Cobra Aus RHS Download Files link page
Moderators: wdolson, Don Bowen, mogami
RE: Cobra Aus RapidShare link page
LOL, I do understand the need for instant gratification. I am very thankful for my high speed DSL.
Perennial Remedial Student of the Mike Solli School of Economics. One day I might graduate.
RE: Cobra Aus RapidShare link page
RHS v4.02 all senarious + PWHEX v.02 posted
Changes
1) This has the full proper code fix for Essex class carriers so four squadrons should resize properly. It is what is supposed (officially) to work.
2) This has a workaround for USS Midway - in case she cannot operate four squadrons. The two dive bomber units are shown as one. IF we learn that she can operate four, I will undo this.
3) This has too many squadrons on Unryu class carriers in all scenarios - and on all big carriers plus Ryujo in EOS. IF they get in trouble with a resize, land the small recon element.
4) This moves the Tsinan supply sink to - Tsinan!
5) This moves the Fukuoka Naval Station Battalion to - Fukuoka! And then upsizes it to
a Naval Base Force - so the training air group at Usa has some support.
6) This eliminates an obscure duplicated unit - I forget which.
7) This has some supply depots to further help the AI with logistic startup at points it needed help. This happens because some units don't have enough supplies - and so the AI tries to "feed" them BEFORE turn one. Giving the units enough supplies fixes it - but it is a pain to enter it unit by unit. Giving locations supplies also works - AI fills up everyone there if it can.
There is a review of the status of LAGG-3. However, know that RHS Soviet Air Units are understated. When this is addressed, aside from possibly redefining LAGG-3 speed and assignments, we may add some other Soviet units. There are significant and difficult issues here - but RHS - which added Soviet ships and the Pacific Ocean Fleet Naval Air Force - is dedicated to addressing them over time.
I probably have to issue a 4.03 eventually. It is my hope not to do so until about July 25 or so. I leave Alaska July 30 for a while.
I forgot to say that Muroran was moved one hex to a equally valid location - but which has rail service! Muroran is on the edge of two hexes.
EOS
This is a hoot. Lots of fun. And political point freedom - for those willing to think in terms of different options.
It also has some planes you don't see anywhere else. Not that you can see them really - there is no art - but you get to use them. Many are variations of other planes - and use their art. Otherwise closest art is used.
Sid
download link
http://www.sendspace.com/file/iu5ccx
Cobra Aus
Changes
1) This has the full proper code fix for Essex class carriers so four squadrons should resize properly. It is what is supposed (officially) to work.
2) This has a workaround for USS Midway - in case she cannot operate four squadrons. The two dive bomber units are shown as one. IF we learn that she can operate four, I will undo this.
3) This has too many squadrons on Unryu class carriers in all scenarios - and on all big carriers plus Ryujo in EOS. IF they get in trouble with a resize, land the small recon element.
4) This moves the Tsinan supply sink to - Tsinan!
5) This moves the Fukuoka Naval Station Battalion to - Fukuoka! And then upsizes it to
a Naval Base Force - so the training air group at Usa has some support.
6) This eliminates an obscure duplicated unit - I forget which.
7) This has some supply depots to further help the AI with logistic startup at points it needed help. This happens because some units don't have enough supplies - and so the AI tries to "feed" them BEFORE turn one. Giving the units enough supplies fixes it - but it is a pain to enter it unit by unit. Giving locations supplies also works - AI fills up everyone there if it can.
There is a review of the status of LAGG-3. However, know that RHS Soviet Air Units are understated. When this is addressed, aside from possibly redefining LAGG-3 speed and assignments, we may add some other Soviet units. There are significant and difficult issues here - but RHS - which added Soviet ships and the Pacific Ocean Fleet Naval Air Force - is dedicated to addressing them over time.
I probably have to issue a 4.03 eventually. It is my hope not to do so until about July 25 or so. I leave Alaska July 30 for a while.
I forgot to say that Muroran was moved one hex to a equally valid location - but which has rail service! Muroran is on the edge of two hexes.
EOS
This is a hoot. Lots of fun. And political point freedom - for those willing to think in terms of different options.
It also has some planes you don't see anywhere else. Not that you can see them really - there is no art - but you get to use them. Many are variations of other planes - and use their art. Otherwise closest art is used.
Sid
download link
http://www.sendspace.com/file/iu5ccx
Cobra Aus
Coral Sea Battle = My Birthday
RE: Cobra Aus RapidShare link page
"6) This eliminates an obscure duplicated unit - I forget which." The duplicated unit# 1772 -IJN Toyohara Nav Stn is now the IJN Fukuoka Base Force.
Perennial Remedial Student of the Mike Solli School of Economics. One day I might graduate.
RE: Cobra Aus RapidShare link page
RHS v4.03 updates for all scenarios posted
changes
1) This update removes the 9999 code from VBF squadrons appearing in 1945 - on the theory they might not then appear.
2) This update preserves the Midway "immunization" from the air group resizing issue because it is not yet clear it will work with four squadrons. I don't think it does.
3) This update leaves the Japanese carriers with too many squadrons in place - partly because players can control when they resize. [If you don't want to resize, never disband in a major port with your command HQ.]
4) This update includes a major rework of IJN Armed Merchant Cruisers. This is based on testing of the CHS concepts - which invented them in a game not designed for them. We have found what may be a better way - in a technical sense - and we have classified them in more classes - because they had varied armament. Also, all of them can convert to transports AP - if desired.
5) The LaGG-3 is slightly slower in this release.
6) A class of ships with negative range has been corrected to have positive range.
7) In RHSEOS - an incorrect air group for Nagato is fixed. Nagato either was trying to fly a version of the Rufe that could drop its floats - or it was just acting as a transport for Zeros!
8) Japanese airborne units are always classified as assigned to the Southern Area - so you don't have to spend political points to get them to operate there. The one exception to this in history - the "training raiding regiment" - which operated in China - is in the game in the form of the glider regiments - which it converted to - and which also operated in the southern area.
9) Some Japanese land units changed their commands, their initial supply, their location, or their composition - almost all of it either eratta or for technical reasons.
10) The "Oshima" unit is now properly Kagoshima - following Andrews reform in CHS - he is quite right about the name.
Sid
download link
http://www.sendspace.com/file/i2gfur
Cobra Aus
changes
1) This update removes the 9999 code from VBF squadrons appearing in 1945 - on the theory they might not then appear.
2) This update preserves the Midway "immunization" from the air group resizing issue because it is not yet clear it will work with four squadrons. I don't think it does.
3) This update leaves the Japanese carriers with too many squadrons in place - partly because players can control when they resize. [If you don't want to resize, never disband in a major port with your command HQ.]
4) This update includes a major rework of IJN Armed Merchant Cruisers. This is based on testing of the CHS concepts - which invented them in a game not designed for them. We have found what may be a better way - in a technical sense - and we have classified them in more classes - because they had varied armament. Also, all of them can convert to transports AP - if desired.
5) The LaGG-3 is slightly slower in this release.
6) A class of ships with negative range has been corrected to have positive range.
7) In RHSEOS - an incorrect air group for Nagato is fixed. Nagato either was trying to fly a version of the Rufe that could drop its floats - or it was just acting as a transport for Zeros!
8) Japanese airborne units are always classified as assigned to the Southern Area - so you don't have to spend political points to get them to operate there. The one exception to this in history - the "training raiding regiment" - which operated in China - is in the game in the form of the glider regiments - which it converted to - and which also operated in the southern area.
9) Some Japanese land units changed their commands, their initial supply, their location, or their composition - almost all of it either eratta or for technical reasons.
10) The "Oshima" unit is now properly Kagoshima - following Andrews reform in CHS - he is quite right about the name.
Sid
download link
http://www.sendspace.com/file/i2gfur
Cobra Aus
Coral Sea Battle = My Birthday
RE: Cobra Aus RapidShare link page
RHS v4.04 for all scenarios posted
changes
his update:
1) Makes no attempt to deal with code resizing of air groups. It assigns the air group to a carrier at the time it enters the theater - and upgrades the type of planes in the air group - but does NOT resize the squadrons.
2) Corrects Conte Verde in all scenarios.
3) Installs experimental experience ratings for IJN Shigure and USN England.
4) Rates AMCs as surface warships in terms of experience.
5) Corrects 4 aircraft art pointers.
6) Attempts to get AI to load 56th Brigade at Palau and 18th Division at Taan.
IF these fail to load, you must do it by hand or the landings will go in with only supplies!
ALL other TFs load properly - and these may now.
7) Corrects 10 Allied base forces to not seek objectives in Russia!
8) Corrects the upgrade path of a US Persuit squadron to P-38 instead of a Russian fighter!
I do not intend to issue updates for some time. I have washed my hands of trying to please code for air squadron resizing on carriers: it would require I rename units and I am unwilling to do that - given one can either avoid resizing or offload a squadron.
download link
http://www.sendspace.com/file/pyi0g0
Cobra Aus
changes
his update:
1) Makes no attempt to deal with code resizing of air groups. It assigns the air group to a carrier at the time it enters the theater - and upgrades the type of planes in the air group - but does NOT resize the squadrons.
2) Corrects Conte Verde in all scenarios.
3) Installs experimental experience ratings for IJN Shigure and USN England.
4) Rates AMCs as surface warships in terms of experience.
5) Corrects 4 aircraft art pointers.
6) Attempts to get AI to load 56th Brigade at Palau and 18th Division at Taan.
IF these fail to load, you must do it by hand or the landings will go in with only supplies!
ALL other TFs load properly - and these may now.
7) Corrects 10 Allied base forces to not seek objectives in Russia!
8) Corrects the upgrade path of a US Persuit squadron to P-38 instead of a Russian fighter!
I do not intend to issue updates for some time. I have washed my hands of trying to please code for air squadron resizing on carriers: it would require I rename units and I am unwilling to do that - given one can either avoid resizing or offload a squadron.
download link
http://www.sendspace.com/file/pyi0g0
Cobra Aus
Coral Sea Battle = My Birthday
RE: Cobra Aus RapidShare link page
RHS v4.05 PWHEX file posted
changes
Note that a pwhex file works with any game version - and the version number is only included for reference.
This revision makes Northern Luzon more like reality - you don't land on the Eastern Coast and go anywhere. So the "interior" becomes more "interior." It adds quite a bit of Sakhalin island to the playing map as land. And it kills some left overs from previous map projections - water in the middle of land - and other strange terrain that probably made sense with different projections/art. But those two are the biggies - Luzon and Sakhalin Island revisions - the latter quite extensive - and it might matter with those active Russians. Remember - in RHS there is a ferry connection at the North end of the island - the Russians don't need ships to get to the island - or for supplies to flow.
Sid
download link
http://www.sendspace.com/file/q3fyss
Cobra Aus
changes
Note that a pwhex file works with any game version - and the version number is only included for reference.
This revision makes Northern Luzon more like reality - you don't land on the Eastern Coast and go anywhere. So the "interior" becomes more "interior." It adds quite a bit of Sakhalin island to the playing map as land. And it kills some left overs from previous map projections - water in the middle of land - and other strange terrain that probably made sense with different projections/art. But those two are the biggies - Luzon and Sakhalin Island revisions - the latter quite extensive - and it might matter with those active Russians. Remember - in RHS there is a ferry connection at the North end of the island - the Russians don't need ships to get to the island - or for supplies to flow.
Sid
download link
http://www.sendspace.com/file/q3fyss
Cobra Aus
Coral Sea Battle = My Birthday
RE: Cobra Aus RapidShare link page
RHS v4.05 for all scenarios posted
Changes
This should be difinitive.
When TF 3591 refused to work, I replaced part of it with 3599 - and it works.
The Kure 1st SNLF now invades Legaspi as it should.
Landing craft should behave properly - as in stock - about half of the landing craft were moved to slots that will come on command - the other half remain in high slots as in CHS - and all these start on the map (so you don't have to command them to appear). The others will appear anyway - in case AI is in control.
A small AK class got its machine gun fixed (one whole AAMG).
RHSEOS and (for major ships only) RHSPPO have the experimental day and night ship ratings.
The capital of North Korea lost 2/3 of its heavy industry. The capital of South Korea got its port and airfield enlarged, and gained a HQ unit (Korea Command).
A supply sink with aircraft support instead of regular support got fixed.
EOS got four Army and one Navy tank companies. All active duty tank companies in EOS got three squads of mechanized infantry. The three reserve tank companies should build up to have them eventually. EOS tank units morale was raised - it was very high in 1941 - and it is not clear why it was rated so low in CHS?
Some work was done on supply depots - as I come to understand where the AI wants to send things - and how to control it. Supply depots INSIDE units tend to NOT get instantly transferred like supply depots at locations do - so it gives me slightly more control of where supply is.
Surface raiders WILL transport troops and supplies! I missed that. Just assign them the fast transport mission.
SID
download link
http://www.sendspace.com/file/c28ex5
Cobra Aus
Changes
This should be difinitive.
When TF 3591 refused to work, I replaced part of it with 3599 - and it works.
The Kure 1st SNLF now invades Legaspi as it should.
Landing craft should behave properly - as in stock - about half of the landing craft were moved to slots that will come on command - the other half remain in high slots as in CHS - and all these start on the map (so you don't have to command them to appear). The others will appear anyway - in case AI is in control.
A small AK class got its machine gun fixed (one whole AAMG).
RHSEOS and (for major ships only) RHSPPO have the experimental day and night ship ratings.
The capital of North Korea lost 2/3 of its heavy industry. The capital of South Korea got its port and airfield enlarged, and gained a HQ unit (Korea Command).
A supply sink with aircraft support instead of regular support got fixed.
EOS got four Army and one Navy tank companies. All active duty tank companies in EOS got three squads of mechanized infantry. The three reserve tank companies should build up to have them eventually. EOS tank units morale was raised - it was very high in 1941 - and it is not clear why it was rated so low in CHS?
Some work was done on supply depots - as I come to understand where the AI wants to send things - and how to control it. Supply depots INSIDE units tend to NOT get instantly transferred like supply depots at locations do - so it gives me slightly more control of where supply is.
Surface raiders WILL transport troops and supplies! I missed that. Just assign them the fast transport mission.
SID
download link
http://www.sendspace.com/file/c28ex5
Cobra Aus
Coral Sea Battle = My Birthday
RE: Cobra Aus RapidShare link page
RHS v4.06 for all scenarios posted
changes
Regretfully, I feel obliged to issue a medium scale revision:
The good news is that - aside from chrome - it mainly involves Russian air units unlikely to be used in most games.
Seems that a number of "blank" slots get "eaten" by Russian units in hard code late in the war. So the Russian navy air force had to move.
Investigation of a report about the LaGG - 3 also indicated poor research in the original (stock and old CHS) version of the Soviet Air OB. Not so much with the LaGG - 3 - only one unit appeared too soon - and that only a missing date. But the IL-4 was NOT EVEN PRESENT - except oddly in China!!! I added 5 regiments of these - and redefined the plane. The WITP bomb load (CHS kept the stock definition) was fictional - the internal fittings were for 100 kg bombs - not 250s - and there were only three external fittings for 250s - not four. The range was also exaggerated - as was the speed - I checked with Bill Gunston - a British expert who has actually met all the Soviet designers and was given access to their original papers.
So three files are changed here -
aircraft (for IL-4 mainly)
air groups (moving the entire Pacific Ocean Fleet Air Flotilla and adding several squadrons to it - and adding the medium bomber force - and correcting a couple of unit dates and many upgrades)
and location -
this mostly for chrome - renaming large Japanese air units in Japanese:
we have Sentais and Chutais and Shotais and so on - so why preserve the English for Air Divisions, Air Flotillas, etc?
Korean is changed to Chosen for consistency with the map and Japanese language
and a few more AI enhansements are put into Empire of the Sun - mainly to help the AI - a test indicates these are working magnificently - and AI has more punch now than ever running the Japanese offensive. [If you assign a unit 100% planning for a particular location at scenario start - AI takes that as an instruction - and sets up delivery - support - you name it. Neat.]
I am now going to play several games against humans to see how this all integrates. My first semi-test with a human - in which I feel free to do radical things - indicates several things are working well.
Sid
download link
http://www.sendspace.com/file/zyr5w6
Cobra Aus
I accidently put 4.05 on the descriptor it realy is v4.06
changes
Regretfully, I feel obliged to issue a medium scale revision:
The good news is that - aside from chrome - it mainly involves Russian air units unlikely to be used in most games.
Seems that a number of "blank" slots get "eaten" by Russian units in hard code late in the war. So the Russian navy air force had to move.
Investigation of a report about the LaGG - 3 also indicated poor research in the original (stock and old CHS) version of the Soviet Air OB. Not so much with the LaGG - 3 - only one unit appeared too soon - and that only a missing date. But the IL-4 was NOT EVEN PRESENT - except oddly in China!!! I added 5 regiments of these - and redefined the plane. The WITP bomb load (CHS kept the stock definition) was fictional - the internal fittings were for 100 kg bombs - not 250s - and there were only three external fittings for 250s - not four. The range was also exaggerated - as was the speed - I checked with Bill Gunston - a British expert who has actually met all the Soviet designers and was given access to their original papers.
So three files are changed here -
aircraft (for IL-4 mainly)
air groups (moving the entire Pacific Ocean Fleet Air Flotilla and adding several squadrons to it - and adding the medium bomber force - and correcting a couple of unit dates and many upgrades)
and location -
this mostly for chrome - renaming large Japanese air units in Japanese:
we have Sentais and Chutais and Shotais and so on - so why preserve the English for Air Divisions, Air Flotillas, etc?
Korean is changed to Chosen for consistency with the map and Japanese language
and a few more AI enhansements are put into Empire of the Sun - mainly to help the AI - a test indicates these are working magnificently - and AI has more punch now than ever running the Japanese offensive. [If you assign a unit 100% planning for a particular location at scenario start - AI takes that as an instruction - and sets up delivery - support - you name it. Neat.]
I am now going to play several games against humans to see how this all integrates. My first semi-test with a human - in which I feel free to do radical things - indicates several things are working well.
Sid
download link
http://www.sendspace.com/file/zyr5w6
Cobra Aus
I accidently put 4.05 on the descriptor it realy is v4.06
Coral Sea Battle = My Birthday
RE: Cobra Aus RapidShare link page
RHSEOS v4.07 update
changes
This is to make EOS release numbers be in sync with the other files - which didn't work
because of a problem with the air group file. Since they will all be called 4.07 when tested
and certified to work - this is simply a rerelease of EOS to also be called 4.07.
There is, however, one difference. Some dozens of Allied units - mostly base forces -
have more supplies - for technical reasons.
SID
download link
http://www.sendspace.com/file/sffmku
Cobra Aus
changes
This is to make EOS release numbers be in sync with the other files - which didn't work
because of a problem with the air group file. Since they will all be called 4.07 when tested
and certified to work - this is simply a rerelease of EOS to also be called 4.07.
There is, however, one difference. Some dozens of Allied units - mostly base forces -
have more supplies - for technical reasons.
SID
download link
http://www.sendspace.com/file/sffmku
Cobra Aus
Coral Sea Battle = My Birthday
RE: Cobra Aus RapidShare link page
ORIGINAL: CobraAus
also posted rail art fixes for map panels digital 000 - 001
download link
http://www.sendspace.com/file/mgvs7j
Cobra Aus
"This file is no longer available."
Is it available somewhere else?
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Cobra Aus RapidShare link page
RHS v4.07 partial for CVO-BBO-RPO-RAO + v.071 for EOS posted
download link
http://www.sendspace.com/file/ikvxv0
Cobra Aus
download link
http://www.sendspace.com/file/ikvxv0
Cobra Aus
Coral Sea Battle = My Birthday
RE: Cobra Aus RapidShare link page
Sorry to be a pain but if interested in playing, for example, the RSEOS scenario with all the latest updates do I have to download 4.07+ the latest partial update + the stuff listed at http://witp.tylerroguedesigns.com/images/elcidagain/rhsmod/rhs.htm or is there more also?
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
Well, that's that settled then.
RE: Cobra Aus RapidShare link page
Rogue has not updated his site in a while, though the installation instuctions are valid. All the current updates are listed on this thread. Make sure that besides 4.071 files you have the PWHEX and there are some map panel updates as well.
Perennial Remedial Student of the Mike Solli School of Economics. One day I might graduate.
-
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: Cobra Aus RapidShare link page
If you ever got any RHS scenario to run, just downloading the files for a different one should be sufficient.
Updates to PWhex.dat are scenario independent - they work in the middle of a game - no matter when you want them. I also play CHS using the RHS map and PWhex.dat file. At this point pwhex is just getting rid of errors or reinterpreting hex sides in a way someone thinks is better. Cobra is reviewing many of these using a new utility. At this time all RHS scenarios use the SAME art set. [Someday RHSEOS may use different plane files - as an option. The regular planes are quite good enough. Mostly you get a Kate pretending to be a Kate - just a different kind of Kate - etc. But there is a low priority plan to get this - when Cobra has time.
Updates to PWhex.dat are scenario independent - they work in the middle of a game - no matter when you want them. I also play CHS using the RHS map and PWhex.dat file. At this point pwhex is just getting rid of errors or reinterpreting hex sides in a way someone thinks is better. Cobra is reviewing many of these using a new utility. At this time all RHS scenarios use the SAME art set. [Someday RHSEOS may use different plane files - as an option. The regular planes are quite good enough. Mostly you get a Kate pretending to be a Kate - just a different kind of Kate - etc. But there is a low priority plan to get this - when Cobra has time.
RE: Cobra Aus RapidShare link page
RHS v4.072 for all scenarios posted
changes
The process of reviewing the air group file caused me to note some Allied air units that used to appear in the Mideast - but cannot - since Andrew did away with Mideast. So this file is a slightly different version than the rest of the file set - with these late war US units visible. The next transmission will be the air group files for all the other scenarios to correct this eratta - if you care. It is not critical IMHO.
download link
http://www.sendspace.com/file/biqmck
Cobra Aus
changes
The process of reviewing the air group file caused me to note some Allied air units that used to appear in the Mideast - but cannot - since Andrew did away with Mideast. So this file is a slightly different version than the rest of the file set - with these late war US units visible. The next transmission will be the air group files for all the other scenarios to correct this eratta - if you care. It is not critical IMHO.
download link
http://www.sendspace.com/file/biqmck
Cobra Aus
Coral Sea Battle = My Birthday
RE: Cobra Aus RapidShare link page
Is PWHEX 4.05 listed on the last page the latest version?
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
Well, that's that settled then.
RE: Cobra Aus RapidShare link page
I think that is the latest PWHEX file or at least I'am using it too [:D]
RE: Cobra Aus RapidShare link page
CobraAus,
Any idea where I can get these files that have expired on the distribution server?
Any idea where I can get these files that have expired on the distribution server?
ORIGINAL: witpqs
ORIGINAL: CobraAus
also posted rail art fixes for map panels digital 000 - 001
download link
http://www.sendspace.com/file/mgvs7j
Cobra Aus
"This file is no longer available."
Is it available somewhere else?
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Cobra Aus RapidShare link page
I am re sending the latest map pak to day will post link laterAny idea where I can get these files that have expired on the distribution server?
Cobra Aus
non hex pak-1 link
http://www.sendspace.com/file/3aplwn
hex panels
http://www.sendspace.com/file/5lecz7
RHS PWHEX file v4.05
http://www.sendspace.com/file/vio8oo
Cobra Aus
Coral Sea Battle = My Birthday
-
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: Cobra Aus RapidShare link page
Pwhex 4.05 was the latest. I am now uploading pwhex 4.07.
Note that pwhex.dat is NOT related to the version of the file you run.
Indeed, you can use ANY pwhex.dat file at any time. The reason to use an RHS pwhex file with RHS maps is because you want the art to match
up with what happens in fact. But you could use Andrew's pwhex file - any version for an extended map - and it would work pretty well. There are only a few places the roads would look different - and it looks to me like all pwhex files have errors of that sort somewhere - we just don't know where that somewhere is? Now people are looking at the map hex by hex with data microscopes - we are fixing these errors in many cases.
The point is, you can update pwhex at any time - and you don't need to update it either - it is not critical which version you run.
pwhex.dat 4.07 has only ONE change from 4.05: a hex/port in China north of Hainan island (Xuwan) is redefined as coastal instead of land - because ships cannot go through - or into - a land hex!
Note that pwhex.dat is NOT related to the version of the file you run.
Indeed, you can use ANY pwhex.dat file at any time. The reason to use an RHS pwhex file with RHS maps is because you want the art to match
up with what happens in fact. But you could use Andrew's pwhex file - any version for an extended map - and it would work pretty well. There are only a few places the roads would look different - and it looks to me like all pwhex files have errors of that sort somewhere - we just don't know where that somewhere is? Now people are looking at the map hex by hex with data microscopes - we are fixing these errors in many cases.
The point is, you can update pwhex at any time - and you don't need to update it either - it is not critical which version you run.
pwhex.dat 4.07 has only ONE change from 4.05: a hex/port in China north of Hainan island (Xuwan) is redefined as coastal instead of land - because ships cannot go through - or into - a land hex!