Best Mod for PBEM

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commissarhanish_MatrixForum
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Joined: Sat Jan 27, 2007 1:49 pm

Best Mod for PBEM

Post by commissarhanish_MatrixForum »

Ok..what is the latest and best MOD for PBEM as far as OOB and hist accuracy go? Im not too concerned with the economics...that part bores me.
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John 3rd
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RE: Best Mod for PBEM

Post by John 3rd »

Big B 1.5--I am a FAN of it!
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Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
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ny59giants
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RE: Best Mod for PBEM

Post by ny59giants »

I agree with John....for once [:D], if you want to play on Andrew's extended map system.

RHS level 7 map system has over 10 scenarios with some minor variations from historical along with historical based ones. However, the economy is more demanding for both sides. 

Empires Ablaze is a great "what if" mod, but not for the faint at heart, especially the Japanese economy.
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John 3rd
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RE: Best Mod for PBEM

Post by John 3rd »

Michael and I DOOOO sometimes agree (usually by accident) but the only drawback to Brian's Mod is shipping lanes.  We have run into this problem with both the First Team and Forlorn Hopes AARs.

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Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
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ny59giants
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RE: Best Mod for PBEM

Post by ny59giants »

the only drawback to Brian's Mod is shipping lanes. We have run into this problem with both the First Team and Forlorn Hopes AARs.

I just pulled up Nemo's Empire Ablaze which uses RHS 6 maps. These maps have a shipping channel around the southern and western map edge so you can go from Panama to Aden as the Allies The are a few exit points.

I'm going to drop Brian a PM and find out how hard it would be to have his mod use RHS level 6 maps. This would address John's and my concern over the lack of enough shipping channels.
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Big B
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RE: Mods - Calling Cobra & El Cid

Post by Big B »

Actually, this is more properly a question for Cobra(?) who created the RHS maps and PWHex file.

If all locations are the same, it should just be a matter of using the RHS map and PWHex file with my scenario (the same as if you just installed AB'S Extended Map)

The trick is if some or all locations are different - then you would have to go into the editor and re-asign each location with new co-ordinates.

Perhaps ElCid would know if/how the map differs as well?...

I would be interested to know myself - having heard good things about the RHS maps.
B

ORIGINAL: ny59giants
the only drawback to Brian's Mod is shipping lanes. We have run into this problem with both the First Team and Forlorn Hopes AARs.

I just pulled up Nemo's Empire Ablaze which uses RHS 6 maps. These maps have a shipping channel around the southern and western map edge so you can go from Panama to Aden as the Allies The are a few exit points.

I'm going to drop Brian a PM and find out how hard it would be to have his mod use RHS level 6 maps. This would address John's and my concern over the lack of enough shipping channels.
Big B
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RE: Mods - Calling Cobra & El Cid

Post by Big B »

(bump)

Actually, this is more properly a question for Cobra(?) who created the RHS maps and PWHex file.

If all locations are the same, it should just be a matter of using the RHS map and PWHex file with my scenario (the same as if you just installed AB'S Extended Map)

The trick is if some or all locations are different - then you would have to go into the editor and re-asign each location with new co-ordinates.

Perhaps ElCid would know if/how the map differs as well?...

I would be interested to know myself - having heard good things about the RHS maps.
B

ORIGINAL: ny59giants
the only drawback to Brian's Mod is shipping lanes. We have run into this problem with both the First Team and Forlorn Hopes AARs.

I just pulled up Nemo's Empire Ablaze which uses RHS 6 maps. These maps have a shipping channel around the southern and western map edge so you can go from Panama to Aden as the Allies The are a few exit points.

I'm going to drop Brian a PM and find out how hard it would be to have his mod use RHS level 6 maps. This would address John's and my concern over the lack of enough shipping channels.


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Japan
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RE: Mods - Calling Cobra & El Cid

Post by Japan »

I agree,  Big. B is best.
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emek
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Joined: Thu Nov 16, 2000 10:00 am
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RE: Best Mod for PBEM

Post by emek »

If you are experienced player and looking for very challenging game (especially as an allies) and willing to manage allied economy look for Rominet mod.

http://www.campaigns-france.org/showthread.php?p=112107
el cid again
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RE: Best Mod for PBEM

Post by el cid again »

ORIGINAL: ny59giants
the only drawback to Brian's Mod is shipping lanes. We have run into this problem with both the First Team and Forlorn Hopes AARs.

I just pulled up Nemo's Empire Ablaze which uses RHS 6 maps. These maps have a shipping channel around the southern and western map edge so you can go from Panama to Aden as the Allies The are a few exit points.

I'm going to drop Brian a PM and find out how hard it would be to have his mod use RHS level 6 maps. This would address John's and my concern over the lack of enough shipping channels.

It is now possible to play using a slightly enhansed pwhex file adding a shipping lane from Capetown to she SW map corner (as if the ship sailed due East from Capetown until it reached the map edge). This was done for a BigB mod - but it can work with any RHS Level 6 modification - including EA.
el cid again
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Joined: Mon Oct 10, 2005 4:40 pm

RE: Mods - Calling Cobra & El Cid

Post by el cid again »

ORIGINAL: Big B

(bump)

Actually, this is more properly a question for Cobra(?) who created the RHS maps and PWHex file.

If all locations are the same, it should just be a matter of using the RHS map and PWHex file with my scenario (the same as if you just installed AB'S Extended Map)

The trick is if some or all locations are different - then you would have to go into the editor and re-asign each location with new co-ordinates.

Perhaps ElCid would know if/how the map differs as well?...

I am the RHS system designer - and I also the RHS pwhex programmer - or was until we got a different person who more or less has done away with all pwhex programming (giving player in game control via the RHS Switcher program) - but that is Level 7 stuff. For Level 6 -

you can use Level 6 pwhex.dat files with ANY game using Andrew Brown's Extended Map System. There will be some art/pwhex issues - there always are. There are currently several different level 6 pwhex files - in case one wants to close the Panama Canal - or build RR - etc. And there is a file modifying the basic pwhex.dat (STANDARDpwhex.dat) to add a shipping channel to the SW map corner. This file is on Spooky's site. Level 6 files are otherwise on the RHS site.

If you have a specific modification you want - I will do it with minimal delay - provided you can say specifically what the feature is you want. Level 6 files are very simple and easy - and built right on top of the CHS pwhex.dat file - so there is substantial similarity and compatability between them. I have several ways to work on pwhex - and it is may be easier for me to do a change than for someone to learn the system.

One can ask openly or by pm or by email.

ORIGINAL: ny59giants
the only drawback to Brian's Mod is shipping lanes. We have run into this problem with both the First Team and Forlorn Hopes AARs.

I just pulled up Nemo's Empire Ablaze which uses RHS 6 maps. These maps have a shipping channel around the southern and western map edge so you can go from Panama to Aden as the Allies The are a few exit points.

I'm going to drop Brian a PM and find out how hard it would be to have his mod use RHS level 6 maps. This would address John's and my concern over the lack of enough shipping channels.


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