AE Map, Base, Economic Issues [OUTDATED]

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

el cid again
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RE: Admiral's Edition Map Thread

Post by el cid again »

Manchukuo produced oil in two entirely different senses: as such in classical oilfields and also shale oil processing from a different kind of deposits. This latter began remarkably well - but due to technical issues - once production reached a moderate level - it could not increase any more. The regular fields also were not able to be increased a great deal - but they did produce in millions of bbls instead of hundreds of thousands - so they actually mattered more. There was domestic oil production in Japan proper and also on Sahkalin island - and on both sides of the border on Sakhalin. Again, these were not large producers - but they matter - in particular if there is a shortage of stocks or imports from more distant points. China also was an oil producer - and three of the ships in RHS are relatively famous Standard Oil Company river tankers (one of which was involved in the Panay incident directly, and all of which were involved indirectly in the form of concerns for their safety). China had oil fields so far from the coast the river was used to move their product. I have the details somewhere if they are required.
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Andrew Brown
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RE: Admiral's Edition Map Thread

Post by Andrew Brown »

ORIGINAL: el cid again

Manchukuo produced oil in two entirely different senses: as such in classical oilfields and also shale oil processing from a different kind of deposits. This latter began remarkably well - but due to technical issues - once production reached a moderate level - it could not increase any more. The regular fields also were not able to be increased a great deal - but they did produce in millions of bbls instead of hundreds of thousands - so they actually mattered more. There was domestic oil production in Japan proper and also on Sahkalin island - and on both sides of the border on Sakhalin. Again, these were not large producers - but they matter - in particular if there is a shortage of stocks or imports from more distant points. China also was an oil producer - and three of the ships in RHS are relatively famous Standard Oil Company river tankers (one of which was involved in the Panay incident directly, and all of which were involved indirectly in the form of concerns for their safety). China had oil fields so far from the coast the river was used to move their product. I have the details somewhere if they are required.

I do have some oil in those places, and I took into account the shale oil production in Manchukuo and the synthetic oil in Japan, but I am always interested in information you or anyone may have.

Andrew
Information about my WitP map, and CHS, can be found on my WitP website

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Captain Cruft
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RE: Admiral's Edition Map Thread

Post by Captain Cruft »

Hi Andrew,

Awesome map by the looks of it. How long it must have taken to draw doesn't bear thinking about ... :)

First question: Are the malaria and cold zones still hard-wired or is this now stored in the PWHEX file?
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Captain Cruft
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RE: Admiral's Edition Map Thread

Post by Captain Cruft »

Second question :)

Joe said in the General thread that the overall area covered had increased a bit. I realise a screenshot of the whole map would be too much to ask but can you say where are the corners are now? Also what are the overall dimensions?
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Captain Cruft
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RE: Admiral's Edition Map Thread

Post by Captain Cruft »

Crufty goes into blather mode ;)

I just noticed. In Burma there appear to be hexes which contain both rail and road. At least that is the graphical representation. So I would guess that the new PWHEX format allows multiple "paths" per hex-side. If so great!
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Captain Cruft
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RE: Admiral's Edition Map Thread

Post by Captain Cruft »

Blathering continues ...

I see there are two new production symbols at Rangoon. Wonder what they are ... :)

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dwbradley
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RE: Admiral's Edition Map Thread

Post by dwbradley »

Given the background of many members of the team I feel certain you are very attuned to leaving as much opportunity for modding as possible. My sense of where this project is now is that the really major changes have already been made (or are in progress) but that you might be able to put in minor changes if they had merit. So I would hope to propose stuff that wouldn’t require much more work for you right now but that might leave the door open for improvements later on.

Here’s one I hope isn’t too fantastical:

PWHEX/Map panel as an array. What I have in mind is that there would be multiple PWHEX and associated map files, with the current one being selected by date. So if there were a monthly change in the PWHEX/maps you would need an array of something like 60 of these. Considering the work required to produce even one set, the idea of producing 60 may seem ridiculous but the current Matrix team would only have to produce a single set and then replicate it to fill the array for the initial release.

If I understand the power of the PWHEX/map combination at all ( not certain for sure) then this would seem to leave open the possibility of changing individual elements in the array to account for seasonal changes, construction, etc.

To AB and all of the Matrix team, I say many, many thanks for all of your work. [&o]

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Chad Harrison
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RE: Admiral's Edition Map Thread

Post by Chad Harrison »

All looks great AB!
 
Malaria questions:
 
I originally posted this in the land FAQ and Andy suggested I bug you about it.
 
The current system of malaria zones and morale degregation does not feel right. I like the system as far as disablements are concerned, but once a base in a Malaria zone has been completely built out and is sizeable, it makes no sense that base units there out of combat would have morale loss over time. For instance, take Port Moresby. In my PBEM game I still have the Australia Command troops that started the game there and some American base forces added in mid 1942 (its now mid 1943), and the base is all built out. All the troops there have very few disablements (makes sense) but their morale is all under 15.
 
That doesnt feel right. They are not in combat, so they would be 'in base' not out in the jungle. By the time that Port Moresby was all built out, I would imagine that it was a nice place to be 'in base' and would not harshly affect the troops morale stationed there.
 
What I suggest, is that once a base is big enough that morale loss should atleast stop. It doesnt have to gain, but it should atleast stop. I mean come on, if a base is big enough to store unlimited supplies without spoilage (combined port and airfield over 10), you can not tell me that the troops stationed there are in bad conditions that is affecting their morale more than say being on a primitive island in the middle of the Pacific.
 
Just some thoughts. Thank AB.
Sonny II
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RE: Admiral's Edition Map Thread

Post by Sonny II »

ORIGINAL: Captain Cruft

Blathering continues ...

I see there are two new production symbols at Rangoon. Wonder what they are ... :)

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Light Industry & Refinery?

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VSWG
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RE: Admiral's Edition Map Thread

Post by VSWG »

BigJ62 mentioned a "replacement delay" for LCUs in the Land Thread. Can someone elaborate? Does it mean that some LCUs won't receive replacements for a while?
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Apollo11
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RE: Admiral's Edition Map Thread

Post by Apollo11 »

Hi all,
ORIGINAL: Andrew Brown
ORIGINAL: Andrew Brown

ORIGINAL: Apollo11
Can player in WitP-AE "command" the amount of supplies and fuel in his bases without fearing that AI would move it around (using internal transportation grid) on its own whim?

To be honest I am not sure. If I find out before you do I will let you know.

Andrew

Just looked. The bases have buttons that can be used to increase or decrease the amount of supplies required at that base.

Andrew

Thanks Andrew!

BTW, the "WSVG" just pointed me to Any Mac's post on Page1 of "Land Thread for WitP-AE":
ORIGINAL: Andy Mac

Supply movement is going to be better than stock but will still have some limits.

You will be able to increase for each base the required supply level up to the bases requirement + 0 - 25,000 supplies

Thus bases will try to draw excess supplies and store them - small bases still have large wastage numbers so universal use of this tool has real consequences and will quickly drain supplies.

But in prinicpal yes you can have more control about setting supply levels at internal bases without needing a command HQ there to draw the extra supply.

i.e. Mandalay has a requirement for 10,000 supply points I know I am going to lose Rangoon soon so I increase the supply draw of Mandalay to 35,000 supply and the computer will try to fill up to 35,000 supply at Mandalay.

Andy

BTW, I did see the small knob showing ">" near the "Required Supply" on a screenshoot of base for upcoming WitP-AE!


GREAT stuff - thanks guys!!! [&o][&o][&o]


Leo "Apollo11"
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pad152
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RE: Admiral's Edition Map Thread

Post by pad152 »

Recon

There are several hexes on the map that can't be reconned! (example Bataan (allied), Japan can send a 100 flights only to get there are 34 units there).

Island/Base
You can send a ton of recon flights only to get there is 1 base force there, yet when you invade you find two divsions!


I don't know if there are map issues or something wrong with air recon.

pad152
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RE: Admiral's Edition Map Thread

Post by pad152 »

Production

1. Control - please put the player in control of aircraft production, so if the Japanese player wants to build older aircraft the computer won't over ride the players changes. (Either the player is in charge or the AI, not both). Maybe a toggle switch in the game options where the AI won't change production.

2. Aircraft Production Screen that shows all of the locations factory aircraft type and factory status (on/off) and required resources (supplies Heavy Industry, Oil, etc.). It's a real pain to find that factory you turned off!

3. Engine Production Screen that shows the name location factory engine type and factory status (on/off) and required resources

4. Balance Sheet - It's really hard to tell if you are plus or minus when is comes to oil, supply resources, etc. the game needs an account type balance sheet. I'm not sure the totals current in intel screen are correct once you start turning off factories.




pad152
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RE: Admiral's Edition Map Thread

Post by pad152 »

Ships production and respawn

Japan should always been able to build (MTB's (motor Torpedo boats/ PT boats) Midget Subs, MSWs, barges) if they still have production, these are the ship types that should respawn (60-80 MTB's, 60+ Midgets sub, 20-30 MSWs, 60-100 barges). Japan having only 4 or 5 MTB's is a joke!

Maybe MTBs/PT/s should be handled like Midgets!

Maybe a flag in the editor to tell which ship types should re-spawn.

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Captain Cruft
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RE: Admiral's Edition Map Thread

Post by Captain Cruft »

New Question

Japanese aircraft engine production.

Is the bug where you don't see the pool going down likely to be fixed?
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Nomad
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RE: Admiral's Edition Map Thread

Post by Nomad »

While we are at it, how about a text file that details what every factory built that turn( or didn't )?
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Andrew Brown
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RE: Admiral's Edition Map Thread

Post by Andrew Brown »

ORIGINAL: Captain Cruft

Hi Andrew,

Awesome map by the looks of it. How long it must have taken to draw doesn't bear thinking about ... :)

Indeed...
First question: Are the malaria and cold zones still hard-wired or is this now stored in the PWHEX file?

They are no longer hard wired - they are defined in the pwhex file as you say.

Andrew
Information about my WitP map, and CHS, can be found on my WitP website

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Andrew Brown
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RE: Admiral's Edition Map Thread

Post by Andrew Brown »

ORIGINAL: Captain Cruft

Second question :)

Joe said in the General thread that the overall area covered had increased a bit. I realise a screenshot of the whole map would be too much to ask but can you say where are the corners are now? Also what are the overall dimensions?

The increase is in the width of the Indian Ocean - more of it is on the map now. I always thought that the Indian Ocean on the current map was too narrow. The other boundaries are the same, pretty much.

Andrew
Information about my WitP map, and CHS, can be found on my WitP website

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Andrew Brown
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RE: Admiral's Edition Map Thread

Post by Andrew Brown »

ORIGINAL: Captain Cruft

Crufty goes into blather mode ;)

I just noticed. In Burma there appear to be hexes which contain both rail and road. At least that is the graphical representation. So I would guess that the new PWHEX format allows multiple "paths" per hex-side. If so great!

You have sharp eyes Captain Cruft! Yes, road and rail paths are separate now.

Andrew
Information about my WitP map, and CHS, can be found on my WitP website

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Captain Cruft
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RE: Admiral's Edition Map Thread

Post by Captain Cruft »

ORIGINAL: Andrew Brown
ORIGINAL: Captain Cruft

Second question :)

Joe said in the General thread that the overall area covered had increased a bit. I realise a screenshot of the whole map would be too much to ask but can you say where are the corners are now? Also what are the overall dimensions?

The increase is in the width of the Indian Ocean - more of it is on the map now. I always thought that the Indian Ocean on the current map was too narrow. The other boundaries are the same, pretty much.

Andrew

Great. So presumably Addu Atoll is now in the right place?
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