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RHS 3.1 Series PWhex update

 
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All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> Scenario Design >> RHS 3.1 Series PWhex update Page: [1]
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RHS 3.1 Series PWhex update - 6/12/2006 3:15:41 PM   
el cid again

 

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Version 2.60 will be released shortly as 3.00 in four variations:

RHSCVO (Carrier Oriented)
RHSBBO (Battleship Oriented)
RHSRAO (Russian Active version of CVO)
RHSRPO (Russian Passive version of BBO)

3.00 is almost 2.60 - in terms of the review of data fields -
but it is significantly different logistically:

1) Supply sinks are 30 times larger;

EDIT: This because supplies are generated every day at a resource center, but "eaten" only once every 30 days by land unit squads;

2) AK fleets are about half as numerous; [Re this, the larger AK classes are reduced by half, and the Allies also lose a number of ships to LOC duty feeding Aden, Melbourne, Kerachi and Panama: from a low of only 4 to feed Kerachi to a high of 16 tankers and 16 AKs to feed Melbourne]

EDIT: This because of unrequired resources really required to be shipped for economies to work. While this is at least 75% of resources,
some do not go by sea, many small ships are not represented (most registered ships are tiny), and some are consumed at the point of production - so 50% is a reasonable fraction to remove in this "quick and dirty" attempt to simulate the economy. Further, what remains then is vital to the economy as modeled (call it "the military economy) - and killing a ship will directly affect what resources reach the now vital HI centers - to make the supply points no longer "free" at the resource centers. Economic warfare should now matter, and "ships to burn" may be less of an option than in the past.

3) Russian submarines are much less vulnerable;

EDIT: I attempted to make them too vulnerable for technical reasons, but have been persuaded to honor the WITP system. Vulnerability is a function of "durability" - which is in fact depth divided by 10.

4) Errors in transport submarine capacity are as addressed as the mechanics of code permit - most are perfect;

EDIT: The small subs are just fine. The I-402 is 2 tons over at 1100 tons capacity - not very bad. Other subs are a small percentage over - mainly because they are aircraft carriers if they carry less than 40 tons! Or because I cannot make a value like 82 tons - it must be a multiple of 10 - so 80 is as close as I can come.

5) 23 US Navy LSTs have been substituted for 13 which never could have been in the Pacific and a number of schooners or empty slots between schooners and LSTs [Many more need to be added and will be as slots permit]

EDIT: I estimate at least 200 are in the game that were not PTO. I estimate at least 400 are missing altogether which were PTO. Some people are working on running this down, ship by ship. But I regard it as a minor issue to have a misidentified LST: an LST remains an LST. Having too few is more serious - but unless you want to trade in something else - like I did schooners - we have slot problems. I also want to leave spare slots if I can.

6) A number of merchant ships becoming available in the last quarter of 1945 or in 1946 are deleted;

Note ALL these are Allied. NO Japanese merchants appear in the last 9 months of the scenarios (stock and CHS) - but Allied ones do - not sure why?

7) Russia has many more supply sinks, at all major resource points, so it must either make or move supply;




< Message edited by el cid again -- 6/17/2006 2:03:49 PM >
Post #: 1
RE: RHS Comprehensive Review Renumbered - 6/12/2006 8:21:54 PM   
pad152

 

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quote:

AK fleets are about half as numerous; [Re this, the larger AK classes are reduced by half, and the Allies also lose a number of ships


How will this effect AI play?

The AI has a tendency to throw away AK's & TK's by sending them to dumb places under enemy air control.


< Message edited by pad152 -- 6/12/2006 8:23:07 PM >

(in reply to el cid again)
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RE: RHS Comprehensive Review Renumbered - 6/12/2006 10:33:12 PM   
el cid again

 

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So far I am rather impressed with the interaction of AI with RHS - once I got on to "put vital things in stock slots." It even recognizes river navigation - and goes up the Yangze one city short of Wuhan - never saw it in Wuhan yet. It does really dumb things - move 21st Air Flotilla BACK from the front to Okinawa! So if you play with AI - you get dumb things - that is given.

The economy functions with AI because it generates a sort of "order" - as a place needs supplies it causes a request for ships so to speak. Many places can run in the pink zone - but it is very rare to find anything in the red - and the vast majority are in the white zone. Over time AI converts pink to white - it fixes the places that need a lot of supply (e.g. Vancouver BC or Coal Harbor). But under military pressure - a place can get cut off - and that is just right.

I have been able to address longer term economic issues than I expected. My only concerns are these:

1) Will there be enough for the Allies in 1944 and 1945? And if the Allies ignore moving resources (under manual control) the answer is very likely yes.

2) Will the Japanese have too many free supplies if they capture unexpected areas? The technical answer is yes. The practical answer is unknown at this time. And what to do about it is limited: I can only fix those things that become fairly normal behaviors.

3) Will there be Japanese "revolutions" in places they do not invade?
That is, Japanese civil workers appearing? IF you don't invade something you should invade - like Palembang - the technical answer is yes. But will it matter? Maybe they will just die? Sort of think of it as a riot I guess.

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RE: RHS Comprehensive Review Renumbered - 6/12/2006 10:40:34 PM   
mlees


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I have created another WiTP folder/load, just for RHS. I have refrained from loading any version of RHS yet, as it seemed to be in flux, with lots of editing done by you and your fellow team members.

When version 3.0 is ready, I will need to know what files to download, and from where. Thanks for the hard work, gents!

By the way, is it compatible with any AB extended map, or shall I be restricted to using a special RHS-only map?

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RE: RHS Comprehensive Review Renumbered - 6/13/2006 1:36:14 AM   
pad152

 

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Sounds good el cid, looking foward to it!

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RE: RHS Comprehensive Review Renumbered - 6/13/2006 2:52:23 AM   
akdreemer


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quote:

ORIGINAL: el cid again

5) 23 US Navy LSTs have been substituted for 13 which never could have been in the Pacific and a number of schooners or empty slots between schooners and LSTs [Many more need to be added and will be as slots permit]



The other problem is most have incorrect arrival dates. This potentially could be a problem.

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RE: RHS Comprehensive Review Renumbered - 6/13/2006 10:15:46 AM   
el cid again

 

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The RHS scenario is intended to work with any version of Andrew Brown's Extended map - and now there are several - including three RHS variations (the art differs). However, there are functional things in the RHS art you will lose if you don't use it:

1) There are ferry markers;
2) There are supply/resource (etc) hex markers;
3) There are rail line symbols that correspond to the few things I changed from Andrew's. He has in turn adopted SOME of these changes - but not all - SO

IF you use MY pwhex file - you get river navigation and ferries - and the Bengal and Assam RR (for example) is not a high capacity line - but you won't see this on Andrew's map;

IF you use ANDREWs pwhex file - you will get a more limited set of river navigation and ferry capabilities - and the Bengal and Assam RR is high capacity as marked. This case means the Allies can make an offensive into Burma too soon and with too much power. There are similar cases - but it is the biggest example.

On Sumatra Andrew killed some trails - but I have them still - and similarly on other islands I added trails - so units will "wander" on his map without a trail in these places - but ONLY if you use my pwhex file.
If you use his - you just won't have trails where there really are trails - but the map will correspond perfectly.

In short - you have choices. We (Cobra, Andrew and I) intend you to have choices. You can say "no ferries for me" and use Andrew's map and pwhex file - or whatever. Whatever you like.

Cobra has gone on to make fabulous satellite image maps, and he and I are exploring even more daring concepts - pray for us and you may get more choices still.


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RE: RHS Comprehensive Review Renumbered - 6/13/2006 10:24:31 AM   
el cid again

 

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quote:

ORIGINAL: AlaskanWarrior


quote:

ORIGINAL: el cid again

5) 23 US Navy LSTs have been substituted for 13 which never could have been in the Pacific and a number of schooners or empty slots between schooners and LSTs [Many more need to be added and will be as slots permit]



The other problem is most have incorrect arrival dates. This potentially could be a problem.



As far as I can tell, almost every ship in CHS and stock has an incorrect arrival date. I went through the big ones - on the assumption they matter - but even big and famous ships are not that easy to pin down in all cases. Obscure minor ones are pretty near impossible to know. Also, I think much of the date errors was one of two things:

1) Convenience - just use any date listed beside a ship name - commissioning or even launching date!

2) Deliberate let em in early. Planes were put in a year and sometimes more early - and anyway on the day they began production they are OPERATIONAL theater wide!

RHS is trying to address these matters - but it is a massive undertaking.
We have begun by delaying planes to historical first operations - or production plus a period of time. For ships, we looked up the big ones and are incorporating (mainly your) work on lesser ones. If a theater date is not available, we use a fixed delay - for the Allies anyway. For Japan, the ship is available on the day it completes - totally green - and you can work it up - or not - as you see fit. It arrives in the middle of the theater, as it were.

Otherwise we are trying to put in significant ships missing in RHS and stock - and get rid of things not important. But "important" is a matter of opinion - some cheer addition of Russian ships - others think it a waste of slots! [The ships were done for CHS by the way - and so they are also in the new CHS in some form or other.] We added a lot of ships - and even airships - including "impossible" types - and time will tell how well these work out. You have Army aircraft carriers, transport submarines, planes (and blimps) with MAD, you name it.

(in reply to akdreemer)
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RE: RHS 3.00 Series Released (see end) - 6/13/2006 3:54:11 PM   
el cid again

 

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RHSCVO (Carrier Oriented - Russians are PASSIVE)
RHSBBO (Battleship Oriented - Russians are ACTIVE)
RHSRAO (Russian ACTIVE Option of CVO)
RHSRPO (Russian PASSIVE Option of BBO)

version 3.00 released to testers and, when he sees it, Cobra will send it to the distribution network. Note, however, a revised pwhex file is not yet released. This is not important - it simply makes better hex sides in a number of places. I have slowly been adding bits of accessable land - or better blocking movement - where appropriate.

About 20,000 fields were corrected. A number of technical problems were addressed. The economy was revised as indicated by testing and analysis. Some special research was done for new types of units - and problems with transport submarines (they carry too much) corrected. [Apparently the code likes to multiply submarine cargos by ten!]

While there must be errors in a data set of this magnitude, it is intended to collect these until July - unless a critical problem is reported. This will permit the release of the Political Point Option - and then Empire of the Sun. It also permits me to run some human vs human test games.

< Message edited by el cid again -- 6/13/2006 3:57:05 PM >

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RE: RHS 3.00 Series Released (see end) - 6/13/2006 5:13:13 PM   
mlees


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Thanks for the info, sir. I tend to forget the details of this work (and maps), and I blame having to sleep (which clears memory cells).

(in reply to el cid again)
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RE: RHS 3.00 Series Released (see end) - 6/13/2006 9:57:34 PM   
TulliusDetritus


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So it will be released in "july"? No problem. I'm busy with thet World Cup now Oops, Brazil-Croatia is about to start. Let the massac... er, match begin.

< Message edited by TulliusDetritus -- 6/13/2006 10:51:00 PM >


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RE: RHS 3.00 Series Released (see end) - 6/13/2006 11:03:06 PM   
el cid again

 

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quote:

ORIGINAL: TulliusDetritus

So it will be released in "july"? No problem. I'm busy with thet World Cup now Oops, Brazil-Croatia is about to start. Let the massac... er, match begin.



Essentially, negative. The four scenarios are now released. Two more will be released shortly. No major rework is planned before July - and all that is planned for July is to collect eratta and addition requests for a medium review at that time.

Oddly, this is not my life - and I plan to move on! I plan to do OTHER things - in particular a war between the USA and China over these same waters in future - and otherwise to travel (with my Asian child) - something we do in summer! I will, however, support these scenarios if there are technical issues with them. And I don't believe in 6 months or 12 months between revisions.

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RE: RHS 3.00 Series PWhex update - 6/14/2006 12:19:30 AM   
el cid again

 

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A pwhex file for RHS 3.00 is released. It will work with ANY level RHS scenario and is recommended. It blocks some hex sides to better represent island/penninsula effects. It unblocks some hex sides - turning them into land - so you can use land now merely art. And it makes some hexsides coastal - so things can move where they should go - but cannot.

(in reply to el cid again)
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RE: RHS 3.00 Series PWhex update - 6/14/2006 1:50:38 AM   
Monter_Trismegistos

 

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Hey, this guy is going to start another war!

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RE: RHS Comprehensive Review Renumbered - 6/15/2006 11:55:05 AM   
herwin

 

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quote:

ORIGINAL: mlees

I have created another WiTP folder/load, just for RHS. I have refrained from loading any version of RHS yet, as it seemed to be in flux, with lots of editing done by you and your fellow team members.

When version 3.0 is ready, I will need to know what files to download, and from where. Thanks for the hard work, gents!

By the way, is it compatible with any AB extended map, or shall I be restricted to using a special RHS-only map?


BTW, where can I find the missing map segments? WITP10.bmp and WITP11.bmp?

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(in reply to mlees)
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RE: RHS Comprehensive Review Renumbered - 6/15/2006 12:16:09 PM   
CobraAus


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quote:

BTW, where can I find the missing map segments? WITP10.bmp and WITP11.bmp?

which set CHS or RHS normal or digital (as far as I am aware there are none missing)
v1.6 RHS digital with resource icons was release 2 hours ago links on the digital thread

Cobra Aus

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RE: RHS Comprehensive Review Renumbered - 6/15/2006 2:45:29 PM   
black swan

 

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Sorry to ask a simple question but can somone point me to were I can d/l the files for RHS from.
Many Thanks

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RE: RHS Comprehensive Review Renumbered - 6/15/2006 5:45:15 PM   
Mifune


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There is a RHS section at spookys site http://mathubert.free.fr/ though for the maps go to this thread http://www.matrixgames.com/forums/tm.asp?m=1117631&mpage=5

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RE: RHS 3.1 Series PWhex update - 6/17/2006 2:05:51 PM   
el cid again

 

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I have issued another pwhex version. It is not required. It cleans up more misdefined hexsides:

when adjacent hexes have different definitions for the same side

when land should be present or absent - or coast - or river -

when sea should be present

and when a hexside should be blocked

mostly to sync the file with the art

also sometimes to sync with reality

or both.


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Post #: 19
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