JuanG
Posts: 906
Joined: 12/28/2008 Status: offline
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quote:
ORIGINAL: Symon Whoops, found a teensy problem. If you put the air-reinforce bases into the "Gray" area at the edges, you can mouse-over tham, but can't open them, or any units in them. To do that, you need to modify the pwhexe.dat file to place a "valid" hex type in each x:y location. This would introduce yet another pwhexe file to the pot .. not too goodnik, I'm thinking. But wait !! Not only do you get a bug report with your order but, if you act now, you get a free, Yes! Free!, solution to this dilema .. the solution is suitable for treatment of teonail fungus, incontinence, the scroufula, and minor instances of erectile dysfunction. I moved the base hex locations to the arctic wastelend, above where it says Arctic Ocean. Those white hexes are of "valid" type, so everything works as it should. No worries about arctic conditions because everything is '"static" anyway. If one wants an identifying background, one only need play with the Art. No new pwhexe.dat files. Makes life simpler, and allows one to 'rise' to the occasion, as it were, without too much effort. I'll post up a pic and a changelog, if this is of interest. Ciao. J John, I pointed out this 'problem' to Gary at the top of this page (and probably should have pointed out in the first post), and I sincerely do not see it as such. Yes, you are correct in that, you can only get information from them via mouseover on map, and can't click them for direct access. On the other hand, by naming them appropriately (hence why the names of the bases, even in the first post, are enclosed in brackets/parentheses ), they will always show up as the first entries in the 'Bases' list, which I think does two things. Firstly, it neatly sidesteps this 'problem' while still making them easy to find, and secondly, it also means that any action done to units based there is notably more 'deliberate' than otherwise, as it requires that extra step to access. I did look at other places to base them, both on the existing pwhex file, and attempted to edit the hexes they now reside in, but ultimately decided against both, as I simply could not find a suitable location without creating an entirely new and in my honest opinion, much worse problem - allowing the groups to transfer 'out' onto the in-play map. If the hexes you suggest moving them to are the ones above row 4 north of the 'Arctic Ocean' (ie inside the gray) then these are functionally no different to their current location from what I can tell. If on the otherhand you mean the actual white tiles below row 4 in the same area, then it creates the problem I mentioned about allowing these groups, with airframes of sufficient range, to actually become functional, which I believe is much less desirable then the need for an extra step needed to access them, as it actually does the opposite. You are of course free to pursue whatever solution you find best, but I believe the 'naming trick' is an elegant way to avoid the issue, and prevent other potential ones. I agree wholeheartedly that yet another set of pwhex files will just muddy the waters, but neither of these requires that. quote:
ORIGINAL: Lecivius I like the solution I'll take it, it appearently corrects some of my problems (and I ain't sayin which ones!) If you have issues with the setup as it was posted, then I'd love to hear them. The spirit of this thread and concept has been about debating and being open about the issues and potential this stuff brings to the table, so I would very much appreciate your thoughts if you believe there is something legitimately wrong. Regards, Juan
< Message edited by JuanG -- 3/31/2014 5:12:08 PM >
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