Can you build roads? (Full Version)

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randommexi -> Can you build roads? (6/5/2021 7:13:23 PM)

Hi, i'm pretty new to the game. Pretty simple question. i see these road engineer units in the game and am wondering if you can make roads or rails with your units.

Thanks!




geofflambert -> RE: Can you build roads? (6/5/2021 7:16:07 PM)

NO




Yaab -> RE: Can you build roads? (6/5/2021 7:51:08 PM)

NO.

The RHS mod uses seasonal maps to show progression of road building during the course of war, but it happens without any input from units present in game.




Evoken -> RE: Can you build roads? (6/5/2021 7:55:23 PM)

Its possible with a 3rd party tool found on this website ; http://www.alternatewars.com/Games/WITP_AE/WITP_AE.htm

Its called MAPGEN BLOCK II; What you do is you bring the pwhexe.dat file into main map editor folder , unpack it using the MAPGEN_DUMP.exe , open the unpacked road or railroad file with photoshop or other editing sofwares , pick the same colour as the other road connection , fill the connections using that colour , save and exit , use MAPGEN_REPACK.exe to update pwhexe file , put it back in main Witp folder and you got road-railroads as you wish.

If you gonna use this , i would recommend putting some custom rules for yourself , you can also use it in PBEM if both sides agree.
Customs rules such as; 100 Engineers and 10 Engineer vehicles must be present in the hex for 50 days for example , so this way its not instant and takes some sources away from the player




BBfanboy -> RE: Can you build roads? (6/5/2021 8:05:57 PM)

No, not usually. Some guys experienced in mods came up with a cumbersome way of doing it but it required very good skills.

The road system the computer can see is defined by one of the pwhex files for the map. The road the user can see is drawn on the artwork for the relevant section of the map.

To make the new roads the players had to both have a "hex editor" where "hex" means hexidecimal - a numeric system based on 16 digits instead of the 10 digits we normally use. They use the hex editor to modify a specific set of numbers in the pwhex file to draw a road segment. All road segments the computer sees go 23 miles from center of hex to one of the hex sides. Press R on your in-game keyboard to see what these roads look like. Each player was allowed to make one road segment per month, then the two players had to communicate where the road segment would be and make the changes to the pwhex files, or one player would make the changes and send them to the other player. That satisfies what the computer needs to show the new road.

But players look at the artwork so next someone has to use a graphics editing program to draw the new segments on the relevant map sections and have both players replace their old map sections with the new ones.

I do not know if the players required engineer units to be in the hex that was adding the road section. That would raise questions about how big the engineer unit had to be relative to the type of terrain, and what to do if, partway through the month, the engineer unit got kicked out of the hex.

My own kneejerk reaction was that such a tedious process should at least allow more than one road section a month per player.
The idea does not seem to have caught on with the community here,




PaxMondo -> RE: Can you build roads? (6/7/2021 4:25:39 AM)

As noted above, yes and no.

Conceptually, quite simple. Create and save multiple version of the pwhex file where you have added roads. If you wish, update the graphics files to match the new roads. When the situation in game has reached the appropriate state for the new roads, swap the correct pwhex and graphics files into your game.

Actually doing this is a game takes a fair amount of effort and creativity, but it is doable. In my mod, you can build RR's at the cost of about 50K supply/hex for relatively flat terrain. Bridges/Mountains other tough terrains add considerably to this cost. So re-connecting Changsha in my mod is about 100K supply. Having established a cost basis, I then created an island, out of game bounds, where the payment has to be delivered. Once paid, then, the map can be put into play.

I create the pwhex files on the fly as I need them. Through the years, which RR connection I build/restore has varied so much in terms of timing and order that its just easier for me to do it that way.





PaxMondo -> RE: Can you build roads? (6/7/2021 4:30:08 AM)


quote:

ORIGINAL: PaxMondo

As noted above, yes and no.

Conceptually, quite simple. Create and save multiple version of the pwhex file where you have added roads. If you wish, update the graphics files to match the new roads. When the situation in game has reached the appropriate state for the new roads, swap the correct pwhex and graphics files into your game.

Actually doing this is a game takes a fair amount of effort and creativity, but it is doable. In my mod, you can build RR's at the cost of about 50K supply/hex for relatively flat terrain. Bridges/Mountains other tough terrains add considerably to this cost. So re-connecting Changsha in my mod is about 100K supply. Having established a cost basis, I then created an island, out of game bounds, where the payment has to be delivered. Once paid, then, the map can be put into play.

I create the pwhex files on the fly as I need them. Through the years, which RR connection I build/restore has varied so much in terms of timing and order that its just easier for me to do it that way.

PS: I also have the ALCAN highway built during the war connecting Vancouver to Anchorage ... allied units can strat move Anchorage ... completely changes the defense of Alaska and the Aleutians ...







BBfanboy -> RE: Can you build roads? (6/7/2021 11:19:45 AM)

Thank you for clarifying the process Pax! I would never have thought of pre-made mod files, nor the deposit of supply cost in an offshore account! [:D]

You make modifying the hex data sound easy, but for most of us it sounds pretty daunting. For example, how do you find the correct set of values in the existing file to change an have the change happen in the correct location on the map? Does the map's data file already identify parameters by hex coordinates or is it all a continuous string of data that you have to do surgery on? Is there info on the tools used and the process available in the mods section?




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