RHS - potential pwhex/graphics glitches

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Mistmatz
Posts: 1399
Joined: Sun Oct 16, 2005 8:56 pm

RHS - potential pwhex/graphics glitches

Post by Mistmatz »

I just noticed that I dont see a railroad connection from Hengchow (44,37) to the hex SW of it (44,38).

When presseing the 'r' key (map level 7) hex 44,38 shows the RR connection to the edge of the hex but the Hengchow hex does not have this line drawn. There are segments leading to the W, E and NE but not to the SW.
Graphically it appears to be drawn as a long tunnel through hex 44,38 but how does it play out with the pwhex settings. Is there any impact on movement in one or both directions?

Another one is hexes 49,30 and 48,31. They appear to be RR connected it when pressing the 'r' key. Nevertheless this connection is not visible on the map. Not sure what is correct in this case.
If you gained knowledge through the forum, why not putting it into the AE wiki?

http://witp-ae.wikia.com/wiki/War_in_th ... ition_Wiki

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

RE: RHS - potential pwhex/graphics glitches

Post by el cid again »

ORIGINAL: Mistmatz

I just noticed that I dont see a railroad connection from Hengchow (44,37) to the hex SW of it (44,38).

When presseing the 'r' key (map level 7) hex 44,38 shows the RR connection to the edge of the hex but the Hengchow hex does not have this line drawn. There are segments leading to the W, E and NE but not to the SW.
Graphically it appears to be drawn as a long tunnel through hex 44,38 but how does it play out with the pwhex settings. Is there any impact on movement in one or both directions?

You are correct - the communications code seems to be incorrect - and the rail line is missing in one of four branches. This is something that is in the pwhex file - and in WITP we can change it during a game. I also found one sea hex in the Bohai gulf with a half land hex side - which does not matter - but looks bad. We also are probably going to kill the road to Kenai Alaska - until the RR upgrade in 1943. I am looking for other changes or eratta in pwhex files just now - so long term games can be as good as possible. And the next RHS installer/switcher is going to have only one pwhex file - for all eight versions - a file that changes as required.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS - potential pwhex/graphics glitches

Post by el cid again »

ORIGINAL: Mistmatz


Another one is hexes 49,30 and 48,31. They appear to be RR connected it when pressing the 'r' key. Nevertheless this connection is not visible on the map. Not sure what is correct in this case.

This appears to be either an art error - or difficult to read art - and pwhex seems correct. I always play with R (reveal codes) on - both to play better- and to spot errors. If you look at the actual codes instead of art - you won't be misled about what will happen. The game uses the pwhex coding - not the art.

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