PWHex file Question for El Cid

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GaryChildress
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PWHex file Question for El Cid

Post by GaryChildress »

Hi Cid,

4 of us are currently beta testing my mod and have run into a serious problem. Some Japanese TFs aren't moving.

We are using build 1.806 but the PWhex file for the mod is from either build 1.8 or 1.804. It's basically a regular PWHex file from that build with two extra bases added. The added bases themselves have not been observed so far to have problems.

EDIT: Would you concur that the issue here is one of a 1.806 PWHex file being overwritten by an older PWHex file? I'm thinking that the last patch(s) may have involved some fixes to the PWHex file and the old PWHex file we're using doesn't have them.

Many thanks.
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Nomad
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RE: PWHex file Question for El Cid

Post by Nomad »

And Gary, don't forget that there is some problems with land movement too. There is a Chinese unit that starts in hex 53,33. That unit moved to 54,33 in three days. When I check the pathing using 'r' it shows that hex has no trails, roads, or railroads in it. The terrain type is shown as Lw - woods. No way that unit should be able to move that fast.
Mistmatz
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RE: PWHex file Question for El Cid

Post by Mistmatz »

We are using build 1.806 but the PWhex file for the mod is from either build 1.8 or 1.804. It's basically a regular PWHex file from that build with two extra bases added.

Which map are you using? The level 7 map for instance has a railroad between those two hexes.
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Nomad
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RE: PWHex file Question for El Cid

Post by Nomad »

From what I read in Garys notes, the map should be CHS with two added bases. I wonder if Darren is using an RHS pwhex, he is the one that
is executing the turns and some of his artwork comes from RHS.

Gary, we might have out problem figured out.
GaryChildress
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RE: PWHex file Question for El Cid

Post by GaryChildress »

My apologies for the vagueness. to clarify, we are using a mod which uses CHS 156 as its base, not RHS. The current PWHex file we are using is (I'm 75% sure) Andrew Brown's 6.3 PWHex file with a couple modifications - two bases added.

We're trying to troubleshoot the problem at the moment.
GaryChildress
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RE: PWHex file Question for El Cid

Post by GaryChildress »

ORIGINAL: Nomad

From what I read in Garys notes, the map should be CHS with two added bases. I wonder if Darren is using an RHS pwhex, he is the one that
is executing the turns and some of his artwork comes from RHS.

Gary, we might have out problem figured out.

That could be a possibility. I would think that different players using different PWHex files would cause some movement issues, if I'm not mistaken.

I'll try to get in touch with Darren and see if we can determine what PWHex file he is using.

Thanks.
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tsimmonds
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RE: PWHex file Question for El Cid

Post by tsimmonds »

Isn't it the case that the only pwhex.dat that really matters for this purpose is the one used by the person who executes the turn, i.e. the IJ player (the first IJ player, if it's a team)?
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Nomad
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RE: PWHex file Question for El Cid

Post by Nomad »

ORIGINAL: irrelevant

Isn't it the case that the only pwhex.dat that really matters for this purpose is the one used by the person who executes the turn, i.e. the IJ player (the first IJ player, if it's a team)?

Yeppers, and that is the problem. Darken92 is the one who is doing the turn execution and I believe that he has an RHS pwhex file installed.

But the other problem is that the rest of us are seeing the road network using the right pwhex files and wondering WTH is going on. [&:]
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RE: PWHex file Question for El Cid

Post by GaryChildress »

I actually think this works to our favor. I would be much more confortable with a restart. I was tempted to call a restart when we found out the whole Thai army was accidentally slated to arrive in Tokyo. Not good for testing this mod.
el cid again
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RE: PWHex file Question for El Cid

Post by el cid again »

ORIGINAL: Gary Childress

Hi Cid,

4 of us are currently beta testing my mod and have run into a serious problem. Some Japanese TFs aren't moving.

We are using build 1.806 but the PWhex file for the mod is from either build 1.8 or 1.804. It's basically a regular PWHex file from that build with two extra bases added. The added bases themselves have not been observed so far to have problems.

EDIT: Would you concur that the issue here is one of a 1.806 PWHex file being overwritten by an older PWHex file? I'm thinking that the last patch(s) may have involved some fixes to the PWHex file and the old PWHex file we're using doesn't have them. These again are hard code issues and not related to pwhex.

Many thanks.

There are no known problems with the current pwhex file set.

I don't think a failure of a TF to move is related to pwhex. Why are you posting that problem as a pwhex problem?

In order to have an intelligent technical opinion, I need to know what scenario you are working with? What is your mod based upon?

There ARE probems with land units in the very Eastern map edge area - or at least reports of such. It is not a big problem but I avoid land units appearing in locations like United States, Canada and New Orleans to insure they don't hurt anyone.
el cid again
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RE: PWHex file Question for El Cid

Post by el cid again »

ORIGINAL: Nomad

And Gary, don't forget that there is some problems with land movement too. There is a Chinese unit that starts in hex 53,33. That unit moved to 54,33 in three days. When I check the pathing using 'r' it shows that hex has no trails, roads, or railroads in it. The terrain type is shown as Lw - woods. No way that unit should be able to move that fast.


I do have problems with units "teleporting" in China. The 17th Naval District - newly moved slot wise - teleported from Kodiac to South China late in 1942. This is probably a hard code issue. Apparently some units in China are supposed to do something at certain times - or were - and this is undocumented. The slot was a Chinese HQ slot I got rid of (because duplicated) and I have had problems with some of these slots before.

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Nomad
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RE: PWHex file Question for El Cid

Post by Nomad »

Actually Cid, it was not a teleport. Just that the person that was executing the turns had an RHS pwhex and the rest of us had Garys pwhex. Yours has some railroads and such where Garys donesn't So units were seemingly moving crosscountry at about 20-30 miles per day. We just need to get our offending member to get the right pwhex and start over.
el cid again
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RE: PWHex file Question for El Cid

Post by el cid again »

ORIGINAL: Mistmatz
We are using build 1.806 but the PWhex file for the mod is from either build 1.8 or 1.804. It's basically a regular PWHex file from that build with two extra bases added.

Which map are you using? The level 7 map for instance has a railroad between those two hexes.

That would do it.
el cid again
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RE: PWHex file Question for El Cid

Post by el cid again »

ORIGINAL: Gary Childress

ORIGINAL: Nomad

From what I read in Garys notes, the map should be CHS with two added bases. I wonder if Darren is using an RHS pwhex, he is the one that
is executing the turns and some of his artwork comes from RHS.

Gary, we might have out problem figured out.

That could be a possibility. I would think that different players using different PWHex files would cause some movement issues, if I'm not mistaken.

I'll try to get in touch with Darren and see if we can determine what PWHex file he is using.

Thanks.

The critical player is Japan. That is the one the pwhex file executes on. However, if an Allied player had the wrong pwhex file, the pathfinding routine would fail for some locations, and then it won't generate a valid destination.

Historically, RHS Level 5 pwhex files would work with CHS maps - but I don't think it is true anymore. It might be close to true however. But level 7 pwhex will be all messed up in the SW map quadrant.
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Andrew Brown
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RE: PWHex file Question for El Cid

Post by Andrew Brown »

ORIGINAL: irrelevant

Isn't it the case that the only pwhex.dat that really matters for this purpose is the one used by the person who executes the turn, i.e. the IJ player (the first IJ player, if it's a team)?

That is true, although when the Allied player is giving orders their own pwhex file will be used to determine whether moves are illegal or not.

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

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GaryChildress
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RE: PWHex file Question for El Cid

Post by GaryChildress »

ORIGINAL: el cid again

In order to have an intelligent technical opinion, I need to know what scenario you are working with? What is your mod based upon?

Hi Cid, I apologize, I gave the scenario information down in post # 4. I should have edited the first post and put it there where it was more readily accessible.
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