Here's a thought for you (Full Version)

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Mr.Frag -> Here's a thought for you (6/23/2005 11:46:21 PM)

Since the pwhex.dat file is read in at run time, it gives you what amounts to a very sneaky way of implementing some things:

Burma Typhoon season ...

Kick out a pwhex.dat that has all the roads washed out making movement impossible. During the correct date range, players would install this pwhex.dat and unit movement would be crippled.

Road/rail improvements ...

Any place that had a link that came into play further into the war could be edited into a pwhex with the starting version not having access to these paths. At the approriate date, players would swap the files.

A small collection of these could make up for some stuff we'll never see coded yet give roughly the same net effect.




Mike Solli -> RE: Here's a thought for you (6/23/2005 11:58:14 PM)

Are you trying to kill me? All of this is way beyond me and you want to add more??!! I'm trying to cope with stuck fleets and vanishing units since going to 1.57 -> 1.60. I'm going to start having nightmares about pwhex.dat files. I'm too old for this.




Bodhi -> RE: Here's a thought for you (6/24/2005 12:00:09 AM)

Are you sure you really want to go there? [;)]




Bradley7735 -> RE: Here's a thought for you (6/24/2005 12:13:13 AM)

It's a good theory. I really like the rail/trail aspects changing at the appropriate times. I currently hate the Alcan highway in existence at 12/41 as well as the Bangkok/Rangoon rail in 41.

Of course, lets say the allies hold Rangoon for the duration (gnats ass chance, but still there), then all of a sudden, there's a rail line to Bangkok.




Andrew Brown -> RE: Here's a thought for you (6/24/2005 1:31:36 AM)

quote:

ORIGINAL: Mr.Frag

Since the pwhex.dat file is read in at run time, it gives you what amounts to a very sneaky way of implementing some things:

Burma Typhoon season ...

Kick out a pwhex.dat that has all the roads washed out making movement impossible. During the correct date range, players would install this pwhex.dat and unit movement would be crippled.


Interesting idea.

quote:


Road/rail improvements ...

Any place that had a link that came into play further into the war could be edited into a pwhex with the starting version not having access to these paths. At the approriate date, players would swap the files.


I once thought about the possibility of doing something like this. It could even be extended to the absurd extreme of allowing players to "build" railways anywhere they like (using engineers) and modify the map in agraphics editor etc.

The problem with these ideas is it makes map micromanagement even more difficult than it is now. The "monsoon" idea would be easiest to manage, but I don't know whether anyone would be willing to do the extra work.





Halsey -> RE: Here's a thought for you (6/24/2005 2:43:33 AM)

Hell, we already have monsoon season.
It's every turn in my games. No matter what the location.[:D]




Captain Cruft -> RE: Here's a thought for you (6/24/2005 3:39:58 AM)

Well yes ...

The trouble with this idea is that it's all entirely dependent on the Japanese player. Which means it's also a potential avenue for cheating.

Why is the pwhex.dat not embedded in the save game file like everything else? Like in SPWaW for example?




bstarr -> RE: Here's a thought for you (6/25/2005 6:10:05 AM)

I've often wondered if the file could be changed to include more "road/rail" types. "Double line railroads" and "Low volume railroads" come to mind, as do "Poor quality roads." The latter would be a lot of help in China where the roads certainly weren't as good as they were elsewhere, but were probably better than trails.




Mr.Frag -> RE: Here's a thought for you (6/25/2005 8:38:36 PM)

quote:

Why is the pwhex.dat not embedded in the save game file like everything else? Like in SPWaW for example?


Because the editor was taken out ... there was no need to include that data as it was not end user moddable .... It didn't stop Andrew though [:D]




Mr.Frag -> RE: Here's a thought for you (6/25/2005 8:42:22 PM)

quote:

The trouble with this idea is that it's all entirely dependent on the Japanese player. Which means it's also a potential avenue for cheating.


If people want to cheat, they are going to cheat ... there are a million and one ways to cheat and messing with pwhex.dat is not by any means one of the easier methods.

Sometimes you just have to have some faith in your fellow war gamers.




Nomad -> RE: Here's a thought for you (6/25/2005 8:53:55 PM)

So, would you get things like this. [:(]



[image]local://upfiles/4176/9739C6BC2862496CAEE425CFEF72F68E.gif[/image]




Herrbear -> RE: Here's a thought for you (6/25/2005 9:55:41 PM)


quote:

ORIGINAL: Mr.Frag

Since the pwhex.dat file is read in at run time, it gives you what amounts to a very sneaky way of implementing some things:

Burma Typhoon season ...

Kick out a pwhex.dat that has all the roads washed out making movement impossible. During the correct date range, players would install this pwhex.dat and unit movement would be crippled.

Road/rail improvements ...

Any place that had a link that came into play further into the war could be edited into a pwhex with the starting version not having access to these paths. At the approriate date, players would swap the files.

A small collection of these could make up for some stuff we'll never see coded yet give roughly the same net effect.


How cool




michaelm75au -> RE: Here's a thought for you (6/26/2005 4:26:32 PM)

Hi
Nice idea to represent the changing world over 5 year period.
Hard though to implement in a synchronised fashion.
No way of "seeing" which pwhex.dat you are playing on.

Michael




Bodhi -> RE: Here's a thought for you (6/27/2005 12:27:33 AM)

quote:

ORIGINAL: michaelm
No way of "seeing" which pwhex.dat you are playing on.


A small utility to visually display the contents of the pwhex.dat file is no great problem to produce.

Of course, WitP itself display can display much of the data from the file.




Don Bowen -> RE: Here's a thought for you (6/27/2005 1:32:00 AM)


quote:

ORIGINAL: Bodhi

quote:

ORIGINAL: michaelm
No way of "seeing" which pwhex.dat you are playing on.


A small utility to visually display the contents of the pwhex.dat file is no great problem to produce.

Of course, WitP itself display can display much of the data from the file.



How about one to edit it??




Bodhi -> RE: Here's a thought for you (6/27/2005 2:41:53 AM)

Yep, that's a possibility as well. I'm sure someone with more time than me will be able to knock one up.




scout1 -> RE: Here's a thought for you (6/27/2005 2:52:17 AM)

quote:

If people want to cheat, they are going to cheat ... there are a million and one ways to cheat and messing with pwhex.dat is not by any means one of the easier methods.

Sometimes you just have to have some faith in your fellow war gamers.


Boy, oh Boy, after all the lessons you tried to teach me about why in game states were bad because players could cheat ...... then you make this statement. Seems you converted since last we spoke [;)]




Bodhi -> RE: Here's a thought for you (6/27/2005 3:26:50 AM)


quote:

ORIGINAL: scout1
Boy, oh Boy, after all the lessons you tried to teach me about why in game states were bad because players could cheat ...... then you make this statement. Seems you converted since last we spoke [;)]


Maybe we'll have the ability for the player to access the data for his own side sometime in the future then? But then again ... [:D]




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