Aircraft slot 073 RTAF V-935 should have a Mitsubishi engine (not that anyone will want to produce it - 72 were made in Thailand before Hawk production began)
Level 7 RAF and RN base force reinforcements have the wrong hex column in many cases because they have the Level 5/6 location for Aden - should be 2/14.
Major Australian base forces should be joint AA/RAAF - with 32 ready and 16 disabled aircraft squads - with device 133 surface search radar and device 138 air search radar - and with 20 ANZAC light squads. This includes Brisbane, Sydney and Melbourne.
Location slot 3364 BA Colombo Fort renamed BA/RAF Columbo Fort, add 20 Light Squads (41) (one company for the coast defense fort, one for the air base), increase aviation support from 16 to 32 active plus 16 disabled (that is, a normal wing support is organic to the unit and tied to this location - something players cannot move for political/strategic reasons).
Location 3365 BA Trincomalee Fort renamed BA/RAF Trincomalee Fort, add 13 Light Squads (41) (one company for the coast defense fort and one platoon for the air station). The organic 16 aviation support squads of this unit are in effect beyond player control - there must always be a minimal RAF presence at this location for political/strategic reasons.
Location 3344 AA Rabaul Base Fort renamed AA/RAAF Rabaul Base Fort. Decrease aviation support squads to 16, increase ANZAC Light Squads to 13 (one company for the coast defense fort, one platoon for one of the airfields - the other is civil).
Location 3342 RAN Derby Fort renamed AA/RAAF Derby Fort. Decrease aviation support squads to 16, add 3 ANZAC Light Squads (active) to the 10 disabled squads.
Location 3341 RAN Hobart Fort renamed AA/RAAF Hobart Fort. Decrease aviation support squads to 16, increase ANZAC Light Squads to 13.
Location 3340 RAN Wyndham Fort renamed AA/RAAF Wyndham Fort. Moved from Derby to Wyndham in Level 7. Decrease aviation support squads to 16. Add 10 disabled ANZAC Light Squads (to the 3 active ones already present). These represent a company of reservists for the coast defense in addition to a platoon for the air station.
Location 3339 RAN Adelade Fort renamed AA/RAAF Fort. Increase aviation support squads from 30 to 32 plus 16 disabled. Add 10 disabled ANZAC Light squads to the 10 regulars already there.
Location 3337 RAN Townsville Fort renamed AA/RAAF Fort. Decrease aviation support squads to 16. Increase ANZAC light squads to 13. Eliminate ANZAC rifle squads. Increase Motorized Engineer Squads from 2 to 4. Change 4x 3.7inch AA guns to 8x 3 inch 20 cwt AA guns. Increase 2 pounder AAA to 8 and twin .30 cal AAA to 8.
Location 3336 RAN Cairns Fort renamed AA/RAAF Cairns Fort. Decrease support squads to 30. Decrease aviation support squads to 16. Increase ANZAC Light Squads from 8 to 13. Decrease Field Hand Squads from 30 to 6. Add 24 Motorized Support Squads. Increase Pioneer Squads to 12.
Location 3351 RAAF No 101 Base Force changed to RAAF No 1 Forward Air Station (reducing Alice Springs to a squadron support location)
Location 3350 RAAF No 107 Base Force changed to RAAF No 2 Forward Air Station (reducing Broome to a squadron support location without coast defenses)
RHS x.776 validated and uploaded
Please post here for questions and discussion about scenario design and the game editor for WITP.
Moderators: wdolson, Don Bowen, mogami
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el cid again
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RE: Unreleased RHS eratta (x.775)
ORIGINAL: el cid again
Level 7 RAF and RN base force reinforcements have the wrong hex column in many cases because they have the Level 5/6 location for Aden - should be 2/14.
What are the consequences of this one? Are the units playable or are do they arrive someplace unplayable?
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
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el cid again
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RE: Unreleased RHS eratta (x.775)
Post by el cid again »
They are unplayable so I will update the set and adjust version numbers accordingly. This is a lesson learned from test 301. Running 302 - and letting WITPQS or others have a moment to spot things - before executing the upload. In Level 7 the former Aden location is isolated by barriers from the playing area.
RE: Unreleased RHS eratta (x.775)
Just FYI, the 7.755 files are not on the website yet anyway (contrary to postings), unless they were pulled down. The latest date on files there is 14 July.
Also, the 7.754 update says 7.752 in the scenario selection screen.
Also, the 7.754 update says 7.752 in the scenario selection screen.
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Unreleased RHS eratta (x.775)
now updated see my link thread for details - I got capped could not up down load
Cobra Aus
Cobra Aus
Coral Sea Battle = My Birthday
RE: Unreleased RHS eratta (x.775)
Sid, CobraAus,
Because of the timing of messages here, I'm a little hazy on exactly what fixes got released in v7.755. Let me explain. Here's the basic time line that causes me to have a question. All wording is my own paraphrasing.
1) Sid posted (in a different thread) that he uploaded a release 7.775.
2) Sid posted (in a different thread) that he found some units arriving in an unreachable location, and in response to a question posted that they had to be fixed because they were unplayable units as is.
3) Sid posted (in this thread) a notice of that errata and a few others.
4) Sid modified the post described in #3, adding other errata he found.
5) CobraAus posted (in this thread and a different thread) that he had placed 7.775 on the website for download.
What I am asking is this: Are those 'unplayable units' already fixed in the 7.75 that CobraAus placed on the website on 7/18/2007? Or, are those fixes still pending?
If they are still pending then I plan to wait before starting a long term game, that's why I ask. Thanks in advance for any clarification you can offer.
Because of the timing of messages here, I'm a little hazy on exactly what fixes got released in v7.755. Let me explain. Here's the basic time line that causes me to have a question. All wording is my own paraphrasing.
1) Sid posted (in a different thread) that he uploaded a release 7.775.
2) Sid posted (in a different thread) that he found some units arriving in an unreachable location, and in response to a question posted that they had to be fixed because they were unplayable units as is.
3) Sid posted (in this thread) a notice of that errata and a few others.
4) Sid modified the post described in #3, adding other errata he found.
5) CobraAus posted (in this thread and a different thread) that he had placed 7.775 on the website for download.
What I am asking is this: Are those 'unplayable units' already fixed in the 7.75 that CobraAus placed on the website on 7/18/2007? Or, are those fixes still pending?
If they are still pending then I plan to wait before starting a long term game, that's why I ask. Thanks in advance for any clarification you can offer.
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
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el cid again
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RE: Unreleased RHS eratta (x.775)
Post by el cid again »
I too suffered a form of communications which prevented a release yesterday. By the time I was ready, I had a request from Blitzk to send him UNRELEASED x.776, which I did instead of uploading. Meanwhile, I ran yet another validation test.
[It was validation test 301 that had caused me to find the units which arrived at the old Aden hex. I am not sure that is a big deal - but it is a medium deal for really long games.] While discovery of a single unit in my test was enough to permit me to find about 20 such issues, Blitzk found 6 or 8 more. He also found about a dozen other problems - 4 pointers
and a few units appearing in the wrong hex that would still be in the game - but nevertheless we should fix.
I also took the opportunity to add 9 more USN LSTs (which I have to add 18 times by hand for each one) - completing the lower missing block in the 700 series (there are 15 more - LST-751 to 765 still absent from all forms of WITP - not counting unidentified missing blocks in the 800 series or those arriving in the summer and fall of 1945 - we have extended LST arrival through the spring of 1945 - for the first time - but may not be able to find slots for the very late ships).
I also reworked the Japanese land unit locations near the new "triple city" of Wuhan. Most were still in the old Wuhan hex - and this turns out to be a problem for AI in particular. In its RHS iteration, Wuhan is geographically three different cities (which it really is), all separated by rivers, as IRL. It is the end of the exterior river system and the center of the interior river system of the Yangtze. [The adjacent ports connected by rail permits efficient exchange of supplies, etc]
It is still invested by ROC forces - and it is anything but clear they cannot roll up the IJA - with its long lines of communications and limited forces at the front. And it matters. AI seems to grasp the significance of the concentration of assets in the complex, and invariably fights over the complex rather than ignoring it. Anyway - I attempted to make it less clear IJA must lose that fight - which IRL it did not - but which in AI vs AI it usually does.
Waiting for communications to come back up gave me a chance to run still another validation test - and I now think we are there. In fact I have ran a second validation test back to back - waiting for eratta reports - in case any surface - because after this - if we are there - we will be collecting eratta but not issuing it. We can upload x.776 at any moment - and will within four hours.
[It was validation test 301 that had caused me to find the units which arrived at the old Aden hex. I am not sure that is a big deal - but it is a medium deal for really long games.] While discovery of a single unit in my test was enough to permit me to find about 20 such issues, Blitzk found 6 or 8 more. He also found about a dozen other problems - 4 pointers
and a few units appearing in the wrong hex that would still be in the game - but nevertheless we should fix.
I also took the opportunity to add 9 more USN LSTs (which I have to add 18 times by hand for each one) - completing the lower missing block in the 700 series (there are 15 more - LST-751 to 765 still absent from all forms of WITP - not counting unidentified missing blocks in the 800 series or those arriving in the summer and fall of 1945 - we have extended LST arrival through the spring of 1945 - for the first time - but may not be able to find slots for the very late ships).
I also reworked the Japanese land unit locations near the new "triple city" of Wuhan. Most were still in the old Wuhan hex - and this turns out to be a problem for AI in particular. In its RHS iteration, Wuhan is geographically three different cities (which it really is), all separated by rivers, as IRL. It is the end of the exterior river system and the center of the interior river system of the Yangtze. [The adjacent ports connected by rail permits efficient exchange of supplies, etc]
It is still invested by ROC forces - and it is anything but clear they cannot roll up the IJA - with its long lines of communications and limited forces at the front. And it matters. AI seems to grasp the significance of the concentration of assets in the complex, and invariably fights over the complex rather than ignoring it. Anyway - I attempted to make it less clear IJA must lose that fight - which IRL it did not - but which in AI vs AI it usually does.
Waiting for communications to come back up gave me a chance to run still another validation test - and I now think we are there. In fact I have ran a second validation test back to back - waiting for eratta reports - in case any surface - because after this - if we are there - we will be collecting eratta but not issuing it. We can upload x.776 at any moment - and will within four hours.
RE: Unreleased RHS eratta (x.775)
Thanks.
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
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el cid again
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- Joined: Mon Oct 10, 2005 4:40 pm
RE: Unreleased RHS eratta (x.775)
Post by el cid again »
Uploading now. In addition I will upload WITPExcel with RHSEOS (including Level 7 PWHEX) in the current save.
I have begun to build special Excel spreadsheets to support reporting turn by turn data.
I have begun to build special Excel spreadsheets to support reporting turn by turn data.
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