Captain Cruft -> RE: Design Frustrations (8/6/2005 2:50:29 PM)
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ORIGINAL: Aawulf 1. Why can't I add a Command HQ that actually controls the bases it conquers? Can we not add an HQ to the list of Command HQ's to which we can change units subordination? I know I can do it pre-game, but why not in-game? The list of Command HQs is essentially hard-wired. Both the slot numbers and the names. Although you can change the names in the editor there are some parts of the game where they will show as the original ones. When you conquer a base the HQ it gets assigned to is determined by "geography" according to an old post by Mike Wood. I take this to mean by hex co-ordinate. You can change the HQ of a base at any time but only to one of those which is represented by an LCU at the base. I think this may not work with combat units too, it needs to be an HQ or other support type unit e.g. base force. If all this is worrying just consider that if you can get > 20,000 supplies to a base its HQ becomes moot. Base HQs are only relevant to air replacements, nothing else. quote:
2. PWHex structure. It seems to be 151x151 with 12 fields each. Where can I read up on what those fields are and what order they are in so I can add PWHex to my editor? It's not that hard to work out, the only dodgy bit is the "transport network". Can Excel edit binary files though? Maybe with some hairy VB code I suppose anything is possible. quote:
3. Where are these leaders coming from in the game that are not in the wph.dat file? I don't know about LCUs and ships but for air groups the "make me a random leader" routine selects a pilot from the group, generally one of the higher experience ones. The Leadership and Insipiration values are then derived from the Experience value. This is why when you Divide Unit you get much better leaders than can be selected from the actual leader list. quote:
4. There are only 20,000 pilot slots. Is there a "Joe Pilot" fill-in if and when the 20,000 have been exhausted by the Japanese and Allies? Like Michealm said. You can see the list of names by using a utility to extract strings from the WitP EXE file. quote:
5. Why do I still have Human controllled units being redirected by the computer? And how is it that LCU units are changing to other HQ's when their Airfield Size and Port Size equal 0 (hmm. I could fix that by setting the change date to some time in the 1950's)? Again, like Michaelm said. Don't allow the computer to do anything that you can do yourself. No zones on computer control! quote:
6. Refits are supposed to be only doable in Tokyo for the Japs, yet I see numerous ships change to their newer version at other bases. Is this a bug, poor documentation or a change since the manual? For Japan there are three types of "refit": 1) Standard upgrades, applicable to all types of ship. These will happen automatically if the ship in question is disbanded in a port with a repair shipyard on or after the upgrade date. 2) AK conversions - the ship (AK type with > 5,000 capacity) must be disbanded in Osaka/Kobe. Then when you select the ship you will be presented with the ability to convert it into an AS, AV, AR or MLE type. When you do so the ship disappears from the port and goes into ship building queue with an arrival date 180 days hence. 3) Special CS to CVL conversions (Chitose & Chiyoda) - I believe these work like the AK conversions but only after a certain date. I've never done it to be honest. quote:
7. How intelligent is the AI? Does it choose a basically linear path from among several options or does it make unique decisions every turn based on Victory Points, industrial needs and other criteria? It has not displayed anything remotely resembling intelligence in my dealings with it. At a guess it consists of generic routines plus a bit of scripting to get some invasions to happen at the "right time". I would be amazed if VPs and industrial needs came into it. The best way to see the AI at work is to load up a game in Hotseat mode and have a look. You may need a stiff drink afterwards though ... ;)
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