RE: CHS Release 1.02 (Full Version)

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



Message


Lemurs! -> RE: CHS Release 1.02 (7/19/2005 10:46:52 PM)

Jim,

The 'supplies required' is a very weird estimate within the game.
We have studied this and no base ever uses (in a non combat situation) the 'supplies needed'.
So all those bases on the US West coast will not use 30,000 supplies a month. It will be a fraction of that.

Hope that helps,

Mike




Tanaka -> RE: CHS Release 1.02 (7/19/2005 10:48:26 PM)


quote:

ORIGINAL: Don Bowen


quote:

ORIGINAL: treespider

quote:

About CHS v1.02, some of the files are now available in the CHS section of the website (just look for CHS Mod in the left part of the home page) but the planetop file is still missing ...


Is the Planetop file necessary if you had v1.01 or v1?


The previous planetops will work fine - the new one contains improvements but no new aircraft.





So do we get the planetop file from the Elf??? [&:]




Don Bowen -> RE: CHS Release 1.02 (7/19/2005 11:02:35 PM)


quote:

ORIGINAL: Tanaka


quote:

ORIGINAL: Don Bowen


quote:

ORIGINAL: treespider

quote:

About CHS v1.02, some of the files are now available in the CHS section of the website (just look for CHS Mod in the left part of the home page) but the planetop file is still missing ...


Is the Planetop file necessary if you had v1.01 or v1?


The previous planetops will work fine - the new one contains improvements but no new aircraft.



So do we get the planetop file from the Elf??? [&:]



As soon as he has them ready.

You can start a new game without them and everything will work fine. Just down load them when they become available.




Tanaka -> RE: CHS Release 1.02 (7/19/2005 11:03:41 PM)


quote:

ORIGINAL: Don Bowen


quote:

ORIGINAL: Tanaka


quote:

ORIGINAL: Don Bowen


quote:

ORIGINAL: treespider

quote:

About CHS v1.02, some of the files are now available in the CHS section of the website (just look for CHS Mod in the left part of the home page) but the planetop file is still missing ...


Is the Planetop file necessary if you had v1.01 or v1?


The previous planetops will work fine - the new one contains improvements but no new aircraft.



So do we get the planetop file from the Elf??? [&:]



As soon as he has them ready.

You can start a new game without them and everything will work fine. Just down load them when they become available.



Right! Thanks Don! [:)]




Jim D Burns -> RE: CHS Release 1.02 (7/20/2005 12:22:52 AM)

I am not familiar with any tests that have shown this, can you post them if they were not made public? In fact I was under the impression the game generated those numbers based on the supply actually used in the previous game turn at the base (i.e. supplies needed simply equals 30 * base consumption updated every turn), so in fact it is using that amount of supply (roughly) if the base is totally inactive.

I guess the best way to test it would be to create a scenario with say just the San Francisco base. Then give the base exactly 100,000 supply and make sure all units have a full supply allotment as well. Then with no income (i.e. no supply production at all), see exactly how much gets used for 1 turn. It should be exactly 1/30th of whatever the supply required field stated.

I have no idea how the editor works, else I’d do it myself.

Jim



quote:

ORIGINAL: Lemurs!

Jim,

The 'supplies required' is a very weird estimate within the game.
We have studied this and no base ever uses (in a non combat situation) the 'supplies needed'.
So all those bases on the US West coast will not use 30,000 supplies a month. It will be a fraction of that.

Hope that helps,

Mike





Andrew Brown -> Future Changes to CHS (7/20/2005 2:56:53 AM)

Although CHS version 1.02 is about to be released, there will soon be ANOTHER update to the CHS scenarios. I am partway through a map update, and I hope to complete it in the next few weeks. Part of the update will be the addition of several new bases, as well as map and terrain changes. When the update is complete, I will be updating all of my scenarios, and the CHS scenarios, to add the new bases.

Apart from the map changes and new bases, another possible change involves supply levels for the Japanese and the Allies. I am currently running an AI vs AI test of CHS, to see whether the supply levels are OK. IF they need adjusting then I will do that and add it to the CHS scenarios as well.

The timeframe for these updates will hopefully be 2-3 weeks. I have suspended my PBEM game both to wait for these changes and to allow me time to do them.

If anyone starts a game with CHS version 1.02, they will still be able to install my new map when it is released and use it. They wil get the benefits of the map changes, but they will not get the new bases.

Just thought I would let people know about this.

Andrew




timtom -> RE: Future Changes to CHS (7/21/2005 11:07:07 PM)

quote:

ORIGINAL: Andrew Brown
Part of the update will be the addition of several new bases, as well as map and terrain changes.


Any chance on a hint on what these new bases might be?




Tanaka -> RE: Future Changes to CHS (7/21/2005 11:16:51 PM)


quote:

ORIGINAL: Andrew Brown

Although CHS version 1.02 is about to be released, there will soon be ANOTHER update to the CHS scenarios. I am partway through a map update, and I hope to complete it in the next few weeks. Part of the update will be the addition of several new bases, as well as map and terrain changes. When the update is complete, I will be updating all of my scenarios, and the CHS scenarios, to add the new bases.

Apart from the map changes and new bases, another possible change involves supply levels for the Japanese and the Allies. I am currently running an AI vs AI test of CHS, to see whether the supply levels are OK. IF they need adjusting then I will do that and add it to the CHS scenarios as well.

The timeframe for these updates will hopefully be 2-3 weeks. I have suspended my PBEM game both to wait for these changes and to allow me time to do them.

If anyone starts a game with CHS version 1.02, they will still be able to install my new map when it is released and use it. They wil get the benefits of the map changes, but they will not get the new bases.

Just thought I would let people know about this.

Andrew


Andrew do you have a new list of your soon to be changes??? [:)]




CobraAus -> RE: Future Changes to CHS (7/22/2005 2:35:32 AM)

Hi Andrew can you add to your list Repair for both Vladivostok and Peteropavlovsk - how much to add I will try and suss out

Cobra Aus




Andrew Brown -> RE: Future Changes to CHS (7/22/2005 6:03:03 AM)

quote:

ORIGINAL: Tanaka
Andrew do you have a new list of your soon to be changes??? [:)]


Well, I am still working on it, but here is the list so far. Note that some of this may change if it doesn't work out in playtesting. I am also not sure how many bases should be added to India. maybe not as many as I have listed here:



Version 4 includes the following fixes, changes and additions:

Fixes:

  1. There is now a river between Singapore and Johore Bahru
  2. The reef hexside immediately to the West of Palau was not represented in the
    map data. Fixed.


Changes:

  1. Coastal swamp hexes can not now be used for the landing or picking up of
    ground forces, unless the hex contains a base. This has been achieved by
    converting these hexes to land or ocean hexes, depending on the nearby
    terrain.
  2. A few rail lines, which were narrow gauge and/or low capacity lines, have
    been "downgraded" by converting the corresponding map data to road, and
    by using a new graphic for "Secondary" rail lines. The most significant of
    these is the central railway in Malaya, running South from Kota Bharu.
  3. The transport network in India has been modified. The rail link from Raipur
    North through the forest hexes has been downgraded to a "Secondary" line
    and truncated. A smal number of new rail lines have also been added in India
    due to the addition of several new bases.
  4. The coastal road in China, between Swatow and Wenchow, has been removed.
  5. Several roads in Northern China, near Lanchow, Tatung and Yenan, have been
    downgraded to trails.
  6. The transport link in the hex to the Northeast of Chungking (43,31) has been
    converted from trail to road.
  7. The transport link in the hex containing the base of Rahaeng in Siam (31,36)
    has been converted from trail to road. This should make it a bit quicker for
    Japanese units to march to/from Burma.
  8. The hex containing Hong Kong (43,42) has been converted from clear to urban
    terrain.
  9. The transport link in the hex formerly containing the base of Takao in
    Formosa (47,46) has been downgraded from road to trail.
  10. A number of base names in the Dutch East Indies have been changed:

    • Bula -> Boela
    • Banjarmasin -> Bandjermasin
    • Macassar -> Makassar

  11. The road between Bandjermasin and Balikpapan has been truncated, so that
    these two bases are no longer connected.
  12. The base of Yanam in India has been moved to hex (22,21) and renamed Vizagpatam.


Additions:

  1. A number of new base locations have been added in India: Poona (19,12),
    Cuttack (27,22), Agra (28,11), Cawnpore (28,13), Gwailor (27,11), Jaipur
    (26,9), Madurai (13,21).
  2. An atoll has been added in the location of Male, in the Maldives (5,22), to
    provide the option of adding a base here.
  3. A trail now links the Lamon Bay and Manila hexes in the Philippines.</li>
  4. A new base location has been added for Skagway in Alaska (122,28), and the
    railway between Whilehorse and Juneau now terminates here.
  5. A new base location has been added for Whittier, in Alaska (114,28) and a
    railway connects this hex to Anchorage.


2005-07-23: Edited to correct Indian base locations and to add move of Yanam.





Andrew Brown -> RE: Future Changes to CHS (7/22/2005 6:03:45 AM)

quote:

ORIGINAL: CobraAus

Hi Andrew can you add to your list Repair for both Vladivostok and Peteropavlovsk - how much to add I will try and suss out

Cobra Aus


That sounds like a good idea if there are plans to add Soviet naval vessels.




jwilkerson -> RE: Future Changes to CHS (7/22/2005 6:49:55 AM)

Regarding rail in India, particularly NE India, keep in mind that this has to represent some kind of average during the war .. and also that river transport was used extensively and upgraded extensively in this area - so the "road/rail net" also has to also represent the "river transport net".





CobraAus -> RE: Future Changes to CHS (7/22/2005 6:55:49 AM)

quote:

That sounds like a good idea if there are plans to add Soviet naval vessels.


I am working on that right now - have added repair to those two bases in sen 157 which I am using to create Soviet PAc Fleet Vald=100 and Petro=50 at this stage

when done I will see if Don can combine into next version of CHS

Cobra Aus




akdreemer -> US Engineers (7/22/2005 8:15:13 AM)

Whatever happened to the engineer vehicles in the US Engineer Regiments?



[image]local://upfiles/14228/B5C69481FC0746CD8EB8029B8A73F2AE.jpg[/image]




witpqs -> RE: Future Changes to CHS (7/22/2005 8:59:06 AM)

quote:

ORIGINAL: Andrew Brown

Changes:

  1. Coastal swamp hexes can not now be used for the landing or picking up of
    ground forces
    , unless the hex contains a base. This has been achieved by
    converting these hexes to land or ocean hexes, depending on the nearby
    terrain.



Why this change?




Andrew Brown -> RE: Future Changes to CHS (7/22/2005 2:18:12 PM)

quote:

ORIGINAL: witpqs

quote:

ORIGINAL: Andrew Brown

Changes:

  1. Coastal swamp hexes can not now be used for the landing or picking up of
    ground forces
    , unless the hex contains a base. This has been achieved by
    converting these hexes to land or ocean hexes, depending on the nearby
    terrain.



Why this change?


My belief is that players should not be able to perform amphibious assaults in swamp terrain.




Sardaukar -> RE: US Engineers (7/22/2005 3:12:48 PM)

quote:

ORIGINAL: AlaskanWarrior

Whatever happened to the engineer vehicles in the US Engineer Regiments?


I think that Engineering Regiments are ment to represent "Combat Engineers". Thus they don't come with Engineering vehicles that "Construction Engineers" (like SeaBees) used. But I may be mistaken...[8D] From the TOE you got they should have bulldozers and such, though. Go figure ! [:)]




Lemurs! -> RE: US Engineers (7/22/2005 3:40:52 PM)

'Engineer vehicles' in the game we are told do not represent engineer vehicles. They are just a convenient way to show the allied engineering capacity.
So there is no direct corolation between real TOE and engineer vehicles in game.

Mike




velkro -> RE: CHS Release 1.02 (7/22/2005 5:31:58 PM)

Regarding CHS 1.0, the "Task Force" pop-up screens, "Return to..." icons/buttons:

TFs based in SE Asia's area default to either "Return to Auckland" or "Return to SF" vice "Return to Middle East".
TFs based in the general Australian area default to "Return to SF" vice "Return to Sydney".

This results in very annoying and time-consuming clicking.
Is there a fix to this issue pending? Does your ANZAC/Australia/India HQ mod fix this?
Thank you!




Don Bowen -> RE: CHS Release 1.02 (7/22/2005 6:44:03 PM)


quote:

ORIGINAL: velkro

Regarding CHS 1.0, the "Task Force" pop-up screens, "Return to..." icons/buttons:

TFs based in SE Asia's area default to either "Return to Auckland" or "Return to SF" vice "Return to Middle East".
TFs based in the general Australian area default to "Return to SF" vice "Return to Sydney".

This results in very annoying and time-consuming clicking.
Is there a fix to this issue pending? Does your ANZAC/Australia/India HQ mod fix this?
Thank you!



The "return to" points are generated by the program based on the HQ of the Task Force. We have "re-used" the old New Zealand Command as India command but that should not in any way affect Task Forces formed under SEAC or ANZAC.

No change is pending from CHS.




Tanaka -> RE: Future Changes to CHS (7/23/2005 9:20:50 PM)


quote:

ORIGINAL: Andrew Brown

quote:

ORIGINAL: Tanaka
Andrew do you have a new list of your soon to be changes??? [:)]


Well, I am still working on it, but here is the list so far. Note that some of this may change if it doesn't work out in playtesting. I am also not sure how many bases should be added to India. maybe not as many as I have listed here:



Version 4 includes the following fixes, changes and additions:

Fixes:

  1. There is now a river between Singapore and Johore Bahru
  2. The reef hexside immediately to the West of Palau was not represented in the
    map data. Fixed.


Changes:

  1. Coastal swamp hexes can not now be used for the landing or picking up of
    ground forces, unless the hex contains a base. This has been achieved by
    converting these hexes to land or ocean hexes, depending on the nearby
    terrain.
  2. A few rail lines, which were narrow gauge and/or low capacity lines, have
    been "downgraded" by converting the corresponding map data to road, and
    by using a new graphic for "Secondary" rail lines. The most significant of
    these is the central railway in Malaya, running South from Kota Bharu.
  3. The transport network in India has been modified. The rail link from Raipur
    North through the forest hexes has been downgraded to a "Secondary" line
    and truncated. A smal number of new rail lines have also been added in India
    due to the addition of several new bases.
  4. The coastal road in China, between Swatow and Wenchow, has been removed.
  5. Several roads in Northern China, near Lanchow, Tatung and Yenan, have been
    downgraded to trails.
  6. The transport link in the hex to the Northeast of Chungking (43,31) has been
    converted from trail to road.
  7. The transport link in the hex containing the base of Rahaeng in Siam (31,36)
    has been converted from trail to road. This should make it a bit quicker for
    Japanese units to march to/from Burma.
  8. The hex containing Hong Kong (43,42) has been converted from clear to urban
    terrain.
  9. The transport link in the hex formerly containing the base of Takao in
    Formosa (47,46) has been downgraded from road to trail.
  10. A number of base names in the Dutch East Indies have been changed:

    • Bula -> Boela
    • Banjarmasin -> Bandjermasin
    • Macassar -> Makassar

  11. The road between Bandjermasin and Balikpapan has been truncated, so that
    these two bases are no longer connected.
  12. The base of Yanam in India has been moved to hex (22,21) and renamed Vizagpatam.


Additions:

  1. A number of new base locations have been added in India: Poona (19,12),
    Cuttack (27,22), Agra (28,11), Cawnpore (28,13), Gwailor (27,11), Jaipur
    (26,9), Madurai (13,21).
  2. An atoll has been added in the location of Male, in the Maldives (5,22), to
    provide the option of adding a base here.
  3. A trail now links the Lamon Bay and Manila hexes in the Philippines.</li>
  4. A new base location has been added for Skagway in Alaska (122,28), and the
    railway between Whilehorse and Juneau now terminates here.
  5. A new base location has been added for Whittier, in Alaska (114,28) and a
    railway connects this hex to Anchorage.


2005-07-23: Edited to correct Indian base locations and to add move of Yanam.




Andrew,
Im starting to see a lot of complaint threads about the river attack shock rule. Is this something we should reconsider??? What is everyone's opinion on this???




Nomad -> RE: Future Changes to CHS (7/23/2005 9:36:48 PM)

I like the rule for the first units but I would agree that once you have enough for a bridgehead, you should be able to move units in without the shock attack. But, they did not program it that way, sooooo ..... It also does not help that the follow command is not working as advertised, maybe when they get that fixxed then the shock attack might not be so bad.




EasilyConfused -> RE: Future Changes to CHS (7/23/2005 11:00:15 PM)

quote:

ORIGINAL: Nomad

I like the rule for the first units but I would agree that once you have enough for a bridgehead, you should be able to move units in without the shock attack. But, they did not program it that way, sooooo ..... It also does not help that the follow command is not working as advertised, maybe when they get that fixxed then the shock attack might not be so bad.


Looks like their trying to fix that in the new beta.




akdreemer -> RE: US Engineers (7/24/2005 7:08:22 AM)

quote:

ORIGINAL: Lemurs!

'Engineer vehicles' in the game we are told do not represent engineer vehicles.



Then why are they a "vehicle" class in the database along with an armor rating? Something does not add up here. As well as being equal to 5 engineer squads. While they probably do not represent individual vehicles per se, they should represent the superior level of engineering equipment available to the US forces.

quote:

They are just a convenient way to show the allied engineering capacity.
So there is no direct corolation between real TOE and engineer vehicles in game.


Then why do the US engineering regiments have no engineering vehicles? Does not the typical US rgt have have superior enginnering capability than a Japanese one?

US Rgt:
27xUSA Engineer Sqds
54x Engineer Sqds
73xSupport Sqds

Japanese Rgt:
24xIJA Engineer Sqds
48xEngineer Sqds
59xSupport

There is little relative differences between above the two formations! The Japanese, as usual, have less support infractructure, other than that where is this superior engineering capability being reflected? I thinking adding at least 10 engineer vehicles to the US engineer rgiments would redress this adequately.




Lemurs! -> RE: US Engineers (7/24/2005 7:40:33 PM)

It is not needed. These are divisional combat engineer regiments not construction units. Honestly, play a game into '43 and see if you think the allies have too little engineering capability.
In game the Allies can build bases twice as quick as they did historically.

I have been removing engineer vehicles from several allied units to try to get the building to more realistic speeds. I am not going to add any because of this.

Mike




Tomo -> RE: Future Changes to CHS (7/25/2005 1:11:11 AM)

How about to add Manchukuo navy?[:)]

Manchukuo navy&army
http://www.down.ne.jp/ish/ijn/fohist/Jingcha.html
http://www.horae.dti.ne.jp/~fuwe1a/newpage417.html
http://members.at.infoseek.co.jp/ijan/index.htm

http://babelfish.altavista.com/




testarossa -> RE: Future Changes to CHS (7/25/2005 11:19:30 AM)

Why did you guys change A6M2 range to 10? Now it's impossible to escort strikes to Singapore from Kompong Som, or from Rabaul to Lunga.




gunner333 -> RE: Future Changes to CHS (7/25/2005 12:06:49 PM)

Gash! I want it right now. I didnt know that Manchukou Empire had 100k men army and even its own fleet and airforces.
It will be really nice addition for the struggling Empire of the Rising Sun. I think its too big froces to left them out of CHS.
And what modders think about it?




gunner333 -> RE: Future Changes to CHS (7/25/2005 1:01:29 PM)

Also what about Thailand Army and all other regiment size formations which was formed by IJA in the occupted territories. There was a lot, they had even regiment formed only with Indian women!!




m10bob -> RE: Future Changes to CHS (7/25/2005 2:34:51 PM)

quote:

ORIGINAL: gunner333

Also what about Thailand Army and all other regiment size formations which was formed by IJA in the occupted territories. There was a lot, they had even regiment formed only with Indian women!!


I know the Thai Air Force had their own "Oscar" aircraft..

http://users.senet.com.au/~mhyde/ww2_aircraft_thailand.htm




Page: <<   < prev  1 [2] 3 4 5   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
3.375