AE Map, Base, Economic Issues [OUTDATED]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

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Shark7
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RE: Admiral's Edition Map Thread

Post by Shark7 »

ORIGINAL: Flying Tiger
So what do you suggest when one side is in a 3 - 3 base and the other guy is in the same hex...but no fighting occurs today ...but it does on Wednesday...but not on thursday and maybe resumes on Saturday?

Try to picture the reality of the situation.... if opposing units are occupying the same lump of coral then they can be considered 'in combat' even if they are not actively shooting at each other - the guys are forced to spend their days and nights sitting in foxholes or on patrol and a a result getting bitten by mozzies, eaten by scorpions, and generally feeling irritated - thus a morale penalty. If on the other hand the particular lump of coral is secure then the majority of personnel can be assumed to NOT be 'suffering' in this way - thus no penalty. Make sense?? 

Or in more simplistic terms, think trench warfare from WWI. When the zone is hot, you end up sleeping in a muddy hole in the ground waiting to get shot. When the zone has a few bad guys still roaming around, but you aren't expecting a major attack, you are still sleeping in muddy hole in the ground, just not as worried about getting shot.

Basically, it's the muddy hole in the ground that affects morale the most. No one likes trench foot.

Now then, if you are in a well built base in a very secure area, well you are sleeping on a cot in a barracks, not in a muddy hole in the ground.
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Feinder
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RE: Admiral's Edition Map Thread

Post by Feinder »

Will there be indicators on map for the various strategic targets?  I saw some maps that had a red dot for rersources, black dot for oil, etc...  Will there be something like that?  Or perhaps a toggle to show/remove them, like the ZOCs of units?
 
-F-
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Andrew Brown
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RE: Admiral's Edition Map Thread

Post by Andrew Brown »

ORIGINAL: Feinder

Will there be indicators on map for the various strategic targets? I saw some maps that had a red dot for rersources, black dot for oil, etc... Will there be something like that? Or perhaps a toggle to show/remove them, like the ZOCs of units?

-F-

No. But if I get time I might make such a map, with some symbols showing major locations of oil, resources and production.

Andrew
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m10bob
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RE: Admiral's Edition Map Thread

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Dutch_slith
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RE: Admiral's Edition Map Thread

Post by Dutch_slith »

Some questions regarding Dutch East Indies.

Will Teloekbetoeng be renamed to Oosthaven?
Will Buitenzorg and Kalidjati on the Map?
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Andrew Brown
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RE: Admiral's Edition Map Thread

Post by Andrew Brown »


Thanks again!

Andrew
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Andrew Brown
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RE: Admiral's Edition Map Thread

Post by Andrew Brown »

ORIGINAL: Harald Velemans

Some questions regarding Dutch East Indies.

Will Teloekbetoeng be renamed to Oosthaven?

I have left it as "Teloekbetoeng" because the Dutch map I have shows both names, but "Teloekbetoeng" is the larger of the two according to the map symbols. What is your opinion?
Will Buitenzorg and Kalidjati on the Map?

Yes.

Andrew
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Dutch_slith
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RE: Admiral's Edition Map Thread

Post by Dutch_slith »

ORIGINAL: Andrew Brown
I have left it as "Teloekbetoeng" because the Dutch map I have shows both names, but "Teloekbetoeng" is the larger of the two according to the map symbols. What is your opinion?

Definitely Oosthaven!

Every dutch reference book (and I own more than one) on the Dutch East Indies/Pacific War campaign mentions Oosthaven, Teloekbetoeng isn't mentioned at all. Teloekbetoeng is the dutch version of Telukbetung (former name of Bandar Lampung). Oosthaven was the most important port in southern Sumatra. Most Troops evacuating from Sumatra to Java used this port.

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treespider
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RE: Admiral's Edition Map Thread

Post by treespider »

I have a UK history of the campaign that refers to it as Oosthaven....


The War Against Japan, Vol 1, by Maj General S. Woodburn Kirby

Here's a link to:
Treespider's Grand Campaign of DBB

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Andrew Brown
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RE: Admiral's Edition Map Thread

Post by Andrew Brown »

ORIGINAL: Harald Velemans
Definitely Oosthaven!

Oosthaven it is then.

Thanks,
Andrew
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Alikchi2
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RE: Admiral's Edition Map Thread

Post by Alikchi2 »

Quick query. Why 40 mile hexes specifically? Why not 30 or 20? Not a criticism, just interested to hear the theory behind this.
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Terminus
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RE: Admiral's Edition Map Thread

Post by Terminus »

Think it was a compromise between detail and sheer size of the map and hex definition file, but Andrew will know for sure.
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Andrew Brown
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RE: Admiral's Edition Map Thread

Post by Andrew Brown »

ORIGINAL: Alikchi

Quick query. Why 40 mile hexes specifically? Why not 30 or 20? Not a criticism, just interested to hear the theory behind this.

The reason the map wasn't made in a smaller scale than 40 (nautical) miles per hex is a simple one - it would have been too much work. Even reducing the scale to 40 NM/hex involved a doubling of the number of hexes on the map. Reducing the scale to 30 NM/hex would have doubled that number again.

Andrew
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Terminus
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RE: Admiral's Edition Map Thread

Post by Terminus »

Well there you go, then.
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Alikchi2
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RE: Admiral's Edition Map Thread

Post by Alikchi2 »

The reason the map wasn't made in a smaller scale than 40 (nautical) miles per hex is a simple one - it would have been too much work. Even reducing the scale to 40 NM/hex involved a doubling of the number of hexes on the map. Reducing the scale to 30 NM/hex would have doubled that number again.

Andrew

Ack! I can definitely empathize with that.

How has the larger map affected gameplay so far?
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Terminus
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RE: Admiral's Edition Map Thread

Post by Terminus »

Too early to tell. It's slowed down a bit in testing, but a big part of that is also that the .exe hasn't been fully optimized for speed yet.
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treespider
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RE: Admiral's Edition Map Thread

Post by treespider »

ORIGINAL: Andrew Brown

ORIGINAL: Alikchi

Quick query. Why 40 mile hexes specifically? Why not 30 or 20? Not a criticism, just interested to hear the theory behind this.

The reason the map wasn't made in a smaller scale than 40 (nautical) miles per hex is a simple one - it would have been too much work. Even reducing the scale to 40 NM/hex involved a doubling of the number of hexes on the map. Reducing the scale to 30 NM/hex would have doubled that number again.

Andrew



One of the other considerations that was taken into account was that if you start to get into much smaller hexes you would need an entirely new engine for Naval Combat...you have to consider that the main guns on some of the Battleships have ranges of circa 20 miles.... plus the physical horizon for spotting would start to come into play.

You would then have to design a system capable of handling engagements between TFs in adjacent hexes.
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witpqs
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RE: Admiral's Edition Map Thread

Post by witpqs »

ORIGINAL: Terminus

Too early to tell. It's slowed down a bit in testing, but a big part of that is also that the .exe hasn't been fully optimized for speed yet.

Speaking of speed (different kind), current max TF speed is 6/6. What is it with the 40 mile hexes? Did you go with 9/9, or slice it a different way?
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Q-Ball
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RE: Admiral's Edition Map Thread

Post by Q-Ball »

Please move this if it's not the place for a Japanese Production Question.......and I apologize if already asked/answered.

Will there be a "Master Switch" to turn on/off aspects of the Japanese Industry? Or a handy quick screen to quickly turn factories on/off? Right now it's a pain to search for all the various production lines and turn factories on/off constantly. It would be nice to have a reference for what is on, what is off, and where it all is exactly.
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witpqs
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RE: Admiral's Edition Map Thread

Post by witpqs »

ORIGINAL: witpqs

ORIGINAL: Terminus

Too early to tell. It's slowed down a bit in testing, but a big part of that is also that the .exe hasn't been fully optimized for speed yet.

Speaking of speed (different kind), current max TF speed is 6/6. What is it with the 40 mile hexes? Did you go with 9/9, or slice it a different way?


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