Question with RHSEEO

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NormS3
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Question with RHSEEO

Post by NormS3 »

I was hoping that I could use and adapt the the level 7 map to my "work in progress" mod. The maps installed easily enough, but the I was not sure how to use all the RHS Level 7pwhwx files.

I did not see anything in the instructions on how to install them. The basic game does not seem to have the additional pwhwx files.

Is there a particular one that I should be using?

Thanks

Norm
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ChickenOfTheSea
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RE: Question with RHSEEO

Post by ChickenOfTheSea »

ORIGINAL: Norm3

I was hoping that I could use and adapt the the level 7 map to my "work in progress" mod. The maps installed easily enough, but the I was not sure how to use all the RHS Level 7pwhwx files.

I did not see anything in the instructions on how to install them. The basic game does not seem to have the additional pwhwx files.

Is there a particular one that I should be using?

Thanks

Norm

Since El Cid isn't on the board much these days, I will try to answer your question. The most current set of files I find are on Herwin's RHS backup site.

http://scat-he-g4.sunderland.ac.uk/~har ... index.html

You will see several pwhex files. The first choice would be do you want rivers open to the sea (if so use RIVERpwdex7.dat) or not, in which case you probably want STANDARDpwhex7.dat. Whichever you use, it needs to be moved to the WITP top folder. Rename or delete the old pwhex.dat file and rename the new file to pwhex.dat.

There is also a pwhex switcher utility that is part of the RHS installer.

Good luck with the modding.
In theory, there is no difference between theory and practice, but in practice, there is. - Manfred Eigen
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NormS3
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RE: Question with RHSEEO

Post by NormS3 »

Thanks for the site and help O' Great Chicken. [:)]

Is their a listing for what each 7pwhwx file does what?

Like does any build on each other?

I was hoping to have river access and still use panama/madagascar.

RRRRPANAMApwhex7.dat
RAILROAD17OCT43pwhex7.dat
PANAMApwhex7.dat
pwhex.dat
STANDARDpwhex7.dat
LATEKYUSHUpwhex7.dat
RIVERpwhex7.dat
SINGAPORERIVERpwhex7.dat
KYUSHUpwhex7.dat
Pwhex Switcher

Thanks in advance for helping the ignorant!
[&o][&o]
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ChickenOfTheSea
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RE: Question with RHSEEO

Post by ChickenOfTheSea »

The suffix 7 refers to the level 7 map, so all will have Panama-Madagascar. Most of the others involve historical upgrades of roads and railways or damage, such as the Japanese earthquake of '44. The Singapore one allowed retreat from Johore Bharu to Singapore rather than Mersing as happens on his maps.

El Cid has discussed them on the forum, but he posted so much they may be hard to find. Look back through the Scenario Design section is my best recommendation. The two I mentioned are the main ones used.
In theory, there is no difference between theory and practice, but in practice, there is. - Manfred Eigen
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NormS3
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RE: Question with RHSEEO

Post by NormS3 »

Great!

Thanks for clearing up my confusion. I'll just stick with the first Rivers one that you mentioned.

May the chicken learn to swim, or at least have a nice boat![:)]
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RE: Question with RHSEEO

Post by NormS3 »

Well now I got another question.[;)]

The map used in my mode will not allow the places on the bottom edge of the map like Durban and Capetown to be used. It in fact sits one row up from the RHSEEO 7.598 senario.

When I open up RHSEEO 7.598 and run that senario all is fine. and there is an extra row of hexs at bottom of the map.

Hopefully that makes sense
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ChickenOfTheSea
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RE: Question with RHSEEO

Post by ChickenOfTheSea »

I think I understand what you are saying. On the RHS level 7 map, the bottom hex row represents movement across the Atlantic ending at Capetown and Durban. If you don't want that route as part of your mod, then you can ignore that part of the map. It does make Madagascar a long way from anywhere, however, and kind of irrelevant (even more so than historically).
In theory, there is no difference between theory and practice, but in practice, there is. - Manfred Eigen
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NormS3
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RE: Question with RHSEEO

Post by NormS3 »

Sorry I don't disn't do a great job explaining things.

The bottom row of hexes is not accessible in my mode, but is in the original. So Durban and Capetown are unusable, the cursor, will show what is there, but I can't click to activate anything.

Thanks again for all your help
dwbradley
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RE: Question with RHSEEO

Post by dwbradley »

ORIGINAL: Norm3

Sorry I don't disn't do a great job explaining things.

The bottom row of hexes is not accessible in my mode, but is in the original. So Durban and Capetown are unusable, the cursor, will show what is there, but I can't click to activate anything.

Thanks again for all your help

I'll try to help if I can. Please forgive if I mention obvious stuff.

So, for your mod to work the map art, pwhex file, and locations file must be compatible. If you started with a recent RHS scenario then this would be true. It sounds like you are using RHS level 7 map art and pwhex files but your posts do not say what the source of your mod is. If you started with an RHS scenario you could save it to an empty slot, rename, and then proceed to make the modifications you would like to see. Please confirm the starting point for your mod and maybe that will give us a starting point for some troubleshooting.

Please note that there are other compatibility issues such as plane and ship art to consider to make a mod resistant to weird crashes but that would be a further consideration beyond the basic map mechanics we are presently talking about.

Dave Bradley
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NormS3
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RE: Question with RHSEEO

Post by NormS3 »

ORIGINAL: dwbradley

ORIGINAL: Norm3

Sorry I don't disn't do a great job explaining things.

The bottom row of hexes is not accessible in my mode, but is in the original. So Durban and Capetown are unusable, the cursor, will show what is there, but I can't click to activate anything.

Thanks again for all your help

I'll try to help if I can. Please forgive if I mention obvious stuff.

So, for your mod to work the map art, pwhex file, and locations file must be compatible. If you started with a recent RHS scenario then this would be true. It sounds like you are using RHS level 7 map art and pwhex files but your posts do not say what the source of your mod is. If you started with an RHS scenario you could save it to an empty slot, rename, and then proceed to make the modifications you would like to see. Please confirm the starting point for your mod and maybe that will give us a starting point for some troubleshooting.

Please note that there are other compatibility issues such as plane and ship art to consider to make a mod resistant to weird crashes but that would be a further consideration beyond the basic map mechanics we are presently talking about.

Dave Bradley
No forgiveness requred! [:)] I appreciate any insight to furthering along my mod.[&o] And any chance to add to my computer moding skills!

All data was taken from this fantastic sight http://www.rhs.akdreemer.com/rhs_home.html [&o][&o]

I started with stock and have updated all units, locations, fleets to the new map, as well as added vichy forces. I will try to start with RHS senario 77 and convert my 197 to it by name changing the files?[&:]

Have already updated the art and ship files. i've been through all the wierd crashes before and have not had any crashed outside of an added french ship, that i used the wrong (allied) numbers for. (since fixed)

Another question. I noticed in the RHS 77 senario that the Vichy French air units used Allied art and air slots. That did not work so well when i attempted the same with stock. Something in the pwex files?

Thanks again
dwbradley
Posts: 197
Joined: Sun Mar 21, 2004 1:17 am

RE: Question with RHSEEO

Post by dwbradley »

ORIGINAL: Norm3

ORIGINAL: dwbradley

ORIGINAL: Norm3

Sorry I don't disn't do a great job explaining things.

The bottom row of hexes is not accessible in my mode, but is in the original. So Durban and Capetown are unusable, the cursor, will show what is there, but I can't click to activate anything.

Thanks again for all your help

I'll try to help if I can. Please forgive if I mention obvious stuff.

So, for your mod to work the map art, pwhex file, and locations file must be compatible. If you started with a recent RHS scenario then this would be true. It sounds like you are using RHS level 7 map art and pwhex files but your posts do not say what the source of your mod is. If you started with an RHS scenario you could save it to an empty slot, rename, and then proceed to make the modifications you would like to see. Please confirm the starting point for your mod and maybe that will give us a starting point for some troubleshooting.

Please note that there are other compatibility issues such as plane and ship art to consider to make a mod resistant to weird crashes but that would be a further consideration beyond the basic map mechanics we are presently talking about.

Dave Bradley
No forgiveness requred! [:)] I appreciate any insight to furthering along my mod.[&o] And any chance to add to my computer moding skills!

All data was taken from this fantastic sight http://www.rhs.akdreemer.com/rhs_home.html [&o][&o]

I started with stock and have updated all units, locations, fleets to the new map, as well as added vichy forces. I will try to start with RHS senario 77 and convert my 197 to it by name changing the files?[&:]

Have already updated the art and ship files. i've been through all the wierd crashes before and have not had any crashed outside of an added french ship, that i used the wrong (allied) numbers for. (since fixed)

Another question. I noticed in the RHS 77 senario that the Vichy French air units used Allied art and air slots. That did not work so well when i attempted the same with stock. Something in the pwex files?

Thanks again


That is indeed the correct source for RHS files. Herwin also maintains a mirror site but I don't have a bookmark handy.

You could perhaps just rename the files but the way i would attempt it would be to use the two editors (database editor 1.0 scenario editor 1.0 found in the SCEN folder) and open the starting point scenario (77?) and then do a SAVE AS. You need to do it with both editors to have a complete new scenario in your chosen slot (197?). Then you could test this to see if you have a working scenario in slot 197. If so then begin modding, testing along the way to see if your changes are working the way you want them to. You of course can make backups by periodically saving the scenario set of files to someplace outside the scen folder. There are alternate editors out there for working with the mod but I am not the right person to advise you on the practice and art of modding.

Dave Bradley
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NormS3
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RE: Question with RHSEEO

Post by NormS3 »

Thanks, I saved my senario over the RHS one and everything worked perfectly. Woo Hoo![:D]

I have greatly appreciated your help, Dave.[&o]

Another question. I noticed in the RHS 77 senario that the Vichy French air units used Allied art and air slots. That did not work so well when i attempted the same with stock. Is this something in the pwex files?
dwbradley
Posts: 197
Joined: Sun Mar 21, 2004 1:17 am

RE: Question with RHSEEO

Post by dwbradley »

ORIGINAL: Norm3

Thanks, I saved my senario over the RHS one and everything worked perfectly. Woo Hoo![:D]

I have greatly appreciated your help, Dave.[&o]

Another question. I noticed in the RHS 77 senario that the Vichy French air units used Allied art and air slots. That did not work so well when i attempted the same with stock. Is this something in the pwex files?

I'm glad to hear that you got over that hurdle. Good luck with your mod.

Aircraft slots and the art pointed to by those slots should have no interaction with the pwhex file that I can think of. What sort of problem did you encounter?

Dave
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NormS3
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RE: Question with RHSEEO

Post by NormS3 »

The Vichy planes would not attack any of the allied planes. (I put an American carrier off the coast to test)

They would show up on the combat screen and be on the same side as the Allied.

I tested again by mixing changinf some vichy to "japanese" and kept the rest French. They actually got kills for shooting down each other.

Think that I will just end up killing a few of the japanes float planes and create a generic "enhanced" Alf or something in order to free up a couple slots.
dwbradley
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Joined: Sun Mar 21, 2004 1:17 am

RE: Question with RHSEEO

Post by dwbradley »

ORIGINAL: Norm3

The Vichy planes would not attack any of the allied planes. (I put an American carrier off the coast to test)

They would show up on the combat screen and be on the same side as the Allied.

I tested again by mixing changinf some vichy to "japanese" and kept the rest French. They actually got kills for shooting down each other.

Think that I will just end up killing a few of the japanes float planes and create a generic "enhanced" Alf or something in order to free up a couple slots.

I am no expert in the care and feeding of the OOB but it seems to me that the "nationality value" of a unit determines which side they will fight with and not the a/c assigned to them. Where you could get in trouble, or so it would seem to me would be in how those aircraft are supplied to the units, that is, where is the production/replacements for that particular a/c defined? In your database what nationality is defined for the Vichy (VFAF?) units?

Note: I looked at the scenario 77 data I have (version 7.954) and the Vichy units were IJ Army nationality. French nationality may default to Allied ( as in Free French).

Dave
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NormS3
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RE: Question with RHSEEO

Post by NormS3 »

ORIGINAL: dwbradley

ORIGINAL: Norm3

The Vichy planes would not attack any of the allied planes. (I put an American carrier off the coast to test)

They would show up on the combat screen and be on the same side as the Allied.

I tested again by mixing changinf some vichy to "japanese" and kept the rest French. They actually got kills for shooting down each other.

Think that I will just end up killing a few of the japanes float planes and create a generic "enhanced" Alf or something in order to free up a couple slots.

I am no expert in the care and feeding of the OOB but it seems to me that the "nationality value" of a unit determines which side they will fight with and not the a/c assigned to them. Where you could get in trouble, or so it would seem to me would be in how those aircraft are supplied to the units, that is, where is the production/replacements for that particular a/c defined? In your database what nationality is defined for the Vichy (VFAF?) units?

Note: I looked at the scenario 77 data I have (version 7.954) and the Vichy units were IJ Army nationality. French nationality may default to Allied ( as in Free French).

Dave

Yeah, I had them as French. I am currently making up about 60 "French" pilots (IJA) to fill out the vichy air units.

I'm not really OCD but I can get that way about my work! Just got to have that realism[8D].

Will still try to use the vichy units with allied plane art and see how it goes.

Thanks again
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