RHS findings

Please post here for questions and discussion about scenario design and the game editor for WITP.

Moderators: wdolson, Don Bowen, mogami

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

RHS findings

Post by Mistmatz »

Minor finding under 7.78972:
The static unit number 3494, "RCAF No 1 Wing Base" in Vancouver is planning for Calgary but should prep for Vancouver as it is static and not an industrial fort.

Edit:
Same for static unit number 2588, "AA Whyalla" in Whyalla is planning for Wellington.
Same for static unit number 2584, "AA Perth Base" in Perth is planning for Koepang.
Same for static unit number 3333, "AA/RAAF Melbourne" in Melbourne is planning for somewhere else.
Same for static unit number 2735, "FF Tahiti Station" in Papaete is planning for Schwebo.
Same for static unit number 2602, "NZA Tonga Def Force" in Tongarapu is planning for Irkutsk.



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 findings

Post by el cid again »

Thanks.

This happens because of the way the editor works - you copy a record. Any field you don't change remains as is. And the planning field is not on the default screen - so you might not think about it. There are thousands of these issues: most of the time a unit is not planning at all - but should be - although that does not mean it should be set at 100. Other times it is not set to the right location. Each update has a number of corrections - and I am glad to say that planning fields now constitute the majority of correctoins. Fixing this is harder in RHS because there are so many scenarios to change - and at the moment I am not using XP - Vista does not respond as fast to Active X controls - and editing is several times slower using Vista. Nevertheless - this is one of the sorts of things we are looking for - so thanks.\\

another way this happens is if a slot changes - you don't have an easy way to know all the units in the slot - and you may not notice one is still planned for the old location. Locations change because of hard code issues. A special case is Melbourne - which changes slot in eadh level of RHS - for technical reasons. It had a unit right in one level but wrong in the later level 7.
User avatar
okami
Posts: 404
Joined: Wed May 23, 2007 2:08 pm

RE: RHS findings

Post by okami »

I have noticed that the plane art for the B6M2 Jill is the same as for the G3M2 Nell in the RHS CVO 070 scenario. Is this a pointer issue?
6-31st Sentai is a bomber unit which has an upgrade path to Ki 43II's, 38-15th Sentai is also a bomber unit which has an upgrade pathe to Ki45a. Is this intensional or an error?
"Square peg, round hole? No problem. Malet please.
Mistmatz
Posts: 1399
Joined: Sun Oct 16, 2005 8:56 pm

RE: RHS findings

Post by Mistmatz »

I just stumbled upon air untit 999, "FFNAF 55.10 Flight" in Papaete (Tahiti).

I believe this should be a free french unit and should thus use french pilots instead of US Army pilots, but maybe this is a game/mod limitation.
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

User avatar
1EyedJacks
Posts: 2304
Joined: Sun Mar 12, 2006 6:26 am
Location: Reno, NV

RE: RHS findings

Post by 1EyedJacks »

In EOS I've found two CD units in China that are attached to the KAA instead of the CAA - is this intended? Both units are static - they are not going anywhere. @ Peking the CD unit Provisional Army Fortress and @ Kalgan, the CD unit Mongolian "Army" Fortress are the units I'm referring to.

House rules with my opponent require me to spend political points to change LCUs to CAA from KAA if I'm going to use these units in the China Theatre. Both of the CD units are Static so I can't very well move them out of China and, due to the support size, I'm guessing these are designed to eat up supplies?

In any event, I need to declare them to GoodBoyLaddie (my esteemed opponent) but I would like to verify if it was intended to have these units attached to KAA just in case this is a mistake in the database.
TTFN,

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

RE: RHS findings

Post by el cid again »

ORIGINAL: okami

I have noticed that the plane art for the B6M2 Jill is the same as for the G3M2 Nell in the RHS CVO 070 scenario. Is this a pointer issue?
6-31st Sentai is a bomber unit which has an upgrade path to Ki 43II's, 38-15th Sentai is also a bomber unit which has an upgrade pathe to Ki45a. Is this intensional or an error?


hmmm- Cobra is unable to help - and this is a problem - B6N points at the wrong art - I guess I have to learn how to read filmstrips

31st Sentai - what is the 6??? - upgrades to Ki-48 in EOS- but indeed to Ki-43 in CVO and BBO - which might be the unit did that IRL - or it might be a mistake - hard to know. Air units often do things like this - and I did look up every unit I could. I see - 6 means slot 6.

so 38 means slot 38 - got it

so 16th sentai is a typo for 15th sentai - which indeed upgrades to Ki-45 - and this is correct





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

RE: RHS findings

Post by el cid again »

ORIGINAL: Mistmatz

I just stumbled upon air untit 999, "FFNAF 55.10 Flight" in Papaete (Tahiti).

I believe this should be a free french unit and should thus use french pilots instead of US Army pilots, but maybe this is a game/mod limitation.

No - it is a legasy mistake - I forgot to set it to French when I created the unit - at a time there were no French pilots at all - but no reason we cannot have them now - as we did add French pilots - which is Free French (Vichy french are indeed still not present - the unnamed Axis nation being unworkable - only a hook)

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

RE: RHS findings

Post by el cid again »

ORIGINAL: 1EyedJacks

In EOS I've found two CD units in China that are attached to the KAA instead of the CAA - is this intended? Both units are static - they are not going anywhere. @ Peking the CD unit Provisional Army Fortress and @ Kalgan, the CD unit Mongolian "Army" Fortress are the units I'm referring to.

House rules with my opponent require me to spend political points to change LCUs to CAA from KAA if I'm going to use these units in the China Theatre. Both of the CD units are Static so I can't very well move them out of China and, due to the support size, I'm guessing these are designed to eat up supplies?

In any event, I need to declare them to GoodBoyLaddie (my esteemed opponent) but I would like to verify if it was intended to have these units attached to KAA just in case this is a mistake in the database.

You are in one of those strange "nations" of the period - between Manchukuo and China is a complete other regime - and it is represented by Manchukuo in CHS and RHS. There are many units attached to it. Only in Russian studies do you get much information on this nation - I think it is more or less Lioning running itself and the eastern part of Inner Mongolia - and one other province I forget. Puppet armies in China and Mancukuo are often static - to force them to reamin where they did remain. The Mongolian Army was in fact called that. So was the Reformed Army and another major unit whose name I forget - one at Nanking - one at Peking. These units more or less are the garrison of the so called puppet regimes in those locations - and they were much larger than in RHS - they are small to limit their combat power. Vast numbers of Chinese troops served in these two units - probably in seven figures - but they were not worth a lot. The Mongols are different - smaller numbers- but more useful - and the cavalry moves around. Manchukuo units are different still - and include a cool Imperial Cavalry unit - and a special forces unit entirely made of ethnic Russians - including the commander - a product of the Nakano special ops school Russian language section. Manchukuo had lots of ethnic Russians - whose politics and history was anti-Red - and I once worked with an engineer who grew up in this area - who was Russian - and was a teenager during WWII. Very educated and resourceful he was - and his stories make it clear that the Russians in the area - about 2 million of them - were anti- Soviet.

There is no clear line between China and Manchukuo - but I use the city East of Peking as my line - as there are Manchukuo units from that column Eastward


User avatar
okami
Posts: 404
Joined: Wed May 23, 2007 2:08 pm

RE: RHS findings

Post by okami »

Interestingly I have had three barge groups auto-scuttle as the Japanese player in CVO. Two were at Takeo and one at Saigon. They all had high system damage. All are barges for ports currently in Allied hands.
"Square peg, round hole? No problem. Malet please.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS findings

Post by el cid again »

ORIGINAL: okami

Interestingly I have had three barge groups auto-scuttle as the Japanese player in CVO. Two were at Takeo and one at Saigon. They all had high system damage. All are barges for ports currently in Allied hands.


I lost one that way too. This is a code thing. They are using repair points instead of merchant shipyard points - and if you set 90 per cent float damage - the unit may well scuttle. I probably should reduce it some - the high value is meant to delay their service. This is a mechanism pre borrowed from unreleased AE - and it may not work the same way here as it will there. They let damage delay service in some cases.
Mistmatz
Posts: 1399
Joined: Sun Oct 16, 2005 8:56 pm

RE: RHS findings

Post by Mistmatz »

LCU KNIL Riouw Garrison Battalion at base "Riouw & Dependncies" (21,51) seems to have a problem.

I changed command to UK Southeast Asia and airlifted some fragments successfully. In addition I brought a LCVP form Singapore and also an AP later on to evac bigger parts of the unit in one go.
Unfortunately I'm neither allowed to "Load Troops" nor to "Load Only Troops" onto those vessels (both are transport TF). It seems possible to load supplies though, button is present but haven't tried it for a turn. The unit is not static and as mentioned before airlifting fragments worked. The base itself is a 2(2) port with a 1(1) airstrip.
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

User avatar
okami
Posts: 404
Joined: Wed May 23, 2007 2:08 pm

RE: RHS findings

Post by okami »

ORIGINAL: Mistmatz

LCU KNIL Riouw Garrison Battalion at base "Riouw & Dependncies" (21,51) seems to have a problem.

I changed command to UK Southeast Asia and airlifted some fragments successfully. In addition I brought a LCVP form Singapore and also an AP later on to evac bigger parts of the unit in one go.
Unfortunately I'm neither allowed to "Load Troops" nor to "Load Only Troops" onto those vessels (both are transport TF). It seems possible to load supplies though, button is present but haven't tried it for a turn. The unit is not static and as mentioned before airlifting fragments worked. The base itself is a 2(2) port with a 1(1) airstrip.
Try using an AK. I had a similar problem with the 4th DIVISION but using AK's allowed me to load it while using AP's did not.
"Square peg, round hole? No problem. Malet please.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS findings

Post by el cid again »

ORIGINAL: Mistmatz

LCU KNIL Riouw Garrison Battalion at base "Riouw & Dependncies" (21,51) seems to have a problem.

I changed command to UK Southeast Asia and airlifted some fragments successfully. In addition I brought a LCVP form Singapore and also an AP later on to evac bigger parts of the unit in one go.
Unfortunately I'm neither allowed to "Load Troops" nor to "Load Only Troops" onto those vessels (both are transport TF). It seems possible to load supplies though, button is present but haven't tried it for a turn. The unit is not static and as mentioned before airlifting fragments worked. The base itself is a 2(2) port with a 1(1) airstrip.

It seems to be a code thing. I can tell you how to work around it - but I don't think I should. This unit would NOT leave - it is a Dutch militia unit composed of men who would rather cut a deal with the Japanese than abandon their properties and families - and they do not trust the area to be run by the natives either. The Japanese did NOT use occupation government units (except IJN on Borneo at a few points) - but instead let locals run the place - if they were willing and able to do that. This is one of those built in "features" like used to apply to Russian ships - not only would the ships not work - neither would the ports refuel any ship. Well - I think they did that in the case of the NEI - there is more than one thing you must change.

Where would this small unit go - and why would it go there? Its job is local security - and local intel - as long as the NEI regime is in control of the area. When that changes it is going to surrender after a brief fight. These men live in a malarial jungle (where "everything bites" - including the plants) to get rich - and because they LIKE the colonial lifestyle (you can live like a king if you are middle class - complete with servant girls so poor they - ah - are willing to suppliment their income). These guys do not want to abandon their property - nor their families - and they are organized with guns not so much to stop the Japanese as to insure they control the hex vs natives who otherwise might not go along with them.
Mistmatz
Posts: 1399
Joined: Sun Oct 16, 2005 8:56 pm

RE: RHS findings

Post by Mistmatz »

ORIGINAL: el cid again
ORIGINAL: Mistmatz

LCU KNIL Riouw Garrison Battalion at base "Riouw & Dependncies" (21,51) seems to have a problem.

I changed command to UK Southeast Asia and airlifted some fragments successfully. In addition I brought a LCVP form Singapore and also an AP later on to evac bigger parts of the unit in one go.
Unfortunately I'm neither allowed to "Load Troops" nor to "Load Only Troops" onto those vessels (both are transport TF). It seems possible to load supplies though, button is present but haven't tried it for a turn. The unit is not static and as mentioned before airlifting fragments worked. The base itself is a 2(2) port with a 1(1) airstrip.

It seems to be a code thing. I can tell you how to work around it - but I don't think I should. This unit would NOT leave - it is a Dutch militia unit composed of men who would rather cut a deal with the Japanese than abandon their properties and families - and they do not trust the area to be run by the natives either. The Japanese did NOT use occupation government units (except IJN on Borneo at a few points) - but instead let locals run the place - if they were willing and able to do that. This is one of those built in "features" like used to apply to Russian ships - not only would the ships not work - neither would the ports refuel any ship. Well - I think they did that in the case of the NEI - there is more than one thing you must change.

Where would this small unit go - and why would it go there? Its job is local security - and local intel - as long as the NEI regime is in control of the area. When that changes it is going to surrender after a brief fight. These men live in a malarial jungle (where "everything bites" - including the plants) to get rich - and because they LIKE the colonial lifestyle (you can live like a king if you are middle class - complete with servant girls so poor they - ah - are willing to suppliment their income). These guys do not want to abandon their property - nor their families - and they are organized with guns not so much to stop the Japanese as to insure they control the hex vs natives who otherwise might not go along with them.



El cid I understand the reasoning of keeping these units local (poor girls and such... [;)]), but then why not make these units static through one of the static devices? This way the allied player knows directly from the game and isn't wondering like I was and it is ensured that these troops behave like desired, because as mentioned earlier I flew out some of them already.

Okami, thanks for the AK suggestion, not sure if I will evac them now that I know el cids reasoning. But then all of the dutch troops would most likely be the same (quasi static militias) and many more ABDA troops should in fact be static which would make it too easy for the japanese to conquer DEI IMHO.
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 findings

Post by el cid again »

That was how I used to do it. But it has problems:

a static device inflates the manpower count by 9,999

it also does not work - if the static squad "dies" the unit becomes mobile - although I do take advantage of this for some guerillas I want semi-tied to an area but who will retreat if pressed hard

And a static device means the unit will not retreat - but tries to die in place - if the device is present - which I don't think is the case here.

It is possible for this unit to WALK out of the islands - and under pressure they will.

I call a unit a CD Fort if it must be static - and that works without increasign load cost or people count - except in slots coded to move - then a static unit will march anywhere - (did I ever say how much I hate hard code????)
Mistmatz
Posts: 1399
Joined: Sun Oct 16, 2005 8:56 pm

RE: RHS findings

Post by Mistmatz »

I tested if it is possible to load the Riouw Garrison on an AK, and learned it is not.
Airlifting seems to be the only way to get them transported, probably besides marching which I didn't try.
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 findings

Post by el cid again »

There is another way - but I consider it gamey. The problem is related to the peculiar command - and if you are not dealing with a unit IN that command - it does not bug you. It is not just the command the unit is assigned to that matters - but the command the location is assigned to. But would NEI cede its territory? I don't think so.
User avatar
Jo van der Pluym
Posts: 986
Joined: Sat Oct 28, 2000 8:00 am
Location: Heerlen, Netherlands

RE: RHS findings

Post by Jo van der Pluym »

ORIGINAL: el cid again

But would NEI cede its territory? I don't think so.

You are right.
Greetings from the Netherlands

Jo van der Pluym
CrazyDutch

It's better to be a Fool on this Crazy World
User avatar
okami
Posts: 404
Joined: Wed May 23, 2007 2:08 pm

RE: RHS findings

Post by okami »

1217 JAP Yanku Industrial Fort is static and is on the move in China. RHS CVO 7.78972. This unit should never leave Yanku and I don't know the effect it will have as it wanders through China on it's way to God knows where.
"Square peg, round hole? No problem. Malet please.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS findings

Post by el cid again »

I have had a lot of trouble of this sort - not so much with supply sinks as with static CD units - in China and also in New Zealand. I have to change slots to fix it - it is hard code - undocumented hard code. [Did I ever say how much I hate hard code? Apparently much of this has been ripped out of AE]

Is Japan controlled by you ?

Can you get control of this unit?


Where is it trying to go (is there a destination)?

What is the command (AI loves to change command - and not just to the "legal" ones - but to others as well).

Can you order it to return to Yanku?

It is not a slot that is used in stock - but that does not mean it is safe to use this slot for a static unit. Many slots refuese to stay in one place.
Post Reply

Return to “Scenario Design”