RHS installation and pwhex switching utility (heads up)

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el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RHS installation and pwhex switching utility (heads up)

Post by el cid again »

The developmental (and new) utility to install RHS art and pwhex files - and to change them in a user friendly way -
is in debugging - and may release shortly. It was planned for Yesterday - but you know about software. This is being done by a new member of the team - who is a computer engineer - and who was unwilling to wait for "maybe in WITP II" for Matrix to give us things we cannot do in the current scheme. I generated 8 pwhex files for the first pass - and if we decide to do seasons - I need to generate more. The 8 manually changed files - where we are right now - is Phase I.
Issuing this utility is Phase II.

Longer range plans include the possibility of a master pwhex file in MS Excel - which is used to generate a pwhex.dat file appropriate to date and/or game events input by players. We think we can read the date and implement that part automatically. We also think we may be able to generate map art that works to indicate where things like rail lines may be built, rivers may be frozen, etc. These will involve several more phases. If we can make it simple enough - and effective enough - Matrix may adopt the concept. [Remember when Russian ships were impossible due to hard code? We had to create a workaround to get them in - but then code cought up with us - and now they work as such. Showing that things works does get noticed.] We hope to be able to incorporate construction, damage and weather - at least in some significant respects. And indeed - right now - you can build four rail lines - break the Panama Canal/rail line - or break the Honshu-Kyushu rail tunnel - with the pwhex files already issued - and combinations of these - as a technical demonstrator of what can be done.
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