RHS Level I Updates Suspended

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el cid again
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RE: RHS Maps, Reveal Codes and Off Map Matters

Post by el cid again »

ORIGINAL: bigred

Sid, I cant understand why this unit when ordered SW is headed ne to get to sw hex. Can u check the hexsides?


Image


This is a common situation. It has to do with one of two things:

1) The existence of a path that costs less movement points - if we can say there are movement points -
will cause a unit to take a non-direct route

2) The existence of hexes owned by the other player will do the same thing - you may only enter ONE
hex not yours - and that ONLY IF there is no enemy in your hex. Otherwise - the route will be via
hexes you DO own.
el cid again
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RE: RHS Maps, Reveal Codes and Off Map Matters

Post by el cid again »

ORIGINAL: bigred

This seems to be a very experienced chinese fighter sqn.

Image

Image


These are indeed experienced FRENCH volunteers - some would say mercenaries - in China.
It is called a squadron but really is a flight.
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bigred
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RE: RHS Maps, Reveal Codes and Off Map Matters

Post by bigred »

ORIGINAL: el cid again

ORIGINAL: bigred

can u check this unit hq?

Image


6732 is marked without an X = not in the game
it has no HQ assigned -

I have no idea how you get this display? It is some kind of item from stock we do not use -
and apparently neither does stock.
well, I do have this division in india ready for deployment and I sould assign it to an HQ.
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bigred
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RE: RHS Maps, Reveal Codes and Off Map Matters

Post by bigred »

ORIGINAL: el cid again

ORIGINAL: bigred

Sid, I cant understand why this unit when ordered SW is headed ne to get to sw hex. Can u check the hexsides?


Image


This is a common situation. It has to do with one of two things:

1) The existence of a path that costs less movement points - if we can say there are movement points -
will cause a unit to take a non-direct route

2) The existence of hexes owned by the other player will do the same thing - you may only enter ONE
hex not yours - and that ONLY IF there is no enemy in your hex. Otherwise - the route will be via
hexes you DO own.
I think there is a pwhexe side issue ..Direct route to the se is the cost effective route.
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el cid again
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RE: RHS Maps, Reveal Codes and Off Map Matters

Post by el cid again »

ORIGINAL: bigred

ORIGINAL: el cid again

ORIGINAL: bigred

can u check this unit hq?

Image


6732 is marked without an X = not in the game
it has no HQ assigned -

I have no idea how you get this display? It is some kind of item from stock we do not use -
and apparently neither does stock.
well, I do have this division in india ready for deployment and I sould assign it to an HQ.


See above. Yes - it was (by error) in India - in that I did not intend to modify stock data.
But I think the 'error' was right - and have now added it. The command is 185 - and data for the
unit is almost right - and will correct because the formation it points at is perfect. The unit
had no command, so code somehow filled in the blank - that is the default for a ship command -
and apparently land units do the same thing. Its location is its "command" if you get the idea.
It can be assigned to any command - at the price of PP.
el cid again
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RE: RHS Maps, Reveal Codes and Off Map Matters

Post by el cid again »

ORIGINAL: bigred

ORIGINAL: el cid again

ORIGINAL: bigred

Sid, I cant understand why this unit when ordered SW is headed ne to get to sw hex. Can u check the hexsides?


Image


This is a common situation. It has to do with one of two things:

1) The existence of a path that costs less movement points - if we can say there are movement points -
will cause a unit to take a non-direct route

2) The existence of hexes owned by the other player will do the same thing - you may only enter ONE
hex not yours - and that ONLY IF there is no enemy in your hex. Otherwise - the route will be via
hexes you DO own.
I think there is a pwhexe side issue ..Direct route to the se is the cost effective route.

Turn reveal hexsides on - if there was a blocked hexside - you could see it.

I looked - and my reveal hexsides ARE on.

With them off you can't see the blocked hexsides - which indeed ARE present - but for cause.

This is the Yangtze River Gorge - which is like the Grand Canyon of China. The whole area
has blocked hexsides - and this hex is the very worst of the lot - four of six sides are impassable
to anything but airplanes. The routing routine is working properly. From here NW the whole
course of the Yangtze until the great bend to the west has at least two blocked hexsides for every
hex on BOTH sides of the river. It is an RHS feature from WITP days - an attempt to make
the map of China more like IRL - and to make the Yangtze as a river route more important.

Press the R key - Reveal Codes re Roads - and you will see a zig zag trail down the river.
This represents small river craft, including rafts and sampans and all manner of boats,
and is an RHS mechanism used to make rivers do two things: somewhat faster for land units
to move along, and move supplies (slowly). Riverine trails (called 'low capacity ferries') are
not always present - it depends on the development of the area and the presence of numbers
of commercial small craft used to move things as well as people.

With hexside details on you also can see the "ice" in the North easily - and you can see
other features of RHS. Here you can see visually the Yangtze Gorge - a major barrier -
although it is "too wide" - it creates the right effect.
el cid again
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RE: RHS Design Theory

Post by el cid again »

FYI - not for this game - but future tests will include the Asano Unit and USN UDTs -
and all games will get some new ship art shortly:

First - this update sets up the revised ship art

In the process of investigating about 60 new classes
starting with the Imperial Manchukuo Navy - but including
many new minor Axis and Allied vessels related to riverine
and coastal operations

I made many technical changes
for cosmetic, historical or technical reasons

Most of this will update into existing games - changes in type of vessel
and type of weapon are instant updates

but some things won't
names won't change
new vessels won't add (two new Manchurian patrol craft, 24 new US Army
Corps of Engineers "tank lighters" = USN LCMs)

Booms were redefined so they will permit loading troops to make em tougher in a fight - meaning "river booms" or blockade vessels

Ferries were redefines so they can be amphibs - they are superb amphibs

certain patrol craft redefined so they are more consistent with other craft

SECOND - I added the Asano Unit (or Asano Brigade) - of the IJA Nakano School in conception - this is a Manchurian unit of Russians - complete with a cossock commander - two companies of infantry, a recon element, a demolition engineer element, a machine gun company and a mortar company
The MG company is 4 MMG by our standards, and the mortar company 8 8cm mortars - better than the usual 7cm in Manchukuo service - there are 4 squads of cavalry, 4 of demolition engineers. It is based near where the Sungari River meets the Amur - at the SE tip of Manchuria.

THIRD - I added USN UDTs - which surprisingly come in teams of 96 men -
so I created a new combat engineer squad (called of course UDT Team) -
of only 6 (vice the usual 12 men) - which when combined with a 10 man support squad = 16 men - and you get 6 per UDT TEAM

I added every OPERATIONAL UDT Team in theater

including the first (OSS) Team 10 at Santa Catalina Island
All the rest start on Maui
Teams 5, 15, 7, 12, 13, 14, 16, 17, 18 and 11 (in order of creation)
from early 1944 (Team 10) to early 1945.


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bigred
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RE: RHS Design Theory

Post by bigred »

size 10 fort?

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bigred
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RE: RHS Design Theory

Post by bigred »

and this

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el cid again
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RE: RHS Design Theory

Post by el cid again »

ORIGINAL: bigred

and this

Image


IA is my own prefix - so it means it is a unit I have modified - and either is on the map,
is a reinforcement, or was lost for some reason. But it should exist in some sense -
else the name could not appear in your image. I don't know how you got this display?
Try to pull it up with a new game load.

EDIT: I have found your display and every unit in it -
the IA 13th brigade is slot 6694 and would appear if its component units were to combine.
The division would appear if its component units were to combine. I have not found the 27th
artillery yet - but it must be in the data set or it could not be listed. It is "not in play" which
should mean it isn't yet arrived in theater.

EDIT AGAIN: Found it - slot 6302. It is 9999ed out in RHS, not in stock. Not sure why?
But either it should be 0 as in stock, or the unit should not have the field associating it with a higher
command - preventing the higher unit from ever appearing. Will determine which?
el cid again
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RE: RHS Design Theory

Post by el cid again »

ORIGINAL: bigred

size 10 fort?

Image


This is file corruption with the typical case: a 0 is added. The value should be 1
vice 10. I call it an "editor induced error" and it is fairly rare, but it does happen.
From time to time one will find records with an extra 0 in a field - and one must clean
them up when discovered. This will make the next microupdate.

Note there is a difference between the fortification level of a hex and "forts" as part of a
land combat unit. I use a convention for UNITS - one fort for every major hard point.
Thus typically big CD units have several or many forts. The biggest of these are at
places like Hawaii, Singapore, the entrances to Puget Sound and Columbia River,
San Francisco, San Diego - the Islands of Tsushima and Iki and the port of Fusan in
Korea - etc. These (slightly) help these units survive - but unfortunately nothing works
to model Fort Drum as it should. Once a unit runs out of supplies, and you cannot segregate
supplies to a fortification unit, its devices will die off on a random basis. Still - forts help
"harden" a unit - so you will see them in the UNITS. The fort level of a hex is different -
and generally the same as in stock - which is the case here. That is, it should be a 1,
just like inherited. Padang didn't have extensive fortifications, but did have minimal ones.
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inqistor
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RE: RHS Design Theory

Post by inqistor »

What is your theory behing bombers bombload modification?

I see in your test AARs, that bombers carry lots of small bombs on ground missions (and they seem to be named after their bombload configuration), and it seems to be sometimes overkill. That clearly indicates, that land devices are easily destroyed by smaller bombs, and it shows a good way, to modify 1E Attack Bombers, and FB to be better in close support role, than 4Es.
el cid again
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RE: RHS Design Theory

Post by el cid again »

ORIGINAL: inqistor

What is your theory behing bombers bombload modification?

I see in your test AARs, that bombers carry lots of small bombs on ground missions (and they seem to be named after their bombload configuration), and it seems to be sometimes overkill. That clearly indicates, that land devices are easily destroyed by smaller bombs, and it shows a good way, to modify 1E Attack Bombers, and FB to be better in close support role, than 4Es.


You are on target, to borrow a bomber metaphor (both my parents served in B-17s - my mother using cameras to train bombradiers and gunners),
my father being a tail gunner (don't ask me why that is a different job from some other kind of gunner - I don't know?).

But, first of all, understand my "changes" are in the direction of history. That is, I went over to smaller bombs WHEN AND IF that was the TYPICAL load of the plane, not for some game effect per se. So the Japanese get a lot more of this than the Allies do - although to be sure - the Allies do have bombers with small bombs - and eventually big bombers with lots of big bombs. Because of other technical problems, stock and most mods grossly understate typical Allied bomb loads - whereas I use the "normal bombload" and the "extended range bombload" (but usually not the maximum load bombload which is not modeled in code at all - except for the case of a plane where normal load = maximum load - rare for the Allies - but it does happen]. So my design intent was to get the data "right" - not to have a particular effect on targets.

Second, you are also right that my planes come in variants NAMED for the KIND of bomb they carry. AS = ASW load; HE = HE bombs; AP = AP or SAP bombs; TP = torpedo load vs ships or heavy bombs otherwise; ICB = cluster bombs - BW = biological bombs (Japan only) and so on. This is implemented to help players know without needing to look at the aircraft - just from the aircraft name. Some planes have four or more different loads.

Third, I noticed that light bombers OFTEN (not always) become better vs soft targets when you arm them as was. Thus - a Japanese light bomber with 15 kg bombs is superb in this, its intended role. But a fighter bomber with two 1000 pound bombs is not as effective, per ton of bombs, because it cannot carry a larger number of smaller bombs. At the same time, a Japanese bomber with 50 kg (110 pound) or an Allied bomber with 100 pound bombs (or even 25 kg and 50 pounders in a few cases) is better vs land units than against battleships. As should be the case - a direct hit will take out almost any normal device like a machine gun, mortar, artillery piece or vehicle. But battleships are armored and only big AP bombs will penetrate, although big HE bombs that detonate nearby are probably even worse, bursting seams under hydrostatic pressure - it still needs a big bomb to matter. The ship should slough off small hits - except if they score on a radar or deck AA gun (etc).

Fourth, this change - toward more and often smaller bombs - is in the context of yet another change: I do NOT use the design system in re effect of the bomb. Long ago, I went over to using square root of bomb weight instead of bomb weight - because for soft targets - the effect of a bomb is a function of the distance you are from it, by the inverse square law. While this did cure "nuclear bombardments" by BB and bombers with big bombs, it was too much. So I changed the constant (which is one if not defined) in front of the square root and now multiply by 2 or 4 (typically) for AP and HE - still well below effect = weight but big enough to matter. In COMBINATION this means the effect of more, smaller bombs is much greater than the same weight of fewer, larger bombs - re say LCU or unarmored ships. Again as it should be. But let me note once again - these changes were made to move in the direction of better modeling - not to achieve those effects for their own sake. Only if you believe this load is approprate to that plane should you use it. The game is a simplification of reality - so typical loads should be the thing we use IMHO.

Bottom line, light bombers with lots of little bombs are better for ground support than any bombers with a comparable weight of big bombers is.
On the other hand, a fighter bomber putting thousand pounders into an armored warship is going to work better than dropping 15, 25 or 50 kg bombs will.
el cid again
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RE: RHS Design Theory

Post by el cid again »

In RHS we have the Unit 731 Air Unit - unique in that it isn't really JAAF - it is a private affair since JAAF refused to deal with Dr Ichii (Col, later General).
It is equipped with Ki-36 aircraft - similar to the light planes of the real Unit 731 - and they are armed with 25kg Uji BW bombs - ceramic bombs!
These are loaded with fleas - Japan had 16 tons of anthrax and used fleas to "vector" them into human and animal populations. This was the first case of "overkill" in history - IF you could deliver the stuff it was enough anthrax to wipe out the world's human population. These bombs have zero armor penetration value - they break on hitting literally anything. But a high "soft effect" - and each plane can carry eight of them to normal range (four to
extended range).

It is my personal SOP to nationalize the unit, fit it with light bombers (even Ki-36 of the non BW kind), and forget the whole thing. But I have the OPTION to fit it with Uji bomb laden planes if I want to. Either Ki-36 - or if I care to buy them new - Ki-30s - which are more survivable. Aside from being faser and
fitted with a defensive gunner, Ki-30s carry twice as many bombs, and have 33% more extended range. This offers players the option to accept BW as a strategy, which IRL IJA resisted. Aside from general reservations before the fact, it got very hostile after the wind changed during one op in China:
"this is worse than the enemy" the officers complained. Indeed, it probably was! One reason we do not allow for a massive use of BW is that we have no mechanism to represent such things. Another is, the band of tolerance was fairly low - one may allow more ops than Gen Ichii got to do - but probably never is his grand intent of intercontinental delivery targeting all of North America going to have been adopted.

What is absent from RHS is a modeling of the baloon bombing campaign. The campaign you may know about was only proof of concept testing - using incendaries. The REAL payload was to be Uji BW bombs! When Russia invaded Manchukuo, Gen Ichii called the commander Kwangtung Army,
and they decided "it would do no good" to use the bombs on the USA - they had the means to deliver them and knew what fraction of the balloons would arrive. So they destroyed the evidence at Peng Fan - including killing the survivors from Bataan which had been used to insure the weapons worked on Caucasians! Curiously, this decision is consistent with FOUR OTHER decisions NOT to use CW on invasion forces if Japan was attacked. Gen Sugiama, one of the three powers behind the throne when war began, and considered widely responsible for the war with the USA, ordered Army CW stocks destroyed to INSURE they could not be used by anyone. The navy made similar choices. For the very same invasion the US Army intended to use CW. History is nothing if you have no sense of irony.

FYI CW, RW (radioactive bombs), and BW are not very effective vs a modern society with high quality medical care. Japan was subject to YEARS of BW attacks by a radical cult and NEVER NOTICED! Only after they bombed a subway with nerve gas - killing only 6 people - did they find out - during the investigation of the cult - which had extensive scientific laboratories and had gone to Africa to get nasty germs. BW is much more effective in a remote place - like Nomanhan was - and in that case even worse because there was no evidence of an attack - no planes dropping bombs for example. So no one took precautions. And in those days ONLY JAPAN had the "high tech" water filter of Gen Ichii - we use it to day in NASA. No one else could filter water to get rid of the germs - they had to distill it and it still might not work. So the Russians, with no clue, got hit hard - the doctors getting sick along with everyone else all at the same time. The more sinister doomsday planning (by Russia and Israel) involves using BW AFTER a nuclear war wreaks infrastructures - to insure the enemy population does not recover - or if it does - does so on a tiny scale.

el cid again
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RE: RHS Scenario 102

Post by el cid again »

At one point I split the file set into two species:

Scenario 101 called Strategic

and

Scenario 102 called Operational

Scenario 102 was most used during automated (computer vs computer)
testing. It "got lost" when I accidentally overwrote the location file unique to
it - but I have kept it up to date in all other respects. I decided to update
this scenario. I have also thought of some additional features which are
now worked into it.

The design intent is to simplify economic management for players who
find that a daunting task. This in particular is focused on aircraft
production, which is more like stock. Strategic features "production
ramp up" wherever possible. Operational features "block startup" instead
at the price of starting a month later in time. One aspect of this, the
automatic production of minor planes, has been back-fitted in part to
101: types I did not trust players to allow to produce, and did not want
converted to exotic combat planes, are now automatic in both scenarios.
But in 102, there are more examples, and less industry needing management.

An original feature of 102 is that the Russians are inactive. This means the
Allies do not get to manage the Russians, unless invaded. But it does
simplify the game as long as that is the case. I don't entirely like the fact
the Russians are "stuck" in terms of deployment, where fortifications are
built, or where supplies build up - but that is the flip side of the coin -
and the RHS philosophy is "power to the players - let the players decide"
whenever possible - by creating options. And active Russians who are
not at war is wholly incomprehensible to AI. This reactivates the Manchukuo
garrison requirement, unfortunately not including aircraft - which I think
it should (but AI at least respects the need for planes up North).

Another feature is that training units have been removed. In RHS, training
units are "real" - something AE code made possible - but which stock does not.
In stock, a "training unit" appears only at the end of the war, its "trainers" fitted
for kamakaze attacks. In RHS, the training units TRAIN PILOTS from the start
of the game. Code tells the player when pilots are trained and can be released
into the pools, at what level? This works great - but it is time consuming. In 102,
these units are removed altogether. In neither scenario are kamakazes active.
[Manned missiles and Kaiten are, however. In theory a Kaiten pilot can "bail out"
and, in fact, the midgets operationally were not much better than Kaiten in terms
of crew survival. There are few Kaiten, and it does not require pilot training to
operate one, and the concept is retained for arming late war naval vessels. The MXY7
missile also might be guided by radio, the 'pilot" isn't concumed by code, so it is
somewhat in limbo if there are pilots or not. Aside from morality and psychology,
the way Matrix code works, Kamakazes are a formula to wipe out your air force and
deprive it of the ability to perform most missions. I find it more reasonable to turn
Kamakaze's off and not to provide the aircraft as such. If the Japanese are going to win,
they need more efficient use of airplanes and pilots than Kamakazes permit anyway.
Anyway - 102 lacks the training units of 101 - which appear from the start (instead of late)
and which actually work as training units (not as Kamakazes).

Over time other ideas have occurred to me. Anything that would not be
understood by AI is removed: thus trains are either gone, or immobile.
[The idea of an immobile train comes from Hawaii, where the CD train
cannot move anyway: in 101 you can pack it up on a ship and send it
another place - always a theoretical option IRL. But in 102, it is "stuck"
by the means of making its rail guns static. This also applies to the CD
train intended to defend Aberdeen & Hoquiam (Washington). In 101 it
is mobile, at Fort Lewis (that is, at Tacoma). In 102 it starts at its
assigned duty point, and is not mobile - because its heavy weapons are
static.] AI won't know to "stay on the tracks" - so something had to be done.
In a similar way, the Uji BW bomb is gone, and so is the Unit 731 Aviation
Unit - because the nuances of biological warfare do not belong under AI
management. There are also no "ghost submarines" in 102. In general,
there is slightly less to manage, and what is left often is more important
to operations that what is absent. Hence the title "operational."

I also removed some tiny river gunboats armed only with machine guns,
river booms (sort of transportable barriers to block river movement),
and all Axis junks - which contribute very little to the ability to move troops
or cargo and have nowhere a vital role as they do in several places for the
Allies. I also removed some yachts that were not in service as military craft
but which were fairly cool chrome. Certain other truly minor craft may
be added to this list - or already are gone but I forgot.

The design intent is for 102 to be slightly less time consuming for players,
and slightly more compatible with AI control, both for computer vs computer
tests, and for humans vs AI. As always, the AI will be better at managing the
Japanese than the Allies, and unless I can create a better AI, it will be nowhere
as competent as a human opponent. But some players write they cannot promise
things to human players, and still want to play - so would I create an AI variant.
Finally, it is for human vs human games where players want to PLAY, make operational choices without so much management of the economics, or any
need to worry about the North.

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RE: RHS Air Transport Theory

Post by el cid again »

In AE, transport code is similar to WITP. That is, the extended range of an air transport is
(usually) half the transfer range. [More on that in a bit]. But the normal range depends
on the value in the normal range field, giving this to the control of the modder. Just as in
WITP RHS, we let the actual operational range control, so we make transfer range be twice
that value (never mind IRL it is generally greater than that. [Sometimes that isn't quite enough:
the algorithm that converts range to hexes differs between extended range and transfer range,
so that SOMETIMES the number of hexes is one too small. In this case we increase the transfer
range slightly, until an even number of hexes is reached, and divide by two works for extended
range]

Working on transport data, I discovered that stock, and RHS, and several other mods, understate
the number of L2D2 at the start. Also production is too low - it should be at least 7 and possibly 8
by December 1941. There are at least 66 L2D2 (not counting 2 L2D1 or 20 DC-3) in service at the
start. FYI. There are likely missing units from the OB with this aircraft, as it is unlikely so many
were merely in a pool unused.

In RHS we added many air transports and air transport units, including civil ones which served in
military roles. There are also additional airborne assets. But the real utility of air transport, IMHO,
is its impact on logistics - and on rapid build up of advanced bases. IJN used this technique in
the Eastern NEI, where tiny packets of airborne (is isn't gamey as some have alleged) would
capture a location with an airfield, then other units would fly in to put it into useful service. Also,
if you see an ! indicating low supply, you can "feed" that location (or one near it) if there is an
airfield - and this keeps units there better fit for operations than if you don't.

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bigred
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RE: RHS Air Transport Theory

Post by bigred »

It may just be me but I am missing something...

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el cid again
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RE: RHS Design Theory: Scenario Options 101-105

Post by el cid again »


I was thinking about RHS Scenario names with a view to naming Scenario 103.
I looked at the WITP version of RHS - and realized we can use those legacy names -
and create more scenarios instantly.

Scenario 101 can be called RHSCVO = Carrier Oriented = a close approximation of the war as it actually developed.

Scenario 103 can be called RHSRPO = Russian Passive Option = Scenario 101 with the Russians set to passive.

Scenario 102 can be called RHSAIO = Artificial Intelligence Option = a simplified variation of 101 more suitable to use vs AI - and also easier for humans not interested in total economic management to play.

Scenario 104 can be called RHSRAO = Russian Active Option = Scenario 102 with the Russians set to active.

Scenario 105 can be called RHSEOS = Empire of the Sun - lifting the description from WITP RHSEOS:

RHSEOS: This is the Empire of the Sun - or Japan Enhanced Scenario. Japan forms a joint planning committee on mobilization in July 1941. This committee is modeled on the real one that planned the invasion of Malaya. It is allowed that JAAF and JNAF share aircraft on a more rational basis, and that service cooperation in general is more rational, following the example of Yamashita's campaign in Malaya where this was done. The IJA does not build aircraft carriers or submarines for example. The steel, engines (and slots) for them are used for Navy ships (the carriers tend to appear as tankers). More ships are built in CVL form vice CVS form. Some German aircraft which were licensed are produced (notably a version of the Me-109 - the Ju-88 - both of which had Allied code names - but neither of which served in units in Japan IRL). Both sides get lots of political points - and many units start assigned to home commands. [In effect, the political points expended IRL are not expended, but given to players: having not been expended, the units are still assigned to home commands]. The Russians are active. The Allies DO respond to this greater threat in several ways: more planes go to PTO - more CL appear as CVL - big ships like Midways appear sooner as smaller ships (Essex) - or Alaska's appear as CAs - etc.


All these scenarios, except 105, at Revision Level 4.0, will be released in the next 24 hours. 105 will follow this weekend, and lessons learned (there are always lessons learned during data entry examination of records) folded back may result in the rest being re-released as 4.01 by Sunday or so.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Design Theory: The Return of Mifune and Scenario 100

Post by el cid again »

Mifune has returned - well not quite from the dead - but from an auto accident!
And he is wrapping up his personal scenario, which technically was the first
RHS scenario in AE - fully two years before I began working on one. He created
it mainly because of technical problems with aircraft durability, and then with
AAA ratings, in AE. Remembering our WITP version of RHS, he applied our algorithms to the AE data set - a massive undertaking I did not attempt to duplicate. ALL RHS scenarios use his work - which I copied directly into stock Scenario 1
when I began to work on scenario 101. As always, in WITP, and in his tests, and in my tests,
and in Big Red's tests, the RHS air model produces remarkable results, and somewhat higher
attrition (still not enough). One reason is durability is not high, which prevents the routines
from yielding enough casualties. Another is that we worked for years to represent durability
properly in a relative sense, comparing different types of planes - so relative casualty rates
are better modeled.

We will be releasing Mifune's scenario next, probably alongside RHS 105 - assuming I actually get to it. I have been reviewing 101 to 104 in light of his comments and suggestions, and have begun the release process for them as most files are done.
These will wrap up and release today or tomorrow. In a few days 100 (which is not yet named) and 105 (which is RHSEOS Empire of the Sun) will be released - and we will proceed to a final testing regime - and packaging with an installer.

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

RE: RHS Design Theory: Scenario 100 name and description

Post by el cid again »

This is preliminary taken from email from Mifune relative to his scenario 100 which is being completed and integrated with other RHS scenarios.
It is more of a variation than my 105 concept - which is a minimalist enhancement only involving things that could happen after the decision for
war in July, 1941. No time to build battlecruisers, etc. So I may still do that - but I am in the process of releasing 101 to 104 at this moment -
integrating some technical suggestions from Mifune about various issues. For the record, ANY mod based on RHS concepts can be included in the RHS family. It appears we can release all scenarios with a single installer. Note that the number of scenarios is intended to create options for players: 101 and 103 are IDENTICAL except for active/passive Russians; same for 102 and 104 with passive/active Russians - you get to choose - it isn't forced on you by the mod design. Scenario 100 will be called RHSGAP:


GAP = Greater Asian Prosperity. Which is a slight misnomer as both sides get toys and chrome. The Axis are a bit more united this time around. Allies receive few additional Dutch naval ships including a couple of BC's. The story there was put up by their Allies to have them built at the German facilities. Of course the French would be dubious of this expecting the German the keep those ships for themselves. But of course they did not and indeed pass those ships back to the Dutch. American get 3 BC's (I put one with each CV group. I have to sit down and list other items, all this came from an old Allied alternative web site. In fact the same one used by Ironstorm. The Axis receive a differently built fleet with which a couple of carriers instead of large BB's and some other ships. All that came from the old Alternative IJN website which is no longer online. But I have a copy of that website. In addition their is additional emphasis to have a greater respect for ASW. This is accomplished of approximately havhaving each upgrade moved a upgrade is bumped up. A simple solution I liked Nemo's U.S. Subs with the planes idea (3 subs I think). The type of chrome that fits well in the GAP scenario. The Thai armed forces are at the start as Axis, of course they are restricted so they do not wander too far. Even the Italians have their small contingent. And of course the Germans are represented. I almost forgot about the Vichy French. After the Brits raided the French fleet there is plenty of animosity. That is just the tip of the iceberg.
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