RHS Map Graphics

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takacssteve
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Joined: Wed Dec 21, 2005 2:42 pm

RHS Map Graphics

Post by takacssteve »

The maps are great, but the bases and the RHS map locations that I just installed don't align by a few hexes.

I don't understand the RHS spraut v7.791 hex panels and RHS spraut v7.794 non-hex panels.
I assume I don't install the version 6 and earlier map files first.

Perhaps Andrew Brown can help. Thank you

P.S. Some of the aircraft graphics are not correct
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Bliztk
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RE: RHS Map Graphics

Post by Bliztk »

The Aircraft are beause there are two art sets. One for EOS/EIO and another for the rest of scenarios. Check what do you want.

If bases do not align, then you are not using the correct scenario.

Level 6 maps = 6.786
Level 7 maps = 7.786
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el cid again
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RE: RHS Map Graphics

Post by el cid again »

Base alignment is controlled by the location file. And base alignment is ALWAYS the same for all bases in the same level. If you are using Level 7 scenarios, you MUST have a Level 7 pwhex file (which is packaged with the data files) and you MUST also have Level 7 map art. Same for Level 6. Level 5 is a bit different: you could use CHS maps and even pwhex file - or you used to be able to - they are very close and may still work - have not tried for a while. But you must never use stock maps or pwhex - in any case - with any flavor of RHS.
takacssteve
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RE: RHS Map Graphics

Post by takacssteve »

So if I want to play EOS Allied Human vs Japan AI, I want scenario RHSEOS scenario 65 with 6 series maps and graphics? maps 6.7851

What's the best way to clear unwanted 7 series files?

Thank you -- very confusing to a first time RHS user
el cid again
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RE: RHS Map Graphics

Post by el cid again »

You need to clear nothing - just copy Level 6 art into the art folder and it is cleared!

Same with pwhex - in to the top WITP folder.

It is confusing.

You cannot let AI control any scenario except AIO - it will not work properly - even if one can say it ever does. Other scenarios have river systems the AI will mess up big time.

takacssteve
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RE: RHS Map Graphics

Post by takacssteve »

If I want to play Allied vs Japan AI what is the "system" for the entire war scenario?

System=stock, CHS, RHS (which you already said won't work)

I want to get familiar with the game before I marry a human opponent.
BTW many marriages don't last as long as one of these games.
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m10bob
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RE: RHS Map Graphics

Post by m10bob »

The closest to history of RHS series would be RHSCVO, Allied vs Japan AI..(Many folks including El Cid will tell you the AI does not work well on any mod, but I use the AI exclusively, and it is fine for my purposes.
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el cid again
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RE: RHS Map Graphics

Post by el cid again »

ORIGINAL: m10bob

The closest to history of RHS series would be RHSCVO, Allied vs Japan AI..(Many folks including El Cid will tell you the AI does not work well on any mod, but I use the AI exclusively, and it is fine for my purposes.


Almost. The closest to history in RHS is RHSRAO.

RHSCVO is identical EXCEPT it has PASSIVE Russians - and that is NOT historical - it is just similar to CHS and stock.
The Russians IRL were NOT prevented from moving things, from building things, or even from attacking. Also - in passive scenarios, the Russians cannot have submarines - because AI thinks they are USN (apparently). So RAO is much closer to history. In RAO either side can start the war between Japan and Russia - and no one knows exactly when that will happen - just as IRL. CVO exists only for those who cannot deal with "active but not bellegerent" Russians when the game starts.

The AI is never very good - it isn't even true AI - it is hard code - the opposite of "intelligent." But it is even worse in RHS than stock or any other mod - because it wholly is unable to grasp a ship in a internal river system may not sail to a port across the sea - and vice versa. Task forces - numbers of them - will try to set the impossible - confuse the code - and never do anything at all! Also - most forms of RHS require intelligent command assignments - but AI is not able to do that very often either. To address both problems - I created RHSAIO - and that also adds a stronger Japan - because AI is so dumb it need a stronger force to lose less slowly! That kind of sort of works - as well as AI will work.
el cid again
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RE: RHS Map Graphics

Post by el cid again »

ORIGINAL: S Lee T

If I want to play Allied vs Japan AI what is the "system" for the entire war scenario?

System=stock, CHS, RHS (which you already said won't work)

I want to get familiar with the game before I marry a human opponent.
BTW many marriages don't last as long as one of these games.


Ha ha.

OK - to get a feel for the game mechanics and special RHS changes - play RHSAIO. Here the AI will play Japan remarkably well - and try for the SRA - not try to invade Russia - and it will feed the Japanese economy fairly well.

AI DIES late in 1944. From about 1 August it will assign Japanese air units to kamakaze status - until ALL of them are - and Japan then has no air transport, no fighter cover, no bombers, no recon, name it. Japan dies fast after that. The only workaround is to switch to head to head, play the Allies, then just pretend you played the Japanese side. OR go out and select ONE air unit - switch it to kamakaze - and hit OK. Japan is on the defensive by then - and AI will do moderately well feeding its forces supplies etc - and even using airplanes sensibly - if they are not all Kamakazes.
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m10bob
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RE: RHS Map Graphics

Post by m10bob »

ORIGINAL: el cid again
ORIGINAL: m10bob

The closest to history of RHS series would be RHSCVO, Allied vs Japan AI..(Many folks including El Cid will tell you the AI does not work well on any mod, but I use the AI exclusively, and it is fine for my purposes.


Almost. The closest to history in RHS is RHSRAO.

RHSCVO is identical EXCEPT it has PASSIVE Russians - and that is NOT historical - it is just similar to CHS and stock.
The Russians IRL were NOT prevented from moving things, from building things, or even from attacking. Also - in passive scenarios, the Russians cannot have submarines - because AI thinks they are USN (apparently). So RAO is much closer to history. In RAO either side can start the war between Japan and Russia - and no one knows exactly when that will happen - just as IRL. CVO exists only for those who cannot deal with "active but not bellegerent" Russians when the game starts.

The AI is never very good - it isn't even true AI - it is hard code - the opposite of "intelligent." But it is even worse in RHS than stock or any other mod - because it wholly is unable to grasp a ship in a internal river system may not sail to a port across the sea - and vice versa. Task forces - numbers of them - will try to set the impossible - confuse the code - and never do anything at all! Also - most forms of RHS require intelligent command assignments - but AI is not able to do that very often either. To address both problems - I created RHSAIO - and that also adds a stronger Japan - because AI is so dumb it need a stronger force to lose less slowly! That kind of sort of works - as well as AI will work.


Didn't you decide to close the rivers off from the oceans to prevent the AI from doing silly things?
If so, is the AI still doing those "silly things"?
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el cid again
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Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Map Graphics

Post by el cid again »

There may be come confusion in the above query.

Interior river systems DO NOT EXIST in RHSAIO - only. It is the ONLY WAY to prevent AI from being confused by them.

ALL OTHER scenarios HAVE interior river systems. These are indeed isolated - to prevent players from running carriers upstream where it is impossible - and other silly things. But AI does not understand that - and tries to send convoys to impossible places. A lot. NOTHING can fix this in a scenario other than AIO - which exists for AI players sake.
takacssteve
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Joined: Wed Dec 21, 2005 2:42 pm

RE: RHS Map Graphics

Post by takacssteve »

There are three versions of RHSAIO; S056, S066 and S076 on the RHS site.
How do I find out the difference and which map set do I install?
Thank you
el cid again
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Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Map Graphics

Post by el cid again »

The significant difference is the first digit:

5 = Level 5
6 = Level 6
7 = Level 7

all are different map systems - YOU pick which one to use

current all bells and whistles = Level 7

CHS like = Level 5

a basic proof of concept prototype for Level 7 = Level 6
takacssteve
Posts: 96
Joined: Wed Dec 21, 2005 2:42 pm

RE: RHS Map Graphics

Post by takacssteve »

Thank you for all your help!

I suggest a major reorganization of the RHS site.

Rather than group the flies by map, scenario, extras, group the files by "system" 5, 6, 7. At the top of each "system" briefly summarize the changes and then below each system list the files and the location that they are to be extracted and if necessary for which scenario each file is designed.

This type of reorganization would have saved much confusion and countless posts and replies.
Please forgive my suggestion if it offends anyone, as I am new to these mods.[&o]
el cid again
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Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Map Graphics

Post by el cid again »

The RHS site is in its initial "quick and dirty form" - and it always was planned to do it in a different form.

RHS itself is only just now winding down development - and it always was planned to do a lot more supplimentary materials - more than ever given any form of WITP. The very next product is probably an updated RHS Manual - to include changes since the last edition.

The RHS site is a creation of Mifune and Cobra - and not under my control - nor even understood as such by me. Whatever it becomes must wait for their implementation. RHS is a team effort - involves a lot of specialists - and it has enough of a following I expect it will continue to evolve. But from now on I think the focus will be toward facilitating installation and use rather than major developments. The ONLY significant developments that MIGHT occur are

a) creating monsoon and winter maps for Level 7 (only) - a lot of work - and work for me in particular - this is largely a redo of pwhex writ large - with a great deal of art support (much of which is done - but not the inevitable adjusting part)

b) getting the standard ship art scheme fully implemented

c) creating a common aircraft art scheme for EOS family scenarios - permitting more aircraft types for the Allies - and more flexability in sharing types between Allies - in this more dangerous war than IRL (which gives the Allies the incentive to cooperate more fully). in this form, many (non-Soviet) planes will not appear with national colors, just a common Allied marking scheme - probably cammo. This in turn requires redo of EOS family aircraft, air group and location files re air units - so it is a lot of work.





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