caine
[B]One thing that would help a lot is having the possibility to see the malaria value and terrain type in a specific hex, just as it is the airfield and port values.Sometimes is not easy to see if the terrain is swamp, jungle or mountain, if it has road or a railroad, ... I think that in UV you could only see i f there was a BEACH or not.Or perhaps am I wrong (usually bases are on beaches and are the most likely combat zones)? [/B][/QUOTE]

We have a hot key for terrain right now. We will see about the Malaria.




siRkid -> Re: A good source of map details (8/22/2003 6:39:51 AM)

[QUOTE]Originally posted by Pascal
[B]Hello,

the National Geographic Society has all the maps it ever produced in a CD-ROM set available at good map stores or direct from them or Amazon.com for around $120. Why not get those as a reference set for your map guys? [/B][/QUOTE]

Can you get 1939 maps?




siRkid -> Re: NEEDED IN THIS THREAD (8/22/2003 6:41:33 AM)

[QUOTE]Originally posted by Mike Scholl
[B]One thing which would help a lot in judging the maps that
have been presented is a "legend" giving what each type of
"road" is supposed to represent. I believe the system only
allows land movement along some type of road---so what they
really are is a representation ofjust how difficult it is to get from
one hex to another. A guideline of what each represents in terms
of game movement capibilities would make testing and comment-
ing on the maps a lot easier. [/B][/QUOTE]

Good idea. I'll move it up.




pad152 -> RE: Re: NEEDED IN THIS THREAD (3/11/2004 1:25:29 AM)

In UV is was very hard to tell the difference between trails, roads, improved roads, etcs. In Witp it would be nice a have a hot-key or right_mouse click menu that could be used to highlight specific types of movement hexes.




LargeSlowTarget -> RE: Re: NEEDED IN THIS THREAD (3/11/2004 2:50:53 AM)

I wish Matrix would improve the look of the railroad lines - they are too straight and clean. That is okay for the track through the Nullarbor Plain, but the other lines should be gently turning through the landscape just like the roads and trails do. Btw, I thought that in Indochina the railroad ran all along the coast from Saigon to Hanoi? In the screen shots it looks like there is no overland connection between Hue and Camranh Bay at all.




echidna -> Wacky Railways (3/19/2004 6:56:11 AM)

I've noticed on the draft map that many of the railways are wrong. I have a 1947 book which maps the whole worlds main railways and would be happy to email map scans to the designers if required




Joel Billings -> RE: Wacky Railways (3/19/2004 7:27:47 AM)

quote:

ORIGINAL: echidna

I've noticed on the draft map that many of the railways are wrong. I have a 1947 book which maps the whole worlds main railways and would be happy to email map scans to the designers if required


We'll look at any specific comments, but keep in mind we don't have railways exactly, we have communication lines, which represent trails, roads, and rails and/or major roads. You can email scans to 2by3@2by3games.com if you have something specific you think we should look at. Thanks.




Mike Scholl -> RE: Wacky Railways (3/19/2004 6:08:23 PM)

Joel. Hopefully you all are also keeping in mind that outside of Japan proper and
Australia and a few other "peripheral areas", most of these RR's have more in com-
mon with the "toonerville trolly" than the Baltimore and Ohio. They are primarily
narrow-gauged methods of moving Colonial Produce to ports for shipment and not
major infrastructure ties.




pad152 -> Map Editing?? (4/16/2004 8:28:06 PM)

Map Editing

Using the editor would it be possible to add a new land location, such as an island somewhere on the map?




Pascal_slith -> RE: Re: A good source of map details (4/24/2004 4:31:36 PM)

Every map they ever produced including the pre-war and wartime maps from National Geographic on CD-ROM.




tsimmonds -> RE: Re: A good source of map details (5/1/2004 4:16:16 PM)

Is the screenshot of the map on the WitP website the most current version? I was looking at the India/Ceylon area as shown there, and I have a couple of comments:

1) Is that a land bridge I see between India and Ceylon? The strait there is at least 50 miles wide.

2) The hexes where I would expect to see the Maldives appear to be sea hexes.

If there is a newer version of the map, could you post a link, or at least say where to find it? Thanks.




siRkid -> RE: Re: A good source of map details (5/2/2004 5:19:47 AM)

quote:

ORIGINAL: irrelevant

Is the screenshot of the map on the WitP website the most current version? I was looking at the India/Ceylon area as shown there, and I have a couple of comments:

1) Is that a land bridge I see between India and Ceylon? The strait there is at least 50 miles wide.

2) The hexes where I would expect to see the Maldives appear to be sea hexes.

If there is a newer version of the map, could you post a link, or at least say where to find it? Thanks.



Sorry but thi is old info and there are no recient maps published unless they are in the AARs. The game will be out soon so no need to post new ones now.




tsimmonds -> RE: Re: A good source of map details (5/2/2004 8:03:18 AM)

quote:

Sorry but thi is old info and there are no recient maps published unless they are in the AARs. The game will be out soon so no need to post new ones now.

Yow! Thanks anyway.

Can anyone point me in the direction of a current map of India/Ceylon?




soeren -> RE: Re: A good source of map details (5/5/2004 4:55:02 PM)

Can you include a high resolution map (jpg or something) with the game. It would be nice to print out a wallsize map without having to make it out of small pieces glued together.


Bananas forever

[image]local://upfiles/5527/Lj238583356.gif[/image]




Mr.Frag -> RE: Re: A good source of map details (5/5/2004 4:58:47 PM)

They are there already in 20 pieces ... you just need to print them out to a 1:1 scale and tape them together.




Subchaser -> RE: Re: A good source of map details (5/5/2004 5:17:57 PM)

Why Matrix can’t print WitP Map posters and sell them separately from the game? Additional money for Matrix and no need for WitP players to torture their printers.




Mr.Frag -> RE: Re: A good source of map details (5/5/2004 5:44:31 PM)

They might, who knows, thats a marketing choice ... supply and demand etc ...

At this stage of the game, who even knows if the game will be sold in store or be provided via their new electronic distribution system.




Damien Thorn -> RE: Re: A good source of map details (5/5/2004 7:05:29 PM)

I still wished they uesd the Pinyin system for China's cities. It is the official Romanization system for Chinese characters. Chengdu instead of Chengtu. [:(]




soeren -> RE: Re: A good source of map details (5/6/2004 9:49:29 AM)

quote:

ORIGINAL: Mr.Frag

They are there already in 20 pieces ... you just need to print them out to a 1:1 scale and tape them together.


I want to avoid the taping [:)]
On the other hand, with a little bit luck you can join these 20 pieces into 1 single pic and print that




Pascal_slith -> RE: Re: A good source of map details (5/6/2004 12:05:52 PM)

quote:

ORIGINAL: soeren

quote:

ORIGINAL: Mr.Frag

They are there already in 20 pieces ... you just need to print them out to a 1:1 scale and tape them together.


I want to avoid the taping [:)]
On the other hand, with a little bit luck you can join these 20 pieces into 1 single pic and print that


on what large paper printer?? [:D]




soeren -> RE: Re: A good source of map details (5/6/2004 1:30:28 PM)

quote:

ORIGINAL: Pascal

quote:

ORIGINAL: soeren

quote:

ORIGINAL: Mr.Frag

They are there already in 20 pieces ... you just need to print them out to a 1:1 scale and tape them together.


I want to avoid the taping [:)]
On the other hand, with a little bit luck you can join these 20 pieces into 1 single pic and print that


on what large paper printer?? [:D]


EPSON Stylos Pro10000CF, something like this:
http://www.epson.com/cgi-bin/Store/WideFormat/WideFormatDetail.jsp?BV_UseBVCookie=yes&oid=-9961

[image]local://upfiles/5527/Ig135723859.gif[/image]




Pascal_slith -> RE: Re: A good source of map details (5/6/2004 2:46:23 PM)

quote:

ORIGINAL: soeren

[
EPSON Stylos Pro10000CF, something like this:
http://www.epson.com/cgi-bin/Store/WideFormat/WideFormatDetail.jsp?BV_UseBVCookie=yes&oid=-9961

[image]local://upfiles/5527/Ig135723859.gif[/image]



If you have the bucks or the access to one of these, then you can print a copy for each one of us here! [:D][:D]




Page: <<   < prev  1 [2] 3   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
1.53125